TEXT: Andrew Antolick (Order #29834561)
  
  Andrew Antolick (Order #29834561)
  
  2
  THE AFTER
  the development team
  Artwork and Original 
  Concept: 
  Jon Gibbons
  Author: 
  sean nokes
  Additional Writing: 
  Jon Gibbons
  mike lafferty
  chuck rice
  ade smith
  Jason tondro
  Lead Editor: 
  chuck rice
  Additional Editing: 
  ap klowsky
  Layout: 
  craiG williams
  Publisher: 
  faintinG Goat Games
  Kickstarter Production: 
  Jade monkey studios
  THE AFTER is © 2020 Jon Gibbons.  All Rights Reserved.
  This game references the Savage Worlds game system, available from Pinnacle Entertainment Group 
  at www.peginc.com. Savage Worlds and all associated logos and trademarks are copyrights of 
  Pinnacle Entertainment Group. Used with permission. Pinnacle makes no representation or warranty 
  as to the quality, viability, or suitability for purpose of this product.  Material within this product 
  is reproduced with permission from Pinnacle Entertainment Group from Savage Worlds core rules 
  available at www.peginc.com.
  special thanks to
  All of our KICKSTARTER backers & Facebook friends, Walt Robillard, The BAMF Podcast, The 
  Manaburnt Podcast, Savage Insider, Keystroke Medium, Happy Monster Press, Random Worlds Q&A, 
  Comics Clerics & Controllers and strong coffee makers worldwide
  Andrew Antolick (Order #29834561)
  
  3
  THE AFTER
  welcome to the after
  players Guide to the after
  Gear, salvaGe and tradinG
  livinG in wind river
  Gazetteer of wind river
  adversaries of the after
  maJor players in the after
  adventure: shadow of the phoenix
  contents
  chapter 1
  chapter 2
  chapter 3
  chapter 4
  chapter 5
  chapter 6
  chapter 7
  chapter 8
  7
  21
  55
  81
  103
  179
  207
  223
  Andrew Antolick (Order #29834561)
  
  4
  THE AFTER
  welcome to the after
  oNe
  Andrew Antolick (Order #29834561)
  
  5
  THE AFTER
  welcome to the after
  oNe
  No matter how much the people of chapter revere me, I am Not 
  truly oNe of them.  IN the valley below, they whIsper to oNe aNother 
  oNce the sNows fINally melt aNd the wINds stop howlINg.  “take a 
  sack of food or a bottle of whIskey up the mouNtaIN, to old maN 
  crow’s cave,” they say.  “he’s got the booN, aNd he caN fINd what 
  you’ve lost - tell you where the best salvage Is - see your future.”
  It’s true, of course.  IN the cool of the NIght wheN the brokeN 
  mooN rIses, the booN comes upoN me whether I wIsh It or Not, aNd I 
  hear, see, aNd dream thINgs that doN’t beloNg to me.  ofteN tImes, 
  thINgs I’d rather Not kNow at all.
  oN those NIghts I hear youNg explorers plaNNINg mIssIoNs to delve 
  INto the ruINs of the old world, to dredge out weapoNs, rIches 
  aNd kNowledge.  I see farmers frettINg for theIr herds aNd prayINg 
  that ferals doN’t drag away theIr soNs.  I hear the elder couNcIl 
  woNderINg why old maN crow doesN’t come take hIs allotted place 
  IN the couNcIl house aNd put hIs wIthered boNes Next to a warm 
  hearth all wINter.
  the truth Is, beINg arouNd other people for loNg just makes 
  the vIsIoNs worse.  they come upoN me fIerce aNd chokINg, uNtIl 
  I caN barely breathe.  I see the old world as It was before the 
  harvest, aNd before the fall.  I see the butchers hurtle dowN 
  from the stars, traNsformINg cItIes INto wreckage IN the blINk of 
  aN eye.  I see shattered famIlIes aNd eNdless fIelds of sorrow.  cIty-
  sIzed spaceshIps traNsformed INto flesh factorIes, coNvertINg the 
  helpless INto mechaNIzed slaves.  torture, death, destructIoN - a 
  lItaNy of paIN.
  wheNever chapter’s messeNgers come to me, that NIght I ofteN 
  dream of the way our blue skIes rIpped apart to show the terrIble 
  breach beyoNd, aNd of the ghost orbshIps that tore through, 
  reNdINg our realIty apart.  I dream of the terrors of INterstellar 
  war, of two alIeN races locked IN mortal combat, wIth earth as the 
  battlegrouNd.  I dream of NatIoNs grouNd to dust aNd humaNIty 
  reduced to sNIvellINg beasts cowerINg IN fear, waItINg for the Next 
  horror to arrIve.
  last tIme I slept IN chapter I Nearly clawed out my owN eyes.  
  Never agaIN.
   - old maN crow
  Andrew Antolick (Order #29834561)
  
  6
  THE AFTER
  welcome to the after
  oNe
  Andrew Antolick (Order #29834561)
  
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  THE AFTER
  welcome to the after
  oNe
  WELCOME TO THE AFTER
  The After is a Savage Worlds roleplaying game setting 
  which takes place in the northwestern reaches of a 
  broken North American continent.  You play heroic 
  survivors who have emerged into a planet that has 
  become frightfully different after decades of alien 
  predation and interstellar war.
  During your game of The After, you can explore 
  strange alien wreckage, scavenge from the ruins of 
  forgotten cities, hunt incredible prey in the depths 
  of warped jungles, and explore all manner of bizarre 
  landscapes.  You and your companions can defend 
  survivor settlements from bandits, tribes of twisted 
  Ferals, and other dangerous creatures.  You might 
  discover uncanny alien artifacts left behind from 
  the conflict that destroyed the Old World.  Some of 
  these might contain alien Breach energy and deliver 
  incredible but short-lived powers.  Others might be 
  bio-mechanical augmentations that can - with great 
  risk - be implanted right into your flesh.
  Most importantly, it will be you - or people like 
  you - that will shape the course of humanity’s future. 
  Which factions will you join?  Which settlements 
  will you protect?  Which leaders will you support - or 
  depose?  With all the customs, laws, and governments 
  of the Old World ground into dust, it may fall to your 
  character to determine the very shape of the new 
  civilization that rises in The After.
  Within these pages, a player can find rules for 
  creating survivors of many types:
   
   Human survivors, who might be grizzled 
  trailmasters, savvy politicians, wise librarians, 
  bounty hunters, humble farmhands, hard-bitten 
  militia soldiers, traveling doctors, or whatever 
  role strikes your fancy.
   
   The Gifted, survivors who have developed the 
  ability to manipulate Breach energy with their 
  minds, risking life and limb for mysterious 
  powers.
   
   The Changed, whose bodies have been twisted by 
  the alien invaders’ technology; a Changed might 
  have biomechanical animalistic anomalies that 
  offer unique abilities, but leave them second-
  class citizens.
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  THE AFTER
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   The enormous, lumbering Helots, an alien race 
  brought to Earth as slave labor for the invaders. 
  They are slow-witted, protective, loyal, and quite 
  strong.
   
   The nimble, small-statured Skav, aliens who 
  stowed away on the invaders’ ships.  They are 
  stealthy, friendly, and adaptable, doing their best 
  to fit in with human settlements.
  The After has much for the gamemaster to enjoy as 
  well:
   
   Factions:  groups your players can join or strive 
  against.  Each wants to shape the world of The 
  After in a different way.
   
   A new rules system for gear degradation:  Stress 
  Tags, caused by the alien nanites permeating the 
  world.
   
   Remnants, pieces of alien technology that your 
  players might salvage and attempt to use - at a cost.
   
   A well-detailed gazetteer of the Wind River 
  Valley setting, including plot hooks for several 
  settlements.
   
    An exploration of mysterious Breach Zones, 
  home to dangerous and uncanny creatures
   
   A rogues’ gallery of fully statted non-player 
  characters, who might be allies, enemies, or 
  neither.
   
   Guidelines for creating custom gangs of Feral 
  humanoids, including warriors, champions, and 
  shamans.
   
   A bestiary compiling the new and spectacular 
  creatures that wander the Wind River Valley, such 
  as the Butcher Bear, the Humbuzz Swarm, or the 
  Crocogant.
  THE WORLD BEFORE
  In the Old World, mankind was wealthy beyond 
  measure, plundering Earth for fuel and resources. 
  Humanity’s reach was boundless and its knowledge 
  multiplied with every passing year.  For millennia, 
  humans had looked at the night sky and wondered, 
  “What could be out there?”
  Finally, in AD 2019, a brilliant invention arose. 
  Using experimental quantum technology, scientists at 
  the Jodrell Bank Observatory, in the United Kingdom, 
  beamed a powerful message into space.  Hurtling 
  outward at faster-than-light speeds previously thought 
  impossible, the message spoke of humanity’s desire 
  for peace, friendship, and understanding.  
  Celebrations took place all over the world after this 
  scientific breakthrough.  However, after a few weeks 
  in the mainstream news cycle, most of the populace 
  returned to their lives of labor, social media, and 
  consumption.  Corporations began to scheme 
  about how to control and exploit this new quantum 
  communication technology.  To most of the billions 
  of Earthlings, nothing of real note had occurred.
  That all changed on Saturday, June 13, 2020. 
  Humanity’s message was answered.  A fleet of dozens 
  of city-sized starships arrived and entered Earth’s 
  orbit.  Scientists marveled at the technology that 
  must have been required to build and move these 
  Goliath Ships, and to decelerate them at speeds that 
  seemed to ignore the known laws of physics.
  The visitors did not seek out our leaders or 
  communicate with our scientists.  They did not 
  provide information about life beyond our solar 
  system, nor did they gift us with extraterrestrial 
  technology.  Instead, after three days in orbit, the 
  alien fleet bombarded Earth with a cascade of 
  high-altitude electromagnetic pulse attacks.  This 
  attack destroyed power grids and electronic devices 
  worldwide, plunging humankind into chaos.
  Even most of the world’s ‘hardened’ power systems 
  and communication arrays were disabled by the EMP 
  attack.  Without electricity, food and medical supplies 
  could not be distributed to cities, fuel could not be 
  pumped from its underground tanks, and water could 
  not be easily purified.  Without communication, law 
  and order quickly broke down.  Within a week, panic 
  and deprivation spawned mass violence in urban 
  centers all around the world.  Authorities, rendered 
  nearly powerless to communicate across distance, 
  struggled to contain the madness.
  Following the electromagnetic attack, several of the 
  world’s nuclear powers attempted to launch nuclear 
  missiles at the invaders’ fleet, but the missiles were 
  smashed out of the sky by the alien fleet’s weaponry. 
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  THE AFTER
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  Immediate reprisals in the form of waves of orbital 
  mass-driver slugs pulverized every installation that 
  had launched a missile, devastating the landscape for 
  miles around.
  A month after the lights went out, the invaders 
  landed.  Their Goliath fleet sent forth huge dropships 
  that became known as Harvester Ships.  They 
  thundered to the surface, billowing immense trails 
  of smoke that darkened the skies over the major 
  cities where they landed:  Tokyo, Delhi,  Shanghai, 
  New York City, Cairo, Moscow, and many more.  
  The starving, terrified populaces soon found that 
  the smoke emitted as the Harvester Ships landed 
  was something more sinister, which would later 
  be known as the GenBomb:  a lingering cloud 
  that combined mutagenic particulate matter with 
  swarms of insidious, invasive nanites.  While their 
  ships settled into place, creaking and groaning from 
  the stresses of Earth gravity, the invaders’ GenBomb 
  visited immediate horror upon millions.
  The nanites dispersed by the GenBomb were 
  attracted to both technology and flesh.  Manufactured 
  items infiltrated by the nanites immediately became 
  unreliable, often failing to function altogether.  The 
  GenBomb’s effect on living creatures was even more 
  destructive:  creatures infected with the nanites found 
  themselves changing in awful and unpredictable 
  ways, as alien mutagenic particles were deliberately 
  introduced to their DNA.
  Each landing ship seemed to disgorge a different 
  ‘flavor’ of GenBomb, resulting in different effects 
  being visited on the various regions where they 
  landed.  In Mexico City, many citizens were overcome 
  with bestial madness, tearing each other apart; in 
  Chicago, human bodies swelled until a majority of 
  the population were fleshy cubes, unable to move.  
  While the GenBomb wreaked havoc on Earth, the 
  Harvester Ships opened, and spat forth the aliens - 
  who we would call the Butchers - and their armies.  
  Alongside each of the titanically powerful Butchers 
  scrabbled hundreds of biomechanical horrors - 
  twisted amalgams of flesh and technology.  These 
  armies marched into the cities and struck down 
  what resistance the locals could muster.  While the 
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  THE AFTER
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  biomechanical servitors were dangerous, they could 
  be slain by concentrated fire or a well-placed explosive. 
  Their alien masters, however, stepped into the gaps 
  wherever their servants were turned aside.  A Butcher’s 
  armor seemed near impregnable and their weapons 
  were unstoppable.  No military unit ever reported 
  scoring a confirmed kill against a Butcher.
  As the massacres continued, we learned that the 
  aliens had come not only to slaughter, but also to 
  gather.  All sorts of organic life forms were chased 
  down, captured, and returned to the Harvester Ships. 
  In addition to hunting the living, the Butchers 
  gathered up the broken remains of human technology: 
  forged metal, plastic, electronic components.  
  Both flesh and metal became raw materials as 
  the Butchers’ Harvester Ships were converted 
  into nightmarish industrial facilities.  Day and 
  night, victims were devoured, consumed as fuel, or 
  converted into insane slaves through the use of gene-
  twisting and hideous biotechnological implantation.
  Throughout all this horror, the Butchers never 
  communicated with humanity.  We never discovered 
  the invaders’ motivations, learned their language, 
  or had the opportunity to negotiate for mercy. 
  The Butchers systematically dismantled human 
  civilization, with utter disregard for humanity.  We 
  came to call this process The Harvest.  Major cities 
  were depopulated within ten years, with the survivors 
  scattered into the countryside.
  In some areas, governments remained - or had 
  been formed among the survivors - that were strong 
  enough to take a stand.  To protect what remained of 
  their people, they formed armies meant to contain 
  the Butchers in the ruins they now controlled.  
  With what little weaponry they could scavenge and 
  maintain, they struck at the Butchers’ servitors that 
  had begun patrolling farther from the cities.
  For a time, this resistance seemed to be just 
  enough.  The Butchers themselves rarely ventured 
  far from their massive facilities, which continued to 
  emit GenBomb clouds.  Whether out of caution, or 
  as a perverse game, the Butchers created hordes of 
  monstrosities and sent them forth into the burned 
  no-man’s-land surrounding the cities.  Each was 
  a grotesque combination of Earthly genetics with 
  biomechanical implants that both empowered 
  and enslaved the creatures.  While the armies of 
  humankind struggled against these creatures in their 
  many forms, the lines held.
  In AD 2029, either the amusement wore thin or the 
  Butchers’ hunger was too great:  the aliens marshalled 
  their forces and took to the fight themselves.  The effect 
  was devastating and immediate, a renewed slaughter. 
  By the end of AD 2030, organized resistance to the 
  Butchers had been completely crushed worldwide. 
  No organized army remained in fighting condition.
  For decades, the Harvest continued, with the 
  Butchers taking an almost leisurely approach to the 
  final destruction of Earth.  As they advanced into 
  new regions, they built smaller sub-facilities, where 
  their twisted experimentation continued.  While 
  the Butchers concentrated at first on urban regions, 
  by the 2050s their depredations followed survivors 
  even into the deep wilderness.  The Butchers, their 
  alien slave races, and their biomechanoid armies 
  continued hunting humanity almost to the last. 
  Mankind was devastated, driven to the far corners of 
  the world.  Resistance to the Butchers’ overwhelming 
  technology and savagery was impossible.
  Then, in AD 2065, the skies of Earth were torn apart 
  in dozens of places, and giant orbs of shimmering 
  energy thrummed through the breaches.  These 
  constructs were extradimensional transports of yet 
  another alien race.  As best as the few human survivors 
  could determine, the Butchers had an enemy:  a race 
  that we came to call the Ghosts.  They were bizarre 
  beings of sickening radiance, that seemed to exist 
  partially outside our own reality.
  The Ghosts came to our planet by rending space and 
  time with unfathomable quantum engines, tearing 
  outward from the ineffable non-space beyond the 
  dimensions we know.  This Breaching sent terrible 
  energies rippling over the horizon as the ambushing 
  Ghosts hurtled into battle with the Butchers.
  The Butchers struggled to respond effectively to 
  this sudden assault.  The flaming hulks of Goliath 
  motherships and broken Ghost orbships rained 
  downward all over the planet with calamitous effect, 
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  spreading toxins and Breach energy onto on an 
  already devastated Earth: an event known as The Fall.
  This Breach technology ate away at our very reality, 
  leaving Breach Zones strewn all over Earth - areas 
  where the laws of physics were permanently bent, or 
  where bizarre alien life thrived in place of what had 
  been there before.  Crystal forests, fungus jungles, and 
  acid swamps arose in the blink of an eye, permanent 
  scars on the landscape.
  The Ghosts, just as the Butchers before them, did not 
  communicate with the few survivors of humankind. 
  They focused entirely on exterminating the Butchers, 
  engaging them in merciless combat around the globe, 
  heedless of the effects their Breach technology had on 
  our planet.  It remains uncertain whether the Ghosts 
  were even aware of humankind’s presence.
  The Fall touched off decades of profound 
  destruction.  Entire continents were ravaged by 
  the fallout as the two alien races made heedless 
  and awful war, using the most powerful weapons 
  they could bring to bear.  Many human survivors 
  were mutated beyond recognition by the Butchers’ 
  poisonous technology, or driven inescapably mad by 
  the psionic war engines of the Ghosts.  The two alien 
  races, their constructs, and their slaves all grappled 
  for supremacy, leaving the Earth wrecked beneath 
  their armies.
  The War was not contained to the surface of Earth, 
  as Harvester Ships and Orbships escaped into orbit 
  to continue the fight.  By AD 2072, the Butchers and 
  Ghosts had spread throughout the solar system, still 
  fighting, while the few human survivors struggled to 
  survive the new hazards of Breach Zones and endure 
  the hordes of hideous biomechanical creatures that 
  the Butchers had left behind.  During this time, 
  most enclaves of survivors were wiped out by plague, 
  starvation, or violence.
  The real truth of what ended the War will never be 
  known, but the survivors do know this:  in April 2090, 
  a titanic impact or explosion cracked the Moon.  The 
  Breaking resulted in further destruction for the 
  remnants of mankind, as debris from the explosion 
  crashed to Earth in a series of horrific impacts, 
  leaving immense craters.  However, this disaster also 
  ushered in a new phase of the War between Butchers 
  and Ghosts.  Both races vanished from Earth’s surface, 
  shifting their conflict into the far reaches of our solar 
  system - and perhaps even farther!
  TIMELINE
  ad 2019
  European 
  scientists 
  use 
  innovative 
  quantum 
  communication to send a message of peace into the 
  cosmos at faster-than-light speeds.
  ad 2020, June
  The Butchers arrive in Earth’s orbit.  Their Goliath 
  motherships bombard the Earth with waves of 
  Breach-energy infused EMP attacks, disabling or 
  destroying most modern technology.
  Within days, crime and looting breaks out in most 
  major cities as supplies run thin.
  Governments around the world begin to lose 
  control of their populaces, as communication over 
  long distances becomes nearly impossible.
  ad 2020, July
  Violence is widespread in cities, where, without modern 
  transportation, food and water has become scarce.
  The Butchers’ Harvest Ships land in urban centers 
  on every continent except Antarctica, dispersing the 
  GenBomb’s mutagenic poisons.  The GenBomb has 
  immediate and awful effects, halving the populace in 
  most cities within weeks.
  With local governments gone, ad hoc local militias 
  have already sprung up in larger cities around the 
  world. Some current local governments claim 
  descent from these earliest citizen armies, though 
  only the die-hard loyalists believe them. 
  ad 2020, august
  The armies of the Butchers erupt from the Harvest 
  Ships, which have been converted into bio-industrial 
  facilities.  The Harvest begins, as the aliens capture 
  survivors en masse.
  Andrew Antolick (Order #29834561)
  
  12
  THE AFTER
  welcome to the after
  oNe
  ad 2025
  The remaining human governments form cordons 
  around the invasion sites, attempting to contain the 
  invaders.  The Butchers seem content to capitalize 
  upon their gains, only sending token scouting forces 
  to test the resistance - almost as if they were toying 
  with humanity.
  Although it has been a mere 5 years, human society 
  has already become unrecognizable from what it was 
  before. Apocalyptic doomsday cults spring up in the 
  wake of “the end times”. Religious groups are targeted 
  by gangs for not adequately warning their worshippers. 
  Drug dealers sell suicide cocktails openly to those who 
  have lost all hope. And fewer still, are those who have 
  gathered together, determined to fight. 
  ad 2029
  Having completely depopulated their initial landing 
  zones and converted the populace into biomechanical 
  slaves, the Butchers seek more fuel for their hideous 
  experiments.  They begin a global counterattack, 
  devastating the defenders in a summer assault of 
  unprecedented speed and fury.
  In the Wind River Valley, determined survivors 
  move their community deep underground in a bid to 
  hide from the aliens and outlast their depredations.
  ad 2030
  The last organized military forces of humanity are 
  eliminated worldwide. This is where most of the 
  new governments, those that replaced the collapsed 
  coalitions of politicians and bureaucrats, cease to 
  exist, along with most of the citizen armies. They 
  became grist for the butchers’ mill. 
  With the collapse of the erstwhile cordon, the 
  Butcher forces move freely through settled areas.  The 
  Harvest spreads to the few remaining urban centers.
  Those who survive in the cities live like rats, 
  moving into sewers and subway tunnels. The 
  children do better than the adults. They are smaller 
  and able to hide deeper in against the Butchers and 
  their servitors, but more than that, it is that this is 
  their world, the only world some of them remember. 
  Eating rats raw on a good day, cockroaches and ants 
  on an average day, and always listening for the sound 
  of the hunters, always ready to run toward the deeper 
  underground darkness. 
  ad 2045
  All human cities are largely depopulated.  Human 
  population worldwide is reduced below 100 million 
  as the Butchers reign uncontested, their nightmare 
  factories glutted with flesh and technological salvage.
  A few survivors are able to hide in the tunnels 
  beneath the cities. The “hard winter” of 2045 kills 
  almost all of them, but a few cling to life. Beware these 
  “tunnel rats” if you scavenge in a city today. They are 
  feral cannibals and one of the most terrifying sights 
  in The After. 
  Andrew Antolick (Order #29834561)
  
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  THE AFTER
  ad 2055
  Butcher forces advance into wilderness areas, in search of 
  remaining survivors, both human and animal. Legends 
  tell stories of “Bait Runners”, their names universally 
  forgotten in the coming chaos. These heroes led the 
  Butchers one way while women and children went the 
  opposite direction. The new generation of humanity 
  has learned to adapt to their lowered place in the new 
  food chain, and exist only to survive another day, by 
  misdirection, stealth, and a lot of terrorized running. 
  Biomechanoid slaves outnumber humans worldwide.
  ad 2065
  The Ghosts arrive for war, tearing open holes to the 
  Breach and ambushing the Butchers.  The rain of 
  shattered Goliath motherships and destroyed Ghost 
  orbships is known as the Fall, an event that further 
  devastates the Earth.
  Breach Zones begin to appear near sites of wrecked 
  Ghost ships or large amounts of Ghost activity.
  Human population worldwide is reduced below 10 
  million. Ironically, 2065 was a year of renewed hope 
  for The After’s first generation. Though millions 
  more are yet to die, humanity was no longer the 
  Butchers’ focus. Through the ravaged Earth, humans 
  continued to hide, and they tried to avoid the conflict 
  whenever possible. 
  Andrew Antolick (Order #29834561)
  
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  THE AFTER
  welcome to the after
  oNe
  ad 2066
  The War between Ghosts and Butchers rages 
  heedlessly across the globe, damaging what few 
  ecosystems remain.
  As a result of the continued conflict, Breach Zones 
  become common over Earth’s surface.
  Strange creatures and plagues emerge from 
  Breaches, making survival even more difficult.
  Though no longer the focus of the alien invaders, 
  malnutrition, exposure, disease, and collateral 
  damage take their toll. Human population worldwide 
  is reduced below 5 million.
  ad 2072
  Most Butcher and Ghost presence has moved into 
  orbit, with the Harvester fleet having converted back to 
  spacecraft and launched to continue the fight in space.
  Survivors can detect faint signs of alien combat 
  continuing throughout the solar system.
  The second hard winter kills a million or more of the 
  few human survivors.  Cannibalism is commonplace 
  during this time. Human population worldwide is 
  reduced below 1 million, its lowest point in 12,000 
  years. Animal life, including animals that had never 
  seen an Earth sunrise before, begin to adapt and 
  expand quickly. Those humans who retreated into 
  the wilderness readjust to a tribal lifestyle. The men 
  track and hunt game, while the women tend children 
  and forage for crops. The “world that was” exists 
  only in stories for these people, a time of gods and 
  monsters, heroes and villains.  
  ad 2090
  The Breaking:  a titanic explosion sunders Earth’s 
  moon. No one knows who destroyed the moon, or why 
  they did it. Tribal humans living on the surface were 
  the only ones who saw it happen, and they record this 
  event in their oral histories as “the last punishment”. 
  Falling debris, windstorms, tsunamis, and other 
  natural disasters follow in the wake of this disaster. 
  Survivors living underground can only speculate the 
  cause of the nightmare noises they hear from the surface. 
  After the Breaking, the Butchers and Ghosts 
  vanish, leaving behind Breach zones, alien slaves, 
  biomechanical monsters, and myriad other hazards. 
  Humanity is left to its fate, as much an afterthought 
  for them as ever. 
  ad 2092
  The After begins. Though the Earth will never be the 
  same, life does what it always does after an extinction 
  event. Humans begin to rebuild on the surface, either 
  with a plan and armed with ancient knowledge, like 
  the town of Chapter in Wind River Valley, or following 
  instincts and lessons learned from survival, as 
  nomadic hunters following packs of game across the 
  ruined countryside, or scrabbling through the ruins 
  of the cities of old. Although they have competition 
  from the occasional biomechanoid, humans quickly 
  reassert themselves and rise above the animal world 
  in the food chain. 
  And for the nonhuman residents of Earth, an 
  explosion of life begins almost immediately. Existing 
  animals adapt to a new environment, learning 
  to survive. And new life springs up everywhere. 
  Biomechanoids breed with each other and create 
  all new, bizarre forms of life. Plants and animals 
  altered by Breach Zones explode outward into the 
  wider world, competing with existing life, sometimes 
  displacing it, sometimes being wiped out, and 
  sometimes merging into something completely new. 
  Nature abhors a vacuum, and life erupts into 
  lifeless areas all around Earth. It is terrifying, 
  dangerous, and beautiful. Life does what it has 
  always done. Life endures. 
  In Wind River Valley, survivors return to the surface 
  of the Earth and found the town of Chapter.
  In the cities, humans split into two groups. Some 
  remain underground. They are used to the darkness, 
  they feel safe there. They know how to hunt and 
  hide and avoid the biomechanical horrors that still 
  dominate the surface. 
  A second group though, moves out and up, into the 
  few surviving tall structures of the old world. They too 
  are still in hiding most of the time, but without their 
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  leaders, they are occasionally able to defend themselves 
  against the old servitors. It is rumored that some of 
  these groups have even been farming, moving valuable 
  food sources up into their broken towers to keep the 
  biomechanoids from trampling them underfoot. 
  ad 2097, year 5 of the after.
  Some people of Chapter strike out on their own.  A 
  few cannot abide the rule of the Elder Council and the 
  Librarians, while others simply want to explore the Wind 
  River Valley.  Some of them fall prey to Ferals, Breach-
  born horrors, or plague.  Others form tiny settlements 
  in the southwest region of Wind River Valley.
  These intrepid souls are the first to return to the 
  great cities of the vanished world. Most of them are 
  never heard from again. Biomechanoids slaughter 
  some, while “underferals” hunt and cannibalize 
  others. As they flee, they see movement above, and 
  some claim they see humans living in the ruined 
  towers of old. These become figures of legend. 
  Faithful of the Sacellum of Light found the town 
  of Daniel.
  ad 2101, year 9 of the after
  Less than 10 years into The After, a new land rush has 
  begun. Humans begin to domesticate animals for 
  food, labor, and byproducts such as leather and milk. 
  These new ranchers move out into the countryside 
  and stake claims to abandoned land. They hire guns 
  to defend their properties, both from wild animals 
  and the occasional Breach horror, but also from rival 
  ranchers. Farmers begin cultivating new staples, 
  some which have been cultivated since the dawn of 
  agriculture and some brand new to planet Earth in 
  the wake of the Butchers and the Ghosts. 
  The McKellar family founds Sweetwater Ranch.
  ad 2104, year 12 of the after
  A horde of dozens of Ferals assault Chapter in broad 
  daylight.  Casualties are widespread.  As a reaction, 
  the Council conscripts anyone with fighting ability 
  to hunt surviving Feral bands and either exterminate 
  or drive them off.
  Construction begins on the outer walls of Chapter.
  ad 2106, year 14 of the after
  Construction is completed on the outer walls of 
  Chapter.
  The Chapter Militia is formed.  This volunteer 
  force is armed and paid by the Elder Council, with the 
  mission to keep the peace both inside and outside the 
  walls of Chapter. Many in the Elder Council advocate 
  the formation of a permanent, professional fighting 
  force. While some arguments against this rise from a 
  fear of dictatorship and empire, from the Librarians’ 
  ancient knowledge, it is brutal reality that forces 
  the measure to fail: there are not enough people at 
  present to both farm and fight. 
  ad 2109, year 17 of the after
  The notorious Blackgold Gang stops their banditry 
  and forms the Blackgold Trading Company, leading 
  salvage teams and trading caravans.  Some say they 
  remain just as criminal as ever despite the name 
  change. One of the most closely guarded secrets 
  of the BTC is the Blackgold Map. Their leader has 
  employed scouts and cartographers to explore and 
  map the known world, and uses this knowledge to 
  increase the Blackgolds’ power and prosperity. 
  The Chapter Scouting Guild is formally chartered by 
  the Elder Council. Some say the Elder Council heard 
  rumors of the Blackgold Map, but it’s equally likely 
  they came to the same conclusion independently, that 
  to gain power, and simply for protection, humanity 
  had to learn about the new world they had inherited 
  in The After. 
  ad 2110, year 18 of the after
  Chapter’s scouts make peaceful contact with the Tribe, 
  a group of survivors who live north of the mountains, 
  claiming a wide swath of the Wind River Valley.  Their 
  society is guided by the oral recollections of the “Old 
  Ways” of the Old World’s Native Americans.
  Chapter believes all tribals are members of the 
  Tribe, and they do nothing to disabuse the Valley 
  Dwellers of this notion, as it makes them appear vast 
  and powerful. In truth, there are dozens of tribes 
  already scattered through the vast wilds of the world. 
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  ad 2119, year 27 of the after
  Clarity settles down at Highway Market, forming a 
  small but close-knit enclave.
  ad 2125, year 33 of the after
  With the aid of the Scouting Guild, the Colonel of 
  White Pine makes peaceful contact with the Elder 
  Council, and trade is instituted.
  Scavenging expeditions to Breach Zones and Old 
  World ruins become more common.
  ad 2129, year 37 of the after
  The Elder Council is forced to outlaw intoxicants 
  gathered from a Breach Zone known as the Verdant, 
  after deleterious effects on the populace.  This 
  touches off a series of riots that are quashed by the 
  Chapter Militia.  Dozens of the instigators are exiled.
  ad 2135, year 43 of the after
  Explorers east of the mountains have first contact 
  with soldiers of the Phoenix State.  They are 
  unremittingly hostile in every instance, actively 
  refusing communication and attacking on sight.
  ad 2139, year 47 of the after
  Present day.
  BEYOND THE BREAKING
  More than a century after the Butchers’ arrival on 
  Earth, there is no longer any functioning form of 
  worldwide communication.  Human society has 
  been reduced to a pre-industrial level, a smattering 
  of isolated communities struggling for resources and 
  shelter amid the ruins of their great-grandparents’ 
  cities.  Many regions are utterly devoid of human 
  presence.
  While the Butchers have been chased back into 
  space, their servants remain.  From decaying facilities, 
  biomechanical warbeasts still lumber forth to wreak 
  havoc. Though their masters are not present to give 
  orders, their genetic programming persists.  These 
  horrors still seek to slay and gather, to feed and 
  terrorize.  No one is sure if, deep in the abandoned 
  Butcher facilities, captured victims are still being 
  twisted into fresh horrors.
  The legacy of the GenBomb also endures.  The 
  invasive and resilient nanites spawned by Butcher 
  technology are still omnipresent.  While an Earth-
  born virus or bacterium might sicken a victim, the 
  GenBomb attempts to Change them - to permanently 
  alter their DNA.  Though the levels of GenBomb 
  particles has lessened since the Breaking, infection 
  is still a very real threat in most parts of the world.
  Because of this, many plants and animals are 
  Changed in unpredictable ways.  These anomalies are 
  modified to become more resilient, more dangerous, 
  and more aggressive.  Fortunately for survivors, these 
  Changed creatures usually pose a lesser danger than 
  the Butchers’ biomechanical slaves, as they are not 
  specifically programmed to hunt humans.  Still, some 
  of these Changes have become permanent additions 
  to a local population’s genetic line - in that the new 
  DNA breeds true.
  This is also true among humans.  While being 
  infected by the GenBomb sometimes brings a swift 
  and painful death, for others it leads to permanent 
  alteration.  These Changed humans might have 
  anatomy that resembles an animal or plant, or strange 
  powers generated by biomechanical organs that - 
  rather than being implanted - have grown as part 
  of their flesh.  A Changed person might even have 
  metallic skin, subdermal plating, glimmering LEDs 
  underneath their skin, or constructs resembling 
  wiring alongside their veins.  As with Changed 
  animals, in some cases these anomalies carry forward 
  to a Changed human’s descendants.
  In addition to the alterations of living creatures, 
  GenBomb infection still attacks manufactured 
  items.  It breaks down forged metal, infests plastics, 
  and interferes with physical and chemical reactions 
  - rendering technology that was once proven fact 
  tenuous and unreliable.  Sophisticated technology 
  such as silicon chips are almost entirely useless.
  The Ghosts and their Breach engines have also 
  altered Earth forever.  Throughout the world, Breach 
  Zones defy all logic and reason.  Within, incongruous 
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  and alien landscapes await intrepid explorers, and 
  the previously-known laws of physics are often bent 
  or broken.  With the absence of the Ghosts, no new 
  Breach Zones have appeared.  Since the Breaking, the 
  existing Breach Zones are not growing, but they do 
  seem to be permanent.
  The Breach energy spewed forth by Ghost 
  technology lingers, permeating Earth’s atmosphere. 
  While Old World technology - mostly disabled by the 
  GenBomb by the time of the Fall - was never able 
  to detect or quantify Breach energy, some survivors 
  have found that they are able to sense it.  This 
  Breach sensitivity allows a few people, The Gifted, 
  to recognize Breach energy and even use it.  These 
  Gifted can access the extradimensional space beyond 
  the Breach - where the Ghosts arrived from.
  A Gifted might be able to see the unseeable or 
  touch the untouchable.  By reaching beyond the 
  Breach, they might be able to summon forth a blast 
  of fire, fly through the air, or twist an enemy’s mind 
  into fear or obedience.  Others find that they can use 
  Breach energy to mutate flesh - whether that might 
  mean causing mutations, healing wounds, or rending 
  enemies apart.
  The After:   
  Wind River Valley
  In 2029, the cruel realities of the Harvest became 
  known in rural areas that had been cut off from 
  communication for nearly a decade, following the 
  Butchers’ EMP attack and the horrors of the GenBomb.  
  In the mountains of the northwest United States, a 
  group of determined survivors went to ground.  This 
  enclave retreated to a deep bunker system buried in 
  abandoned mines, far beneath the mountains.  They 
  dug even deeper, stayed silent, and hid well.  They 
  weathered the Butchers, the Ghosts, and the War.  They 
  lived in the dark, with whole generations surviving as 
  best they could underground.
  In their makeshift bunkers, they had stashed books 
  - thousands of them, a veritable treasure trove of 
  the world before the alien invasion.  This library 
  was held as more dear than gold or fresh water.  The 
  leaders of these survivors knew that, if humanity was 
  to ever make its way in the world again, they would 
  need the wisdom of those who had come before.  A 
  sect of Librarians arose, held in sacred regard among 
  the survivors.  
  The Librarians served dual roles.  Foremost, they 
  acted as fierce guardians of the cherished library. 
  The libraries were isolated in sealed chambers, to 
  keep the books pristine and as far from the horrors 
  of the outside world as possible - and, especially, far 
  from any contamination that might be brought in 
  via GenBomb nanites.  Each book was regarded more 
  highly than any man or woman of the community.  
  The words of the Old World were paramount.  To 
  deface a book of the Library meant execution.
  The Librarians also were revered as teachers. 
  While the books of the Old World had to remain 
  safe in the Library, the Librarians could memorize 
  their words and pass on their lessons.  Librarians 
  dispensed knowledge to any who cared enough to 
  learn.  Alongside a council of wise elders, they kept 
  the survivors from devolving into barbarism.
  Decades later, after the Breaking, the Elder Council 
  deemed it safe enough to begin rebuilding.  They 
  authorized the construction of a town in their cliffside 
  valley.  They hope that the town of Chapter will be a 
  shining beacon, a counterpoint to the madness that 
  gripped the world.  
  Since returning to the surface, Chapter’s scouts 
  have spread throughout the Wind River Valley, 
  bearing messages of prosperity through trade and 
  knowledge.  The Elder Council would dole out the 
  knowledge of their Great Library in return for peace 
  and kinship.
  They soon found they were not alone in the Wind 
  River Valley.  Small, scattered villages defended 
  themselves against gangs of bandits, marauders, and 
  feral humanoids.  The Tribe, descendants of Native 
  American survivors, lived according to the Old Ways 
  of their people, though many of those had been lost 
  to the Harvest.  Traders arrived, along with news of 
  settlements even farther away.
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  And, most shocking of all,  the aftermath of 
  the invasion had left some of the Butchers’ 
  extraterrestrial slaves stranded in Windriver Valley. 
  The lumbering, slow Helots and the nimble, skittish 
  Skav had survived the War, and they made peaceful 
  contact with the human survivors.
  Scattered throughout all these habitations were 
  the Changed,  mutants whose very bodies had been 
  altered forever by the Butchers’ bizarre technology.  
  The Butchers’ flesh-warping GenBomb induced 
  permanent mutations that were often hereditary.  
  As well, their nanotech infiltrated blood and bone, 
  causing biomechanical implants to spontaneously 
  form in otherwise normal people.  While many 
  communities in Wind River distrusted, ostracized, or 
  even murdered the Changed, the people of Chapter 
  had more open minds.
  During their decades in the mines, a small cadre of 
  scouts and foragers would creep from the complex, 
  risking life and limb to seek out information and 
  extra sustenance for the survivors.  Many disappeared, 
  having fallen prey to the hazards of The After.  But a 
  few came back Changed.  While the Changed scouts 
  were not allowed into the main mine complex ever 
  again - for fear of contamination or contagion - their 
  sacrifices were revered and remembered.  The Elder 
  Council and the Librarians guided the people of 
  Chapter to a future with less fear of those who looked 
  different from the rest.
  As well, the Ghosts’ Breach energy still rippled 
  across the Valley, seemingly outside of time itself. 
  Anyone who was touched too closely by the Breach 
  could be changed in unpredictable ways.  A small 
  fraction of those became Gifted, their minds were 
  expanded in such a way that they could shape and 
  control Breach energy, an ability they referred to 
  among themselves as “the Boon.”  As opposed to 
  humankind’s fear of the Changed, the Gifted were 
  often revered or even worshipped.  Indeed, while 
  most Old World religions were eradicated, a group 
  known as the Sacellum of Light arose, who believed 
  that the Gifted were touched by God - a generation 
  of angels on Earth meant to lead mankind forward.
  The Breaches still lie heavy on the Wind River 
  Valley.  In every direction, there are Breach Zones, 
  areas of countryside where the laws of physics fall 
  into question and alien terrain predominates over 
  what should be present.  Extremes of temperature, 
  gravity, and geology arise with no logic, and strange, 
  twisted beasts lope forth to belch liquid fire or rend 
  survivors with claw and horn.
  Aside from the Breach Zones, Wind River is 
  relatively untouched by the Harvest and the War. 
  While Ferals and Changed animals roam, and the 
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  GenBomb’s infestation still infects manufactured 
  goods and living creatures, it’s nonetheless true that 
  the Valley is lush.  There is ample clean water and 
  healthy soil.  It’s as far from a blasted wasteland as 
  one could imagine.  Farms and herds have space to 
  thrive, and wildlife abounds. 
  In the face of all the new dangers of The After, the 
  people of Wind River compete to explore the ruins 
  of the time before The Harvest, hoping to uncover 
  working bits of Old World technology.  They delve 
  into Breach zones, hoping to bring out bizarre 
  Remnant technologies that might change the face 
  of the world with their strange powers.  They forge 
  trade routes, battle twisted beasts, and frighten off 
  bandits.  They farm and herd and hunt.
  They survive.
  wElcomE To THE AFTER
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  Making Characters
  The After assumes that your group will be playing 
  survivors living in the Wind River Valley.   Perhaps your 
  character is a grizzled wilderness scout, a travelling 
  doctor with a taste for Old World fiction, a sharp-
  tongued gambler, or an alien sentinel trying to fit into 
  a human community.  Once you’ve decided on a loose 
  concept for your character, you’ll need to choose their 
  special qualities and statistics as outlined below.
  By default, player characters are Wild Cards, as 
  described in Savage Worlds.  You’ll need to follow the 
  steps below to create your survivor:
  1. 
   choose a race
  The vast majority of people in the Wind River Valley 
  are Human.  These folk get a free Edge, as outlined 
  in Savage Worlds.  
  Other options include the Changed, the hulking 
  Helot, or the nimble, wily Skav.  Each non-human 
  race has unique benefits and drawbacks, as described 
  later in this chapter.
  2. 
  assign traits
  Assign your survivor’s attributes and skills.  Your 
  character begins play with a d4 in each attribute 
  (Agility, Smarts, Spirit, Strength, and Vigor) and five 
  points to distribute among those attributes however 
  you like.  Raising an attribute die type costs one 
  point, and you may not raise an attribute above d12.
  After assigning attributes, you get 12 points to buy 
  skills.  Raising a skill by a die type costs one point, so 
  long as it’s no higher than the attribute it’s linked to. 
  It costs 2 points per die type to raise a skill above its 
  linked attribute.  Skills cannot be raised above a d12 
  during character creation.  
  Before you spend those skill points, your character 
  gets a free d4 in each of the core skills of The After:
   
   Athletics
   
   Common Knowledge
   
   Notice
   
   Stealth
   
   Survival
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  As well, there are several skills from Savage Worlds 
  that are either not recommended or completely 
  unavailable to characters in The After: 
   
   
   Driving and Piloting:  These skills might not 
  be the best choices for beginning characters  
  in The After, since they govern maneuvering 
  powered vehicles.  Powered ground vehicles in 
  operational condition are exceedingly rare, and 
  flying vehicles are virtually unknown.  Old World 
  engines are difficult to maintain, and a challenge 
  to fuel.  If you’re insistent that your character will 
  be the first to re-invent hang-gliding, talk to the 
  GM first.
   
   Faith, Focus, Psionics, Spellcasting, and Weird 
  Science:  The Arcane Backgrounds from Savage 
  Worlds are not available in The After (though they 
  have been replaced by new Arcane Backgrounds 
  with their own linked skills: see The Boon on 
  page 48).
   
   Hacking:  Operable computer systems do not 
  currently exist in The After.  While a character 
  might read about this in Old World books, there’s 
  no useful application for this skill, at least for now.
   
   Language:  Our default assumption is that every 
  character in The After begins play fluent in 
  English.  Most everyone in the Wind River Valley 
  can make themselves understood in English - 
  though Skavs and Helots might have interesting 
  accents.  For simplicity, we assume that everyone 
  in Chapter was raised speaking English, and the 
  original tongue of the Tribe is lost.  Mostly this is 
  to avoid bookkeeping and draining your precious 
  skill points!
   
   Pace is how fast your character moves in a combat 
  turn.  It’s equal to 6”, unless changed by Edges, 
  Hindrances, or racial abilities.
   
   Parry is equal to 2 plus half your Fighting die 
  type.  Lots of things can modify your Parry score, 
  including Edges, Hindrances, and equipment.  If 
  your Fighting die increases above a d12, round all 
  fractions down.
   
   Toughness is equal to 2 plus half your Vigor 
  die type.  Edges, Hindrances, and armor might 
  modify this score.  If Vigor goes above a d12, 
  round fractions down.
  3. 
  edges and hindrances
  True survivors are far more than a collection of skills 
  and attributes.  Their unique gifts, special powers, and 
  tragic flaws truly make them interesting characters.
  You can take up to four points of Hindrances. 
  Major Hindrances are worth 2 points, and  Minor 
  Hindrances are worth 1 point.
  For 2 points you can:
  Raise an attribute one die type (before purchasing 
  skills).
  Choose an Edge.
  For 1 point you can:
  Gain another skill point.
  Double your budget for starting gear (with GM 
  approval).
  A note on Core Skills
  Savvy players might notice that we made a small 
  change to the Core Skills presented in Savage 
  Worlds.  We replaced Persuasion with Survival.
  In The After, some characters might have 
  grown up in a strictly controlled society, or as 
  part of a tiny wilderness enclave where social 
  skills were not nurtured.  Perhaps your character 
  is even a wild mountain hermit who hasn’t talked 
  to anyone in years - until the campaign begins, 
  anyway!  In short, we could conceive that some 
  characters simply had no skill at Persuasion.
  However, we believe that every player character 
  should start with Survival.  This means they can 
  have at least a chance of identifying clean water 
  or a Feral’s track, building a fire on a freezing 
  night, or sheltering from a sudden storm.  Given 
  that the weather in Wind River Valley can be 
  volatile and dangerous - especially during the 
  colder months of the year - Survival seemed a 
  better choice as a Core Skill.
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  Later in this chapter are listed some new Edges and 
  Hindrances that you can consider for your character.
  The following Edges from Savage Worlds are not 
  appropriate for The After and are not available for 
  your character:
   
   Ace
   
   Aristocrat
   
   Artificer
   
   Champion
   
   Chi
   
   Extra Effort
   
   Gadgeteer
   
   Holy/Unholy Warrior
   
   Linguist (unless your GM has implemented 
  granular languages)
   
   Mentalist
   
   Rich (and Filthy Rich)
   
   Wizard
  The following Hindrances are not available in The 
  After:
   
   All Thumbs
   
   Doubting Thomas
  Also, the Arcane Backgrounds from Savage Worlds are 
  unavailable, but they have been replaced by something 
  new.  See The Boon on page 48 for more details.
  4. 
  gear
  By default, your character starts with $500 worth of 
  gear from the lists in Chapter 3: Gear, Salvage, and 
  Trading.  If you don’t spend your quota, take the 
  difference in Salvage.
  Talk to your GM before buying gear:  perhaps they 
  want to assign specific equipment, or want the group 
  to start penniless and weaponless, chained in a slave 
  encampment.  Roll with it as best you can.
  5. 
  background details
  Finish your character by creating any history or 
  background that makes sense.  Ask yourself why 
  your hero is where she is and what her goals are.  
  We suggest trying to make your character bold and 
  interesting, someone who would walk out of the 
  safety of Chapter to explore the wilds of Wind River. 
  It might be useful to talk to the rest of your group 
  and create backgrounds that connect to one another. 
  Why are all of your Wild Card survivors spending 
  time together?
  You can also create a brief physical description of 
  your character, so the other players understand what 
  your survivor is all about.  Is your character tall or 
  short?  Lanky, or hulking?  What does their voice sound 
  like?  Does your character look unkempt and hungry, 
  dangerous and well-equipped, or smooth and lovely?
  If this doesn’t sound like fun, you can just start 
  playing and fill in the details as they become 
  important.
  Details about joining the factions of Wind River 
  Valley can be found on page 43.
  Implementing Languages
  If your GM thinks getting more granular about 
  languages would add flavor and fun to their game, 
  then our assumptions about languages should 
  go right out the window:  instead, your GM can 
  declare that the Language skill and Linguist 
  Edge are available (and perhaps necessary).  
  In this case, while the predominant language 
  of Chapter is still English, aliens and characters 
  from the Tribe should start with knowledge of 
  their native tongues instead.  They’ll need to take 
  the appropriate Skills or Edges to communicate 
  with the rest of the group!
  In addition to various Native American dialects, 
  Skav, and Helot, Old World languages such as 
  English, Spanish, German, Latin, and Japanese 
  are good choices for the dedicated linguist.
  The Butchers and Ghosts did not communicate 
  with humanity in any meaningful way, so their 
  languages are not available.
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  “You couldn’t ask for a better watchman than a Helot.  Most folk with trouble on 
  their minds will turn the other way just seeing the size of ‘em.  And a Helot on guard 
  duty won’t shirk.  Doesn’t matter if it’s hot as blazes, pouring rain, or snowing fit to 
  bury you, they’ll keep watch proper, like it doesn’t even bother them.  See, they believe 
  their god is watching from the stars, waiting to lead the most steadfast of ‘em back to 
  their homeworld, wherever that is.
  “Oh, you think that’s a bunch of hooey?  Don’t say it where they can hear you, then. 
  Helots take everything seriously - especially when it comes to religion.  You’re likely to end 
  up face-down in the mud.”
  -Big Jim Haggart
  Helots are hulking, resilient aliens with blue-toned 
  skin marked with pebbly white patterns, each as 
  unique as a fingerprint, who were stolen from their 
  homeworld of Thorm centuries ago.  They came to 
  Earth as a slave race of the Butchers, and many were 
  left behind in the aftermath of the Breaking, escaping 
  from the Harvester ship facilities where they had 
  been forced to labor.  While their physiology renders 
  them immune to toxins, they found the ravaged areas 
  near the Butcher bases uncomfortable, and migrated 
  into the Wind River Valley.  At least 200 Helots now 
  call the Valley home - some in Chapter, but many 
  others scattered in tiny villages.
  The Helots worship Kraim, “He Who Covers the Sky”, 
  a deity that values hard work, unswerving dedication, 
  patience, and endurance.  They believe that Kraim will 
  lead them back to Thorm as long as they remain stolid 
  and fervent in their worship.  Indeed, the Helots of 
  the Wind River Valley are especially devout, as Kraim 
  has already shown his favor by leading them out of the 
  Butchers’ bondage!  Some Helots even believe that the 
  Ghosts’ arrival was the work of Kraim.
  Helots as a group tend to be accepting and 
  uninquisitive, and somewhat unwilling to challenge 
  the status quo.  Some humans have speculated that 
  this is the genetic remnant of Butcher programming, 
  embedded throughout the Helot DNA structure. 
  Whatever the reason, this renders most Helots calm; 
  they are slow to experience extremes of emotion.  A 
  hot-tempered Helot is a rare thing indeed.
  Although they tend toward low intelligence 
  individually, their leaders are wise and nurturing.  
  Helots 
  value 
  community-building 
  and 
  enjoy 
  interfacing with other races - although older Helots 
  often find the excitability of other races bothersome.
  The Helot frame is impressively strong, and they do 
  not flinch at carrying heavy burdens.  They enjoy two-
  handed, hafted weapons, such as spears and staves, 
  which allow them to emphasize their long reach 
  and powerful musculature. A Helots staff weapon 
  is a form of ranking and identification to others of 
  the race. Helots who follow the path of the warrior 
  are known as Sentinels, and use bladed heavy spears 
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  that are decorated with colored ribbons and cord to 
  indicate their victories. Some are holy men, followers 
  and teachers of the way of Kraim. They use large staff 
  weapons carved and etched with the holy scriptures 
  of Kraim. Known as “Sky Elders” these Helots are the 
  leaders of the race and held with great respect.
  Helots are born able to walk and can work by three 
  years old, but aren’t fully grown until about the age of 
  twenty.  An average Helot can live 
  to be about sixty years old.  Elder 
  Helots often become slower and 
  less responsive over time, until 
  eventually they stop moving 
  altogether - often in the middle 
  of some arduous task.  A peaceful 
  death while performing honest 
  labor is considered honorable 
  and desirable by many Helots - a 
  worthy act of reverence for Kraim.
  Helot characters share the 
  following qualities:
   
   Hulking:  Helots are a large 
  species, with an average height 
  between seven and eight feet. 
  They weigh on average 500 
  pounds.  They begin the game 
  with the Brawny Edge at no cost.
   
   Limited Intelligence:  As a 
  slave race, the Helots were bred 
  to be slow of thought.  A Helot 
  character suffers -2 to all Smarts 
  rolls.
   
   Long-Armed:  A Helot’s wide 
  shoulders and unusually long 
  arms grant them +1 Reach.
   
   Lumbering:  Their short legs 
  are built for bearing heavy loads, 
  not moving quickly.  A Helot has 
  a natural Pace of 5 and a Running 
  die of d4.
   
   Powerful:  Helots were taken 
  from a homeworld with greater 
  gravity than Earth, and their massive frames 
  bestow them with great Strength.  They start with 
  a d6 Strength attribute and may raise it to d12+1 
  through normal advancement.  The Expert and 
  Master Edges may raise it to d12+3.
   
   Toxin Immunity:  Helots are naturally immune 
  to all poisons.
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  Skav are a nimble, fast-breeding, and quick-evolving 
  alien race that stowed away on Butchers’ Goliath 
  motherships, living as parasites among their 
  biotechnology.  They spent generations skulking in 
  the darkness of the enormous spacecraft, scavenging 
  just enough to survive without raising the ire of their 
  unwitting hosts.  Their bodies adapted to this lifestyle, 
  and even today Skav can subsist on contaminated 
  water and fouled food - if they must.
  When the invasion of Earth began, the Skav 
  inhabiting one particular Goliath ship hatched a wild 
  plan.  They assaulted a launch bay en masse, attempting 
  to steal a spacecraft and escape the clutches of the 
  Butchers.  Many of them were captured or slain, but 
  a few hundred of them commandeered a heavy cargo 
  lifting shuttle and escaped to Earth’s surface shortly 
  before the Fall.  
  The Skav that survived the subsequent hard landing 
  and escaped the Butchers’ furious pursuit stayed 
  together and eventually settled in Wind River Valley. 
  The War devastated their numbers, but the remaining 
  Skav have adapted to the area well.  Their genes show 
  a remarkable tendency toward rapid evolution.  Each 
  generation looks noticeably different from the last. 
  The Skav of today, for instance, are much better 
  adapted to the cold climate of Wind River Valley than 
  were the original survivors of the shuttle crash.
  Skav make great efforts to be friendly and 
  accommodating to humans, and integrate smoothly 
  into their settlements.  Most of them still love to 
  tinker, breaking equipment down into component 
  parts and repairing it with surprising facility.  
  Many Skav yearn for new and interesting 
  experiences - perhaps a cultural reaction to the 
  stagnation of so many generations spent hiding in 
  the bowels of the Butchers’ fleet.  Some might wish to 
  explore the wilderness or comb through Old World 
  ruins, while others satisfy this desire by meeting as 
  many other people as possible - perhaps as a trader 
  or by running a business.  Skav are fascinated by art 
  and music as well.  They might choose to take up an 
  instrument, despite their awful singing voices.
  “Somewhere down in those warrens they’ve got a Council, they’ve got elders just like Chapter does. 
  I know, they won’t admit it.  Any Skav would die first.  But someone down underground is calling the 
  shots, sayin’ how the Skav will change next.
  “Yeah, change.  When they first came down from the sky, they looked more like bugs - big creepy 
  eyes, a little bit of a carapace, and spindly legs that bent backward.  Them dreadlocks used to be 
  antennae.  They’ve been mutating quick.  The form changes a little with every generation, and theirs 
  come faster than ours.  I know it had to be done a-purpose so that we humans would like the Skav 
  better, would be less inclined to kill them the rest of the way off.  That’s why they tinker for cheap, and 
  trade fair, and why they’ve taught their children to mostly eat food we’re not interested in.
  “I’m pretty sure they’re only pretending to have two genders to make us more comfortable with ‘em.”
  - Zachariah Cole
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  Skav express friendship through gifts of food, 
  shelter, and warmth.  They invite friends of all 
  types to potluck-style feasts, to swap stories long 
  into the night.  Often these gatherings end with the 
  attending skav piled together in front of a roaring 
  fire, drifting off to sleep as a group.  Skav tend to be 
  more communal and do not share other races’ desire 
  for privacy in sleep, bathing, and other activities.
  A Skav that is under stress often refers to “Mother”:  
  “Mother save us!” and “I swear by Mother!” are 
  common phrases.  Skav refuse to talk with outsiders 
  about who or what Mother is, but most other folk of 
  the Wind River Valley believe that it’s a reference to 
  how the Skav lived when they were parasites on the 
  Butcher fleet - that originally, the Skav were more 
  hive-based and may have been born from a single 
  brood-mother.  Perhaps all the surviving Skav in 
  Wind River are related to this Mother.
  A Skav is fully mature at five years of age, and it is 
  rare for them to survive past the age of forty.
  A Skav character gains the following qualities:
   
   Enhanced Low Light Vision:  After generations 
  in the sub-holds of Butcher dreadnoughts, the 
  Skav have evolved the ability to see in the dark 
  and detect heat patterns.  They ignore penalties 
  for Dim and Dark lighting.  Even in Pitch 
  Darkness, a Skav halves Illumination penalties 
  when attacking targets that are notably warmer 
  or colder than the surrounding environment.
   
   Nimble:  Skav begin with a d6 in Agility, and their 
  maximum Agility is increased by one.
   
   Photosensitivity:  In full sunlight, a Skav’s dark-
  adapted eyes have difficulty remaining focused.  
  They suffer a -1 penalty to any Trait roll dependent 
  on vision (such as ranged attacks and Notice rolls) 
  while in bright light.
   
   Short:  Skav range from three to four feet tall.  
  Their natural Size of -1 also subtracts 1 from their 
  Toughness.
   
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  “All of us are changed in some way or another, honey.  What the Butchers and Ghosts did to this 
  world, it’s in the air we breathe and the water we drink, whether we like it or not.  Just because you 
  and I seem pretty close to the pictures you’ve seen in your library books, that doesn’t mean you aren’t 
  a little different on the inside.  Old Bob over there, he’s just got his changes on the outside, too.  I 
  know what your daddy says, but you don’t need to be scared of Old Bob.  He isn’t an animal.  Don’t 
  mind the fur and the teeth.  I taught him how to read, same as I’m teaching you and your sister.  He’s 
  a nice fellow.  He likes to play checkers, you know.”
  -Allie Morgan
  During the Harvest, the Butchers dropped GenBombs 
  on heavily populated areas, releasing clouds of 
  mutagenic nanites.  In addition to wreaking havoc on 
  the flora and fauna of Earth, these hideous weapons 
  of mass destruction were specially tailored to trigger 
  immediate and catastrophic changes in human 
  bodies:  some were made to encase themselves in 
  twitching cocoons made of their own flesh, while 
  others went savagely, homicidally mad.  
  The Butchers collected millions of these helpless 
  victims for twisted experiments.  Whether this was 
  to advance their biotechnological sciences or simply 
  for their perverse pleasure will never be known.  
  Most victims of the Butchers died or devolved into 
  the savages now known as Ferals.  The few survivors 
  discovered that the Butchers’ meddling resulted 
  in bizarre bodily anomalies and the spontaneous, 
  nanite-based generation of biomechanical implants.  
  Indeed, some of those affected by the GenBomb 
  survived the process and were not collected by 
  the Butchers.  This became more common in the 
  decades following the invaders’ initial landing, as 
  their Harvest facilities spread more of the insidious, 
  mutagenic particles into the environment.  During 
  the early 2020s, one could become affected by the 
  GenBomb simply by drinking a tainted water source 
  or eating food that had been contaminated with their 
  particulates.
  This was certainly the case in Wind River Valley; 
  while the Butcher presence was low, the GenBomb 
  still affected many of the scouts that kept the mines 
  safe and scavenged for food.  Now, among every 
  community in The After, there remain at least a few 
  who are Changed.
  The Changed are easy to spot, for the Butchers were 
  not subtle in the biomechanical contagions they set 
  loose with the GenBombs.  Most of these alterations 
  are permanently twisted into the DNA of the 
  Changed and can be passed on to their descendants. 
  Of course, it can be difficult for a Changed person 
  to find a mate, given that many of the inhabitants 
  of the Wind River Valley fear and shun the Changed, 
  considering them tainted and dangerous, only a step 
  away from Ferals.  Because of this, many Changed 
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  make a show of acting calm, shy, or quiet among other 
  people, so that they are not seen as troublemakers.
  A Changed character gains the following qualities:
   
   Bio-Acceptance:  The Changed find their flesh is 
  more susceptible to Butcher biotech and Breach 
  effects.  They receive a -2 penalty to resist any 
  effects caused by Butchertech or Breach energy. 
  This includes the effects of the Boon.
   
   Branded:  Every Changed individual has been 
  marked by some form of physical variation that is 
  nearly impossible to hide.  Draw two cards from 
  a fresh Action Deck and consult the Cosmetic 
  Changes table for each draw.  With your GMs 
  approval, you may instead either choose specific 
  Cosmetic Changes from the table or design your 
  character’s own unique aberrations.
   
   Not Like Us:  Most communities in The After are 
  fearful of (or even hostile to) the Changed.  As a 
  result, the Changed suffer from the Outsider 
  (Minor) Hindrance throughout Wind River Valley.  
  Some truly xenophobic communities may treat 
  the Changed as if they have the Outsider (Major) 
  Hindrance instead, choosing to exterminate, 
  enslave, or exile the Changed on sight.  Even 
  tolerant settlements might turn against a Changed 
  who acts violently, assuming it is a Feral or on the 
  way to becoming one.
   
   The New Flesh:  Choose one entry from the Major 
  Anomaly Table and two entries from the Minor 
  Anomaly Table.
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  COSMETIC CHANGES
  Many of the qualities exhibited by the Changed involve 
  strange blending with other living creatures’ DNA, 
  resulting in body modifications that share qualities of 
  animals or plants.  In many cases, these qualities are 
  torn from Earth lifeforms, but some Changed have 
  alterations that are obviously sourced from bizarre 
  extraterrestrial things.  
  Other 
  Changed 
  tend 
  toward 
  biomechanical 
  alterations, where they might be festooned with glowing 
  LEDs, wires, or portions of metallic or plastic-like flesh. 
  These biomechanical anomalies are still laden with 
  nerves.  The Changed have a sense of touch like anyone 
  else even through a hand that resembles a metal-plated 
  claw, and will feel pain if the coiled wires along the back 
  of her arms are yanked or cut.  These implants, rather 
  than requiring mechanical repair, will even heal like 
  other flesh does, when properly treated.
  Despite these incredible differences, cosmetic changes 
  do not result in mechanical changes to a character’s 
  capabilities.   A Changed with boneless, tentacular arms 
  still follows the same game rules as another character. 
  Even Healing rolls made to aid a Changed character do 
  not suffer any extra penalty, as medics of the Wind River 
  Valley have had time to learn the necessary techniques 
  to stem bleeding from a sliced conduit or manage the 
  mending of a mangled tentacle.”
    
  For each cosmetic change, draw from the Action Deck 
  and consult the table below.  Each entry will require a 
  follow-up dice roll to determine the specific change to 
  the character’s flesh.
   
   Deuce:  Bizarre skin coloration.  Roll 1d12:  1 = 
  Crimson, 2 = Orange, 3 = Yellow, 4 = Green, 5 = Blue, 6 
  = Violet, 7 = Metallic/Chrome, 8 = Black, 9 = Alabaster 
  White, 10 = Transparent (organs or muscles visible), 
  11 = Patchy or diseased look, 12 = Patterned/mixed, 
  roll 1d10 twice to determine two colors.
   
   Three:  Odd skin composition.  Roll 1d6:  1 = 
  Scaly or pebbly, 2 = Rubbery, perhaps hanging 
  slack, 3 = Covered in blisters and boils, 4 = Ripples 
  involuntarily in unsettling ways, 5 = Slick and 
  inhumanly smooth, perhaps jelly-like or plastic, 6 = 
  Dripping with exuded machine oil or slime.
   
   Four:  Strange hair growth.  Roll 1d6:  1 = Completely 
  hairless from head to toe,  2 = Extremely hairy, with 
  bushy growths all over the body resembling fur,  3 
  = Glittering, glassy or plastic filaments instead of 
  hair,  4 = Tiny tentacles or spines grow instead of 
  hair,  5 = Enormous lion-like mane that grows from 
  scalp, shoulders, and spinal area,  6 = Plant matter 
  for hair (thorns, vines, moss, or flowers).
   
   Five:    Altered eyes.  Roll 1d6:  1 = Incredibly 
  tiny or nonexistent (but character can still see 
  like anyone else), 2 = Stalked and protruding, 3 = 
  Insectoid compound eyes, 4 = Screens or other 
  biotechnological replacement, 5 = Glowing, 6 = 
  Bulging and extremely large.
   
   Six:  Mutated ears.  Roll 1d6:  1 = Large, pointed ears.  
  2 = Long, droopy ears.  3 = 1d8 extra ears scattered 
  over the head, 4 = Large, slick membranes that ripple 
  disturbingly, 5 = Antennae or other biotechnological 
  replacement, 6 = Ears made of unusual substance 
  like brick, steel, bone, or slime.
   
   Seven:  Unusual mouth.  Roll 1d6:  1 = Exposed 
  gums and fangs, a permanent snarl,  2 = Canine, 
  feline, or rodent muzzle,  3 = Reptilian snout,  4 = 
  Mouth gapes freakishly wide, nearly ear to ear,  5 = 
  Most of the lower face has been replaced by robotic 
  parts that look awful but serve the usual purposes, 
  6 = Cluster of feeding tentacles or set of insectoid 
  mandibles instead of normal teeth/jaw structure.
   
   Eight:  Deformity.  Roll 1d8.  1 =  Pronounced 
  hunchback, perhaps with bony spines or metallic 
  spikes protruding,  2 = Twisted, gnarled limbs with 
  visibly swollen joints,  3 = Immense and unsightly 
  tumors everywhere.  Perhaps they ooze,  4 = 
  Stigmata.  Bloody wounds open at random; you’ve 
  always got at least two,  5 = Your head is oversized 
  or bizarrely proportioned,  6-8 = Unsightly bone 
  ridges or technological grafts protrude from your 
  flesh at forehead, shoulders, spine, and perhaps 
  other places.
   
   Nine:  Changed arms/hands.  Despite cosmetic 
  alteration, these do not inflict any game effects - 
  you use your hands just like anyone else.  Roll 1d6.  
  1 = Fingers replaced by biomechanical pincers,  2 
  = Writhing mass of tendrils instead of fingers and 
  thumbs,  3 = Crab-like claws replace your hands,  4 = 
  Tentacles for arms (could be flesh or a biomechanical 
  mix of cartilage and metal),  5 = Both arms are on 
  one side of your body, or attached to the front of 
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  your chest,  6 = Arms and hands are nearly fleshless 
  and look skeletal or robotic.
   
   Ten:  Changed feet/legs.  Despite cosmetic 
  alteration, these do not inflict any game effects - 
  you move around just like anyone else.  Roll 1d6. 
  1 = Your legs bend backward,  2 = Your lower half 
  is a snakelike, biomechanical tail - or perhaps two 
  trunk-like tentacles,  3 = You have birdlike legs and 
  taloned feet,  4 = Your feet and legs are thin and 
  insectoid,  5= Your feet and legs resemble those of 
  a Helot, massive and ungainly in appearance,  6 = 
  Your legs are disproportionately sized due to the 
  bulk of metal and plastic biomechanical implants, 
  lending you a strange, limping gait.
   
   Jack:  Aberrant physiology.  Roll 1d4.  1 = Infested 
  with mutant worms or robotic insects that 
  occasionally burst forth and skitter away,  2 = Must 
  vomit from strange, prominent throat glands onto 
  food before eating it,  3 = Small body parts (lips, ears, 
  thumbs) occasionally fall off and regenerate in a few 
  minutes,  4 = Profound stench.  Could be simple 
  body odor or an unusual but overpowering smell, 
  like cinnamon, gasoline, or mint.
   
   Queen:  Further aberrant physiology.  Roll 1d4. 
  1 = Your voice is inhuman and strange.  Decide 
  if you sound robotic, like a snarling beast, like a 
  buzzing insect, or some other unsettling effect,  2 
  = Fungus, moss, or mold is a constant presence, 
  crusted on your character’s flesh and belongings, 
  3 = You have 1d4 vestigial, useless extra limbs or 
  heads.  You’re not able to use them for sensing, 
  carrying things, or taking actions,  4 = You 
  incessantly lick yourself (and sometimes others) 
  with a slimy, three foot long tongue.
   
   King:  Extremely Changed.  Pick one of these 
  Hindrances that you do not already have, then 
  take an additional Minor Anomaly:  Anemic, 
  Bad Eyes (Minor), Can’t Swim, Hard of Hearing 
  (Minor), Obese, Phobia (Minor), Slow(Minor), Small, 
  Suspicious (Minor), Ugly (Minor).
   
   Ace:  Profoundly Changed.  Pick one of these 
  Hindrances that you do not already have, then take 
  an additional Major Anomaly: Bloodthirsty, Clumsy, 
  Hard of Hearing (Major), Mute (Major), One Arm, 
  One Eye, Phobia (Major), Slow (Major), Suspicious 
  (Major), Ugly (Major).
   
   Joker:  Truly Changed.  Draw twice more for 
  additional Cosmetic Changes.
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  The Butchers’ toying with human DNA has resulted 
  in the surviving Changed having powers and abilities 
  beyond what was considered normal in the Old 
  World.  Any of these Anomalies might have effects on 
  the character’s looks, beyond what has already been 
  inflicted by cosmetic changes.  Be creative and work 
  with your GM to determine what’s appropriate.  
  Choose each Anomaly only once, unless its 
  description says otherwise.
  MINOR ANOMALIES
  1. Abnormal Size.  This hulking mass of a character 
  gains +1 Size, which also adds one to Toughness 
  and increases maximum Strength one step.  This 
  Minor Anomaly may be chosen twice.
  2. Armored Flesh.  The character has scales, a 
  carapace, bone ridges, or subdermal plating 
  that protects her internal organs.  She gains +2 
  Armor that stacks with worn Armor.  This Minor 
  Anomaly may be chosen twice (granting +4 Armor 
  in total).
  3. Augmented Immune System.  Due to bulging 
  glands or whirring implants, you are immune to 
  disease.
  4. Biomechanoid 
  Internals. 
   
  Many 
  of 
  your 
  internal organs have been reinforced, moved or 
  decentralized.  In any case, they are replaced with 
  hardier stuff.  You do not take additional damage 
  from Called Shots.
  5. Blood Filters.  You have additional filtration 
  organs that make you immune to poison.
  6. Born Healer.  Due to genetic programming, 
  you have an inborn sense of anatomy and find 
  yourself easily able to treat injuries.  Gain a free 
  d6 in Healing.
  7. Buoyant.  Your body easily floats in water due 
  to internal gas bladders, and you’re a natural 
  swimmer.  Gain +2 on Athletics(Swimming) rolls.
  8. Chilling Demeanor.  Your genes were spliced 
  to make you frightening to humans through 
  several intangible qualities of expression, skin, 
  pheromones, and psychic radiance.  Gain a free 
  d6 in Intimidation.
  9. Environmental Resistance.  The hardships 
  of outdoor living don’t concern you much, as 
  your body was reinforced to resist extremes of 
  environment.  You might be coated in fur, a layer 
  of blubber, or have biomechanical temperature 
  regulation.  Gain +2 to resist Fatigue caused by 
  all negative environmental effects such as heat, 
  cold, radiation, or pressure.  This does not apply 
  to Breach zone effects.
  10. Fluorescence.  Via bioelectric implants or 
  phosphorescent genetic material, portions of 
  your body can glow for up to 30 minutes a day, 
  shedding light equal to a candle or two.  It’s an 
  action to turn the glow on or off.
  11. Implanted Aggression.  You have either a 
  biomechanical implant or genetic modification 
  that grants you a free d6 in Fighting.
  12. Inborn Hunter.  You have pattern recognition 
  and ingrained nature sense, granting you a free 
  d6 in Survival.
  13. Instinctual Expertise.  Raw data has been 
  imprinted into your genes or implanted straight 
  into your mind.  Gain a d6 in one of the following 
  skills that you do not already have:  Academics, 
  Battle, Electronics, Repair, or Science.  This 
  Anomaly can be taken multiple times, choosing a 
  different Knowledge skill each time.
  14. Limited Telepathy:  While you’re touching 
  someone, you can speak to and be understood by 
  them, even if you don’t share a common tongue. 
  You still have to speak out loud, but this ability 
  allows you to communicate.  If you use this ability 
  on an unwilling creature, you must beat them in 
  an opposed Spirit roll or they are immune for 24 
  hours.  This ability doesn’t work on a creature 
  that doesn’t know any languages.
  15. Low Light Vision.  The character has genetically 
  modified eyes or mechanical augmentation.  He 
  ignores penalties for Dim and Dark lighting, and 
  can see in all conditions except Pitch Darkness.
  16. Keen Hearing:  Gain +2 to Notice rolls involving 
  your hearing.
  17. Keen Scent:  Gain +2 to Notice rolls involving 
  your sense of smell.
  18. Keen Sight:  Gain +2 to Notice rolls involving 
  your vision.
  19. Poisonous Touch.  When under stress, the 
  character’s flesh exudes a mild toxin.  With a 
  successful touch attack, a victim must roll Vigor 
  or suffer the effects of Mild Poison.  This poison 
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  can be delivered when attacking with natural 
  weapons that pierce flesh (such as from the Major 
  Anomaly Natural Weaponry).
  20. Pouch.  You have a dry pouch in your flesh where 
  you can store up to ten pounds of gear.  Anyone 
  searching you must roll Notice at -4 to find the 
  contents.
  21. Telescoping Limbs.  Your limbs can extend 
  farther than expected.  Gain +1 Reach.
  22. Terrifying Roar.  Once every four hours, you 
  may erupt with a bellow that can terrify others. 
  It affects all other creatures in a Large Blast 
  Template centered on you, who must make a Fear 
  roll.  Extras who fail are Panicked, and Wild Cards 
  roll on the Fear Table.
  23. Unusual Articulation.  Your limbs bend in strange 
  and unsettling ways, allowing you to defend 
  yourself from unexpected angles.  Gain +1 Parry.
  24. Wall Walker.  Whether caused by the introduction 
  of insect or arachnid genes, or bizarre bone 
  spurs that cause localized antigravitic effects, the 
  character gains the Wall Walker special ability.
  25. Weather Sense.  By concentrating on the sky 
  for five minutes, you learn the general weather 
  patterns for the next two days.  When dangerous 
  weather is on the way, you get a Notice roll to be 
  aware of it an hour before it arrives.
  MAJOR ANOMALIES
  1. Aquatic.  The character has visible gills or 
  biomechanical breathing valves, and webbed 
  fingers and toes.  He can breathe underwater, and 
  moves his full Pace whilst swimming.
  2. Augmented Agility.  The character has fast-
  twitch muscles, an uncanny sense of balance, or 
  biomechanical nerve implants.  Gain one die type 
  in Agility and increase its maximum by one.  
  3. Augmented Smarts.  The character has evolved 
  cognitive and recall abilities.  Gain one die type 
  in Smarts and increase its maximum by one.
  4. Augmented Strength.  The character’s muscles 
  are swollen with either animalistic energy or 
  biomechanical power.  Gain one die type in 
  Strength  and increase its maximum by one. 
  5. Augmented Vigor.  The character’s flesh is 
  unnaturally resistant to injury .  Gain one die type 
  in Vigor and increase its maximum by one. 
  6. Extra Limb.  The character has an additional limb 
  that has grown naturally or been grafted on.  This 
  provides one extra non-movement action using 
  the additional limb that incurs no multi-action 
  penalty.  You may decide if this limb looks like 
  the rest or is further Changed.
  7. Heightened Senses:  The character is always vigilant 
  and on edge.  His sense organs are unusually 
  large or swollen, or they may be enhanced by 
  biomechanical sensors and implanted nerve 
  extensions.  Gain the Alertness Edge.
  8. Improved Wound Repair:  Through evolved 
  blood factors or nanite-producing implants, you 
  heal faster than normal folk.  You can roll for 
  natural healing every day.
  9. Intuitive Sneak.  Whether through latent 
  telepathy or programmed predatory instinct, you 
  always seem to sense where others are looking, 
  and stand elsewhere.  Gain a free d6 in Stealth.
  10. Leaper.  Your enhanced musculature allows you 
  to jump twice as far as usual.  In addition, when 
  you have enough room to leap at a foe, you add 
  +4 to damage during a Wild Attack instead of +2.
  11. Natural Weaponry.  You have a natural weapon, 
  either mechanical or bestial in nature.  It could 
  be a bite, claw, stinger, or even a metal saw blade 
  or drill.  It deals Str+d6 damage.
  12. Pain Resistance.  Enhanced adrenaline glands 
  mean that pain doesn’t slow you down much. 
  Gain the Nerves of Steel Edge.  If you already have 
  it, gain Improved Nerves of Steel instead.
  13. Powerful Build.  You have broad shoulders and a 
  mighty back.  Your muscles might be enhanced 
  with visible hydraulic cables.  Gain the Brawny 
  Edge.
  14. Reflex Augmentation.  Your reactions are 
  unnaturally quick, whether from instincts gained 
  from gene manipulation or through biomechanical 
  nerve implants.  Gain the Quick Edge.
  15. Sprinter.  Your legs are unusually long and 
  powerful.  Your base Pace is increased by +2 and 
  your running die is increased a die type.
  Andrew Antolick (Order #29834561)
  
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  I won’t forget my father’s face as he shouted at me from the porch.  “you can’t do thIs to us, mallory - It’s plantIng season. 
  we need you here!  unsaddle that horse and come InsIde, let’s talk about thIs.”
  there was nothIng to talk about, though.  I’d heard hIm and mom talkIng about marryIng me off to one of the mckellar 
  boys, In hopes of gettIng an extensIon on theIr debt.  that maybe thIs year’s harvest, thIs year’s herds, would be enough to 
  get derek mckellar’s hands out from around papa’s throat.
  but I had better plans than beIng stuck raIsIng babIes for cruel men who happened to lIke the way I looked.  my frIend 
  QuentIn Jones had gotten word from a bounty-huntIng cousIn of hIs of a cache of remnants, way out In the hangIng 
  rocks.  valuable thIngs, remnants - full of breach magIc from the ghosts.  If we could brIng back even a handful of them 
  to chapter or blackgold, and get a proper deal, we could buy out our famIly debts once and for all.
  today was the day.  QuentIn and the others would meet me at the end of the lane, on the horses they’d begged, borrowed 
  or stolen.  each packIng a sack of provIsIons and a weapon for the traIl, and brIght hopes for the future.  QuentIn, wIth 
  hIs aunt’s old crossbow.  the gIgantIc helot named chork, carryIng a rIdIculous polearm over one shoulder lIke It was a 
  twIg; he was there to watch over lIla, the changed gIrl who was the best tracker of all us.  she’d make sure we dIdn’t get 
  turned around once we made It to the breach Zone.
  and, of course, there was clarence - though we all called hIm slIck.  he was not much of a frIend to any of us, but slIck 
  had worked the trade traIl wIth hIs famIly the last fIve years, and had convInced QuentIn that If we cut hIm In, he could 
  get us a good enough deal for the remnants.  I’d be keepIng my eye on hIm all the way untIl we got back home.
  “who do you thInk you are?” were the last words I could hear my father roarIng at my back as I rode away wIth tears 
  stIngIng In my eyes.  he thought I was shIrkIng my responsIbIlIty to the famIly.  but I’d come back by the end of the summer 
  and make everythIng rIght.
  “oh, papa,” I thought.  “It’s not who I am.  It’s who I wIll be.”
  Andrew Antolick (Order #29834561)
  
  39
  THE AFTER
  plAyERs guidE To THE AFTER
  Two
  NEW HINDRANCES
  breach vulnerability (minor)
  Whether it’s a fault in your genetics or simply 
  the inscrutable nature of Breach energy, effects 
  stemming from the Boon work especially well on 
  you.  You suffer a -2 penalty to resist the powers of 
  the Gifted and suffer 2 additional points of damage 
  from them.  At the GMs option, this might also apply 
  to powers initiated by Breach Zone creatures, if they 
  are similar to the powers of the Boon.
  stress magnet (minor)
  The effects of the GenBomb linger over the world 
  even today, and through some quirk of genetics or 
  fate, you and your equipment attract more than your 
  fair share of trouble.  Your equipment degrades to the 
  point of becoming broken or useless after suffering 
  two Stress Tags, rather than three (see Chapter Three, 
  page 58 for more details on Stress).
  twitchy (minor)
  Requirements:  Skav
  While your mind and emotions are just like any other 
  skav’s, your body is still full of abrupt energy and 
  wired tight with the instinct to dodge, skitter, and 
  otherwise move in unpredictable ways.  You might 
  find yourself unconsciously rocking back and forth, 
  tapping your foot, or fiddling with objects around 
  you.  In short, it’s very hard for you to stay still for any 
  length of time.  You take a -2 to Stealth and gain only 
  half the normal benefits from taking the Aim action.
  unstable system (minor)
  Your body reacts poorly to injury, as it’s constantly 
  fighting a latent infection of GenBomb particles. 
  You aren’t contagious, but this means that your body 
  reacts poorly when injured.  You tend to bleed more 
  heavily than others, and it’s more difficult to bring 
  you out of fever or shock.  All Healing rolls made to 
  tend your character are at -1.
  unstable system (maJor)
  Your body’s reactions to injury and intrusion are 
  exacerbated.  In addition to suffering the effects of 
  the Minor version of this Hindrance, no effect can 
  remove more than one Wound from you at a time. 
  For example, a raise on a Healing roll does not 
  remove an additional wound.
  NEW EDGES
  augment master
  Requirements: Seasoned, Connections (The Posthumans)
  As a bearer of amazing powers, the character is 
  especially revered among the Posthumans, who 
  look to her as an exemplar.  She can use Common 
  Knowledge to identify prominent Changed and 
  Gifted of the Wind River Valley.  As well, choose one 
  of the following to be true:
   
   The character is already Changed and has delved 
  deeply into Breach energies or has turbocharged 
  her biomechanoid implants.  This deliberate, 
  ritual augmentation has given her an additional 
  Minor Anomaly.
   
   While not previously Changed, deliberate dosing 
  with Breach energy or purposeful implantation 
  of biomechanoid parts has resulted in permanent 
  and radical changes to her physiology.  She gains 
  the Not Like Us quality of the Changed, as well as 
  one Cosmetic Change and one Minor Anomaly.
   
   The character is already Gifted and has broadened 
  her skills in an unprecedented way.  Once during 
  her career, she may spend an advance to gain a 
  Power from one of the other Arcane Backgrounds 
  in The Boon.
   
   While not previously Gifted, exhaustive meditation, 
  exposure to Breach energy, and invasive procedures 
  have given her 5 Power Points that can only be 
  used with one Novice-level Boon, which she gains 
  immediately and can use despite not having the 
  Arcane Background Edge.  She must purchase the 
  associated Arcane Skill separately, and is subject to 
  the Backlash effect of whichever Arcane Background 
  she picked the Boon from.
  Andrew Antolick (Order #29834561)
  
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  baptized in light
  Requirements:  Seasoned, Common Bond, Connections 
  (Sacellum of Light) 
  This character has stood vigil in the Sacellum of Light 
  and taken vows of service and faith.  Long hours of 
  study, meditation, and deprivation have flensed away 
  his ego and left behind a clear-eyed adherent to the 
  New Faith, ready to serve his fellow man.  When using 
  the Common Bond Edge to provide Bennies to another 
  Wild Card, this Edge also provides a +2 bonus to their 
  roll (this does not stack with the bonus from Elan).  In 
  addition, choose one of the following to be true:
   
   The Baptized gains +2 to all Healing rolls, and 
  extends this bonus to the natural Healing rolls of 
  as many as five travelling companions, as long as 
  he can provide medical care and deliver blessings.
   
   The Baptized was trained to defend the faithful 
  against the misshapen creatures of evil.  He 
  gains +1 Parry and +1 damage against Changed 
  creatures and creatures of the Breach.  It is 
  the GMs judgement as to whether a particular 
  opponent qualifies for these bonuses.
   
   The Baptized is a gifted orator, gaining +1 to 
  Persuasion rolls.  He may attempt to deliver 
  a speech to the masses, influencing all Extras 
  within 5” with a single Persuasion roll.
  Finally, while wearing the regalia of the order, the 
  character gains +2 to Persuasion when used on anyone 
  who is a member of the Sacellum of Light, due to his 
  exalted status within the New Faith.
  biotech scavenger
  Requirements:  Skav, Notice d6+
  Some of the Skav retain abilities from generations 
  past, when their people roamed the halls and 
  conduits of the Butchers’ Goliath fleet, siphoning 
  nutrients and fuel from the quasi-living starships. 
  A Biotech Scavenger exhibits the ability to scent 
  Butcher Remnants at a distance of 10 yards.  This 
  Edge confers a +2 bonus to Notice when attempting 
  to perceive creatures with Butcher Remnants on 
  (or implanted within) their bodies that approach 
  within 10 yards.  At the GM’s option, this might 
  include certain Butcher-influenced creatures of 
  Wind River Valley, or even Changed with extreme 
  biotechnological anomalies.
  biotech surgeon
  Requirements:  Veteran, Agility d8+, Smarts d8+, 
  Healing d8+
  The pulsing, quasi-living tendrils of Butcher biotech 
  Remnants do not frighten you.  In fact, you have experience 
  implanting these Remnants.  You gain a +2 to Healing 
  rolls when surgically implanting Butcher biotech into 
  other people (which will offset the penalty associated with 
  these Remnants).  In the event of a failure, you can draw 
  two cards on the Biotech Implantation Failure Table and 
  choose which one to apply to the subject.
  breach explorer
  Requirements:  Seasoned, Connections (Scouting 
  Guild), Woodsman
  The Scouting Guild has trained this character 
  extensively regarding Breach Zones in the Wind River 
  region.  The character may apply the bonuses from 
  the Woodsman Edge while within a Breach Zone, even 
  though it may not be considered normal wilderness 
  to other characters.  In addition, Common Knowledge 
  may be used by this character to identify Breach effects 
  or the special qualities of a Breach-infused creature. 
  Finally, the character gains +2 to Persuasion when 
  dealing with other members of the Scouting Guild.
  bunker lord
  Requirements:  Seasoned, Connections (Order 
  of Silence), Notice d6+, Survival d8+, cannot be a 
  member of the Chapter Militia
  The character has located and secured a small 
  dwelling in the wilderness.  The player and the GM 
  should work together to determine the location and 
  layout of this safe house, which offers shelter to as 
  many as ten human-sized creatures.  As well, the 
  player may pick two of the following to be true:
   
   The dwelling is well fortified, requiring invaders 
  to bypass obstacles to gain entry (such as a cliff 
  climb or reinforced doors that must be broken).
   
   The dwelling is hidden, requiring successful 
  Notice rolls to discover.
   
   The dwelling contains or is adjacent to a source of 
  fresh, running water sufficient to hydrate the residents.
   
   The dwelling contains or is adjacent to a source 
  of food abundant enough to feed the residents 
  for at least part of the year.
  Andrew Antolick (Order #29834561)
  
  41
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  players guide to the after
  two
  As part of securing this lair, the character has 
  become quite familiar with the locale.  While within 
  five miles of his bunker, the character gains +2 to 
  Survival rolls made to scrounge food or water, and 
  +2 to Notice rolls to detect ambushes or intruders. 
  These bonuses are not applicable while the character 
  stands within the boundaries of any other settlement 
  with more than 30 population.
  While within the walls of their bunker, the character 
  gains the Brave Edge if they do not already have it.
  further changed
  Requirements:  Seasoned, Changed
  The character’s Changed flesh has erupted into a new 
  form, or they have developed spontaneous abilities 
  from newly generated biomechanoid implants.  She 
  may select either one new Major Anomaly or two new 
  Minor Anomalies.  This Edge may be taken once per 
  Rank, with the character selecting new, additional 
  qualities each time.
  gear purifier
  Requirements:  Veteran, Gear Warden, Notice d8+, 
  Repair d8+
  Your ability to identify contamination of equipment by 
  GenBomb particles or Breach energy is unparalleled, 
  and you’ve developed a unique and draining process 
  to strip the taint from equipment.  Given an hour to 
  work and the appropriate tools, you can spend three 
  Bennies to remove all Stress Tags from a single piece 
  of equipment.
  gear warden
  Requirements:  Novice, Notice d6+, Repair d6+
  You keep an eagle eye on your personal equipment, 
  maintaining your gear with as much cleanliness and 
  care as possible.  Because of this, your belongings 
  tend to be more resilient than other people’s.  You 
  can spend a Benny to ignore one occurrence of the 
  Things Break Setting Rule.  You still suffer the effect 
  of the Critical Failure that triggers Things Break, but 
  your well-kept gear doesn’t suffer a Stress Tag.
  master librarian
  Requirements:  Seasoned, Smarts d8+, Connections 
  (Librarians), Investigation d6+, cannot be Illiterate, 
  cannot be a member of the Order of Silence
  The character has become a master archivist and 
  trusted member of the Librarians.  He is gifted a small 
  collection of archive books wrapped in a waterproof 
  case, weighing five pounds.  While the books are in 
  the Librarian’s possession, he gains +1 to Persuasion 
  when dealing with natives of Chapter.   In addition, 
  the character is a font of knowledge and can add 
  +2 to all Common Knowledge rolls whenever given 
  the opportunity to consult his personal archives. 
  These notebooks also allow the Master Librarian to 
  apply Common Knowledge to any subject relating 
  to the world as it was before the Harvest.  Should 
  the character’s archive books be lost or destroyed, 
  he loses all benefits of this Edge until they can be 
  replaced.  This can be done for free with a visit to the 
  Chapter archives, though repeated replacement of 
  the books may result in the character being assigned 
  extra duties by the Chief Librarians.
  militia veteran
  Requirements:  Seasoned, Strength d6+, Vigor d6+, 
  Connections(Chapter Militia), Fighting d6+
  The character has served a tour of duty with the 
  Chapter Militia and was distinguished enough to 
  garner a lasting reputation.  Choose one of the 
  following to be true:
   
   She has sustained relationships with local 
  traders that her unit protected.  She may treat 
  armor, weapons, and ammunition as one rarity 
  level easier when attempting to buy gear within 
  Chapter (and possibly elsewhere, at the judgment 
  of the GM).  In addition, the character can call 
  on traders who are friendly with Chapter to get a 
  meal and a safe place to sleep.  The character can 
  use Common Knowledge to identify prominent 
  traders and trade routes of the Wind River Valley.
   
   Her unit fought against bandits and beasts on the 
  roads of Wind River Valley countless times.  While 
  adjacent to another character with this Edge, or 
  Andrew Antolick (Order #29834561)
  
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  two Extras who are uniformed members of the 
  Chapter Militia, the character gains +1 Parry, and 
  the benefits of the Brave edge if she does not 
  already have it.  The character can use Common 
  Knowledge to identify notable bandits and beasts 
  of the Chapter locale.
   
   Her unit were notorious bruisers, fighting crime 
  within the walls of Chapter with studded clubs 
  and little mercy.  The character gains +2 to 
  Intimidation rolls made against any native of 
  Chapter.  As well, the character gains +2 to any 
  maneuvering skill rolls made during a Chase 
  that takes place within the walls of Chapter.  The 
  character can use Common Knowledge in regards 
  to the laws of Chapter, as well as identifying 
  prominent citizens (and criminals) of Chapter.
  remnant scholar
  Requirements:  Seasoned
  You’ve sifted through plenty of tales and studied 
  whatever Remnants you could get your hands on. 
  You can now roll Common Knowledge to identify 
  the function of a Butcher Remnant or Ghost Shard, 
  given about an hour to handle and examine it.  At the 
  GMs option, failing this roll might trigger unusual 
  effects (such as a Fracture check).
  seed of the new flesh
  Requirements:  Seasoned, Human, GM Approval*
  The character has been introduced to Breach energy, 
  Butcher nanites, or other outside influence that has 
  caused her to exhibit strange abilities.  She gains 
  the Branded and Not Like Us racial qualities of 
  the Changed, as well as one Cosmetic Change and 
  one Minor Anomaly.  The character is henceforth 
  considered to be Changed.
  *Your GM may require an in-game event (such as 
  deliberately implanting Butcher biotech in surgery) 
  to take place before you can choose this Edge.
  sky elder
  Requirements:  Veteran, Spirit d8+, Helot
  Among Helots, the Sky Elders are the closest to 
  Kraim.  Through a regimen of daily mental exercises, 
  calming prayers, and meditation, they can call on 
  their inner strength to ignore the mental travails of 
  the world.  A Sky Elder gains +2 to resist Tests with 
  Smarts or Spirit.  As well, the Sky Elder is influential 
  and respected as a leader, gaining +2 to Persuasion 
  when dealing with other Helots.
  star seeker
  Requirements:  Seasoned, Smarts d8+, Connections(Star 
  League), Repair d8+, Science d8+
  As a member in good standing of the Star League, 
  the character has full access to the Master Labs in 
  Chapter.  She may use the facilities there when 
  attempting a technical project.  The League will 
  provide the necessary tools (even specialized tools) 
  and skilled aid.  As a result, while working within the 
  Master Labs, she gains a d8 wild die on Repair rolls.  
  The League requires the character to put in an equal 
  amount of time on other members’ projects, and also 
  implies that the Star League gains full knowledge 
  of whatever project the character is working on:  
  blueprints and other knowledge must be shared, to 
  the betterment of all.  
  As well, the character has studied extraterrestrial 
  technology and may apply Common Knowledge to 
  identify the function of alien technology.
  Andrew Antolick (Order #29834561)
  
  43
  THE AFTER
  players guide to the after
  two
  FACTIONS
  Chapter is full of gangs, cliques, and other organized 
  groups.  But only a few have the power, the drive, or 
  the prestige to remake Chapter to their own liking. 
  Those groups are called Factions. 
  Like people everywhere, the citizens of Chapter are 
  rarely of one mind.  While the town presents a unified 
  front to outsiders via the Elder Council, the Factions 
  hold strong beliefs about how Chapter should operate 
  and what it should become.  The Factions of Chapter 
  hold varying amounts of wealth, power, and reputation, 
  but all have at least some influence on the Council.
  Each character may choose to join a single Faction 
  during character creation.  Characters who begin 
  play as members of a Faction may choose to gain 
  the Connections Edge with that Faction for free. 
  However, if they do, they also gain the Vow (Minor) 
  Hindrance to represent their ties to the Faction’s 
  leadership, who will occasionally ask the character 
  for favors or assign them duties.
  Those characters who wish to join a Faction during 
  play must dedicate themselves to the aims of the 
  Faction and must be accepted by its leaders.  This is 
  represented by taking the Vow (Minor) Hindrance 
  immediately upon applying to join the Faction.  
  However, the character does not gain the Connections 
  Edge automatically.  Instead, it must be bought with 
  an Advancement if the character wishes to take full 
  advantage of his new membership.
  The GM has final approval on whether a Faction 
  will accept any particular character as a member, and 
  what tasks the Faction leaders might require to prove 
  their loyalty.
  FACTIONS OF WIND RIVER
  the librarians
  “We will teach the world.”
  Guardians of the great archives below the mountains, 
  the Librarians believe that knowledge is sacrosanct.  
  Their chief goal is to protect the books of Chapter at 
  all costs.  The fortified vaults of the Library remain 
  concealed in the mines beneath Chapter, guarded 
  around the clock.  The books are kept in tightly 
  controlled conditions, as far removed as possible 
  from the dangers of weather and the potential taint 
  of the GenBomb.
  Apprentice Librarians often serve entire seasons 
  without returning aboveground.  They are put to work 
  writing ‘traveling copies’ of the books in the Library, 
  maintaining the facility, standing guard duty, and 
  memorizing as much information as their minds 
  can stand.  Toward the end of their apprenticeship, 
  each Librarian spends time acting as a teacher to the 
  children of Chapter.
  Journeyman Librarians might travel Wind River 
  Valley, seeking to gather surviving copies of any 
  pre-Harvest print material.  This often means they 
  are interested in joining salvage expeditions and 
  investigating dangerous underground sites, since any 
  paper texts left in aboveground ruins have usually 
  degraded beyond recovery.
  While the Librarians are few, they hold great social 
  weight with the people of Chapter.  In addition to 
  running the school, the Librarians employ a number 
  of citizens as paper-makers and scribes.  The Chief 
  Librarians are also known to pay well for the delivery 
  of pre-Harvest books, especially those that are new to 
  the archives.
  Rather than simply hoarding the knowledge of 
  the Old World, the Librarians desire to spread the 
  knowledge gained from those books as freely as 
  possible.  The Librarians want Chapter to become 
  the light of the new world, an open and free 
  source of knowledge for all survivors.  Through 
  the Librarians’ efforts, every citizen of Chapter is 
  Andrew Antolick (Order #29834561)
  
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  literate.  Their teachings have helped redevelop what 
  little technology still functions.  The Elder Council 
  has been at odds with the Librarians, though, as 
  they attempt to hold back the flow of learning 
  beyond Chapter.  The Council wishes to rein in 
  the Librarians, insisting they dole out knowledge 
  to outsiders only in ways that benefit Chapter.  For 
  now, the Chief Librarians obey the Council in such 
  matters, understanding that knowledge is Chapter’s 
  greatest coin in The After.  
  order of silence
  “Mankind must vanish.”
  It’s only a matter of time.  When the War is over in 
  space, victorious aliens will return to Earth.  They will 
  finish the job that was started during the Harvest - 
  rendering humankind extinct.  The Order of Silence 
  is insistent that humanity must prepare for this 
  second coming by becoming invisible and remaining 
  so until they either outlast the alien presence, or 
  develop sufficient population and technology to 
  defeat the invaders in a single, decisive action.  
  Members refer to one 
  another 
  as 
  Cousins, 
  and hold an almost 
  religious 
  devotion 
  to a document they 
  call the Silent Credo, 
  written by the late 
  leader of the Order, 
  known to outsiders 
  as Uncle Hush.  The 
  Silent Credo explains the 
  inevitability 
  of 
  a 
  second 
  extraterrestrial invasion.  It insists that any kind of 
  over-the-air broadcasting must cease, lest mankind’s 
  survival be detected by the survivors of the War 
  between Ghosts and Butchers.  
  The Credo also indicates that building and farming 
  projects must not occur where they can be seen from 
  the sky, regardless of the need.  Uncle Hush believed 
  that the consequences for visible construction 
  would be extermination, given enough time for the 
  Butchers or Ghosts to return.  Per the Credo, all 
  roads and outdoor residences must be in perfect 
  camouflage or be destroyed.   The Order believes that 
  Chapter should be dissolved and its people return to 
  the mines, build underground bunkers elsewhere, or 
  become wandering tribes, dispersing to maximize 
  mankind’s chances at survival.
  Cousins of the Order maintain small, hidden 
  bunkers and safehouses near enough to Chapter 
  that they can visit whenever necessary, but do not 
  maintain a formal presence within the town.  Most 
  members believe that living with everyone else in 
  Chapter invites their destruction.  During visits 
  to Chapter, members of the Order often hand out 
  flyers and give impassioned speeches, begging the 
  populace to disperse.  It is somewhat ironic that 
  the so-called Order of Silence is outspoken and, at 
  times, even belligerent.  Though the Order has never 
  chosen to turn to violence over logic to disperse the 
  population of Chapter, their public presentations 
  still sometimes turn ugly, which results in friction 
  with the Chapter Militia.
  scouting guild
  “Into the Breach, my friends!”
  The Scouting Guild began with only a handful of 
  adventurers, all friends of the legendary trader and 
  scout, Zachariah Cole.  In the decades since the 
  Breaking, the Guild has grown into a strong-knit 
  cadre who believe that in order to flourish, the people 
  of Chapter need keen eyes in the wild.  The Guild 
  provides those eyes.  Their scouts diligently quest into 
  the changed world of The After, seeking to turn the 
  mysteries of the Breach Zones to their favor.  For a 
  price, scouts of the guild will guide expeditions and 
  caravans safely through the wild, better than anyone 
  else can.  They also monitor the area within a day’s 
  travel of Chapter for threats to the settlement.  The 
  masters of the guild are known to pay fees to explorers 
  who can accurately map Breach Zones or bring back 
  specimens of previously unknown creatures.
  Andrew Antolick (Order #29834561)
  
  45
  THE AFTER
  plAyERs guidE To THE AFTER
  Two
  star league
  “We must escape this wretched rock.”
  The arrival of alien races proved that travel between 
  the stars is possible.  The Star League believes that the 
  only way to ensure humanity’s survival is to follow in 
  their footsteps and leave the Earth.  Failure to do so 
  will place mankind at the mercy of extraterrestrial 
  whims forevermore - if not the Butchers or Ghosts, 
  then some other alien.  
  The League harbors both brilliant engineers 
  and cackling madmen, all bent on salvaging the 
  technology of space travel and leaving our shattered 
  planet behind.  They want to use Chapter as a base of 
  operations for their scientific work, regardless of the 
  cost or consequence.  
  If permitted, they would suck the entire region 
  dry of resources to fuel a mad dash for interstellar 
  travel.  Currently, the League holds a laboratory and 
  service complex at the edge of town.  Outsiders are 
  not welcome within the Master Labs, but the League 
  maintains a brisk trade in local markets, offering 
  items for sale ranging from refurbished salvage to 
  bizarre, experimental tech.
  the sacellum of light
  “Smite the sinners!”
  In the aftermath of the Harvest, most survivors 
  abandoned religion.  However, the Sacellum of Light 
  shelters the remnants of Christianity among the 
  citizens of Chapter.  They preach the New Faith, a new 
  religion that focuses on contrition in the face of God’s 
  wrath.  They believe that the Butchers were demons 
  sent by God to cleanse the Earth of wickedness, and 
  the Ghosts were the angels that followed to drive the 
  demons away.  The New Faith believes the Boon is a gift 
  from God, but view the Changed as demon-tainted.
  The New Faith strives to show God that mankind 
  repents for its myriad sins.  At their best, the followers 
  of the Sacellum defend the weak, help the sick, and 
  feed the hungry.  At their worst, they are judgmental 
  and exclusionary zealots who bully outsiders.  
  The faithful walk the streets of Chapter seeking 
  alms for the poor and decrying the sins of the flesh. 
  They castigate the wealthy and exhort the citizenry to 
  follow godly laws of chastity, charity, and temperance. 
  Bishop Gabriel, their leader, wants Chapter to become 
  a theocracy under the rule of a revitalized Church, 
  but he would never overthrow the Council by force.
  Members of this Faction might display their faith 
  and contrition by practicing celibacy, eschewing 
  drugs and alcohol, wearing rags, or shaving their 
  heads, as well as leading displays of public prayer.
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  chapter militia
  “Defend the walls!”
  While the Scouting Guild is Chapter’s eyes, the 
  Militia is its hands.  Acting entirely at the command 
  of the Elder Council, this force of volunteer soldiers 
  is active both inside and outside the walls of Chapter.  
  In the wild, they proactively work to drive out 
  dangerous creatures and defend trade routes.  The 
  Militia doesn’t range more than a day’s march outside 
  the walls of Chapter, but within that range they visit 
  outlying farms, escort traders, and patrol aggressively 
  in search of dangerous wildlife (including Changed 
  animals), bandits, or Feral incursions.  Usually, 
  a patrol of ten Militia will partner with a pair of 
  Scouting Guild members.
  Within Chapter, the Militia strives to maintain the 
  peace between citizens and uphold the laws that the 
  Council enacts.  Standard patrols operate in threes, 
  patrolling the streets and checking in on merchants 
  and taphouses.  Larger groups assemble to overlook 
  large public gatherings such as the marketplace.  In 
  practice, they often serve as club-wielding enforcers, 
  and some of them enjoy that role all too well.  The 
  Militia has developed a reputation as bullies within 
  Chapter’s walls.
  Big Jim Haggart, the leader of the Militia, believes 
  that Chapter would ultimately be best served by 
  using the knowledge of the Librarians to develop a 
  mighty military force, then striking forth to conquer 
  Chapter’s neighbors, forming a buffer against any 
  trouble from outside the Valley.  Ideally, he’d be 
  permitted to develop a large and heavily-armed 
  cavalry force to engage enemies with overwhelming 
  force before they reach Chapter.
  So far, these plans have been thoroughly stifled - 
  not many folks in Chapter are interested in becoming 
  warlike, and they certainly have no desire to see their 
  sons and daughters conscripted, or give away their 
  precious horses to develop an expeditionary force.
  the posthumans
  “Augment yourselves, always.”
  These meatsacks we wear, this mortal flesh - it wasn’t 
  good enough to stop the aliens.  The Posthumans are 
  the small portion of Chapter’s populace who have 
  fully embraced the possibilities of The After.  They 
  actively seek to augment themselves with any form 
  of technology, power, or mutation that is available, 
  in order to transcend their fragile humanity and 
  become immortal and powerful.  They want Chapter 
  to become a safe haven for all of their kind.
  The Changed do not suffer the effects of the 
  Outsider Hindrance while dealing with Posthumans.
  Andrew Antolick (Order #29834561)
  
  47
  THE AFTER
  players guide to the after
  two
  I watched as bIg JIm haggart waved hIs freshly looted saber 
  over hIs head, playIng to the drunken crowd In mcnary’s 
  restaurant.  “...and then me and my men swept down on those 
  outlaws, smashed ‘em to pIeces!  no more of theIr sorry kInd 
  wIll be troublIn’ the hankerson farm, I can tell ya that!”  bIg 
  JIm’s mIlItIamen roared In approval, theIr tabards barely soIled 
  from the skIrmIsh earlIer that day.  “easy work, outsmartIn’ 
  and outfIghtIn’ the scum of the earth!  open up them kegs we 
  brought In from theIr camp!  let’s have a toast to a rout, wIth no 
  casualtIes!”  JIm strutted along the bar whIle the folk of chapter 
  cheered, and the beer flowed.
  but someone lIke me?  someone who hadn’t fallen In wIth the hoopla, 
  hadn’t fallen In wIth the crowd - someone lIke me, an outsIder, a 
  mIndbender - could tell that somethIng wasn’t QuIte rIght.  I could 
  see that hIs men were tense, and traded guarded looks, drInkIng far 
  faster than they normally mIght.  they were hIdIng somethIng.  and 
  I had to know what.
  I slId my way through the crowd, sIdlIng up to last chance cole, who 
  was slumped agaInst the corner of the bar, Into hIs thIrd or fourth 
  cup of rotgut already.  I called on the boon and ImmedIately felt the 
  cold and terrIble touch of the ghosts lash Into my veIns.  lIke always, 
  I fought down the urge to scream, to vomIt, to react at all.   the touch 
  of the boon wasn’t paIn, not QuIte, but It was almost more Intense than I 
  could take.
  but I swallowed down the power.  I felt It tIngle In my eyeballs and the ends of my 
  fIngers, even In my haIr, QuIet but ImpatIent.  my mInd put a leash on It and dragged It Into a shape, one that I 
  couldn’t even express wIth words, somethIng from outsIde thIs unIverse.  I laId that shape down, lInkIng my braIn 
  and cole’s, Just for a mInute.  I was transported to the memory that he was tryIng to drInk away.
  smoke from a campfIre, IntertwIned wIth the fog rIsIng from the grass cole crept through.  the weIrd lIght 
  Just before dawn barely IllumInated the horIZon In a pale gray.  bIg JIm gestured sIlently, sIgnallIng the start 
  of the attack:  not a bold charge, but an ambush.  an ambush agaInst hapless farmers.  women.  chIldren.  they 
  were barely armed, half asleep, beggIng for mercy.  
  mIlItIamen cut the camp apart from all dIrectIons, wIth a ruthless, mercIless effIcIency. all the whIle, bIg JIm 
  spurred them on, whoopIng wIth excItement and shoutIng threats and orders.  whole wagons of trade goods 
  were wheeled away from the dead, along wIth the cache of weapons they’d claIm the “outlaws” were carryIng. 
  cole glanced around In the slow sunrIse, lookIng sIlently at the havoc they had wrought.
  the sIlence of that bloody dawn shattered, and I was back In the roarIng dIn of mcnary’s.  I backed away from 
  cole, my clothes suddenly clammy wIth sweat.  nobody had seen, nobody had notIced;  I’d kept the boon under 
  control thIs tIme.
  I’d learned the truth, learned what bIg JIm and hIs braggarts had done to earn such accolades. but who would 
  belIeve me?
  Andrew Antolick (Order #29834561)
  
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  THE BOON
  The Old World was left shattered after the War 
  between the Butchers and Ghosts.  Though the 
  aliens have vanished, their legacies remain scattered 
  throughout the land.  At every turn, an explorer may 
  find strange machinery, clouds of nanites, or bizarre 
  Breach effects.
  Breach energy left behind by the extradimensional 
  technology of the Ghosts is particularly pervasive.  It 
  eludes human technological equipment, but appears 
  in greater concentrations near mysterious areas 
  known as Breach Zones.
  Through exposure to Breach energy, a few people 
  of the Wind River Valley have been changed both 
  on a physical and a psychic level.  Their minds have 
  been permanently altered, allowing them to both 
  sense and manipulate this underlying Breach energy. 
  These “Gifted” exhibit powers that no normal being 
  can duplicate.
  When talking to others about these powers of 
  body and mind, the Gifted refer to both the power 
  itself and the ability to use it as “the Boon.”  The 
  Boon originated with those very few who survived 
  being directly touched by Ghosts or their Breach 
  technology during the War.  While the Boon can 
  sometimes be passed on from parent to child, genetic 
  transmission is not guaranteed.  Speculation among 
  the scientists of Chapter is that the Boon travels 
  outside the timestream in some way, following the 
  echoes of consciousness from beyond the Breach.
  In any case, to be a Gifted is a rare thing.  Less than 
  one percent of the surviving population exhibits any 
  control over the Boon - and many of those don’t have 
  the full suite of abilities noted here.  
  Some communities fear the Gifted, referring 
  to them as might be called “Ghost-Touched”, 
  “Haunted,” or “Wraiths” - but mostly behind closed 
  doors.  This fear is a rare attitude in Wind River; 
  most communities of the Valley consider the Gifted 
  to be bearers of beneficial powers and respect them 
  accordingly.  The New Faith of the Sacellum of Light 
  goes a step further, believing that those who carry 
  the Boon have been directly touched by God or his 
  angels.  They believe the Boon is the holy power of 
  God, wielded in his name.  Some Gifted believe this 
  as well, and require loud prayer and the brandishing 
  of holy symbols in order to make their powers 
  function.  Rituals such as these might fall under the 
  Quirk Hindrance, if taken during character creation.
  creating a gifted character
  A player creating a Gifted character must choose one 
  of the three Arcane Backgrounds below to reflect their 
  abilities.  All other Arcane Backgrounds from Savage 
  Worlds do not exist in The After, and cannot be chosen.  
  Each Gifted Arcane Background has an associated Skill 
  or Attribute, as well as a specific powers list available to 
  that Arcane Background.  Included with the list of each 
  Arcane Background’s powers are a series of suggested 
  Trappings for your character to use.  Listed Powers are 
  still restricted by a character’s Rank.
  Each Gifted character may have only one Arcane 
  Background.  Taking an Arcane Background after 
  character generation requires GM approval.  It’s rare 
  for the Boon to spontaneously appear in an adult, 
  so taking it as an Advancement might require an 
  in-game event to take place first that would justify 
  the triggering of the Boon.  Perhaps the character 
  is overwhelmed by a mysterious Ghost Shard or 
  is dosed with a drug or poison that’s infused with 
  Breach energy.
  Local Color
  We’ve included sample Trappings in the power 
  lists of the three Arcane Backgrounds available 
  in The After, but don’t feel limited by what we’ve 
  included!  Players of the Gifted are encouraged 
  to “reskin” their characters’ power, coming 
  up with flavorful names and descriptions 
  rather than using the basic spell names.  A 
  Breachrunner’s bolt power looks very different 
  from a Fleshcrafter’s use of the same power. 
  While a Breachrunner launches a searing bolt 
  of cobalt fire, a Fleshcrafter’s bolt might toss a 
  hurled slime ball or launch a wickedly barbed 
  spine from a concealed orifice.
  Andrew Antolick (Order #29834561)
  
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  breachrunner
  A Breachrunner reaches directly into the Breach, 
  pulling out raw extradimensional energy.  When 
  Breachrunners use their powers, they appear to tear 
  a glowing hole in the world,  reaching inside to pull 
  forth tendrils of power, sprays of sparks, or crackling 
  bolts of energy.  Breachrunner powers are flashy, 
  explosive, noisy, and never subtle.
  Many of a Breachrunner’s arcane powers require 
  channelling Breach energy through their own flesh, 
  leaving them with minor burns.  When possible, 
  Breachrunners wear sleeveless clothes and keep their 
  hair short to avoid catching fire.
  Breachrunning is based on Spirit, because it takes 
  force of personality and will to be able to tear holes 
  in your home dimension, ram your arms into the 
  searing mass that’s outside of reality, and mentally 
  force it to do your bidding.  Only the most iron-
  willed can survive this experience.
  Edge:  Arcane Background (Breachrunner)
  Requirements:  Wild Card, Novice, Spirit d6+
  Arcane Skill:  Breachrunning (Spirit)
  Starting Power Points:  10
  Starting Powers:  3
  Backlash:  The Breachrunner loses control of the 
  energy they are tearing out of the Breach, and it 
  erupts violently from their flesh.  Any powers being 
  maintained by the Breachrunner immediately 
  terminate, then lash out in all directions in an 
  explosion of energy.  This explosion deals 2d6 damage 
  to all creatures in a Small Burst Template centered 
  on the Breachrunner, including the Breachrunner 
  themself.  Other creatures in the area may attempt to 
  Evade this blast, but the Breachrunner has no such 
  option (though they can still Soak).
  Available Powers:  
   
   Arcane Protection (sizzling or humming tendrils 
  of armor around the target)
   
   Banish (hurling creatures into the Breach)
   
   Barrier (crackling wall of force or energy)
   
   Blast (impressive explosion of fire; whirling 
  razors of glowing force)
   
   Blind (intense light bursts; ‘sticky’ light attached 
  to victims’ faces)
   
   Bolt (coruscating hellspikes; fist-sized lightning 
  blasts; rippling force punches)
   
   Burst (fire breath; ripping open the world to let 
  Breach energy hose out at high pressure)
   
   Confusion (halo of hypnotic lights around target’s 
  head; flashbangs)
   
   Damage Field (humming electrical field; shadowy 
  death aura)
   
   Deflection (force shields; temporarily blurring 
  into other dimensions)
   
   Detect/Conceal Arcana (glowing eye beams; 
  questing spark clouds)
   
   Dispel (shattering other arcane effects with bursts 
  of energy)
   
   Drain Power Points (visible energy currents are 
  torn from a victim, flowing to the caster)
   
   Elemental Manipulation (relatively low-key: the 
  caster’s eyes glow or breath smokes)
   
   Environmental Protection (glowing runes appear 
  on the target’s flesh; target’s skin changes color)
   
   Fly (wings of fire or lightning; borne aloft on a 
  mini-cyclone; surfing on a disc of energy)
   
   Havoc (rip the world so hard the fabric of reality 
  shakes; dimensional tornado) 
   
   Illusion (shimmering holograms shaped from 
  Breach energy)
   
   Intangibility (step halfway into the Breach; infuse 
  the target with shadow energy)
   
   Light/Darkness (bring forth an intangible orb 
  that radiates light or devours it)
   
   Protection (a shimmering halo of protective energy; 
  hovering orbs of light that intercept attacks)
   
   Smite (affected weapons sizzle with Breach 
  energy)
   
   Sound/Silence (throw sound into the Breach or 
  pull it out)
   
   Stun (loud, concussive flashbang effects; neural-
  disruptive Breach energy burst)
   
   Summon Ally (pulling energy constructs from 
  the Breach)
   
   Telekinesis (heaving things around with tendrils 
  of visible energy)
   
   Teleport (step inside a tear in the world; transform 
  into a bolt of lightning)
  Andrew Antolick (Order #29834561)
  
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  fleshcrafter
  A Fleshcrafter summons forth Breach energies to 
  cause temporary physical mutations in themselves 
  and others.  These mutations typically fade without a 
  trace after the power’s duration ends, leaving behind 
  only a residual ache.
  Trappings for all Fleshcrafting powers involve 
  sudden, shocking physical changes.  When these 
  powers are engaged, skin ripples and flows like water 
  and the laws of reality are bent:  targets may change 
  shape, size, or mass at the Fleshcrafter’s whim. 
  Because of this, many Fleshcrafters wear robes or 
  other loose clothing that is easily shrugged away 
  when it’s about to be shredded by a sudden change of 
  body size or soiled by sprays of organic fluids.
  Fleshcrafting 
  is 
  based 
  on 
  Vigor, 
  because 
  Fleshcrafters have to call Breach energy deep into 
  their bones and muscles, then fight through the pain 
  of channelling it.  While beginner powers might 
  just cause a throbbing, more advanced Fleshcrafting 
  can result in exquisite agony in those few moments 
  when the Gifted forces the power into effect.  A good 
  Hindrance for a Fleshcrafter might be Quirk: Voice 
  permanently shredded from screaming.
  Edge:  Arcane Background (Fleshcrafter)
  Requirements:  Wild Card, Novice, Vigor d6+
  Arcane Skill:  Fleshcrafting (Vigor)
  Starting Power Points:  10
  Starting Powers:  3
  Backlash:  The temporary mutations induced by 
  Fleshcrafting overwhelm the Gifted’s system, rocking 
  them with waves of crippling pain as their limbs twist 
  and their bones warp.  This body-warping effect renders 
  the Fleshcrafter Bound, as they are trapped in a cage or 
  cocoon of their own out-of-control flesh.  The Gifted 
  must roll at Vigor (including the -2 penalty for being 
  Distracted that is inflicted by the Bound condition) 
  to regain mastery of their own  body and fight off 
  the condition.  Until this condition is removed, the 
  Fleshcrafter may not use any powers.
  Available Powers:  
   
   Arcane Protection (strange whorls and warts on 
  skin that serve to divert Breach energy)
   
   Beast Friend (take on animalistic traits; emit musk/
  pheromones from swollen ducts)
   
   Blind (seal the target’s eyes shut; spray of painful 
  fluid)
   
   Bolt (firing spines or bone spikes; spitting acid, 
  bile or poison)
   
   Boost/Lower Trait (obvious alterations of bone 
  structure, musculature, and skin)
   
   Burrow (gain digging appendages:  are they 
  mammal claws, insectoid, or utterly alien?)
   
   Burst (gain glands in the wrist or throat that allow 
  a momentary spray of acid, fire, or spines)
   
   Darksight (animalistic eyes; enormous, slightly 
  glowing 
  eyes; 
  antennae 
  or 
  other 
  strange 
  appendages that allow sight)
   
   Detect/Conceal Arcana (nose swells, becomes 
  useful for sniffing out Breach energy)
   
   Disguise (morphing target’s flesh to look like 
  another person)
   
   Entangle (shoot forth vines, hair, tendrils, or webs 
  to trap enemies)
   
   Environmental Protection (knobbly or scaled skin; 
  gills; changes vary based on environment chosen)
   
   Farsight (eagle eyes, perhaps combined with 
  feathers over the target’s head)
   
   Fly (insect or avian wings, probably combined with 
  other torso morphing)
   
   Growth/Shrink (lots of snapping, popping, and 
  pain during the size change)
   
   Healing (squeeze wounds together like kneading 
  dough; stinger that injects a healing agent)
   
   Light/Darkness (spew forth slime that either glows, 
  or somehow destroys light)
   
   Protection (thickened flesh; bony spurs; hardened 
  scales)
  Backlash and Gear
  Rolling a Critical Failure while using the Boon 
  triggers Backlash!  Each Arcane Background 
  described below has Backlash effects that 
  differ from the baseline effect described in 
  Savage Worlds.
  These unfortunate rolls shouldn’t also trigger 
  the Things Break Setting Rule, unless the GM is 
  feeling particularly fiendish.
  Andrew Antolick (Order #29834561)
  
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   Relief (a stroke of your hand causes the target’s 
  body to reject weariness and pain)
   
   Resurrection (knit destroyed flesh, then force-start 
  heart, nerves, organs)
   
   Sloth/Speed (for Speed, tendons warp and the 
  nervous system amplifies:  the target becomes very 
  twitchy; for Sloth, tendons ossify and the body 
  grows sluggish)
   
   Stun (a shocking screech or howl; glands that emit 
  an electrical jolt)
   
   Wall Walker (target loses body mass and gains 
  sticky ‘hairs’ on its skin)
   
   Warrior’s Gift (target becomes more animalistic as 
  you awaken inborn combat instinct)
   
   Zombie (force nervous system of corpse to activate 
  with Breach energy)
  mindbender 
  A Mindbender sees through the cracks in the world 
  caused by the Breach, using those openings to extend 
  their senses and influence the minds of others.  Using 
  a Mindbending power is akin to swimming through 
  a mandala and navigating a labyrinth all at once, as 
  the Gifted must process complex extradimensional 
  puzzles of Breach power strands and material 
  consciousness in mere seconds.  Making matters even 
  more complicated are the things that live beyond the 
  Breach:  immaterial, alien minds that cause disaster 
  when they brush up against the Mindbender’s 
  thoughts.  Dodging the occasional attentions of 
  these entities while mentally traversing the Breach 
  can cause extreme stress to the Gifted.  Because of 
  this complexity, Mindbending is based on Smarts.  
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  Trappings for Mindbender powers involve rippling 
  energies, psychic sight, and emotional manipulation.  
  While their powers are not always flashy or even 
  visually noticeable, there are often telltale signs of 
  strain:  a Mindbender’s head may radiate a slight 
  glow or haze when they use their abilities.
  Edge:  Arcane Background (Mindbender)
  Requirements:  Wild Card, Novice, Smarts d6+
  Arcane Skill:  Mindbending (Smarts)
  Starting Power Points:  10
  Starting Powers:  2
  Hands Free:  Mindbenders do not need their hands 
  to activate their powers.  They may cast even when 
  Bound or otherwise restrained.
  Backlash:  One of the terrible intelligences from 
  beyond the Breach has taken note of the Mindbender 
  and attempts to devour their mental essence.  Any of 
  the Mindbender’s maintained powers are immediately 
  terminated.  The Gifted must immediately spend 2d6 
  Power Points or become Stunned.
  Available Powers: 
   
   Arcane Protection (mental constructs serve to 
  deflect Breach powers)
   
   Barrier (telekinetic force field)
   
   Beast Friend (charm animals with but a wave and 
  some whispers)
   
   Blind (convince the target’s brain it can’t see, even 
  though its eyes work)
   
   Bolt (exploding heads; rippling telekinetic force 
  waves)
   
   Boost/Lower Trait (mind over matter)
   
   Confusion (targets see momentary, horrific 
  illusions; or see the world sway and melt)
   
   Deflection (telekinetically swat away projectiles; 
  mentally influence attackers to miss)
   
   Detect/Conceal 
  Arcana 
  (psychic 
  detection, 
  possibly with the aid of a crystal or prism)
   
   Dispel (through force of will, dismantle arcane 
  constructs)
   
   Divination (read the threads of fate that lie in the 
  Breach, outside of time and space)
   
   Drain Power Points (steal away the mental 
  strength of the victim)
   
   Empathy (psychically read target and act 
  accordingly to seem sympathetic; forcibly inject 
  target with positive feelings toward you)
   
   Fear (waves of cold horror billow forth; targets see 
  demons, aliens or worse)
   
   Illusion (forced hallucination)
   
   Invisibility (mentally convince living targets that 
  you’re not present)
   
   Mind Link (basic telepathy… does the target feel 
  a physical sensation as well?)
   
   Mind Reading (psionic mind invasion; aura 
  reading; “Look into my eye!”)
   
   Mind Wipe (violating, total mental intrusion)
   
   Object Reading (eyes glass over as you see through 
  the cracks in the Breach to where the object was; 
  sing to the object to convince it to reveal its secrets)
   
   Puppet (murmur hypnotic phrases over and over: 
  target’s eyes glow brightly)
   
   Relief (convince the mind it’s unhurt and the body 
  follows)
   
   Slumber (neural disruption; trapped in nightmares)
   
   Stun (telekinetic concussion blasts; psychic 
  screaming)
   
   Telekinesis (tendrils of mental energy move objects; 
  howling from beyond the Breach as unseen forces 
  are made to exert power on the real world)
  Andrew Antolick (Order #29834561)
  
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  Andrew Antolick (Order #29834561)
  
  54
  THE AFTER
  gear, salvage and trading
  three
  Andrew Antolick (Order #29834561)
  
  55
  THE AFTER
  gear, salvage and trading
  three
  GEAR, SALVAGE, and 
  TRADING
  While technology in The After ranges from primitive 
  bows to portable railguns, the truth is that high-tech 
  gear is rare treasure.  The folk of Chapter mostly wear 
  cloth, fur, and leather harvested from the local area, 
  and use slings and arrows more often than bullets. 
  Bullets are not to be wasted.
  There are few dedicated shops to be found in Wind 
  River Valley.  Most career traders who sell anything 
  more complex than food and clothing find that they 
  need to move from settlement to settlement in order to 
  gather stock and make contact with as many buyers as 
  possible.  There simply isn’t enough traffic or demand 
  in one place to support a ‘weapons shop’ or the like.
  This section includes a list of common goods that 
  might be found with traders in Wind River.  Depending 
  on what kind of gear you’re after and what settlement 
  you’re in, a Networking roll might be necessary to 
  find a seller willing to part with the piece of kit you’d 
  like (see “Availability” below).  However, characters are 
  welcome to pick whatever they can afford from the 
  gear list during character generation, as long as they 
  tell a decent story about how they acquired it.
  making deals
  The almighty dollar has become a mere curiosity of 
  the Old World.  In most settlements, food, clothing, 
  and shelter are shared communally.  One of the 
  scarcities of The After is human life, and very few 
  settlements will allow a fellow human being to starve 
  or die of exposure.  Folk give as they can, work as they 
  can, and take only what they need.
  “the truth these days Is that thIngs are 
  scarce.  sure, the crops grow as long as there’s 
  raIn, and most anyone can trap a varmInt for 
  the stewpot.  but I mean things.  a solId paIr 
  of boots that won’t fall apart around your 
  ankles.  a rIfle wIth a smooth actIon. a bag 
  of naIls.  even a good crowbar or a shovel.  
  gear Is hard to come by, wherever you go.”
  -Zachariah Cole
  Andrew Antolick (Order #29834561)
  
  56
  THE AFTER
  gear, salvage and trading
  three
  Of course, at times a body will want a good tool, 
  a well-made piece of gear, or a fine weapon.  That’s 
  when you’ll have to barter.  The gear list includes 
  numeric prices, but there is no standard currency to 
  rely on.  A transaction might involve haggling over a 
  wagonload of trade goods or a pile of salvaged scraps, 
  until buyer and seller are satisfied. Some larger 
  traders will issue and accept letters of credit, but 
  otherwise you’re working with the material you’ve 
  brought to the trading counter and your reputation.  
  The good news is that, in addition to trade goods 
  such as grain, cloth, or beer, those who wish to make 
  a deal can scrape together plenty of odds and ends 
  that are worthwhile to others.  Folk in most places 
  can always use a spool of copper wire, some good 
  rope, a few bars of soap, or even scrap metal.  In game 
  terms, we refer to this random assortment of small 
  goods as “Salvage”, since it’s most often gleaned by 
  scavenging the ruins of the Old World.   
  Even though it’s not an official currency, we use the 
  dollar sign ($) throughout this text when referring to 
  amounts of Salvage, for ease of reading.
  A Hero with $50 of Salvage to his name might be 
  carrying around a satchel with a few shiny trinkets, 
  some spent bullet casings, a few mismatched shoes, 
  a handful of working ink pens, and other such odds 
  and ends.  It’s okay to handle this pile of Salvage in 
  the abstract, although it can be fun to roleplay and 
  describe the shiny things in your character’s stash.  “I 
  slap twenty Salvage on the trader’s table - you know, 
  those boots we took from the bandits, some zippers, 
  and a couple rolls of bandages.”  As a rule of thumb, 
  assume that $50 of Salvage fills up a small bag, $100 
  fills a backpack, $250 is a large chest or small barrel, 
  and $1000 is probably something like a wagon-load.
  availability
  Food, fresh water, and basic clothing are available for 
  trade everywhere and are not subject to Availability 
  rules.  Everything else can be a struggle to obtain.  
  Someone had to make it, fix it, or haul it back from a 
  dangerous ruin that might have been crawling with 
  Ferals or Breach creatures.  They might not be willing 
  to put that gear up for sale.  You’ll need to ask around 
  and find the right seller - if you can find one at all.
  Busting Heads in 
  the After
  The Networking rules in Savage Worlds allow you to 
  work the streets with Intimidation - using threats, 
  leverage, demands, and general nastiness to find 
  what you’re looking for.  As well, a character can 
  choose to “bust some heads,” engaging in more 
  extreme bullying (or even outright violence) to 
  increase their chances.
  In the Wind River Valley, any settlement’s 
  population is low enough that a person who behaves 
  like this will gain a reputation - fast.  These aren’t the 
  faceless merchants that a character playing in some 
  other setting might encounter in a space station, 
  fantasy metropolis, or the foggy streets of Victorian 
  London.  In The After, these traders are the same 
  folks the character sees every season, year after year. 
  They will remember who roughed them up the last 
  time a particular piece of gear was needed - and will 
  spread the word about it, have no doubt.
  Depending on the tone of an individual GMs 
  game, this could be handled through social stigma 
  and simple roleplay.  Those who want to assign a 
  mechanical penalty could choose from one or more 
  of the following:
   
   The PC has done something that merits payback, 
  and gains the Enemy(Minor) Hindrance.
   
   The PC is shunned by the community where 
  the head-busting was done, and suffers the 
  Outsider(Minor) Hindrance in that community.
   
   The PC roughed someone up a little too much 
  and is being sought by the local lawgivers.  They 
  gain the Wanted(Minor) Hindrance.
   
   The PC’s bullying leads the local traders to 
  stand up to them.  Now they MUST “bust heads” 
  in order to get any results from Networking in 
  that community.
  At the GMs option, these consequences might 
  be assigned only on a Critical Failure, or on any 
  attempt at “busting heads” regardless of success 
  or failure.  These consequences could be could be 
  permanent, or forgotten after a season or two.
  Andrew Antolick (Order #29834561)
  
  57
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  three
  To find a particular item that’s for sale, your 
  GM might require you to make a Networking roll. 
  Most goods are rated for Availability, ranging from 
  Common to Very Rare.  This Availability rating is 
  based on not just how common an item is, but how 
  willing the average owner might be willing to part 
  with it.  
  As seen in the table below, this Availability rating 
  will influence the Networking roll to find an item. 
  Availability is also influenced by the size of settlement 
  where you’re seeking the item, and the goods that are 
  commonly for sale there.
  Any item with an Availability rating of Everywhere(E) 
  is ubiquitous:  skip the roll altogether unless the GM 
  decides there are extenuating circumstances (for 
  instance, trying to buy food in an isolated settlement 
  that’s experiencing a famine).
  availability table
  Everywhere
  no roll
  Common
  +2
  Uncommon
  +0
  Scarce
  -2
  Rare
  -4
  Very Rare
  -6
  settlement modifiers
  Population
  Networking Modifier
  Blackgold 
  Trading
  0 (+2 for fuel, intoxicants, or 
  mercenaries)
  Chapter
  +2  (-1 for anything the Council 
  deems illegal)
  Daniel
  -2 (+1 for food, fur, and cloth)
  Highway 
  Market
  -1  (+1 for food and travel gear)
  Sweetwater
  0 (+2 for livestock)
  The Tribe
  0  (-4 for technological items)
  White Pine
  -2 (+1 for intoxicants from the 
  Verdant, weapons and ammunition)
  selling goods
  Explorers sometimes end up with excess mundane 
  gear from their adventures.  A Networking roll in a 
  settlement of appropriate size (GM’s decision) will 
  allow a seller to unload their stuff at one-quarter 
  the list price.  With a raise, that jumps to half price.  
  Broken gear can be scrapped for one-tenth the list 
  price, and that doesn’t go up with a raise.
  High-end or unique gear such as biomechanical 
  or military-grade weaponry, working computers, 
  vehicles, or generators are likely to be much harder 
  to sell, but will command a high price.  It’s in your 
  best interest to ask your GM to treat these as special 
  cases and roleplay through the process of finding a 
  buyer and negotiating the sale.
  item stress
  It’s rare indeed to find anything in The After that is 
  clean and whole.  The entire Earth has been affected 
  by nuclear fallout, warping energies from the 
  Butchers’ Gen-Bombs, rogue nanites, and surges of 
  Breach energies that come and go without pattern 
  or reason.  Much of the Old World has simply been 
  devoured.  Metal has been warped or corroded, 
  plastics consumed or melted, vehicles shattered.  In 
  The After, even things that are made brand-new at 
  a blacksmith’s forge may carry a hidden taint of the 
  Butchers or Ghosts.  Sooner or later, even the most 
  hard-used piece of equipment will become worn, 
  damaged, or contaminated.  When that happens, the 
  item will suffer a Stress tag.
  You might scavenge up an item that already has 
  problems with Stress, or perhaps if you’re in a pinch 
  you’ll be stuck bartering for one.  But, most often, 
  your gear will degrade at the worst possible time: 
  while you’re using it.  See the Things Break Setting 
  Rule for details.
  When an item suffers Stress, one of the tags below 
  will be placed on it.  Most often, you’ll draw a card 
  from the Action Deck and use the chart below to 
  determine what happens to your gear.  However, 
  depending on the situation you’re in, the GM might 
  decide to just assign a particular stress tag.
  Andrew Antolick (Order #29834561)
  
  58
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  gear, salvage and trading
  three
  One other thing:  three strikes, and you’re out.  If a 
  piece of gear takes on three Stress Tags, it’s broken, and 
  is useless except as potential Salvage.  Depending on 
  the tags gained, it might not even be worth salvaging!
  Stress Tags
  Breach-Resonant.  This item is infused with Breach 
  energy that radiates constantly.  Users of the Boon 
  roll at -1 to activate their powers within 2” of the 
  item, as the energy interferes with their abilities. 
  Breach creatures will prefer to attack the owner of 
  the item over other targets.  This tag can be gained 
  twice, and the effect is cumulative (the effect on Boon 
  use expands to 4” and inflicts a -2 penalty in total).
  Brittle.  The item’s structural integrity has been 
  compromised due to infestation with nanites or 
  an infusion of harmful Breach energy.  The item’s 
  Toughness is halved.  A brittle melee weapon will 
  shatter the next time its damage die Aces.  Brittle 
  armor loses a point of protection every time the user is 
  hit in a given hit location, eventually flaking away into 
  uselessness.  Other items may have difficulty bearing 
  weight or pressure, as judged by the GM.  This tag can 
  be gained twice but does not have additional effects.
  Contagious.  If this item has another Stress tag, it 
  can now be easily transferred to other pieces of gear. 
  Anytime the owner rolls a 1 on her Trait die while 
  using this item for a skill check (including a Soak roll 
  for armor), another randomly-chosen piece of their 
  gear suffers the same Stress tag.
  If the contagious item did not already have another 
  Stress tag, it becomes a carrier:  draw again to choose 
  a Stress tag that does not affect this item, but can be 
  transferred to other gear.  For instance, this item 
  might just be contagious, but it’s turning other 
  equipment warped.
  When the contagious tag is gained twice, it can now 
  affect your companions’ gear.
  Corroded.  Any Trait check made using this equipment 
  suffers a -1 modifier.  Corroded armor provides 1 less 
  point of protection.  If this tag is drawn a second 
  time on the same piece of equipment, assign the 
  brittle tag instead.
  Disheartening.  This item affects the owner’s 
  spiritual fortitude.  She suffers -1 to rolls resisting 
  Tests with Smarts or Spirit, as well as when resisting 
  Fear.  This penalty is cumulative if the tag is assigned 
  a second time.
  Distracting.  Maybe the item buzzes, squirms, or 
  throbs at random, or is starting to develop a telepathic 
  proto-sentience that tickles at your mind, ruining 
  card draw
  taG assiGned
  clubs
  2-3
  Slippery
  4-5
  Pest-ridden
  6-8
  Poisonous
  9-10
  Corroded
  Jack-Queen
  Fouled
  King-Ace
  Brittle
  hearts
  2-3
  Shadowy
  4-6
  Static
  7-10
  Warped
  Jack-Queen
  Phasing (daily)
  King
  Phasing (hourly)
  Ace
  Phasing (per use)
  dIamoNds
  2-3
  Screeching
  4-5
  Stutter-Step
  6-8
  Dudmaker
  9-10
  Mutagenic
  Jack-Queen
  Breach-Resonant
  King-Ace
  Hungry
  spades
  2-3
  Tempting
  4-6
  Distracting
  7-9
  Disheartening
  10
  Mind-Numbing
  Jack
  Time-Twisted
  Queen
  Flammable
  King-Ace
  Contagious
  joker
  No Stress tag - character avoids effect
  Andrew Antolick (Order #29834561)
  
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  gear, salvage and trading
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  your concentration.  In any case, while you own it, 
  and for 24 hours after disposing of it, draw two cards 
  for initiative and take the lowest.  If this tag is gained 
  a second time on one piece of gear, inflict the mind-
  numbing tag instead.
  Dudmaker.  Something about this device renders 
  nearby ammunition permanently inert at chaotic 
  intervals.  Whether it radiates Breach energies or 
  contains a colony of gunpowder-eating nanites, the 
  effect is the same.  When the owner rolls a 1 on her 
  Shooting die, the remainder of the bullets in her 
  firearm are rendered inert.  If using a non-firearm (such 
  as a bow or crossbow), a quiver’s worth of arrows in the 
  owner’s possession will be affected instead, becoming 
  withered and useless.  If the owner isn’t carrying any 
  ammunition, this Stress tag may go unnoticed.
  When the dudmaker tag is gained twice, the effect 
  is more far-reaching.  Anyone within 3” who rolls a 1 
  on a Shooting die will be affected.
  Flammable.  Each time the user is Shaken or 
  Wounded by fire damage, this item will erupt into a 
  spectacular but brief burst of flames, inflicting 2d6 
  damage that bypasses armor.  If this tag is gained a 
  second time on a single item, any further eruption 
  will destroy the item, and the damage rises to 3d6.
  Fouled.  The item oozes greasy residue or appears to 
  be made of suppurating flesh, and it emits a disgusting 
  stench.  The bearer suffers a -2 to Persuasion while he 
  owns the item and for 3 days thereafter, and he becomes 
  remarkably easy to track by scent.  This tag can be gained 
  twice, and the effects are disgustingly cumulative.
  Hungry.  Each night, a hungry piece of gear devours 
  some other item in the owner’s 
  possession, as chosen by the GM.  
  The devoured item is completely 
  destroyed.  If hungry gear is 
  prevented from eating other 
  equipment (by isolation, 
  for example), it will 
  eventually resort to 
  openly attacking its 
  owner while being 
  worn or carried, 
  automatically 
  striking once a day (usually at the worst possible 
  time) for 2d8 damage.  Isolating a hungry piece of 
  equipment for a week will replace this tag with the 
  fouled tag as the item starves to death.  If this tag 
  is gained a second time, the GM is encouraged to 
  assign game statistics to the equipment as if it were a 
  troublesome creature.
  Mind-Numbing.  Something about this gear affects 
  the owner’s thought processes.  It may be leaching 
  hormones into her bloodstream, or could be emitting 
  a troubling aura that affects electrical activity in the 
  owner’s nerves.  In any case, the owner suffers a -1 
  when rolling Smarts or Smarts-based skills.  This tag 
  can be gained twice and the penalty stacks.
  Mutagenic.   The gear is suffused with particularly 
  troubling Breach energies.  Whenever a 1 is rolled 
  on a Trait die while using this item in a skill roll, 
  the owner suffers the effects of a random Cosmetic 
  Change, which dissipates after 48 hours apart from 
  the item.  If this tag is gained a second time, the user 
  must succeed in a Vigor roll for each mutation, or it 
  becomes permanent.
  Pest-ridden.  This piece of gear becomes unreasonably 
  attractive to a particular type of vermin, chosen by 
  the GM.  (We suggest mice, spiders, frogs, ants, or 
  mosquitoes.)  The user can count on being surrounded 
  by them unless in a totally sealed environment.  When 
  sleeping without sufficient protective measures, the 
  user, and possibly his companions, must make Spirit 
  rolls or they gain no benefit from the rest, possibly 
  incurring Fatigue from lack of sleep per Savage 
  Worlds.  If this tag is gained a second time, the item 
  inspires swarms of vermin in sufficient numbers 
  to be dangerous to the item’s owner and all those 
  around him.  While not 
  a constant danger, one 
  can expect a dangerous 
  swarm to appear at 
  least once a week.  Swarm 
  statistics appear in Savage 
  Worlds.
  Phasing.  Plagued by temporal discontinuity or 
  dimensional instability, this item fades in and out of 
  existence.  At random times, it becomes insubstantial, 
  holographic, or simply disappears to some other 
  Andrew Antolick (Order #29834561)
  
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  three
  dimension or timeline.  The owner must roll 1d6 daily, 
  hourly, or each time the item is used; on a 1 or 2, the 
  item is not present!  If this tag is assigned to a piece 
  of gear a second time, assign the warped tag instead.
  Poisonous.  Insidious microdoses of poison are 
  delivered to the owner of this item at unpredictable 
  intervals.  Most of the time it doesn’t seem to do 
  more than make the user feel a little dizzy now and 
  then, but the truth is far worse.  After a day or two 
  owning poisonous gear, the owner takes -1 to recover 
  from being Shaken, as the poison weakens the user’s 
  internal systems.  Even worse, if this tag is gained 
  a second time, the owner takes -1 to all Soak rolls. 
  These penalties remain for at least 24 hours after 
  discarding the item.
  Screeching.  This item has a tendency to make 
  loud, unpleasant noises at unpredictable intervals. 
  Perhaps it utters bestial howls or alien babbling, or 
  emits a technological keening or beeping.  In any 
  case, the noise is easily audible within 12”.  This 
  inflicts a -1 penalty on social interaction 
  skill checks, and renders most Stealth 
  attempts an automatic failure.  If this 
  tag is drawn a second time, the noise 
  is even louder and tends to draw 
  Ferals and Breach creatures from the 
  surrounding countryside, who are 
  eager to attack the wearer and make 
  away with the item.
  Shadowy.  Defying the laws of physics, 
  the item sucks in the light all around it. 
  The illumination level within 2” of the 
  item is treated as one level lower (bright 
  light becomes Dim, Dim becomes Dark, 
  Dark becomes Pitch Darkness).  This effect 
  is suppressed while the item is sealed in a 
  container.  If the tag is assigned a second time, 
  the light level is treated as two levels lower.
  Slippery.  No matter how many times it’s cleaned, 
  this item always seems to have the thinnest film of 
  oily residue on its surface, making it unreasonably 
  difficult to hang onto.  The first time the item is used 
  each scene, the owner must make an Agility roll or 
  drop it.  If the tag is gained a second time, the roll 
  must be made each time the item is used.
  Static.  This item somehow stores ambient energy 
  within the body of the user, an effect which causes 
  him to occasionally deliver mild electric shocks at 
  the worst times.  This gives the user the All Thumbs 
  Hindrance when dealing with electronic equipment, 
  as these static discharges tend to damage wiring or 
  make machinery act strangely.  This effect remains 
  for 24 hours after discarding the Static equipment.  If 
  this tag is drawn a second time, instead of assigning 
  any Stress tag, the user immediately suffers a 
  damaging (3d6) electrical shock.
  Stutter-Step.  The item affects the user’s spatial sense 
  and balance - or perhaps it subtly warps gravity in 
  the immediate area.  When the owner rolls a 1 on her 
  Running die, she falls prone after the movement.  If 
  this tag is gained a second time, the effects become 
  more intense, limiting her Running die to a d4.
  Tempting.  This item is irrationally attractive:  everyone 
  who sees it immediately wants to have it for their very 
  own.  Perhaps it glitters as if inlaid with gemstones and 
  gold, has a gleaming aura, reminds everyone of the best 
  parts of the Old World, or maybe it is simply fascinating 
  for no reason one could express with mere words.  The 
  owner finds herself constantly handling the Tempting 
  equipment, keeping it polished and near to hand at 
  all times.  As people sight the Tempting item, the user 
  will be forced to fend off regular theft attempts and 
  trade offers.  At the GM’s option, nearby Extras may 
  be affected by the Greedy (Minor) Hindrance in 
  the presence of the item.  If this tag is applied 
  a second time, friendly NPCs become willing 
  to kill for the item.  Only truly 
  sadistic GMs would require 
  the owner’s heroic Wild Card 
  companions to make daily 
  Spirit rolls to avoid 
  being 
  affected 
  by the lust this 
  item inspires.
  Andrew Antolick (Order #29834561)
  
  61
  THE AFTER
  Time-Twisted.  Whether it’s actually warping the very 
  fabric of time or just influencing the owner’s flesh, 
  the effect is that the owner and all his gear ages at 
  triple the usual rate.  This is a subtle effect, and might 
  only be noticed at first when the owner’s trail rations 
  and other consumables go rotten more quickly than 
  they ought.  Even worse, if this tag is gained a second 
  time, the owner ages at ten times the usual rate.
  Warped.  Even though it looks just fine to the eye, 
  there’s something off about the mass and balance of 
  this gear.  The problem seems to shift from moment 
  to moment.  Warped weapons inflict a -1 penalty to 
  attack.  Any other warped gear inflicts a -1 penalty to 
  Athletics, Stealth, and Agility rolls.  This tag can be 
  assigned twice and the penalties are cumulative.
  SETTING RULES
  Following are the ways in which The After alters the base Savage Worlds rules.
  that’ll leave a mark
  Whether it’s a gauss rifle, an otherworldly energy beam, or a simple stick of dynamite, powerful attacks inflict 
  an enormous amount of damage on characters.
  Attacks with the Heavy Weapon quality inflict Gritty Damage (per Savage Worlds) on any target without 
  Heavy Armor.
  things break
  Much of the equipment available in The After is old, thrice-patched, or rickety.  The environment wears upon 
  all things, making them prone to break at inopportune moments.  Weapons break, armor corrodes, medical kits 
  become contaminated.  Breach energies and GenBomb nanites have the potential to infiltrate almost everything 
  a survivor carries.
  When a character rolls a Critical Failure on any Trait roll, the piece of equipment used in the attempt 
  suffers a Stress Tag (see Chapter 4 for a list of these).  A vehicle suffers a Critical Hit instead of a Stress Tag.
  If the Critical Failure was rolled during an action that involves no gear (such as Stealth or Persuasion), this 
  Setting Rule affects a piece of random equipment carried by the character.  This item should be chosen by 
  the GM, or rolled randomly on the Hit Location chart to choose a piece of gear carried closest to that area.
  Any character with the Trademark Weapon Edge will find that their chosen weapon is immune to Stress 
  Tags assigned by this Setting Rule, due to the extreme care the character takes maintaining the weapon.  It’s 
  the GM’s decision whether a Stress Tag assigned to a Trademark Weapon should fall upon another piece 
  of gear, or be negated altogether.  We recommend sticking with one choice or the other throughout your 
  campaign in The After.
  Andrew Antolick (Order #29834561)
  
  62
  THE AFTER
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  weapons
  pRIMITIVe RanGeD
  RanGe
  DMG
  RoF
  CosT
  aVaIl
  WGT
  shoTs
  noTes
  Bow 12/24/48
  2d6
  1
  250
  C
  3
  -
  Min Str d6
  Crossbow 10/20/40
  2d6
  1
  300
  U
  10
  -
  AP 2; Action to 
  reload
  Hatchet 3/6/12
  Str+d6
  1
  75
  E
  2
  -
  -
  Knife 3/6/12
  Str+d4
  1
  25
  E
  1
  -
  -
  Sling 4/8/16
  Str+d4
  1
  10
  E
  1
  -
  Fires with Athletics 
  (throwing)
  Spear 3/6/12
  Str+d6
  1
  100
  E
  5
  -
  Min Str d6
  MoDeRn RanGeD
  Compound Bow 12/24/48
  Str+d8
  1
  300
  U
  3
  -
  Min Str d6
  pIstols: mIN str:  d4
  Black powder pistol 5/10/20
  2d6+1
  1
  200
  U
  3
  1
  Reload 3
  Holdout special / 
  derringer
  3/6/12
  2d4
  1
  150
  U
  2
  2
  Revolver 12/24/48
  2d6
  1
  300
  S
  4
  6
  AP 1
  Semi-automatic 12/24/48
  2d6
  1
  350
  S
  4
  7
  AP 1
  ...for high-caliber pistols, add +50 cost and +1 damage, raise Availability to R.
  rIfles/machINe guNs: mIN str: d6
  Black Powder Musket 10/20/40
  2d8
  1
  300
  U
  15
  -
  Reload 3
  Carbine 20/40/80
  2d8
  1
  400
  R
  8
  7
  AP 2
  Assault rifle
  24/48/96
  2d8
  3
  600
  VR
  10
  30
  AP 2; Auto
  Bolt-action hunting 
  rifle
  24/48/96
  2d8
  1
  350
  S
  8
  6
  AP 2, Snapfire
  Semi-auto rifle
  24/48/96
  2d8
  1
  450
  R
  10
  8
  AP 2, Semi-Auto
  Sniper rifle
  50/100/200
  2d10
  1
  1200
  VR
  35
  11
  Min Str d8; AP 4; 
  Snapfire, HW.
  Submachine gun
  12/24/48
  2d6
  3
  500
  VR
  10
  30
  AP 1, Auto
  Gatling gun
  24/48/96
  2d8
  3
  2500
  VR
  170
  100
  AP 2, min. ROF 2, 
  Reload 2, must be 
  mounted to fire 
  shotguNs: mIN str: d6
  Blunderbuss 10/20/40
  1-3d6
  1
  300
  U
  12
  -
  Reload 2
  Double-barrel 12ga 12/24/48
  1-3d6
  1-2
  400
  R
  11
  2
  Pump-action 12ga 12/24/48
  1-3d6
  1
  450
  R
  8
  6
  Andrew Antolick (Order #29834561)
  
  63
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  ARMoR
  cloTh
  Includes supple leather, soft hides, and heavy winter clothing
  Min Str:  d4
  bonus
  wGt
  avail
  cost
  notes
  Jacket (torso, arms)
  +1
  5
  C
  25
  Leggings (legs) +1
  5
  C
  25
  Cap (head) +1
  1
  C
  5
  ThICk leaTheR
  Includes supple leather reinforced with metal, boiled leather, very thick furs, tough or 
  scaly hides such as crocogant hide
  Min Str:  d6
  bonus
  wGt
  avail
  cost
  notes
  Jacket (torso, arms)
  +2
  8
  U
  100
  Leggings (legs) +2
  7
  U
  75
  Helmet(head)
  +2
  1
  U
  25
  sCRap aRMoR
  Includes medieval scale or chainmail, as well as armor cobbled together from 
  salvaged material (bone, plastic, scrap metal, other oddities)
  Min Str: d8
  bonus
  wGt
  avail
  cost
  notes
  Shirt(torso, arms)
  +3
  20
  S
  300
  Leggings (legs) +3
  10
  S
  150
  Helmet(head)
  +3
  4
  S
  50
  plaTeD aRMoR
  Includes armor made with heavy, reinforced metal components or other such 
  bulky materials
  Min Str:  d10
  bonus
  wGt
  avail
  cost
  notes
  Breastplate (torso) +4
  35
  R
  600
  Vambraces (arms) +4
  10
  R
  200
  Greaves (legs) +4
  10
  R
  200
  Helmet (head)
  +4
  4
  R
  100
  Small Shield Parry +1
  4
  U
  50
  Min Str d4
  Medium Shield
  Parry +2 / 
  Cover -2
  8
  S
  100
  Min Str d6
  Large Shield / Riot Shield
  Parry +3  
  Cover -4
  12
  S
  200
  Min Str d8
  MoDeRn aRMoR
  Min Str:  d6
  bonus
  wGt
  avail
  cost
  notes
  Kevlar vest (torso)
  +2
  5
  VR
  500
  Reduces bullet damage by 4
  Kevlar helmet(head)
  +4
  5
  VR
  300
  Reduces bullet damage by 4
  Andrew Antolick (Order #29834561)
  
  64
  THE AFTER
  gear, salvage and trading
  three
  removing stress from items
  The After can be a terrible place, and the occasional 
  surprise of having gear develop Stress Tags is meant to 
  reflect that.  Stress results in a hero having to discard 
  valued gear and seek out replacements, instead 
  of relying on that one perfect item for his entire 
  career.  This is by design, mechanically enforcing 
  the scarcities found in the world of The After and 
  spotlighting the weird legacies of the Butchers and 
  Ghosts - they may not still be on Earth, but they’ve 
  left you plenty of problems to deal with!
  Despite this, generous GMs may wish to allow for 
  the removal of Stress Tags.  We encourage making 
  this an arduous process, perhaps requiring the 
  (expensive) services of a powerful Gifted or a group 
  of accomplished scientists, depending on whether 
  it’s nanites and invasive tech that needs to be purged 
  from your hero’s gear, or Breach energy that must be 
  torn free and dispersed.  The process should never be 
  easy or routine.
  If a GM doesn’t want to focus on Stress removal as 
  a dramatic plot point, she could simply request that 
  a hero spend an Advance to purge all Stress from a 
  single item.  This represents the extreme effort taken 
  without tying up a lot of ‘screen time’, and ensures 
  that it won’t be a common occurrence.
  A truly soft-hearted and generous GM might 
  decide that a Joker drawn when applying a Stress Tag 
  actually removes any existing Stress from the item, as 
  opposed to simply having no effect.
  GEAR NOTES
  Firearms:  If you’re a hobbyist that knows a thing or two 
  about firearms, you’ll notice that (for the most part) our 
  weapons chart doesn’t track guns by their real-world 
  make, model, or caliber.  Perhaps you disagree with 
  the weight, range, or ammo capacity of a given weapon 
  on the list.  In our idea of The After, we believe that 
  most guns were destroyed or damaged in the Harvest 
  or during the decades that followed, and that much of 
  the ammunition of the Old World was used up.  Most 
  firearms that remain in circulation are a patchwork 
  of rebuilt parts and careful repairs, that aren’t easily 
  recognizable as belonging to any particular Old World 
  manufacturer.  We also didn’t think it would be much 
  fun to track bullets by caliber, so our gear chart offers 
  small bullets for pistols and SMGs, large bullets for 
  rifles, and shotgun shells.
  melee
  mIN str: equals 
  weapoN damage dIe dmG
  wGt
  avail
  cost
  notes
  Axe, hand
  Str+d6
  2
  C
  100
  Axe, War Str+d8
  4
  U
  300
  Axe, Great Str+d10
  7
  U
  400
  AP 2, -1 Parry, 2 hands
  Brass Knuckles Str+d4
  1
  C
  20
  Wielder is considered Unarmed Attacker
  Club (incl. baseball bat) Str+d6
  3
  E
  10
  Dagger/knife Str+d4
  1
  C
  25
  Halberd (or other polearm)
  Str+d8
  8
  S
  250
  Reach 1, 2 hands
  Mace / warhammer Str+d6
  5
  U
  100
  Maul Str+d10
  10
  S
  400
  2 hands, +2 damage to break objects
  Spear Str+d6
  5
  C
  100
  Parry +1 if used two handed, Reach 1
  Staff
  Str+d4
  4
  E
  10
  Parry +1, Reach 1, 2 hands
  Sword, Great Str+d10
  8
  R
  400
  2 hands
  Sword, Long Str+d8
  4
  S
  300
  Sword, Short (or machete)
  Str+d6
  3
  U
  100
  Andrew Antolick (Order #29834561)
  
  65
  THE AFTER
  gear, salvage and trading
  three
  If you and your GM feel 
  differently about this, that’s 
  okay!  We encourage you to 
  pull in existing statistics 
  from other Savage Worlds 
  products (including the main 
  rulebook) that detail a variety 
  of real-world weapons and 
  ammunition.  It will be up to 
  your GM to assign appropriate 
  prices and availability ratings, 
  using the values in this 
  chapter as a guidepost.
  Armor: 
   
  Any 
  armor 
  in 
  the Cloth category can be 
  insulated to serve as winter 
  gear, suitable for providing a 
  +2 to resist cold temperatures. 
  This doubles the cost of the 
  gear and changes availability 
  to Uncommon.
  Grenades: 
   
  These 
  aren’t 
  usually your military style “pull pin and throw” 
  items.  Most often you’re looking at an improvised 
  charge of gunpowder, surrounded by shrapnel like 
  nails or stones.  These can be really unstable.  When 
  affected by the Things Break Setting Rule, your GM 
  might decide that the charge is a dud - or, even worse, 
  it goes off in your hand.
  “But where are the ray 
  guns?”
  By now, you may have noticed that we made the 
  decision not to include a vast table of Butcher and 
  Ghost weaponry, full of rocket launchers, plasma 
  throwers, lightning rifles and other such things.  There 
  are several factors that contribute to this.
  Firstly, we didn’t want to give players the impression 
  that they could walk into a trading post and pick up 
  a glittering laser gun simply by plunking down the 
  price shown on the gear list.  There aren't any weapon 
  stores shelved to the top with a spectacular arsenal of 
  alien gadgets - at least, not in The After that we had 
  envisioned.
  AnIMals & 
  TRanspoRTaTIon
  item
  avail
  cost
  notes
  Donkey / Mule
  U
  150
  Horse
  U
  300
  Horse, battle-
  trained
  R
  750
  Doesn’t make 
  Fear checks for 
  entering combat
  Ox
  U
  250
  Saddle & Tack
  U
  25
  Saddlebags
  C
  10
  Wagon, covered
  S
  400
  Wagon, two 
  wheeled
  U
  200
  AMMunITIon
  item
  wGt
  avail
  cost
  notes
  Arrow
  1/5
  C
  1
  Black powder 
  charge (includes 
  shot)
  1/10
  U
  3
  Bolt
  1/5
  U
  2
  For crossbows
  Bullets, Small
  3/50
  S
  3
  For pistols and 
  submachine 
  guns
  Bullets, Large
  8/50
  R
  5
  For rifles
  Shotgun Shell
  5/50
  S
  3
  Sling Stone
  1/10
  E
  1/10
  Free if you 
  gather them 
  yourself
  ExplosIVes
  item
  RanGe
  DMG
  avail
  cost
  notes
  Improvised 
  Grenade
  5/10/20
  2d6+2
  R
  100
  MBT
  Pre-harvest 
  Military 
  Grenade
  5/10/20
  3d6
  VR
  120
  MBT
  Molotov 
  cocktail/Oil 
  bomb
  5/10/20
  2d6
  R
  100
  MBT
  Andrew Antolick (Order #29834561)
  
  66
  THE AFTER
  gear, salvage and trading
  three
  munDane iTeMs
  clothes
  wGt
  avail
  cost
  notes
  Boots
  4
  C
  40
  Clothing, normal
  -
  E
  10
  Clothing, fancy
  -
  E
  75
  Clothing, winter
  6
  C
  100
  Fur-lined, includes gloves/boots, +2 to 
  Vigor resisting cold weather
  Shoes/Sandals
  1
  C
  20
  food aNd drINk
  wGt
  avail
  cost
  notes
  Beer/wine/whisky (homemade)
  1
  C
  2+
  Per serving; Cost may be higher based 
  on quality
  Canned Goods
  1
  S
  5
  Restaurant, Average
  -
  C
  5
  Restaurant, Cheap
  -
  E
  2
  Restaurant, Fancy
  -
  S
  20+
  Trail Rations
  10
  E
  10
  5 meals; keeps for 1 week
  explorINg gear
  wGt
  avail
  cost
  notes
  Backpack
  2
  C
  50
  Bedroll
  4
  C
  40
  Binoculars
  3
  VR
  400
  Blanket
  4
  E
  20
  Canteen
  1
  E
  10
  Climbing gear (30' rope, grapple)
  12
  U
  50
  Compass
  -
  VR
  200
  Crowbar
  2
  C
  40
  Firestarting kit (flint/steel/tinder)
  1
  E
  5
  First Aid Kit
  4
  S
  100
  Lantern
  3
  C
  40
  Oil (for lantern, 1 pint)
  1
  C
  5
  Pick or Shovel
  5
  C
  25
  Quiver (holds 20 arrows/bolts)
  2
  C
  25
  Saddle
  10
  R
  10
  Saddle (Elaborate) 
  50
  R
  50
  Saddle Bags
  5
  R
  10
  Soap
  1/5
  C
  2
  Tent (2-man)
  10
  S
  100
  Tool Kit
  5
  R
  200
  Torch (1 hour, 4" radius)
  1
  C
  5
  Whistle
  -
  U
  20
  Whetstone
  1
  E
  5
  Andrew Antolick (Order #29834561)
  
  67
  THE AFTER
  gear, salvage and trading
  three
  Indeed, most of the Butcher and Ghost technology 
  that’s still operational in Wind River Valley exists 
  in the form of Remnants.  Both biotech implants 
  and Breach-crystal technology can be found - with 
  difficulty - in various caches around Wind River 
  Valley.  We’ll detail those later in this chapter.
  Still, there are a few ‘alien guns’ to be discovered 
  in The After.  They are terribly powerful - remember, 
  this was the weaponry that devastated the greatest 
  military forces that the Old World could bring to 
  bear.  Given the ravages of the Harvest, the Fall, and 
  the War (and the decades since), these weapons are 
  vanishingly rare in Wind River Valley.  Most of them 
  have run dry of ammunition, fallen into disrepair, or 
  been broken in some way.
  These sample weapons would serve well as ‘treasure’ 
  to be discovered in an adventure, or a MacGuffin for 
  groups of characters to trade, steal, or fight over. 
  Like so much other gear in The After, they come and 
  go - either through Stress Tags, misadventure, or 
  simply because nobody is crafting any more Butcher 
  bioslugs for the railgun that you just emptied.
  Butcher weaponry has usually been wrested 
  straight from the grasping claws of a biomechanoid 
  soldier or torn from an archival vat in a ruined 
  Butcher industrial facility.  It is usually quite heavy - 
  easily double the weight one might expect.  Butcher 
  weapons are loud and often emit foul smoke or drip 
  slime.  They might seem to throb, breathe, or even 
  hum or moan from time to time.  Without exception, 
  Butcher weapons are also profoundly devastating to 
  their targets:  assume that all Butcher weaponry has 
  the Heavy Weapon tag, incurring the That’ll Leave a 
  Mark Setting Rule.
  Bioslug Railgun:  Range 24/48/96, Damage 3d8, AP 10, 
  RoF 1, Shots 6, Min Str d8, Weight 40, HW, Snapfire.
  Fleshtearer Flechette Rifle:  Range 12/24/48, Damage 
  2d6+1, AP 2, RoF 3, Shots 60, Min Str d8, Weight 20, HW.
  Gyrojet Explosive Launcher:  Range 24/48/96, 
  Damage 4d6 (explodes in a MBT), AP 6, RoF 1, Shots 
  20, Min Str d8, Weight 25, HW.
  Ghost weaponry is - if possible - even more rare 
  than Butcher weapons in Wind River Valley.  Much 
  of their strange technology incorporated crystals 
  suffused with Breach energy, and was triggered 
  through the creatures’ abilities to manipulate that 
  energy.  The items that scavengers pick up and call 
  ‘Ghost guns’ might have originally been intended as 
  something else - a power conduit, a sensor array, a 
  communications device - but have been repurposed 
  by humans to conduct Breach energy in a more 
  explosive manner.  As with Butcher weaponry, 
  assume any Ghost weapons have the Heavy Weapons 
  tag, even if it is missing from the stat block.
  Howler (Sonic Disintegrator):  Range 4/8/16, Damage 
  3d10, AP 10, RoF 1, Shots 14, Min Str d4, Weight 8, HW. 
  Delivers double damage to inanimate objects.
  Lightning Gun:  Range 30/60/90, Damage 3d8+2, AP 
  0 (but ignores metal armor), RoF 1, Shots 13, Min Str 
  d6, Weight 10, HW.
  Nightmare Projector:  Range Cone Template, Damage 
  2d8, AP 4, RoF 1, Shots 9, Min Str d6, Weight 13, HW. 
  Sentient targets that are Shaken or Wounded by this 
  weapon are affected by terrible fear, requiring a Fear 
  roll at -2.
  Andrew Antolick (Order #29834561)
  
  the wound voss took from that dIreclaw wouldn’t close no matter what we dId.  he’d lost too much blood 
  and had a fever, so we sent gabby and twItch rIdIng to sweetwater for help.  they came back wIth a gap-toothed 
  old sawbones who’d asked for too much barter but was our only choIce.  the old doc took a poke at voss, who 
  was unconscIous but stIll sQuIrmIng and moanIng,  and she clucked scornfully wIth her hands wrIst-deep In hIs 
  wounds.
  “It’s not Just the blood fever, though that’s lIkely enough to kIll hIm,” she murmured to us.  “he’s lost pIeces 
  In here, Important ones.  thIs Is a dead man.”
  the cave we were hIdIng out In got real QuIet, except for the cracklIng of the fIre.  twItch caught my eye and 
  touched the hIlt of hIs knIfe, but I frowned and shook my head.  voss had saved us all from that ambush back 
  at the Junkyard, and I wasn’t about to let twItch cut hIs throat In a fIlthy cave.  I turned to the doctor.  “you 
  must be able to do somethIng, make hIm comfortable at least.  break the fever so we can get hIm home.”
  “well…there mIght be somethIng I could do.  dangerous, of course.  expensIve, too.  you got the scratch?”  she 
  opened her bIg, leather rucksack.  InsIde, among a scatterIng of tools, scalpels, and lInens, was a clear plastIc bag 
  holdIng somethIng awful.  a chunk of purplIsh, warty flesh all shot through wIth glowIng veIns - or were they 
  wIres?  the bag was half full of fluId, and the flesh gobbet seemed to be pulsIng of Its own accord.
  gabby and twItch recoIled.  “wh-what Is that?”
  “pIece of an old warbot that some explorers took down, over by the fIssIon factory,” saId the doctor.  “reckon 
  It’ll fIt rIght In here.  patch the holes, fIlter out the toxIns from hIs gut wounds, even break that fever.  maybe, 
  anyway.  can’t promIse nothIn’.”
  twItch hIssed, “you want to put some radIoactIve chunk of butcher meat Into voss?  what the hell, lady!”
  “that’s enough, twItch,” I barked.  “If you don’t lIke It, you can get the hell out!”  
  I poInted at the doctor.  “you.  get to work.  I’ll pay the prIce.”
  I could see twItch was mad enough to chew naIls.  he packed hIs bags and left.  he was gone before the doctor 
  slId that QuIverIng mass Into my frIend.  before It let out that gleeful sQueal and latched onto voss lIke a 
  lamprey, wIgglIng of Its own accord to fIt Itself Into the rIght shape and match Its conduIts to hIs Innards.
  I wIsh I hadn’t stayed to watch.  I stIll have nIghtmares about It.
  we had to stay there for a couple of days whIle voss’ fever broke and the wound sealed up.  by then the old 
  sawbones had taken her payment and cleared out.  she was long gone when voss woke up screamIng.
  gabby and I were able to pIn hIm down whIle he woke the rest of the way up.  I thInk he would have Just gone 
  runnIng out Into the nIght stark naked, otherwIse.  voss’s wound was knIt, all rIght, but hIs head wasn’t the 
  same after that.  he took to sleepIng only every few days because of the nIghtmares.  he’d never tell us what 
  they were about, but every once In a whIle he’d do some talkIng under hIs breath that wasn’t In any language I 
  had ever heard.
  because of that, I guess, he was flInchy and mean.  hard to deal wIth.  cost us a couple of Jobs.  but I trIed to 
  help voss work through It.  he needed us more than ever.
  Andrew Antolick (Order #29834561)
  
  matters got worse a few weeks later, after a bandIt ambush on the road back to chapter.  he’d volunteered to move 
  the bodIes off Into a stand of trees, away from the camp.  gabby caught hIm out there - wrIst-deep In a body, pullIng 
  out gobbets and stuffIng them Into hIs mouth.
  the merchants we were guardIng wouldn’t have any of that, and ran hIm off wIth arrows and swords.  I thInk he’s stIll 
  followIng us, though - two men have gone mIssIng In the last three days.  the second one we heard screamIng for a 
  whIle, out there In the hIlls, echoIng enough that we couldn’t tell where voss had dragged hIm to, exactly.
  I’ll get these people Into the hands of the chapter mIlItIa, and then lead a posse back out In the wIld to see If I can’t 
  track voss down.  I’m not sure If he’s worth talkIng to, or If whatever programmIng was stIll In that pIece of warbot 
  has ruIned hIs mInd for all tIme.
  truth Is, I thInk twItch mIght have had the rIght Idea, back In the cave.  I’ll brIng a sharp knIfe.
  Andrew Antolick (Order #29834561)
  
  70
  THE AFTER
  gear, salvage and trading
  three
  REMNANTS
  Scattered throughout the ruins of the Old World and 
  hidden within Breach Zones, a clever scavenger might 
  discover functional Remnants:  leftover fragments 
  from the Butcher invasion force or the armies of the 
  Ghosts.  These artifacts are still imbued with a portion 
  of the powers that destroyed humanity.  They offer a 
  great temptation and, despite their dangers, command 
  a very high price among the people of Wind River.
  Butcher Biotech:   
  Born of the Invaders
  The Butchers experimented upon humans and other 
  dominated races, seeking to pervert and warp the flesh 
  as well as the minds of their victims to create better 
  soldiers, servants, and playthings.  The tools of their 
  dominion remain scattered throughout Wind River.  
  A biotech Remnant might be found deep in a Breach 
  Zone in an isolation tube, gently throbbing to itself 
  in the crumbled ruins of an Old World town, or cut, 
  still operable, from the corpse of a fallen enemy.   This 
  recovered biotechnology retains an eerie semblance of 
  life and could still be implanted into a new host.
  Butcher Remnants look dangerous and strange, 
  formed from slabs of brutalized flesh and incongruous 
  mechanical parts.  They often pulse or twitch, even 
  when separated from a host for a long period of 
  time.  Technological portions of the Remnant seem 
  unaffected by the lack of a discernible power source, 
  leading scientists of Chapter to speculate that they 
  harness ambient Breach energy in some way.  
  paying the price in blood
  Biotech Remnants endow their hosts with incredible 
  power - but at a steep cost.  Most Butcher Remnants 
  require grafting directly onto bones and nerves. 
  Frequently, the implantation procedure involves the 
  Remnant replacing normal tissue or organs.  The 
  surgery can be quite extensive and dangerous to 
  the subject, depending on the location necessary to 
  implant the Remnant.
  The host almost always suffers some sort of 
  traumatic mental side effect.  Most common are 
  chronic nightmares or unpredictable anxiety attacks. 
  Some hosts suffer hallucinations or feel strange and 
  barbaric urges.  Others might lose their conscience 
  or inhibitions, and a rare few are driven completely 
  insane by the implanted Remnant.
  Some, familiar with Butcher lore, speculate this may 
  be the release of psychic trauma from the Remnant’s 
  previous owner - as each Remnant was hacked out 
  of a previously-living Butcher combat slave.  Others 
  believe that Butcher biotech Remnants inject mood-
  altering hormones into their hosts and alter the 
  hosts’ perceptions, in order to keep the Butchers’ 
  victims mentally unstable and therefore pliable.
  Doctors in Wind River consider the implantation of 
  a biotech Remnant to be morally questionable at best, 
  and many refuse to deal with the stuff on principle.  Not 
  only is the procedure dangerous, but the implantation 
  often results in the subject becoming a menace to 
  those around him.  Asking price for such a procedure 
  is bound to be exorbitant, and any sawbones who 
  agrees will likely demand full payment in advance.
  Implanting a biotech Remnant requires surgery, 
  and the surgeon must attempt a Healing roll.  This 
  roll will be at a penalty which is greater for especially 
  intrusive implantation procedures, or those that 
  require amputation to make room for the Remnant. 
  The penalty for each Remnant is listed next to its 
  name in the list below.  GMs that create their own 
  Remnants can use these as measuring sticks to 
  determine the appropriate implantation penalty.
  Despite the risks, Butcher biotech devices “want” 
  to be implanted: if the subject survives the initial 
  trauma of having his natural-born flesh cut out, once 
  in place, the Remnant helps to staunch blood loss and 
  stabilize the user’s system.  Even with this unnatural 
  assistance, most biotech implantations leave the 
  subject Incapacitated for at least a day.  A Butcher 
  Remnant also needs about three days to become fully 
  operational as it bonds to the subject’s system.
  Andrew Antolick (Order #29834561)
  
  71
  THE AFTER
  gear, salvage and trading
  three
  Sometimes a surgeon is incompetent, a subject’s 
  system is compromised, or the chosen implant turns 
  out to be hostile to the would-be host.  If the Healing 
  roll is failed, draw from the Action Deck and consult 
  the Biotech Implantation Failure Table.  On a Critical 
  Fumble, draw twice and choose the lowest result.
  Beyond the physical dangers of implantation 
  surgery, there is the social price to consider.  Most 
  civilized folk consider anyone with an obvious biotech 
  implant to be an unstable and dangerous ticking 
  timebomb.  At a minimum, someone augmented 
  with a Butchertech implant can expect to pay more 
  for their barter transactions and be watched like a 
  hawk.  Nervous townsfolk might band together to 
  drive them out of town, or worse.  It’s unlikely that 
  authorities would raise much fuss if an ‘accident’ 
  happened to a Remnant-bearer.
  To make matters worse, there are those in Wind River 
  who crave either the power that biotech implants can 
  bring, or the incredible price in barter that others will 
  pay for them.  It’s not unknown for an unscrupulous 
  gang to stalk the bearer of a biotech Remnant, in hopes 
  of incapacitating them and stealing it - that is, cutting 
  it right out of the current owner, dead or alive.  In fact, 
  some Remnants in The After have become infamous, 
  bearing the name of a previous owner.
  biotech implantation failure table
  two:  catastrophe!
  The subject goes into cardiac arrest during the implantation surgery.  Extras die immediately, while 
  a Wild Card must make a Vigor roll at -2 or die.  A Healing roll at -4 will save the victim’s life, but the 
  victim will be Incapacitated for 1d6 days.  In any case, the Remnant is not successfully implanted into 
  the subject.  Further attempts to implant this Remnant into the same host will incur an additional -2 
  penalty.
  3-10:  rejectIoN
  The implant refuses to fully bond with the subject’s system.  It’s grafted in place and feeding itself 
  from the subject’s flesh and blood, but offers none of the benefits usually associated with the Remnant.
  jack-queeN:  partIal rejectIoN
  This Remnant has been installed into the host, but it is not fully compatible with the host’s system 
  and drains them terribly.  Whenever the Remnant’s powers are used, the owner must succeed at a 
  Vigor roll or suffer a level of Fatigue that remains for 4 hours.  This Fatigue cannot lead to the user’s 
  death.  As well, the character gains a permanent Hindrance, chosen by the GM from this list:  Anemic, 
  Delusional (Minor), Jealous (Minor), Mean, Phobia (Minor), Slow (Minor).
  kINg-ace:  meNtal trauma
  The Remnant has been installed and will function as expected.  However, intimate contact with the 
  Butcher biotechnology causes the character to gain a permanent Hindrance, chosen by the GM from 
  this list:  Arrogant, Bloodthirsty, Death Wish, Delusion (Major), Greedy (Major), Jealous (Major), Phobia 
  (Major), Ruthless (Major), Ugly (Major), Vengeful (Major). 
  joker:  choseN by the butchers
  Despite the surgeon’s failure, the Remnant practically completes the surgery on its own, squirming 
  into the subject’s body and bonding with the host’s system.  The subject is only Incapacitated from 
  the surgery for an hour, after which the Butcher Remnant becomes fully functional.  In fact, using 
  the implant and brandishing it in front of others brings the subject great pleasure.  He gains the 
  Hindrance Delusional (Major): I must get more Butchertech implants, whatever the cost.
  Andrew Antolick (Order #29834561)
  
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  Butcher Remnants
  Alec’s Skeptical Eye (-2):  This biomechanical optical 
  implant resembles a leaky, grey kiwi with a very slight 
  greenish glow.  It is not functional as a sight organ.  
  Implantation requires the device to be installed in an 
  empty eye socket.  In addition to the aesthetic effect, 
  this inflicts the One Eye Hindrance on the host if 
  they did not have it already.  The host can trigger the 
  Eye to emit an offensive chemical spray that causes 
  temporary confusion and delirium in its targets. 
  Place a Medium Blast Template immediately in front 
  of the host.  All targets in the burst must make a 
  Smarts roll at -2 or become Distracted and Shaken.  
  This ability can be used once an hour.
  Bruce’s Little Black Bag (-3):  This whimsically-
  named Remnant looks like a fist-sized, pulsating jet-
  black internal organ bound with metal bands. When 
  implanted in the recipient’s body, it bonds with their 
  lymphatic system, greatly increasing their body’s 
  immune response.  This provides a +2 to rolls made 
  to resist poison and disease.  The implant is also not 
  visible except for the surgical scar.  This allows the 
  host to avoid many of the usual social implications 
  of carrying a biotech Remnant.  However, this 
  Remnant does increase the host’s aggression levels 
  and propensity for resolving problems with violence. 
  This can be handled through roleplay, or the GM can 
  award either the Bloodthirsty or Mean Hindrance.
  Buzzbolter (-2):  Resembling a foot-long red slug 
  with Frankenstein-like bolts protruding from it, this 
  device replaces several muscular regions of the hand 
  and wrist.  At the end of the procedure, two bolts 
  protrude from the wrist, just below the host’s palm.  
  The host can emit a close-range bioelectric attack 
  that affects all others within a Small Blast Template 
  centered on the host.  All targets within the area of 
  effect must make Vigor rolls or be Stunned.  Using 
  this electrical attack places great strain on the host, 
  inflicting one level of Fatigue which dissipates after 
  four hours of rest.
  Cosmo’s Grips (-3):  These blocky, bulky implants 
  extensively replace muscles and tendons in the 
  forearms, biceps, shoulders, and lower back.  This 
  grants the user an effective Strength of d12 in regards 
  to lifting heavy objects and delivering melee damage. 
  However, the muscle replacements are prone to 
  spasmodic cramping.  On any Critical Failure rolled 
  while using the Strength benefits of Cosmo’s Grips, 
  the user is struck with the One Arm Hindrance until 
  he rests for an hour.
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  Dalton’s Hump (-4):  This orange, veiny lump of 
  protoplasm is meant to be grafted around the 
  spine and under the shoulders, across the subject’s 
  back.  Previously a Butcher combat reflex package, 
  it integrates into the subject’s musculature, 
  increasing response time and reflexes with the 
  upper body.  The subject gains these Edges:  Block, 
  Frenzy.  If the host already had either of those 
  Edges, they gain the Improved version, instead. 
  However, the biomechanisms impose an increased 
  drain on the subject’s system, which inflicts the 
  Anemic Hindrance.
  Dermal Armor (-2):  These rubbery implants must 
  be slid under the host’s skin.  There, they grow into 
  chitinous armor, organically fusing with the host’s 
  tissue and spreading throughout his body.  This 
  excruciating growth, once complete, grants +2 Armor 
  to all hit locations.  However, the increased bulk and 
  weight of the dermal implants reduces the host’s Pace 
  by 1.  In addition, his Agility can never rise above d8 (and 
  must be lowered to that level if it was already higher).
  High-Fiver (-2):  Components similar to a small 
  flashlight with fleshy protuberances must be 
  implanted into the host’s forearm.  This Remnant 
  interfaces with the host’s bioelectrical system, 
  allowing him to make a touch attack that delivers 
  2d6 electricity damage.  However, when the system 
  triggers after a successful hit, it induces sudden 
  nausea in the host, who must make a Vigor roll or 
  become Shaken.
  Hunter’s Eye (-2):  This biomechanical eyeball is 
  orange and sports a slitted, golden pupil.  It must 
  be implanted into an empty eye socket.  It offers 
  perfect sight in that eye, repairing previous vision 
  defects and providing the user Low Light Vision.  In 
  addition, combat targeting systems extend into the 
  user’s nervous system, halving penalties for Called 
  Shots.  Over time, the Hunter’s Eye causes sight 
  to degrade in the user’s other eye as it attempts to 
  ‘enhance’ the user’s existing flesh.  This can lead to 
  total reliance on the Hunter’s Eye, as the other eye 
  degenerates to the point of blindness (and inflicting 
  the One Eye Hindrance).  Some users of the Eye have 
  also reported hallucinations, especially in the dark.
  McQuade’s Jumpers (-3):  These biomechanical 
  muscular enhancement implants resemble large, 
  black Portobello mushrooms, that pulse with 
  clusters of red LEDs.  They are attached to the host’s 
  legs, requiring the removal of substantial chunks of 
  muscle mass from the hamstrings and calves to make 
  room for the devices. When implanted throughout 
  both legs, the Jumpers provide the wearer with a 
  Pace of 8 and a d10 running die.  Also, the wearer’s 
  jumping distances are doubled.  The strain on the 
  user’s metabolism is great enough that he needs to 
  eat twice the usual amount to avoid suffering Fatigue 
  due to starvation.  In addition, electrical shocks may 
  cause the devices to “lock up” with painful cramps.  If 
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  Shaken or Wounded by an electricity attack, the user 
  suffers the Slow (Minor) Hindrance (and does not 
  receive any of the usual benefits of the Jumpers) for 
  one minute, which is long enough for the Jumpers 
  to reset.
  Murphy’s Final Argument (-2):  This implant must 
  be embedded deep into the forearm of its host, 
  replacing a great deal of muscle tissue.  The Final 
  Argument is a hidden, retractable spike weapon 
  that, when extended, protrudes through the palm, 
  resembling a veiny, 18-inch-long wasp stinger.  The 
  host can extend or retract the spike at will, which 
  does not require an action.  The spike is made of a 
  preternaturally hard and sharp alloy used in Butcher 
  combat machinery.  It delivers Str+d6 damage in 
  melee with an AP of 4.  However, the amount of 
  tissue replacement required for the implant means 
  that this hand is no longer useful for gripping 
  items other than the spike - thus making the hand 
  a liability for other tasks.  This inflicts a -2 penalty 
  to tasks such as using a two-handed weapon (like a 
  bow, long spear, or rifle) or climbing a rope, and -4 to 
  precision work that requires use of the affected hand, 
  such as picking locks, forging documents,  or sewing 
  wounds.
  Pogo’s Mantle (-3):  After implantation, this wiry, 
  barbed device becomes rows of sharp spines, similar 
  to porcupine quills, across the host’s arms, shoulders, 
  and upper back.  When grappling, if the host wins the 
  opposed roll with a raise, he delivers Str+d4 damage to 
  his opponent immediately.  This occurs whether he is 
  attacking or defending, and is in addition to the usual 
  effects of the roll.  The host can also spray the spines in 
  an explosive ranged attack.  All targets within a Cone 
  Template must make an Agility roll or suffer 2d6+2 
  damage with AP 4.  When the spray attack is used, the 
  spines require a full day to regrow and do not offer 
  any benefits during this time period.  The spines also 
  prevent the user from wearing Armor on his arms.
  Warthide (-3).  This Remnant resembles a string 
  of bluish-green, faintly pulsing pearls.  It must be 
  threaded inside the host’s rib cage and allowed 
  to fuse with his bones.  Once introduced into the 
  host’s body, it triggers physiological changes that, 
  after about three days, result in a much thicker and 
  tougher skin and vastly denser bones.  The enhanced 
  skin takes on a strange color and may become warty 
  and unattractive, but the effects of the Warthide 
  provide the host with +4 Toughness.  The alien tissue 
  providing this protection overtaxes the host’s system, 
  inflicting the Anemic Hindrance.
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  Ghost Remnants:   
  Shards of Elsewhere
  “we stIll don’t know If these thIngs are part 
  of a ghost’s flesh and blood that was made 
  materIal when It was slaIn, or some fragmented 
  pIece of theIr technology that was left behInd 
  In the aftermath of a battle.  doesn’t really 
  matter one way or another.  we can make good 
  use of thIs one.  I’m pretty sure that thIs Isn’t 
  what It was orIgInally meant to do, but plug It 
  Into thIs socket over here.  Jonesy out front 
  wIll have the payment we agreed upon.  If you’re 
  goIng to stay, you’d probably better put on 
  these goggles.  I’m not sure how It wIll react 
  when I turn on the power.”  -allIe morgan
  Ghost Remnants - also known as Shards in the slang 
  of Wind River - are as uncanny and mysterious as the 
  extra-dimensional beings that left them.  Nobody is 
  certain whether a Shard is a crystallized piece of a 
  slain Ghost, or simply spawned from wrecked Ghost 
  technology.
  Shards are instantly recognizable as unusual, 
  and often beautiful, items.  Some glitter with 
  inlaid crystals while others are finely etched with 
  incomprehensible, whirling patterns.  Others 
  radiate a faint nimbus of colored light, hum slightly, 
  or seem to shimmer and fade out of reality when 
  looked at directly.  Regardless of their 
  physical form, these Remnants are 
  imbued with bizarre and sometimes 
  frightening powers.
  Ghost 
  Remnants 
  are 
  typically 
  fragile, almost as if they were not 
  designed for the rigors of a flesh-
  and-blood world.  Even when a Shard 
  appears to be made of metal, crystal, 
  or stone, it never has a Hardness of 
  more than 8.  
  In addition to their fragility, most 
  Shards are ephemeral.  They degrade 
  with each use and eventually are 
  destroyed.  A Shard might boil away 
  into foul-smelling fog, dissolve into a puddle of 
  muck, or ignite and burn to ash.
  In game terms, each Shard has a Fracture 
  condition.  After each activation, the user must draw 
  a card from the Action Deck.  If the card matches the 
  listed Fracture condition, the Shard is destroyed in a 
  bizarre but harmless fashion.   If the Shard-wielder 
  draws a Joker, their Shard instead Fractures in such a 
  violent way that it deals 2d6 damage to its wielder on 
  the way out of our dimension.  However, any Shard 
  marked “Harmless” in its Fracture condition never 
  damages the wielder, even on a Joker.
  Any Shard marked “Volatile” in its Fracture 
  condition requires the wielder to draw cards equal 
  to the number of activations in the last 24 hours.  In 
  other words, using a Volatile Shard for the third time 
  in a day means the activator draws three cards.  If any 
  of the cards match the Fracture condition, the Shard 
  is destroyed.
  Some scholars of Ghost Remnants in Wind River 
  claim to have scientific procedures or arcane rituals 
  that are designed to enhance the effective lifespan 
  of their Shards.  Skeptics regard these assertions as 
  the most hopeful sort of superstition - along with 
  the speculation that Fractured Shards are really just 
  being transported through the Breach, to reappear 
  somewhere else.
  Counting Cards
  A really cagey player might start counting cards drawn 
  from the Action Deck for initiative, waiting for a ‘safer’ 
  time to activate their Shard.  We don’t have a problem 
  with that.  This metagame behavior might be seen 
  to correspond to the way the player’s character can 
  vaguely sense the tides of Breach energy hiding within 
  the Shard.  In any case, the more cards the player waits 
  through, the more likely they are to draw a Joker upon 
  activating their Shard.  When this happens, make sure 
  to look them in the eye and smile really big when 
  you describe the spectacular and harmful way their 
  Remnant Fractures.
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  Ghost Remnants List
  Banshee Box:  This palm-sized white cube seems 
  innocuous, but whimpers softly at dusk.  When 
  activated as an action, it emits a disorienting cascade 
  of blinding bright lights and incredibly loud 
  screams.  This blast forces everyone within a Large 
  Blast Template except the activator to make a Smarts 
  roll or become Shaken.  It also tends to scare away 
  creatures with animal intelligence within 8”.  Fracture: 
  2-8 of Clubs; Volatile
  Crybaby’s Ball:  A mysterious fist-sized sphere that 
  looks like tarnished metal, but is uncomfortably 
  warm and squishy to the touch, this Remnant emits 
  the noise of crying children whenever someone that 
  the wearer is unaware of has violent intent toward the 
  wearer and approaches within 6” (12 yards).  Fracture: 
  Red face cards
  Etcher:  A slender blade of a dusty, graphite-like 
  substance, the Etcher will sketch an exhaustively 
  intricate map of the surrounding area (within 500 
  yards) when touched to paper.  This process takes 
  about five minutes.  Fracture:  2-8 of Clubs, Harmless
  Eye in the Sky:  A fragile plate of crystal, this Remnant 
  needs to be heated red-hot in order to activate.  Until 
  it cools off, it acts as a viewscreen that can provide a 
  bird’s-eye view of any location within five miles of 
  the holder.  The viewing point moves at about the 
  speed of a galloping horse, meaning it can take a few 
  minutes to get the eye pointed exactly where you 
  want it.  Fracture: Black face cards
  Frost Slime:  A dangerous, bluish-white, gelatinous 
  substance, frost slime is found in small puddles 
  in Breach Zones, especially in the Ice Plains.  This 
  slime, upon touching living tissue, bonds tightly and 
  dissolves flesh and bone in seconds.  A brief contact 
  with frost slime, such as stepping into a shallow 
  puddle, deals 2d6 cold damage to the unfortunate 
  victim.  Immersion deals 4d6 cold damage per round. 
  A victim that is Incapacitated by frost slime will be 
  dissolved within one minute, unless the afflicted body 
  part is amputated.  When quiescent, the frost slime 
  emanates unnatural cold and could be used to keep 
  a hot building at a comfortable temperature, if one 
  were willing to risk storing the substance in enough 
  quantity.  Rumors persist of Ferals who have learned 
  to gather frost slime into fragile sling projectiles, or 
  of bandits who use it for handy disposal of bodies. 
  Fracture: Don’t draw a card; this material is single-use
  Golden Door:  This legendary and possibly fictional 
  artifact is rumored to lie deep in the Ice Plains. 
  The persistent story is that this glittering doorway 
  is situated by itself in the middle of a frozen street, 
  and it will allow passage back to the time before the 
  invasion. Unscrupulous backcountry guides will 
  offer to take adventurers to find the Golden Door, 
  then rob and kill them. Still, the story of the Golden 
  Door is so appealing that many still seek it despite 
  the dangers.  Fracture:  unknown.
  Icarus Pen:  This small, white, pen-shaped object feels 
  like cool stone and oozes orange sap from one end 
  when squeezed.  If this sap is smeared upon someone’s 
  bare flesh, that person is borne up in a cloud of energy 
  motes, gaining the ability to fly at their basic Pace for 
  one minute.  Fracture: Any Ace; Volatile
  Machine Breaker:  This flashlight-sized Remnant 
  appears to be a green stone substance, encased within 
  a black metal shell that is cold to the touch.  When 
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  activated 
  by 
  depressing 
  a 
  panel on its side, glowing 
  green energy is discharged and 
  it triggers an oddly specific 
  form of telekinesis.  This 
  disassembles any single mechanical object 
  within 3” (6 yards), down to the component parts.  This 
  delivers an automatic Wound to robotic creatures and 
  can disable or destroy Butcher biotech Remnants (if 
  implanted, the host gets a Vigor roll to resist).  Fracture: 
  2-5 of Diamonds if used on simple mechanical objects; any 
  Diamond if used on a robotic creature or biotech Remnant
  Maudlin Star:  This circular frame of metal can be 
  activated by clasping it around the user’s wrist.  It will 
  tighten momentarily, then begin projecting an eerie, 
  life-sized hologram of one of the user’s deceased 
  loved ones.  This image cannot be controlled, nor can 
  the specific loved one be chosen by the user.  At times, 
  this image may seem to recognize the user or even try 
  to communicate, but most Remnant scholars agree 
  that this is caused by the device reading memories 
  of the user and feeding on the resulting emotions. 
  After 3d6 minutes, the device ceases functioning and 
  drops off the user’s wrist.  Fracture: Joker; Harmless
  Oldtimer:  This pre-Harvest radio is shot through 
  with shards of glowing metal, and sheds light 
  equivalent to a couple of candles, even with the 
  power switched off.  When switched on, the owner 
  will find that the radio still works (and doesn’t 
  require batteries or a power cable), but only picks up 
  broadcasts from the Old World - before the arrival 
  of the Butchers.  Specifically, the signals seem to 
  loop through the time period of about three months 
  before the invasion.  Fracture: Joker; Harmless; only 
  check when the power is switched off.
  Pretender:  This Remnant looks like a solid chain of 
  black metal.  When worn against bare skin, it emits a 
  mild tingling sensation.  More importantly, it causes 
  others to perceive the wearer as someone familiar. 
  This allows the wearer a +1 bonus to Deception or 
  Persuasion against those who don’t know him (but 
  feel like they should).  Fracture: Red face cards; check 
  whenever the bonus is used.  The wearer may opt (before 
  rolling) not to use the bonus.
  Quiet Bomb:  This amber-colored, baseball-sized 
  device emits a pleasant citrus smell.  When activated 
  by immersing it in water, it seems to suck in sound 
  and light.  This makes the area immediately around 
  the device (within 50 feet or so) uncomfortable for 
  most sentient creatures, as everything seems to bend 
  and twist in an inexplicable manner.  After several 
  minutes, this effect spreads to result in a cube about 
  1000’ on a side where all illumination is reduced by 
  one step (normal to Dim, Dim to Dark, Dark to Pitch 
  Darkness) and sound is muffled:  all Notice rolls to 
  perceive sounds are made at -2.  This effect remains 
  in place for 1d6 hours, during which time the Quiet 
  Bomb is completely immovable.  Fracture: 2-10 of Spades
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  Rustsleeper:  This device is a tangle of glass-like mesh 
  and metal spikes.  It’s about the shape and size of a 
  pre-Harvest car battery, and weighs around 30 pounds. 
  The whole device is unusually cool to the touch and 
  emits a subtle, high-pitched whine.  When connected 
  to a steady electrical power source, the Rustsleeper 
  begins to grow crystalline “roots” that attach firmly 
  to nearby structures as well as the ground.   After a 
  day or two, the Shard begins to radiate a subtle aura 
  that retards decay within a one square mile area. 
  Within this zone, the dead don’t rot, metal doesn’t 
  rust, food doesn’t spoil, and gear isn’t subject to the 
  Things Break Setting Rule.  While in operation, the 
  device can’t be moved without irrevocably breaking it, 
  as separating it from the roots causes the Rustsleeper 
  to crack into thousands of tiny, useless chunks.  If 
  the electrical current is interrupted for more than an 
  hour, the device will reset, detaching from the roots 
  (and requiring a new setup period to be used again). 
  Fracture: Any Hearts; Harmless
  Salamander’s Lament:  This large bracelet, constructed 
  of ethereal silvery wire, caging ten glimmering azure 
  stones, inhibits all combustion within 20 feet of the 
  wearer while worn around a limb.  Any nearby fire 
  source, including open flames, internal combustion 
  engines, and gun discharges will cause the Lament 
  to activate for one hour, bonding painfully to the 
  wearer’s flesh.  This inflicts a level of Fatigue that 
  lasts until the wearer gets four hours of rest.  While 
  activated, combustion within 20 feet of the wearer 
  is not possible:  active fires are extinguished, fire-
  based Boon powers fail to activate, and gunfire is 
  impossible.  Fracture:  2-8 of Clubs
  Skip-jump:  This pyramidal, black stone is capped 
  with a mushy-feeling button.  When activated, time 
  stops for about three seconds in the vicinity of the 
  activator.  This allows him to take a full round’s 
  worth of actions without interference, including 
  possibly attacking with The Drop.  Fracture:  Any red 
  card; Volatile
  Stone Age Sally:  This Shard consists of two marble-
  sized balls connected by a greasy black cord.  When 
  the marbles are forcefully clacked together, they emit a 
  Breach wave that sublimates all metal within three feet 
  from solid to gaseous form - effectively disintegrating 
  it permanently.  Fracture: Any black card; Volatile
  U.S. Express:  This slim Shard is made of a material 
  that resembles bright blue agate inscribed with 
  twisting, glittering glyphs.  It’s named for its uncanny 
  resemblance to a pre-Invasion credit card in shape 
  and size.  When activated (by biting down on it), it 
  allows the user to teleport to anywhere he has been 
  to before.  Afterward, a harsh, soapy taste lingers in 
  the user’s mouth for several hours.  Fracture:  Red face 
  cards; Volatile
   
  Wrong Hat:  This odd helmet, constructed out of 
  crystal and shining metal, induces startling visions 
  of the future when worn.  While the visions can 
  sometimes be useful, the helm can also be a handy 
  method for disabling someone.  Anyone wearing the 
  helm must make a Spirit roll at -2. If unsuccessful, they 
  are overcome by the visions and Incapacitated for 1d4 
  minutes.  Fracture:  Face cards.
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  Creating Your Own 
  Remnants
  Maybe the Remnants we’ve provided as examples 
  don’t quite fit your campaign needs.  Maybe you’ve 
  been playing The After for long enough that you’ve 
  used all of these already!  Or maybe your players have 
  read through this book and you’d like to surprise 
  them with something new.  Designing your own 
  Remnants isn’t a precise process, but we can offer 
  some guidelines to help.
   
  For Butcher biotech Remnants, pick a capability that 
  you’d like to see the Remnant deliver.  The Butchers 
  imbued their slaves with implants that made them 
  more physically capable.  Often this took the form 
  of implanted weaponry, or biotech that made them 
  more resistant to injury or environmental hazards. 
  Other possibilities might include new modes of 
  movement (increased Pace, leaping, wall-walking - 
  but probably not flight) or sensory abilities.
   
  Assign a ‘surgery modifier’ based on how invasive 
  the implant will be to install.  How big is it?  How 
  much of the recipient will need to be sliced out 
  before the Butcher technology can be slid into the 
  gap?  A modifier of -2 (eyes, hands, minor upgrades) 
  to -4 (major organ replacements, large systems) 
  should fit the bill.
   
  Finally, evaluate how powerful this Butcher 
  technology allows the recipient to be and assign ‘the 
  price’, using the Remnants in this chapter as a guide. 
  Biotech might drain a recipient temporarily when 
  used, inflicting Fatigue or a state like Distracted, 
  Shaken, or Stunned.  Alternatively, more powerful 
  biotechnology implants might permanently interfere 
  with the recipient’s body or even erode away at their 
  sanity, inflicting Hindrances or limiting attributes.
   
  When creating Ghost Shards, remember that 
  much of the ‘technology’ an explorer might find is 
  barely resting in our own reality.  They are echoes 
  of whatever dimensions exist within (or on the other 
  side of ) the Breach.  Some scientists in Wind River 
  speculate that they only look like plastic, crystal, 
  metal, or the like because that’s the only way our 
  senses  can perceive them.
   
  Shards aren’t always weapons and sometimes 
  have bizarre and esoteric effects.  It’s okay to design 
  a Shard that’s simply a curiosity, rather than being 
  materially useful.  We suggest assigning Fracture 
  conditions based on the power level of the device.  
  Harmless and fun things probably only Fracture on 
  a Joker (and ought to be assigned the Harmless tag), 
  while items that offer combat advantages or wild 
  and eldritch powers should be assigned more cards.  
  Really powerful or interesting Shards - the kind that 
  you’d like players to only use a limited number of 
  times per session, and eventually lose - should be 
  assigned the Volatile tag.
   
  Ghost Remnants also exist that are not subject to 
  the Fracture rules.  These artifacts are often quite 
  large and might even be immobile once they are 
  ‘powered on’.  An example would be the mysterious 
  crystal construct hidden away in Chapter known 
  as “The Hearth”, which calms the frigid weather of 
  the mountain town, allowing the citizens to get by 
  more easily in the usually-harsh winters.  This sort 
  of thing shouldn’t be a simple piece of equipment 
  carried around by an adventuring group.  Instead, 
  it’s best used as the focus for an adventure or two.  A 
  permanent Remnant that’s secured for a settlement 
  could change the face of Wind River Valley!
   
  Once you’ve designed the powers and conditions 
  of your Remnant, think briefly about its history. 
  Are your players the very first people in Wind River 
  Valley to see this Remnant, or are they taking it from 
  a previous owner?  Some Butcher implants have a 
  sordid and infamous history and bear the names of 
  those who hosted the device before, while certain 
  Shards are either reappearing elsewhere in the 
  Valley after Fracturing, or exist in enough quantities 
  to have been given a proper name.  What’s the name 
  of your Remnant and who knows about it?  What 
  will other people do to get it away from whoever’s 
  holding it now?
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  LIVING IN WIND RIVER
  Wind River Valley has had nearly fifty years to 
  recover from the horrors of the Harvest and the 
  War that followed.  While the invasive nanites of 
  the GenBomb continue to degrade electronics and 
  cause the Change in people, animals, and plants, 
  these effects have abated since the days when 
  the Butchers walked our world.  The Librarians 
  of Chapter postulate that while the GenBomb 
  particles might be a permanent addition to The 
  After, the removal of the Butchers’ industrial 
  facilities has lessened the sheer number of particles 
  being emitted into the environment.
  The Wind River region wasn’t scourged by orbital 
  mass drivers or blasted by nuclear weapons.  Since 
  the Breaking and the evacuation of both Ghosts 
  and Butchers back into outer space, the Valley has 
  had time to heal.  Aside from the Breach Zones that 
  remain scattered throughout the Valley, the terrain 
  has returned to pre-industrial conditions:  vegetation 
  is lush, wildlife is thriving and the air and water are 
  cleaner than they ever were during the Old World.
  This fertility means that the survivors of Wind 
  River are, as a whole, able to support themselves.  
  The various settlements in the Valley are small 
  enough that modest farming and livestock herding, 
  supplemented with hunting, fishing, and gathering 
  from nearby lands, are enough to feed their 
  populations.  Survival can still be a challenge given 
  an early winter, a wave of illness in a cattle herd, or 
  another such disaster - but, in general, food and clean 
  water are not scarce.
  The weather is a more immediate concern to 
  most survivors than a stray Feral raider or Changed 
  predator.  The growing season is relatively short, and 
  the winters are long, windy, and viciously cold.  Night 
  time temperatures are usually below freezing from 
  November through late March, and throughout much 
  of the day from December through March.  Anyone 
  spending significant time outdoors during the cold 
  months is at risk.  During that time, travel between 
  settlements is nearly nonexistent, as most survivors 
  huddle close to their hearths, rationing their stores 
  to ensure they can make it until spring.
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  four
  living in wind river
  Putting the wind into 
  Wind River
  The Old World state of Wyoming was the windiest 
  of the United States.  The mountains of the region 
  are not tall enough to block the air currents, and the 
  land of Wind River Valley offers little shelter, being 
  relatively flat.  The area’s winds are strongest in the 
  early afternoon and tend to blow from the west.
  During the winter, steady winds of 30-40 mph are 
  commonplace throughout the region, with gusts 
  reaching 50-60 mph.  These wind currents pose a 
  special danger to anyone caught outside in the cold, 
  especially those without protective gear.  The ‘wind 
  chill’ factor makes the cold more deadly to those who 
  are outside of shelter.  If exposed to the wind directly, 
  impose the penalties listed below to a character’s 
  Vigor roll to resist Fatigue caused by extreme cold:
  10-20 mph = -2
  20-40 mph = -4
  41+ mph = -6
  At the GMs option, these penalties might also be 
  applied to characters with special scent abilities, 
  when they are attempting to use Notice to perceive 
  targets that are upwind, as well as ranged combat 
  attacks made with arrows or thrown weapons at 
  ranges beyond Short.
  Those who need to travel despite the poor conditions 
  will need to outfit themselves with whatever cold-
  weather gear can be made from fur, leather, and wool. 
  Since modern-day technology is not available, cold-
  weather outfits are often cumbersome and heavy. 
  GMs are encouraged to strictly enforce the cold 
  weather Hazard rules from Savage Worlds, as well as 
  the rules for encumbrance and Load.
  While Wind River Valley is at high elevation when 
  compared to much of the world, most characters 
  encountered were born in that atmosphere and 
  should be considered fully acclimatized.  If you’d like 
  to play a character who is affected by altitude sickness 
  - perhaps a traveller newly arrived to the Wind River 
  region - consider the Anemic Hindrance to model it 
  in game terms.
  Despite the dangers of the region, perhaps the 
  biggest struggle facing the survivors of Wind River 
  Valley is the need to build a society from its very 
  beginning, in an attempt to make something greater 
  than the people of the Old World could create. 
  Should their populations continue to increase, 
  settlements will have to move to more complex 
  forms of government and currency.  Debate rages 
  during the long winter months about who will lead 
  and how, what laws should be enacted, and whether 
  minting a currency will lead to the financial evils of 
  the Old World or be the salvation of craftsmen who 
  would like to more easily barter their work for food. 
  The Elders of Chapter spend countless late nights 
  conferring with the Librarians, trying to avoid the 
  societal pitfalls that marred the Old World’s history.
  THE TOWN OF CHAPTER
  History
  When the Butchers launched their assault against 
  Earth in 2019, they concentrated their murderous 
  rampages on the most densely populated areas. 
  All around the world, survivors scattered into the 
  wilderness, in hopes of being spared.  A majority of 
  humanity was killed or captured within the first few 
  years of the Harvest.
  However, in the mountains of Wyoming, a group 
  of survivors vanished deep into the mines and 
  sealed themselves in.  Mostly composed of teachers 
  and students from the local college, they had the 
  good sense to bring an enormous amount of food 
  and water - but, more importantly, they brought 
  thousands upon thousands of books from the school 
  library, to preserve under the shelter of stone.
  For decades, the survivors struggled for a semblance 
  of civilization in the darkness.  They battled madness, 
  disease, and sometimes each other.  The books, 
  however, were always held with utmost reverence. 
  The Great Library was all that remained of the World 
  Before, and its custodians - known as the Librarians 
  - were willing to die to protect its contents.  Its books 
  held the keys to building a new society in The After. 
  The descendants of the original band of survivors 
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  living in wind river
  four
  were taught from these books whenever light could be 
  spared, in hopes that they would become something 
  greater than a primitive tribe.
  The Fall in AD 2065 signalled the arrival of the 
  Ghosts and a new phase of interstellar war that 
  engulfed Earth.  The few scouts who managed to 
  return from exploring the surface reported the 
  horrors that followed the aliens’ advances.  Even in 
  the shelter of the mines, Breach energy waves or 
  Butcher nanites sometimes emerged.  Within the 
  mines, the first few Gifted and Changed emerged.  
  Some survivors fled the mines, but were never heard 
  from again.  Speculation is that their descendants 
  now roam Wind River as Ferals. 
  The incredible multidimensional explosion of the 
  Breaking in AD 2090 rattled the deepest corners of 
  the mines, even collapsing one wing of the complex, 
  but the ruling Council of the survivors held strong in 
  maintaining order.  
  It took months of tense and cautious watching, 
  and a great deal of fierce debate, before the Council 
  agreed that it was time to emerge from the mines at 
  long last.
  The Rise of Chapter
  Moving aboveground was a catalyst for the bedraggled 
  and starved survivors.  Within the space of a year, the 
  populace had cobbled together farms, shelters, clothing, 
  and a working water wheel.  The Elder Council kept a 
  firm grip on the people, ensuring everyone had access 
  to the necessities of survival in return for their daily 
  work.  Those that chafed under the laws of the Council 
  were encouraged to leave the settlement, either to act as 
  roaming scouts or to settle elsewhere entirely.
  The Librarians kept their hoard of knowledge deep 
  in the mines, choosing to fortify the Great Library 
  rather than risk it on the surface.  The mines offered a 
  controlled environment that could be insulated from 
  What the After Isn’t
  While The After is a post-apocalyptic game, it differs from the kind of scenario often seen in other 
  examples of the genre.  Many tabletop role-playing games, video games, and other media feature the 
  post-apocalyptic era as a gritty, nightmare scenario where scavengers fight to the death in a blasted and 
  poisonous wasteland.  This isn’t true in Wind River Valley.  Hazards certainly abound, but food is plentiful 
  and the environment is relatively clean.
  While the Great Library in Chapter holds copies of the Old World’s most treasured cultural works (such 
  as sheet music of Mozart’s symphonies and the works of William Shakespeare), the ‘pop culture’ of the 
  Old World is simply no more.  People of The After have rarely if ever been exposed to it, so in-character 
  references to Batman, Mickey Mouse, or other kitschy icons of the Old World are not appropriate.
  Technology is another differentiating factor when comparing The After to other genre material. 
  Because of the GenBomb particles still infesting Earth, technology is still extremely unreliable.  Rather 
  than power armor and hover tanks, most folk of the Valley are existing at a technological level about equal 
  to the American Old West.  This might be supplemented with the occasional alien Remnant, but advanced 
  technology is otherwise quite rare.
  The aliens that caused the apocalypse have gone.  This means that survivors have a chance to band 
  together and make real choices about their future.  In The After, there is genuine hope.  Things are getting 
  better for most settlements by the year.  Rather than struggling to overcome unbeatable warlords or alien 
  rulers, your characters have the chance to become leaders that shape and grow their society.
  Andrew Antolick (Order #29834561)
  
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  four
  living in wind river
  the hazards of the outside world.  Many Librarians 
  sacrificed years of their life remaining underground 
  to guard the books - and copy them, as the surface 
  dwellers began to make paper and inks.
  As well as guarding this vital archive, the Librarians 
  continued teaching Chapter’s youth, ensuring that 
  every child who had the capacity to learn would grow 
  up educated and literate.  They would understand the 
  history of their ancestors, and be prepared to make 
  the hard choices of the years ahead.
  The youngest of the Librarians also became the 
  fledgling town’s first emissaries.  Sent to scour 
  the land for signs of what had passed during their 
  decades underground, the Librarians were often the 
  first to encounter other communities of survivors. 
  With the blessing of the Elder Council, they offered 
  to barter knowledge from their archives in exchange 
  for peace, protection, and assistance.
  In AD 2101, explorers returned to Chapter with a 
  watermelon-sized crystalline Remnant:  a Shard from 
  a wrecked Ghost spacecraft.  It was still humming with 
  Breach energy.  After three years of cautious tinkering, 
  the scientists of Chapter managed to put the Shard into 
  a partially-operative state.  It began to affect the weather. 
  Within a mile or two of the artifact, wind speed is halved 
  and the temperature is roughly ten degrees Fahrenheit 
  warmer.  This means that, while winters in Chapter are 
  still difficult, the usual perils of winter in the mountains 
  are a little easier to bear.  The artifact was dubbed “The 
  Hearth” after its properties were confirmed.  
  Chapter in AD 2139 is a thriving and prosperous 
  town.  The Hearth is still in operation, and the 
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  living in wind river
  four
  mysterious Breach energy powering it shows no sign 
  of waning.  Under its shelter, the town’s population 
  has burgeoned to nearly a thousand souls, with 
  ample space and food for all.  The Elder Council 
  keeps a sharp eye out for dissent, disease, and trouble 
  from outsiders.  The oldest people of Chapter keenly 
  remember life in the mines.  They have a deep 
  appreciation for the open sky and freedom to work 
  the land and walk where they please.  
  The town has been well-planned, with plenty of 
  room for pedestrians and horse-drawn wagons 
  alike.  What refuse can’t be burned is thrown into an 
  abandoned vertical mineshaft that’s been reserved for 
  the purpose.  There’s no plumbing or sewer system 
  as yet, but the streets are clean.  In order to keep the 
  stream that cuts through Chapter free of pollution, 
  excrement is gathered up by the wagonload and 
  hauled downslope.  The town’s nightsoil collectors 
  are paid by the Council for their labor, then can sell 
  the ‘product’ to Chapter’s outlying farms as fertilizer.
  The Elder Council:  
  Rulers of Chapter
  During the desperate years under the mountains, 
  the last vestige of United States law fell away.  By 
  the time the Breaking signaled the exodus from the 
  mines was at hand, the representative democracy of 
  the Old World was no more.  The survivors of the 
  mines were ruled by a small council of the oldest, 
  wisest, and most ruthless - those who could make the 
  difficult decisions necessary to keep their hideout 
  secure, the Library intact, and ensure survival.  After 
  the migration to the surface, the new town of Chapter 
  is formally ruled by the Council of Elders.
  Each of the nine Elders is an esteemed leader 
  within the community.  However, they weren’t 
  elected to their positions.  The original Council of 
  Elders was chosen while the survivors still lived in 
  darkness, squabbling for scraps of food and clothing 
  in the mines.  Only the Elders kept the survivors from 
  fragmenting into wild clans and killing one another 
  for meat, or from fleeing wholesale into the arms of 
  the Butchers.  Since the initial inception, the Elders 
  have chosen who will be elevated to the Council.
  The Council still enforces its will on the people of 
  Chapter - through leadership and common sense when 
  possible, but with force when necessary.  While they 
  had to rule with a swift and cruel hand in the mines, 
  the Council has made an effort to relax their grip 
  now that space and food are prevalent.  Nonetheless, 
  Elders are involved in most citizens’ day-to-day life. 
  They approve job placements, trade deals, and living 
  space allocations.  They gather tithes and distribute 
  rations of food and other supplies, ensuring that no 
  upstanding citizen of Chapter starves.  
  “thIngs are Just dIfferent from the old 
  world.  they used to have cItIes wIth 
  mIllIons of people, crowds you could Just 
  get swallowed up In.  here In chapter, even 
  wIth a thousand of us and countIng, there’s 
  no face you haven’t seen at least once or 
  twIce before.  you may not know everybody’s 
  names, but strangers stIll stIck out lIke sore 
  thumbs.  It’s why we hang together so well 
  when tImes are tough and hard decIsIons have 
  to be made.  we know each other, stIll.”
  -allIe morgan
  It’s important for players in The After to remember 
  that their actions hold special weight.  They 
  aren’t part of a legion of adventurers in a fantasy 
  metropolis.  The communities of Wind River 
  Valley are small, and this means that word spreads 
  quickly when someone turns out to be a hero - or a 
  heel.  Whether you are saving innocent townsfolk 
  or cheating every trader you can, chances are that 
  everyone in town will learn about it.
  This can also affect characters who might like 
  to ‘blend in’ when visiting a new settlement.  That 
  might work in a busy trading post like Blackgold 
  Station, or in a crowded inn room.  But, in 
  general, folks know the other locals by sight if not 
  by name, and strangers will be noted.
  Andrew Antolick (Order #29834561)
  
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  As far as the Council is concerned, anything that 
  happens within a day’s walk of the old mine entrance 
  is their business.  Anyone who has a dwelling or 
  business near Chapter was granted permission to 
  build on that space by the Council.  Even the farms 
  outside the walls were parcelled out precisely through 
  a decree of the Elders.
  Most of the Elders feel driven to shepherd the 
  younger folk of Chapter as they strive to raise barns 
  and families both.  While Chapter has the normal 
  suite of laws against stealing, harming others, sexual 
  crimes, and the like, the Elders also issue ordinances 
  that make some of the townsfolk unhappy:  issuing 
  taxes of goods and service to staff the Militia and 
  build the wall surrounding Chapter, for example.  
  Old Man Crow, Ghost-Touched Seer
  Old Man Crow is the oldest person in Chapter.  While he holds a seat on 
  the Elder Council, he mostly stays in his cave in the cliffs overlooking the 
  settlement, rarely becoming involved in day-to-day affairs.
  He was brought into the community from outside, as the founders of 
  Chapter discovered him wandering alone in the wilderness when he was 
  a child.  His adoptive parents named him “Joseph Hatch,” but Old Man 
  Crow hasn’t answered to that name in decades.
  Crow served Chapter as a scout and still maintains contacts within The Tribe that were forged during his 
  explorations.  However, during a far-reaching mission, he discovered the ruins of a crashed orbship and 
  found the expiring form of a Ghost.  The Ghost touched him directly as it died, opening his mind to the 
  Boon.  Crow returned to Chapter as the most powerful Gifted to walk its streets, but spends many of his 
  nights wracked by nightmarish oracular visions.
  Children of Chapter who are found to be Gifted are usually brought to Old Man Crow for evaluation and 
  tutelage.  Other visitors are often chased off by the irascible visionary, unless they come bearing gifts for his 
  two trained crows, Jeremiah and Johnson - or with some Old World whiskey to share.
  Attributes:  Agility d4, Smarts d10, Spirit d10, Strength d4, Vigor d6
  Skills:  Athletics d4, Common Knowledge d10, Fighting d6, Healing d8+2, Intimidation d6, Mindbending 
  d12+2, Notice d8, Occult d10, Persuasion d10, Riding d6, Stealth d6, Streetwise d6, Survival d10
  Pace 5; Parry 5, Toughness 5
  Hindrances:  Elderly, One Eye, Quirk(lousy hygiene)
  Edges: Arcane Background(Mindbender), Connections(Chapter Council), Connections (The Tribe), Elan, 
  Expert(Mindbending), Healer, Level Headed.
  Special Abilities:  
   
   Ghostblooded:  Old Man Crow can use Common Knowledge to identify objects and effects related to 
  the Ghosts.
   
   Master Gifted:  30 Power Points, knows every Power available to Mindbenders.
   
   Oracle:  Old Man Crow is often wracked by prophetic nightmares which allow him to offer guidance to 
  the people of Chapter...when he can decipher their meaning.
  FivE
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  Many of the Council’s toughest decisions are made 
  after extensive consultation with the Librarians, in 
  an attempt to avoid repeating mistakes from the 
  past.  As well, they hold open “town hall” sessions 
  for debate and do their best to gather ideas from the 
  populace.  That said, when the Elders decide upon 
  a course of action, it is enforced and citizens are 
  expected to comply;  the Old World concept of civil 
  disobedience is ill-received in Chapter.
  “you want a healthy mIlItIa watchIng out for 
  you next tIme the ferals come around, ladIes an’ 
  gentlemen?  good!  so do I.  but I can’t keep 
  my eyes open ‘round the clock and I aIn’t tough 
  enough to fIght ‘em all by myself.  so, come 
  sprIngtIme I expect each household to make me 
  a pledge of a son or daughter of fIghtIn’ age 
  to come traIn wIth spear and bow, and watch 
  over the walls for a year.  If you don’t have 
  a chIld of proper age, that’s fIne - then you 
  wIll be pledgIng food or weaponry or horses, 
  or some other such gear, Instead.  that’s how 
  we keep everybody safe.  If’n you don’t lIke 
  It, there’s a whole bIg world out there for 
  you to try your hand In.  now the councIl’s 
  already spoken on It - so get out of my offIce!”
  - bIg JIm haggart
  Punishment of lawbreakers varies by the offense 
  and the circumstance, as the Elders sit in direct 
  judgement when a trial is necessary.  Minor offenses 
  are overseen by one to three Elders, while something 
  serious is more likely to bring all of them to sit.  
  There isn’t a codified book of rules in regards to 
  sentencing criminals.  Instead, the Elders rely on 
  Allie Morgan, Chief Librarian of Chapter
  Allie Morgan is a willowy redhead in her late thirties.  She’s most often 
  seen shuttling between her home workshop (where she maintains a well-
  equipped laboratory) and the Council House, where she holds a seat on 
  the Elder Council.
  She is greatly respected throughout Chapter.  As the daughter of 
  Professor James Morgan, one of the founders of Chapter, she has 
  expanded on her father’s work to everyone’s benefit.  She is a Chief Librarian as well as being responsible for 
  many of Chapter’s technological breakthroughs.
  Strong-willed and independent, she shows no interest in romantic relationships or slowing down her work 
  to start a family.  Instead, she spends long nights analyzing any Remnant technology she can get her hands on. 
  Attributes:  Agility d6, Smarts d12, Spirit d8, Strength d6, Vigor d6
  Skills:  Academics d10, Athletics d4, Common Knowledge d8, Fighting d4, Healing d6, Research d12, Notice 
  d6, Persuasion d8, Repair d10, Riding d4, Science d12, Shooting d6, Stealth d4, Survival d6.
  Pace 6; Parry 4, Toughness 6(1)
  Hindrances:  Cautious, Curious.
  Edges:  Attractive, Connections(Chapter Council), Connections(Librarians), Elan, Investigator, Jack-of-All-
  Trades, Strong Willed.
  Gear:  
   
   Leather lab gear (Armor 1 to torso, legs, arms, included in Toughness)
  living in wind RivER
  FivE
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  THE AFTER
  their own wisdom to punish as necessary.  This is a 
  regular point of debate among the Elders when they 
  gather in private.  They know that, as Chapter grows, 
  the burgeoning populace will require a standardized 
  set of laws and consequences, along with a fair system 
  of courts and law enforcement.
  The most minor offenses are met with ‘rough law’ 
  from the Militia:  get caught stealing from a shop, 
  and they might just beat you bloody and dump you in 
  the nearest horse trough.  Such matters are generally 
  ignored by the Council, as long as the guardsmen 
  stop short of a permanent maiming.
  When a case does come before the Council, thieves, 
  brawlers, and other such minor criminals are often 
  sentenced to hard labor - perhaps hauling stone 
  from the mines, shovelling dung with the nightsoil 
  transporters, or swinging a hammer in the seemingly 
  endless 
  construction 
  around 
  Chapter. 
   
  Other 
  punishments might include forced restitution and 
  fines, or confiscation of property in accordance with 
  the severity of the crime.  The Council of Elders forbids 
  slavery, however, even as a punishment for lawbreaking.
  Though there are a pair of holding cells in the 
  Militia barracks, Chapter does not maintain a full 
  time prison.  Nor does Chapter practice capital 
  punishment.  Those guilty of major offenses like 
  rape, murder, and arson will usually be exiled.  By 
  law, exiles are given a 24 hour grace period to get clear 
  of Chapter’s holdings.  Exiles that return to Chapter 
  Jim Haggart, Chapter Militia Leader
  “Big Jim” is responsible for law and order in the vicinity of Chapter.  His 
  grandfather was Wayne Haggart, one of the founders of Chapter and a 
  celebrated Old World athlete.  Jim shares his grandfather’s looks:  tall and 
  powerfully built, he radiates strength, even as he enters his 40s.
  Jim is madly in love with Allie Morgan, though he often clashes with 
  her in Council meetings.  Unlike Allie, Jim wants Chapter to develop a 
  much stronger and more active military presence.  He claims this is to protect the populace of Chapter, as Jim 
  believes the most practical method of ensuring safety is to conquer the surrounding settlements and use them 
  as a buffer.
  The truth is that Jim does have the best interests of Chapter at heart, but nonetheless he is quick to respond to 
  any threats with brutal, overwhelming force.
  Attributes:  Agility d8, Smarts d6, Spirit d6, Strength d10, Vigor d10
  Skills:  Athletics d8, Battle d8, Common Knowledge d6, Fighting d10, Healing d4, Intimidation d10, Notice 
  d6, Persuasion d6, Riding d6, Shooting d8, Stealth d6, Survival d6, Taunt d6.
  Pace 6; Parry 8, Toughness 11(3)
  Hindrances:  Delusional(Minor):  Allie Morgan will be my wife, Greedy(Minor), Vengeful(Major).
  Edges:  Block, Brawny, Brave, Command, Command Presence, Connections(Chapter Council), Connections 
  (Chapter Militia), Dodge, First Strike, Inspire.
  Gear:
   
   Aluminum baseball bat:  Str+d6
   
   Custom steelscale shirt and steel helm (Armor 3 to torso, arms, head; included in Toughness)
   
   Double Barrel Shotgun
  FivE
  living in wind RivER
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  have exhausted the mercy of the Council:  the Militia 
  has been ordered to shoot them on sight, as would be 
  done with any other roaming danger in the valley.  In 
  most of these cases, an exiled criminal will be marked 
  with a brand or tattoo on the hand or forehead before 
  being turned loose with a bare minimum of gear.  
  One would expect citizens of Chapter to get more 
  lenience from the Council than an outsider in 
  matters of crime and punishment, but in fact the 
  opposite is true.  The Elders enforce the law sternly 
  with their own people, believing that they have to 
  keep Chapter ‘in line’ to ensure a bright future for 
  all and a tight-knit community.  Conversely, they 
  don’t wish to spoil relations with other settlements 
  by imposing harsh punishments on notable visitors.  
  This courtesy is rarely extended to bandits and other 
  rootless wanderers, however.
  Life and Death in Chapter
  “you mIght say that gettIng born In chapter 
  Is the easy part.  there’s doctors for every 
  laborIn’ mother, aIn’t there?  but after that 
  It’s work, work, work.  a task for every hand, 
  If you want to put food In every mouth and 
  a log In every hearth.  that’s the way of It, 
  and always should be.  tIme enough to rest 
  whIle we’re all snowed In of a wInter.”
  - old man crow
  Chapter is a hotbed of activity from the spring thaw 
  to the first serious snowfall.  During those months, 
  the citizens know they have to raise enough food to 
  get through the longest winter.  They forge trade 
  routes, herd livestock, build lodging, scavenge for 
  technology, learn trades, and whatever else they can 
  get done before the snows set in.  Most folk take the 
  long winters as a time to mend clothing, trade stories, 
  and study with the Librarians when they get a turn.  
  During those months, Chapter is cut off, as the heavy 
  snows and terrible cold make the roads to the Valley 
  below nearly impassable.  
  In between all the work, there’s at least some 
  entertainment to be had.  The flattest areas below the 
  walls boast a soccer pitch and a baseball diamond.  
  Lacey Jones has just opened a modest playhouse for 
  the performance of theater and music.  There are a 
  handful of saloons, and one or two might even be 
  able to arrange a companion for the evening, for the 
  right price.  And rumor has it that Kenjon Smith 
  offers betting on horse races, if you’re willing to get a 
  few miles outside of town.
  Medical care is free to citizens of Chapter:  the 
  Elders ensure that a portion of their tithing goes 
  to keep the town’s medical staff well taken care 
  of.  Alas, the amazing technology of the Old World 
  is gone - but the books remain.  The doctors know 
  more than enough to set a broken bone, cut out an 
  inflamed appendix, or perform a blood transfusion.  
  The Council will pay dearly for functional medical 
  supplies from the Old World, or for safe anesthetics.
  For those who die in Chapter, there’s a ‘boot hill’ 
  outside of the walls, where everyone is buried with 
  whatever ceremony seems appropriate.  Just under a 
  third of Chapter’s townsfolk are worshippers of the 
  New Faith, who perform religious rites for all of their 
  faithful who pass to the next world.  And even for 
  those who don’t worship any particular deity, there’s 
  usually a desire to gather and say some words over 
  a grave.  Burial is a necessity, as there’s not a proper 
  crematorium built, and fuel is hard enough to haul 
  up the mountain without using a big heap of it on 
  dead folk.
  “not enough fIre In all the world to 
  warm the hearts of the dead.  save the 
  wood for when the snows come.”  
  - old man crow 
  Andrew Antolick (Order #29834561)
  
  90
  THE AFTER
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  living in wind river
  Trading
  At the moment, Chapter moves its goods by a system 
  of barter.  Large trades are overseen by the Elder 
  Council or their representatives, and any debts 
  incurred are marked up in a ledger at the Council 
  House.  While the Council has privately discussed 
  the idea of minting a currency, many of the elders 
  are loath to introduce banking or income inequality 
  to their happy little town.  There is also the argument 
  about what sort of currency could be created that 
  wouldn’t quickly be counterfeited by ruffians such as 
  the Blackgold Trading Company.
  The town is rich in food and clean water, both 
  valuable commodities throughout Wind River Valley.  
  The local demand is for medicine, construction parts, 
  and weaponry to defend its walls.  As well, there’s a 
  hunger for salvage of the Old World, whether it’s a 
  pack of playing cards or a cartload of steel beams.
  Local craftsmen such as glassblowers, leatherworkers, 
  and furriers are beginning to show genuine skill at 
  their trades; given the raw material, they can turn out 
  fine work.  Anything requiring an industrial machine 
  shop or electronics is mostly out of reach, although 
  there is a small generator inside Allie Morgan’s lab 
  that is used to provide electric light to portions of the 
  town, as well as the Library.  
  do your work, keep your word, and the folk 
  around you wIll make sure you have enough 
  to get by.  If a famIly were cheated, strIcken 
  wIth dIsease, or otherwIse hung out to dry, 
  the councIl would step In to assIst.  sometImes 
  that means dIggIng Into the stores under the 
  mountaIn.  other tImes It means we lean on those 
  that have a lIttle more than they really need.  
  - allIe morgan 
  The Future of Chapter
  As the population of Chapter continues to grow, the 
  daily burden of oversight and judgement expands 
  as well.  Many of the Elders have begun to weary 
  of the endless, petty decision-making.  While they 
  do delegate tasks to prominent townsfolk where 
  appropriate, the Council regularly debates whether 
  to install some kind of mayor or town manager to 
  serve under the Council - and, if so, whether this 
  person should be elected, appointed by the Council, 
  or chosen in some other way.
  Of course, with a thousand well-educated people, 
  there are any number of voices clamoring for a say 
  in government.  Chapter, while prosperous and safe, 
  may be nearing a tipping point.  The time is coming 
  when the will of nine Elders won’t be enough to rein 
  the townsfolk in.  What will Chapter’s government be 
  like in twenty years?
  It’s the Factions of Chapter that do the most 
  pushing and pulling.  Each of them has a very firm 
  idea of what Chapter ought to become and how its 
  people ought to face The After:
   
   The Librarians want Chapter to be an open and 
  free source of knowledge for all comers, a utopia 
  that’s protected by the common goodwill of 
  everyone that benefits from it.
   
   The Order of Silence believes Chapter is a 
  danger to all mankind in the event that the alien 
  invaders return to Earth.  They believe the people 
  should disband, scatter, and make preparations 
  to survive in hiding.
   
   The Star League cares nothing for Wind River 
  Valley; they believe the entire region should be 
  stripped and despoiled to return Chapter to the 
  use of high technology as quickly as possible, so 
  that humankind can escape into space.
   
   The Sacellum of Light insists that the survivors 
  of the Harvest should live in humility, showing 
  God that they repent for their sins.  In their eyes, 
  the leaders of the Sacellum should take charge 
  of Chapter and lead it into the future as a God-
  fearing theocracy.
   
   The 
  Posthumans 
  believe 
  strongly 
  that 
  augmentation of the body is the future of 
  humankind.  Under their rule, Chapter would 
  open itself to all manner of Changed as a safe 
  haven, where mutants would be protected by law.
  In addition to the established Factions, there are other 
  splinter groups who agitate for one political philosophy 
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  or another.  Some want a return to the American system 
  of representative democracy, while others might be 
  more pleased under the rule of a single king.
  Will the heroes of your game sway Chapter one 
  direction or another, or will they strive to strengthen 
  the rule of the Council?  How important will they 
  become to the citizenry during the years of The After?
  Points of Interest 
  Within the Town of 
  Chapter
  1. Council House.  
  This two-story structure is well-fortified, with 
  reinforced doors and windows and an outer wall 
  faced with thick stone bricks.  It was the original 
  dwelling for the townsfolk when they first emerged 
  from the mines, and so has plenty of storerooms, 
  including a cold cellar.  What was once a central 
  sleeping chamber for the first wave of surface 
  dwellers has been repurposed as a meeting place for 
  the Elder Council’s official business.  Beyond that, 
  there are offices for each Elder that include secure 
  sleeping quarters.  Around half a dozen Chapter 
  Militia soldiers are usually found here, guarding the 
  Council as well as the food stores and other valuables 
  that are stashed in the House for easy access (when 
  compared to descending into the mines).  They also 
  serve as a ‘fast response’ group for any serious trouble 
  within the walls of the town.
  2. Mill.  
  The Council controls this impressive structure. 
  Everyone is allowed to grind their grain here while 
  the stream is running enough to power the wheel, so 
  long as they provide a tithe.  After being gathered by 
  Militia, it goes to the town’s storehouses, where it can be 
  disbursed to support families who do work directly for 
  the Council that doesn’t involve farming their own food.
  Chapter Guardsman
  These thick-necked, brash men and women are the firm hand of justice 
  on the streets of Chapter and in the lands surrounding the town.  They 
  range in pairs within the walls, and in larger patrols outside.  Often, road 
  patrols will carry blades, as well as a rifle or two.  The guards of Chapter 
  are prone to bully anyone who seems like a troublemaker, and use their 
  cudgels liberally at the first sign of dissent.  However, they always deal 
  Nonlethal Damage to people of Chapter unless attacked with lethal force, 
  first.  Their revolvers are badges of office as important as the symbol of 
  Chapter emblazoned on their breastplates, but are only to be fired in times of genuine need - as bullets are 
  not to be wasted in The After.
  Attributes:  Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d8.
  Skills: Athletics d6, Common Knowledge d6, Fighting d8, Intimidation d8, Investigation d4, Notice d6, 
  Persuasion d6, Shooting d8, Stealth d4, Survival d4.
  Pace: 6; Parry: 6; Toughness: 10(3)
  Hindrances:  Stubborn, Vow (Minor:  Uphold the Law).
  Edges:  Brawny, Counterattack.
  Gear:  
   
   Heavy Cudgel (Str+d6), Scale Corselet, Scale Leggings, Steel Helm, Revolver with 6 shots.
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  3. Marketplace.  
  While Chapter doesn’t have too much in the way 
  of dedicated storefronts, the Council has reserved 
  this wide, flat space for folk to gather on Sundays to 
  haggle, swap stories, and meet travellers.  Tents and 
  rickety stalls abound.  Visiting traders can rent space 
  from the Council in the few permanent structures 
  on the market grounds.  This serves both to better 
  display their goods to the locals and to provide them 
  a place to sleep that’s out of everyone’s way.
  4. Schoolhouse.  
  With Chapter’s thriving expansion, there are plenty 
  of children who need to be brought up in a culture 
  of learning.  The Librarians take a direct hand in this, 
  providing a rotating staff of teachers to lead children 
  of all ages in lessons ranging from Old World history 
  to agriculture to advanced mathematics.
  5. Barracks.  
  The Militia is about fifty strong at any given time, 
  including about a dozen full-time veterans led by 
  Big Jim Haggart.  The full-timers have their hands 
  full training young men and women to defend their 
  families.  There’s a small exercise ground, though 
  much of the Militia’s training takes place during 
  overnight patrols around the vicinity of Chapter. 
  While serving in the Militia, it’s expected that recruits 
  will live in the barracks, to be armed and ready in the 
  event they are called upon.
  6. Public Stables.  
  Visitors who bring their own feed, haul their 
  own water, and keep their own guard can use 
  this facility for free.  Most choose to pay locals a 
  pittance to mind their animals while they do their 
  trading.  There’s usually a Militia patrol within 
  earshot in the event of horse thieves or other such 
  skulduggery.
  7. Mercy Hospital.  
  This brick building is sparkling clean and well-
  staffed.  Between the medical equipment and fine 
  education of the medical staff here, Healing rolls at 
  the hospital receive a +1.  The medical staff can provide 
  a Healing roll at d8. While the Council subsidizes the 
  hospital in the interest of public health, it’s expected 
  that anyone who receives medical care will provide 
  sufficient barter to cover the costs of the medical 
  supplies that were used.
  8. Allie Morgan’s 
  Laboratory.  
  This building is surprisingly sturdy, with very 
  few windows, none of which are big enough to 
  permit passage to an adult human.  The laboratory 
  is secured with steel security doors that have Old 
  World locks installed.  As well, at least four guards 
  are on duty around the clock.  Electric power is 
  present at all times, as the facility is lit night and 
  day.  Allie Morgan uses generators to provide 
  power for her experiments, as she tries to pry into 
  the secrets of the Butchers and Ghosts in hopes of 
  reawakening Old World technology.  In particular, 
  this building is home to the Ghost Shard known as 
  “The Hearth”.  While Allie Morgan has been loath 
  to disrupt its operation, she’s constantly trying to 
  understand more about how the Shard manipulates 
  the local weather and uses Breach energy.
  9. The Blue Sky Tavern.  
  Homey and intimate, this bar is often crowded 
  shoulder-to-shoulder with locals.  The beer is 
  mediocre, but there’s always fresh bread and well-
  seasoned stew to be had for a few scraps of barter. 
  The owner, Shandra Pierce, goes to great lengths to 
  ensure that troublemakers aren’t welcomed.  She’s 
  prone to judge anyone from outside of Chapter as a 
  troublemaker right away, unless they’re accompanied 
  by a local she trusts to vouch for them.  Anyone on 
  Shandra’s bad side is likely to get foul beer, stale 
  bread, and cold shoulders from the clientele.  Those 
  who get rowdy about this treatment are sometimes 
  thrown into the nearest horse trough by the locals.
  10. Big Bill’s Bar.  
  Perched at a prime location near the marketplace, 
  Bill McDougal caters to visitors in this rowdy 
  establishment.  Here is where deals are struck 
  in smoky, dark booths, with the caterwauling of 
  drinking songs and the crashing of fistfights in the 
  background.  Anyone looking for work would do well 
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  to examine Bill’s Board of Bounties, where anyone 
  can post a job for a small fee.  The Militia turns a 
  blind eye to brawling inside the bar, as long as it 
  doesn’t spill outside, and nobody is badly injured.  If 
  someone pulls a weapon, the patrons will gang up 
  on the weapon-bearer, beat them unconscious, and 
  throw them out in the cold, so the party can continue 
  without interruption from the authorities.
  11. Party Towne Pub. 
  “Goodtime Kate” Runahan recently took over 
  operation 
  of 
  this 
  hole-in-the-wall 
  drinking 
  establishment.  In addition to installing a food menu, 
  she’s redecorated the place with carpets and cushions 
  rather than wooden tables and chairs.  Kate keeps 
  the place open until dawn nearly every night.  It’s an 
  open secret in the neighborhood that she’s begun 
  arranging intimate encounters for patrons who bring 
  enough barter to bear.  While it’s not strictly against 
  the laws of Chapter, such an activity coming into 
  the open would cause an uproar with the Sacellum 
  of Light as well as offend the more conservative 
  members of the Elder Council.  Until that happens, 
  though, Kate has a profitable side business.
  12. Mama Carolla’s 
  Boarding House.   
  Recently expanded, Mama’s offers every sort of 
  lodging, from well-appointed private suites to shared 
  lodging in the barracks-style bunkhouse.  Prices 
  are low and (with the exception of that handful of 
  luxury suites) accommodations are spartan.  Mama 
  provides one rudimentary meal a day, locks the 
  front gate at sunset, and enforces ‘quiet time’ after 
  dinner is served.  Her authoritarian front is backed 
  up by Hymie and Lacura, a mated pair of Helots 
  who have taken up permanent residence in return 
  for tending the grounds and scaring the wits out of 
  troublemakers - or evicting them, when necessary.
  13. The Exotica.  
  This restaurant’s dining room is undoubtedly one of 
  the finest places in town to sit and take in a sunset - if 
  one can afford the asking price.  The proprietor, Nico 
  Romero, runs what is undoubtedly the only high-end 
  restaurant in the entirety of The After.  Diners can feast 
  on the finest meats from Sweetwater’s herds or freshly-
  hunted wildlife, served on matching Old World china 
  with real silverware, topped off with iced drinks.  From 
  time to time, Romero’s kitchen indulges in what they 
  call ‘imported’ ingredients - flora and fauna from the 
  Breach Zones throughout Wind River Valley.  They are 
  especially fond of salad ingredients that are sourced 
  from the Verdant.  Rumor has it that spices derived 
  from Verdant plant life render the food here mildly 
  addictive, but nobody’s been able to prove it.
  “goodtime Kate” Runahan,  
  owner of Party Towne Pub
  Attributes:  Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6.
  Skills: Athletics d4, Common Knowledge d8, Fighting d4, Gambling d8, 
  Notice d8, Persuasion d10, Riding d6, Shooting d6, Survival d4, Stealth 
  d4, Taunt d8, Thievery d6
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances:  Jealous (Minor).
  Edges:  Attractive, Charismatic, Humiliate, Rabble-Rouser, Streetwise
  Gear:  
   
   Hidden knives, blunderbuss under the counter
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  14. Church of the New 
  Faith.   
  This humble church of wood was lovingly built by 
  members of the Sacellum of Light, who attend each 
  Sunday to show their contrition before their deity. 
  Bishop Gabriel presides most Sundays, though he 
  regularly lends the pulpit to visiting preachers, especially 
  Vicar Sheila from the town of Daniel, who visits once a 
  season if she can.  Bishop Gabriel continually hounds 
  the Council for room to expand the church.
  15. Mine Entrance.  
  This unassuming entrance reveals the Old World 
  mines where the survivors of the Harvest took 
  shelter.  Not far inside, wings of the mine are blocked 
  by locked security doors and Militia guards.  Beyond 
  these barriers lie Chapter’s food stores.  Even deeper, 
  the Librarians watch over their Grand Archive.
  16. Lacey’s Playhouse.  
  With this brand new theater seating up to 100, 
  Lacey Jones has reintroduced the joy of public 
  performances to the folk of Chapter.  Interestingly, 
  her establishment is subsidized by the Librarians, 
  who happily provide copies of scripts and sheet 
  music in return for free admission for any Librarian.
  17. Blackgold Trading 
  Outpost.  
  Uncle Pete’s finest maintain a waystation for Blackgold 
  Company members here.  They store trade goods 
  (especially fuel) in a small, fortified warehouse.  Rather 
  than make individual deals with citizens, they prefer 
  to parcel out their goods in larger portions, signing 
  contracts with the movers and shakers within Chapter. 
  For example, they have a deal with Allie Morgan to 
  provide reserve fuel for her generators, and ensure that 
  the Sacellum of Light has a steady supply of heating oil. 
  While they aren’t willing to deal fuel by the lantern-load, 
  they are willing to enlist wanderers and adventurers as 
  mercenary assistance for the Company’s expeditions 
  deeper into the Valley.  Those who acquit themselves 
  well might even be offered an associate membership 
  into the Blackgold Trading Company.
  18. Scouting Guildhouse.  
  This unassuming cabin is identical to the family 
  dwellings that surround it.  Maintained by Breach Zone 
  explorer Tasha Two-Wolves, this is where members of 
  the Scouts’ Guild can take off their boots and rest for 
  a few days between missions.  It’s also where locals 
  can come to buy and sell maps, or to hire guides for 
  their trade and exploration expeditions.  Though he’s 
  almost never present, Tasha keeps a private room 
  reserved for the exclusive use of Zachariah Cole.
  Bishop Gabriel,  
  Leader of the Sacellum of Light
  Attributes:  Agility d4, Smarts d10, Spirit d10, Strength d6, Vigor d6.
  Skills: Academics d8, Athletics d4, Common Knowledge d10, Healing d6, 
  Intimidation d4, Notice d8, Performance d10, Persuasion d10, Riding d4, 
  Survival d4
  Pace: 5; Parry: 2; Toughness: 5
  Hindrances:  Bad Eyes (Minor), Elderly, Pacifist (Major)
  Edges:  Baptized in Light (gifted orator), Bolster, Charismatic, Common Bond, Connections (Elder Council), 
  Connections (Sacellum of Light), Retort, Strong Willed, Work the Crowd
  Gear:  
   
   Priestly vestments, holy symbol, book of prayers
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  19. Armstrong House.  
  At the outskirts of town, the scientists of the Star League 
  maintain this laboratory complex and observatory, where 
  they scan the skies for signs of the Ghosts and Butchers. 
  They are jealous of Allie Morgan’s easy access to Chapter’s 
  generators and compete with her to lay their hands on 
  technological salvage that enters the town.  Nothing 
  would please them more than to outdo Allie Morgan on 
  their way to building a functional starship.   
  Tasha Two Wolves,  
  Breach Zone Explorer
  A wanderer at heart, Tasha enjoys rambling through the Wind River 
  Valley wherever she pleases.  One month she might be scavenging an Old 
  World ruin, the next joining an expedition into the Verdant.  Tasha’s many 
  explorations have helped her become a masterful land navigator and 
  tracker.  She is keen-witted and sharp-tongued, and a good organizer, often 
  working her way into a position of leadership in wilderness expeditions.  
  However, the many fools and failures she’s witnessed when exploring Breach Zones and ruins have destroyed 
  any sentiment she might have carried in her younger days.  Tasha Two Wolves now sees exploration as a 
  viciously practical business.  She is concerned about her safety first and her profit second, with everything 
  else falling far behind.  Any trail companions are just a means to an end...and if they fall prey to the dangers 
  of The After, that’s more profit for her, isn’t it?  Tasha always tries to have leverage in hand, to make sure the 
  greatest possible portion of a find ends up in her backpack.  If this means abandoning a group of travelers in 
  the face of danger, robbing them in the night, or even outright banditry, Tasha is up for it, as long as the plan 
  puts more salvage in her pockets.
  Born of the Tribe, Tasha winters there with her extended family.  She shares her gains to build the family 
  fortunes, setting up luxuries for the day she gets too old to keep to the trail.  Until then, she knows that if she 
  makes too many enemies, she can always flee back to the land of the Tribe and receive protection.  To ensure 
  that her safety net is never taken away, Tasha would never betray another Tribe member.
  Attributes:  Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d8
  Skills:  Athletics d8, Common Knowledge d8, Fighting d8, Gambling d6, Healing d4, Notice d8, Persuasion 
  d6, Riding d6, Shooting d8, Stealth d8, Survival d10, Taunt d6, Thievery d6.
  Pace 6; Parry 8(2), Toughness 8(2)
  Hindrances:  Greedy(Major), Ruthless(Minor)
  Edges:  Combat Reflexes, Command, Connections (The Tribe), Dodge, Extraction, Retort, Streetwise, Woodsman
  Gear:  
   
   Horse and saddle, traveling gear, 
   
   crocogant hide armor (+2 Armor), 
   
   medium shield (+2 Parry, -2 Cover), 
   
   Hand ax (Str+d6), 
   
   hand-drawn crossbow and 20 bolts (10/20/40, 2d6, AP 2).
  Fiv
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  Shaun “The Broker”,  
  Changed Master Tradesman
  (see Chapter 7 - Characters & Adventures)
  Shaun, who prefers to be called “The Broker” except by his friends, runs 
  a dusty shop tucked into a cozy corner of Chapter:  Ace’s Brokerage. 
  Though he’s reluctant to tell the story, Shaun earned the nickname “Ace” 
  from Zachariah Cole himself.  Cole was impressed by Shaun’s bravery 
  and combat prowess while evacuating Teshnell Station, a settlement near 
  the Verdant that was destroyed by a swarm of Ferals attracted after an 
  accidental explosion.  Shaun’s wife, Dara, died in the attack, but he was able to carry his infant son, Junior, to 
  safety, along with a band of other survivors.
  After the escape from Teshnell Station, Shaun and Junior settled in Chapter, where Shaun opened the 
  Brokerage, a shop dedicated to setting up deals for all sorts of Old World material, ranging from busted 
  technology to multimedia discs to industrial parts.  In addition to selling his own stock, Shaun takes items 
  on consignment, certifies agreements, or serves as a middleman, all for modest fees.  
  However, in the back room of Ace’s Brokerage is where the real deals go down.  The Brokerage runs a 
  circumspect trade in Ghost Shards and Butcher biotech.  Shaun insists on secrecy from all parties involved 
  in dealing with Remnants, as he is concerned the Council of Elders would step in to confiscate his inventory 
  if it were public knowledge.
  Every few weeks, Shaun closes the shop and strikes out into the Wind River Valley as “Ace”.  He explores 
  Old World ruins to gather up inventory for the Brokerage, secures any Remnants he can find, and avenges 
  his dead wife by exterminating Ferals whenever possible.  During these adventures, Shaun leaves Junior with 
  family friends in Chapter - fellow survivors of Teshnell Station.  At ten years of age, the boy is beginning to 
  show signs of being Changed, and “Ace” is looking forward to teaching his son the tricks of his trade.
  Leaving Junior behind is made a little easier knowing the child is protected by “Teddy”, a Changed cat that 
  has bonded with the child.  While spending most of its time lounging around as a pet, Teddy’s Changed 
  nature becomes apparent if he or Junior is threatened:  he grows in size to equal a mastiff and launches into 
  a furious defense.
  A wide band of crystalline lattice is embedded into the flesh of his right 
  bicep.  Shaun calls the strange Breach-infused relic his “Ace in the Hole”.  The 
  Remnant activates when he is in danger, causing him to partially phase out of 
  reality when threatened.  This effect causes attackers to subtract 4 from their 
  attack rolls, just as if deflection had been cast upon Shaun with a Raise.  Shaun 
  found the Ace in the Hole on one of his earliest Breach Zone explorations, and 
  while it has saved him countless times, he worries about its true nature.  It 
  hasn’t degraded and been destroyed like most Ghost Shards, and it has bonded 
  with his flesh permanently.  Is the Ace in the Hole the real reason he’s driven 
  to leave his son behind in his increasingly risky expeditions into the ruins and 
  Breach Zones of the Wind River Valley?  What will happen to him if the Shard 
  is ever broken or forcibly removed from him?
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  20. Fishpond.   
  The stream that flows through Chapter was diverted 
  into a large pond and stocked with fish.  Now it serves 
  as a vital protein supply for the town. This is run and 
  maintained by a Changed man known as Gill, who 
  determines how many fish can be taken without 
  depleting the pond.
  21. Ace Brokerage.  
  This trade house, tucked away on a quiet residential 
  street, specializes in deals for Old World salvage. 
  They buy, sell, and hold items for consignment 
  - though the Brokerage often closes for weeks at a 
  time, as its mysterious owner travels into the Valley 
  on scavenging expeditions of his own.  Rumor has it 
  that he’s gathering a private stock of alien Remnants 
  for use in secret backroom deals.
  The Mines of Chapter
  The old mining complex where generations of 
  survivors waited out the Harvest is still in use 
  today.  The Elder Council maintains tight control 
  of the mines, since the complex is used to safeguard 
  Chapter’s most important treasures.  The Council 
  maintains stores of preserved food and fresh water, 
  ammunition, oil, and lumber.  Even more important 
  is the Library located in the eastern wing.
  During the Harvest, the only tunnel leading into 
  the mines was blocked by immense stones from 
  the surrounding mineshafts, making it seem to any 
  prying invaders that the mineshaft was collapsed and 
  abandoned.  Since the Breaking and the subsequent 
  exodus from the mines, the blockage was cleared and 
  replaced by the Great Doors.  These immense and heavy 
  portals are made of the thickest oak, bound with iron, 
  and faced with a mishmash of hammered metal plates 
  from various sources.  They were built to withstand 
  a siege in the event that Chapter is attacked and the 
  populace must once again retreat into the mines. 
  The Great Doors are Hardness 20 and require Heavy 
  Weapons to be damaged.  They are closed and barred 
  at night, during inclement weather, and whenever the 
  Librarians or the Elder Council request it.
  It’s normal for a group of three to five Chapter 
  Militia guards to be stationed at the Great Doors. 
  They maintain a register of everyone that goes in and 
  out, marking down their name, business, and the 
  time of entry or egress.  Nominally, this is done so 
  that a proper headcount can be made if the mines 
  need to be evacuated for some reason - but in truth, 
  the Elder Council desires a list of likely suspects in 
  the event that something were to go missing from a 
  storeroom or workshop.
  Some citizens of Chapter can’t afford a homestead 
  in the outside world or simply choose to remain 
  within the mines where their forefathers were raised. 
  For these people, the Elder Council maintains 
  “Council housing” in the same series of caves where 
  the survivors of the Harvest endured.  These shared 
  quarters remain cramped, cold, and dim, but offer 
  an alternative for the infirm or indigent.  The 
  Council provides a bare modicum of food for those 
  mine-dwellers who cannot gather or buy their own.
  The mine interior has been strung with wiring, 
  connected to a crude hydroelectric generator.  This 
  allows for infrequent, dim electric lighting.  However, 
  the water flow is not consistent year round and the 
  generator often develops problems - so there are 
  plenty of oil lamps, torches, and candles to be found 
  throughout the mines.
  west wing
  This is the space that the Elder Council reserves for 
  housing those who cannot - or choose not to - earn 
  their keep on the surface.  Rows of bunks make Horse 
  Cave and Bear Cave into labyrinthine dwellings, 
  though the residents try to make the best of it with 
  rugs, tapestries, and other decorations.  There is 
  also a storeroom here, meant to feed the long-term 
  residents of the mines.
  north wing
  Visitors must cross a mossy wooden bridge across 
  a cold cave stream to reach these chambers.  Nearly 
  everyone who grew up in Chapter is familiar with 
  the walk, however, as the North Wing is home to the 
  Schoolhouse.  This large cavern was home to the Elder 
  Council during the decades of hiding during the 
  Harvest.  It is well-appointed with rugs, many desks 
  and chairs, and chalkboards.  The room is kept heated 
  by a large central fireplace so that the children can be 
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  living in wind river
  four
  comfortable while learning.  Librarians hold classes 
  daily for the children of Chapter.  The Elder Council 
  continues to debate whether to offer learning to non-
  citizens, and whether (and how much) to charge for 
  the privilege.
  Beyond the Schoolhouse are a pair of living 
  caverns, Cat Cave and Eagle Cave.  These are reserved 
  for guests of the Council, whether they are esteemed 
  travelers, folk who need extra protection, or awaiting 
  judgment in a legal matter.  They are often disused, 
  as this isn’t a common occurrence, but the chambers 
  are kept clean and ready in the event that they are 
  needed for emergency shelter.  It’s normal for a 
  pair of bored Chapter Militia to be stationed here, 
  warding children away from the caves.
  Only the very oldest residents of Chapter might 
  remember the Get Out, a secret tunnel concealed at 
  the back of Eagle Cave.  It’s the passage that was used 
  to allow scouts and gatherers to sneak out of the refuge 
  during the Harvest.  Those that endured the dangers 
  of The After brought back food, salvage, and news of 
  the outside world.  Today, the Get Out is barred by a 
  locked iron gate (Hardness 14), and those who bypass 
  the gate must make an Athletics roll to climb up the 
  narrow crevice that leads to the outside world.
  east wing  
  This wing of the mines is completely controlled by 
  the Librarians.  They maintain an antechamber at the 
  entrance to the wing where any visitors are met by 
  at least two Librarians and half a dozen apprentices, 
  all wearing white robes.  The room is by far the 
  cleanest in the mines, as it’s scrubbed daily from top 
  to bottom with chemicals meant to retard the spread 
  of GenBomb particles, which would be disastrous if 
  they got into the chambers beyond.
  Nearly all business that visitors might have with the 
  Librarians is transacted during meetings that take 
  place in this antechamber.  Only Faction members 
  (Librarians and their apprentices) are allowed into 
  the remainder of the East Wing proper.  Even Chief 
  Librarians are expected to surrender their gear, be 
  cleansed from head to foot, and proceed into the East 
  Wing in clothing that is provided for the purpose.
  Beyond their own sleeping chambers, the Librarians 
  maintain an extensive fungus farm.  In addition to 
  harvesting food, some of the scientifically-minded 
  Librarians have experimental projects where they 
  attempt to cultivate fungi for use as antibacterial 
  agents, antivirals, or other medicines.
  The Librarians also maintain workshops for 
  tinkering with machinery or cobbling together 
  replicas of Old World technology, far from the 
  influence of the GenBomb.  As well, there’s a small 
  clinic that’s mostly for Librarian use, but it’s kept 
  well-stocked in the event that Chapter’s populace 
  needs to evacuate to the mines.
  Finally, deepest into the East Wing, is the Library 
  itself.  Shelves upon shelves of priceless Old World 
  books can be found here - though only full Librarians 
  are permitted access to the stacks.  The books used in 
  the Schoolhouse (or given away as rewards or barter) 
  are copied by hand, often by apprentices as part 
  of their training.  The originals are more jealously 
  guarded than gold, food, or any other treasure.  The 
  Librarians believe that the continued survival of 
  Chapter and its people depends on these books, so 
  they must be guarded - to the death, if necessary.
  Cast of Characters
  Some of the key players found within Wind River have full write-ups that can be found in CHAPTER 7: 
  MAJOR PLAyERS IN THE AFTER 
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  Gazetteer of Wind 
  River
  This chapter provides details about the places that 
  travelers in Wind River Valley might want to visit.  It 
  begins with a rundown of the known settlements of 
  the region, where survivors have banded together to 
  make a home.  Player characters might hail from any 
  of these places, though Librarians are only chosen 
  from Chapter citizens.
  Beyond these settlements that serve as home bases 
  and trading hubs, explorers are often drawn to Old 
  World ruins.  You’ll find information about several 
  sites of Old World cities where characters might find 
  salvage, knowledge, and danger.
  For those explorers who don’t find the ruins 
  stimulating enough, there are Breach Zones.  These 
  strange places resulted when the Ghosts tore into our 
  dimension, and remain to this day.  They are truly 
  exotic locales that are often full of alien life.  Some 
  of them, such as the Hanging Rocks, even make 
  mockeries of the expected laws of physics!  Explorers 
  are often drawn to Breach Zones in search of hunting 
  trophies, strange materials to salvage, or Remnants.
  Blackgold Station
  “dangerous folk through and through.  
  scavengers and hard cases.  stIll, they have 
  fuel.  If you need your tank fIlled, brIng 
  someone you trust to watch your back.” 
  - ZacharIah cole
  As recently as twenty-five years ago, the Blackgold 
  Gang was known as the most ruthless, pitiless band 
  of cutthroats in Wind River Valley.  They originally 
  named themselves after the fuel they loved to scavenge 
  from ruins, and steal from legitimate traders.  Under 
  the leadership of Charlie Sharp Tooth, the Blackgold 
  Gang had no qualms about murder, arson, and theft 
  of anything not bolted down.
  Charlie Sharp Tooth’s reign of terror was brought 
  to a sudden end during the “Change of Management,” 
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  as it’s now referred to among the Blackgolds.  After 
  discovering a large cache of usable fuel in a Breach 
  Zone, one of the gang’s operators decided he had 
  enough leverage to take over the gang.  The ensuing 
  coup was as violent as the Blackgold’s other activities, 
  resulting in the death of Charlie Sharp Tooth as well 
  as the other lieutenants of the gang.
  In the ensuing months, the gang stopped their 
  marauding altogether, instead putting their efforts 
  into fortification of a new compound to the southwest 
  of Chapter:  Blackgold Station.  The new leader, Uncle 
  Pete, a dreadlocked ruffian with a gruesome Butcher 
  Remnant eye, sent envoys to Chapter, Sweetwater, 
  and elsewhere in the Wind River Valley.  His message 
  advised the settlements’ leaders that the Blackgold 
  Gang was under new leadership, and had turned over 
  a new leaf.  They would henceforth be known as the 
  Blackgold Trading Company.
  Under Uncle Pete’s direction, Blackgold Station 
  has slowly developed into a well-known trade hub for 
  fuel and ammunition.  The compound also harbors 
  many side trades in Butcher Remnants, Shards, 
  drugs, and other goods that might be unwelcome 
  in Chapter or other more ‘wholesome’ settlements. 
  At Blackgold Station, the only thing that’s against 
  Uncle Pete’s policy is the trade of slaves.  Uncle Pete, 
  ever the pragmatist, doesn’t want his traders to turn 
  into the kidnappers and killers from Charlie Sharp 
  Tooth’s day - and besides, he believes that opening a 
  slave market would encourage the other settlements 
  in the area to band together and exterminate the 
  Blackgold Company.  Slavery isn’t necessarily against 
  Pete’s moral code, but it’s a potential liability that he’s 
  not willing to risk at Blackgold Station.
  Despite their shift from crime to trade, the 
  Blackgold Trading Company is still heavy-handed 
  and corrupt, with a gangster’s eye toward exploiting 
  weakness.  Mercy is a rare commodity when dealing 
  with a Blackgold trademaster, and discounts are 
  simply unheard of.  As the trader might tell you, “Hey, 
  I have to answer to the Manager.”  When trading, 
  Blackgold merchants are expected to capitalize on 
  whatever leverage they have, and charge whatever the 
  market will bear.
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  That said, it’s frowned upon for Blackgolds to deal 
  dishonestly.  They don’t deal in “snake oil” or shoddy 
  goods.  This is another one of Uncle Pete’s policies.  In 
  the Old World, you could cheat a customer and have 
  literally a million more to choose from afterward. 
  But Uncle Pete recognizes that Wind River Valley is 
  a small place, and he won’t allow his trademasters 
  to poison one of the few settlements against his 
  company for some momentary profit.  Those who 
  violate this policy are stripped of all their assets and 
  ejected from the Company.
  Blackgold Station is now home to between 100 and 
  200 people, depending on the time of year.  It’s a rough-
  and-tumble place with no safety for the weak, so there are 
  few children here in comparison to other settlements in 
  the Valley.  People who spend time at Blackgold Station 
  tend to have a weapon handy, a backup weapon hidden, 
  and a sharp eye for those around them.
  At the center of the compound is a large building 
  made of Old World cinder blocks.  This imposing 
  edifice houses the Blackgold Company’s leaders 
  as well as the Blackgold furnaces.  The company is 
  using its seemingly inexhaustible fuel to heat forges, 
  attempting to make quality steel.  Blackgold crafters 
  are getting better by the season, and Uncle Pete has 
  lofty dreams of cornering the market on armaments 
  and metal goods of all kinds - perhaps even powered 
  vehicles!  As well, they have begun preliminary work 
  of laying pipes to some of the outlying buildings, 
  to deliver steam heat during the vicious winters of 
  Wind River Valley.  So far, efforts to generate reliable 
  electricity from boilers have met with limited success, 
  but Uncle Pete hopes to have his compound fully 
  electrified in the coming years.
  The furnace building is surrounded by tall fencing 
  and barbed wire.  It’s also heavily guarded, day and 
  Uncle Pete
  Head of the Blackgold Trading company
  Attributes:  Agility d8, Smarts d8, Spirit d12, Strength d8, Vigor d8.
  Skills: Athletics d8, Battle d6, Boating d4, Common Knowledge d10, Fighting 
  d10, Gambling d8, Intimidation d12, Notice d8, Persuasion d10, Repair d8, 
  Riding d6, Science d4, Shooting d10, Survival d8, Stealth d8, Thievery d6
  Pace: 6; Parry: 8; Toughness: 9(3)
  Hindrances:   Arrogant (Major), Greedy (Minor), Ruthless (Major), Ugly (Minor).
  Edges:  Alertness, Block, Combat Reflexes, Command, Connections (Blackgold Trading), Counterattack, 
  Dodge, Elan, First Strike, Hard to Kill, Harder to Kill, Hold the Line, Menacing, Nerves of Steel, Rock and 
  Roll!, Strong Willed
  Gear: Scrap Armor, Knives, Long Sword, Assault Rifle with 2 reloads
  Special Abilities:
   
   Uncle Pete’s Evil Eye:  This gruesome Butchertech Remnant remains open even when Uncle Pete is 
  unconscious, making it almost impossible to sneak up on him.  It confers the Alertness and Menacing 
  Edges and grants Low Light Vision.  Alien filaments penetrate the left side of Uncle Pete’s face, inflicting the 
  Ugly Hindrance.  As well, the Remnant has subtly altered his personality, making him confrontational and 
  aggressive.
   
   Master of  Blackgold Trading:  Uncle Pete can leverage his Connections Edge with Blackgold Trading 
  Company as many times as he would like.  He is never without a squad of enforcers and can outfit himself 
  with any equipment that could reasonably be found in Wind River Valley, including upgraded armor, 
  explosives, and dangerous Remnants.  The gear list above reflects his ‘everyday’ equipment.
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  Miguel “Nightwolf” Felipe,  
  Changed Bounty Hunter
  (see Chapter 7 - Major Players in The After)
  Even at first glance, the bounty hunter known as “Nightwolf” radiates 
  danger.  He is covered from head to foot with intricate, spiraling tattoos 
  in black ink.  A fierce, predator’s eye gauges anyone who approaches, and 
  his lanky frame is always coiled as if he were ready to spring.
  Those who remain in his presence for long will note that - when he’s 
  not on a job - Nightwolf is relaxed and even a little soft-spoken.  A perceptive companion might realize that 
  the bounty hunter’s tattoos slowly move, rotating almost as if they were interlocked gears - a giveaway of his 
  Changed heritage.  With concentration, the bounty hunter can control the art and form of this ‘ink.’
  In addition to the obvious cosmetic effect the Change has had on Miguel’s skin, he has developed an array 
  of anomalies that make him a consummate hunter of men.  He can scent prey like a hound and see in the 
  dark.  His agility and focus while on the hunt are fearsome, and when drawing near to the climax of a ‘job’, 
  his tattoos often expand to turn all of his skin midnight-black.  As well, his noticeably biomechanically-
  enhanced legs allow him to sprint over broken ground at terrifying speed to reach his target.
  Miguel’s career as a bounty hunter in Wind River Valley has been long and fruitful.  Between jobs, he sometimes 
  lingers near Chapter, usually renting lodging for the season there when winter nears.  More often, though, he can 
  be found at Blackgold Station, where he is a fixture at Smokey’s.  While the bounty hunter is not a card-carrying 
  member of the Blackgold Company, Miguel’s efficacy and reliability has ensured that the Blackgolds revere him.  
  Nightwolf is not choosy about the jobs he accepts, so long as they pay well and on time.  He is consumed by 
  the joy of the hunt and is willing to accept nearly any prey.  While he could be hired to hunt a Feral chieftain, 
  a roaming Breach creature, or an escaped criminal, he feels no moral qualms about accepting a job to settle a 
  vendetta or dispose of a rival.  His only constraint is that he’s unwilling to hunt within the bounds of a civilized 
  settlement.  This isn’t a matter of ethics; Nightwolf simply doesn’t want to be branded as a criminal, himself.
  The bounty hunter wears trinkets and trophies from his most prominent hunts, and carries much of his 
  wealth on his person in the form of two immaculately cared-for firearms and a bandolier of bullets.  He 
  flaunts these rare items as if daring someone to try and take them.  That said, he knows that bullets are hard 
  to come by and the Breach makes guns less reliable.  He tends to reserve firing them for situations where he’s 
  actually in danger, or to bring down the rare prey that can outrun even the Nightwolf.
  night, by pairs of guards that often patrol with dogs. 
  Uncle Pete isn’t interested in outsiders snooping 
  about and potentially sabotaging their operations.  In 
  his words, “Company business is Company business.” 
  Anyone foolish enough to intrude without permission 
  from management is likely to be attacked on sight.
  This secrecy serves to safeguard not only the scope 
  and direction of the Blackgold Company’s nascent 
  industrial operations, but also cloaks in mystery the 
  source of the Company’s fuel.  It’s an open question 
  in the rest of Wind River Valley.  Speculation ranges 
  from the original gang having built Blackgold Station 
  on top of a pre-Harvest holding tank, to an arcane 
  process involving Remnants of one sort or another.  
  Whatever the case, the Company sells the fuel at the 
  dearest prices the market will bear - scoffing at the idea 
  of any abundance.  The average Blackgold tradesman 
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  believes the fuel is scarce and hard-won.  Only Uncle 
  Pete and a few members of his inner circle know the 
  full truth of where the fuel is coming from.
  Beyond the smoke-belching furnace building, the 
  remainder of Blackgold Station is composed of a dozen 
  blocky buildings enclosed in a rough fence of crumbled 
  cement chunks and barbed wire that serves as a barrier 
  to roaming predators.  Near the gate into the compound, 
  a 20’ tall wooden watchtower houses a pair of lookouts 
  during the day.  In the central square of the compound, 
  there is plenty of space to set up campsites and park 
  wagons.  Of course, the Blackgold Company charges 
  nominal fees for entry into the compound, as well as 
  additional fees for those who wish to partake of the 
  Company’s protection against the dangers of the night.
  Squatting in the middle of the campsites is a 
  sprawling, dank bar known as Smokey’s.  It’s a rough 
  and dodgy place, with fights and stabbings the 
  norm.  The Company enforces only enough justice 
  to stop full-blown rioting and keep the place from 
  burning to the ground.  If you’re robbed, drugged, or 
  shot at Smokey’s, you’re usually on your own, unless 
  you know someone in the Blackgold Company who 
  has an interest in your health.  It’s best practice at 
  Smokey’s to never look like an easy target, and to pay 
  ahead of time for protection if you need it.
  If you can take care of yourself, Smokey’s is a hub 
  for all manner of dark desires.  One could dabble in 
  drugs or prostitution, plan a robbery, hire cutthroats, 
  engage in sanctioned bloodsports, or gamble at any 
  number of house games.  The foul alcoholic beverages 
  available here are almost an afterthought.
  plot hooks:
   
   One of Blackgold’s “Acquisitions Team” wants 
  to hire your group as contractors.  She wants 
  you to head to The Verdant and learn about the 
  underground trade in Breach Zone drugs.  They’re 
  being smuggled into settlements like Daniel and 
  Chapter, and she believes the Blackgold Trading 
  Company can turn a great profit - they just need 
  someone like you to put a stranglehold on the 
  trade.  There might be a spot on the permanent 
  payroll if you can prove yourselves.
   
   You spot someone you know from back home 
  being dragged toward the bloodsport arena at 
  Smokey’s.  What are they doing here and who did 
  they cross?  Can you get them out of there before 
  they’re pulverized, without raising the whole bar 
  - or the whole Station - against you?
   
   If the company’s supply of fuel begins to run low, 
  will the Blackgolds return to their marauding 
  ways?
  Blackgold Station Thug
  Attributes: Agility d6, Smarts d6, Spirit d4, Strength d8, Vigor d6
  Skills: Athletics d6, Common Knowledge d4, Fighting d8, Intimidation 
  d8, Notice d4, Persuasion d4, Shooting d6, Stealth d4, Survival d6
  Pace: 6; Parry: 6; Toughness: 8(2)
  Hindrances: Mean
  Edges: Brawny
  Equipment: Leather armor, variety of hand weapons that do Str+d6 damage.  Half of them carry a bow with 10 
  arrows.  Depending on the situation, Blackgold management might arrange for them to have better equipment.
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  In Sickness and In 
  Health
  A Blackgold Station Adventure by Ade Smith
  Synopsis:  A father-daughter team of scavengers, Edward 
  and Alex Hamilton, have recovered a dangerous piece 
  of Butchertech that sickens nearby people.  Alex has 
  fled with the Remnant to meet Jess Dugan at Blackgold 
  Station.  The two fall afoul of Erasmus Finch, another 
  Blackgold employee who nurses a grudge against 
  Jess’s father.  It will be up to the player characters to 
  investigate Alex’s disappearance, track her to Blackgold 
  Station, and figure out the kidnapping.  Finally, they’ll 
  need to rescue them from Finch’s men - either through 
  negotiation or force.  
  Background:  A few weeks ago, two scavengers from 
  Chapter, Edward Hamilton and his daughter Alex, 
  discovered a collection of artifacts buried in the 
  ruins of a small building high up in the mountains. 
  Most appeared to be junk, but a few were ripe for 
  repair. Among them was a high-tech box that the pair 
  were unable to open.  They took it back to Chapter 
  for further study, not knowing that it contained a 
  dangerous Butchertech device.
  The mysterious box resisted all their attempts to 
  open it.  Edward left Alex to continue sorting through 
  their salvage and returned to the ruins, convinced 
  that he could find a key to opening the box.  Obsessed 
  with the strange artifact, Alex continued to work on 
  breaking it open, but could do little more than break 
  some of the seals – triggering a spray of black gas!
  After the first panic, Alex realized she’d been 
  unharmed and continued about her daily life, 
  unaware that she was spreading a plague throughout 
  Chapter - one that could cause both illness and, in 
  some, the Change!
  Several days passed before Alex developed a fever 
  herself.  Sick and alone in her father’s absence, 
  she was too fearful of consequences to go to the 
  authorities immediately.  As she began to form plans 
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  to inform the Council anonymously, an unexpected 
  visitor disrupted those plans. 
  After a chance meeting in the wilderness a few 
  months ago, Alex had been secretly corresponding 
  with Jess Dugan, the daughter of a prominent 
  member of the Blackgold Trading settlement. The 
  two had grown closer over time, and it was then that 
  Jess arrived in Chapter.  Seeing Alex ill and frightened, 
  Jess convinced her to come to Blackgold Station and 
  bring the box - surely her well-connected family 
  could help with the sickness, and provide experts to 
  open the box.  Even better, the Elder Council would 
  never need to know about Alex’s involvement!  Alex 
  readily agreed and the two were off.
  Edward started showing signs of illness during 
  his trip to the ruins, and decided to return home. 
  When Edward arrived a day later to find Alex gone, 
  he remained unaware of the true danger she was in.
  Act One:  Desperately 
  Seeking Alex
  Call to Action:  There are several ways that a group 
  of explorers could become involved in the story of 
  Alex Hamilton and Jess Dugan.  We can suggest the 
  following hooks, and if your players have built detailed 
  backgrounds for their characters, you might be able to 
  come up with something even more fitting than these:
   
   The group is contacted by Edward Hamilton 
  directly, in hopes that they can find his missing 
  daughter.  He thinks she is still somewhere in 
  Chapter.  Why did he contact them?  Is one of the 
  characters related to the Hamiltons?  Have they 
  worked with Edward before?  Was one of them in 
  school with Alex?
   
   The Elder Council has bent Chapter’s best 
  minds to deciphering the source of the plague, 
  and have realized that Alex Hamilton contacted 
  everyone who’s fallen ill.  They’ve hired the player 
  characters to find her, arrest her, and investigate 
  the source of the strange illness.
   
   The Posthumans want the characters to find the 
  source of the plague.  They would like to recover 
  the box and amplify whatever is within, so as to 
  deliberately trigger the Change and “upgrade” 
  many members of the Faction.
   
   The group has been hired by someone within the 
  Blackgold Trading Company.  Jess Dugan went 
  absent from her assigned caravan in the middle 
  of the night, and must be found.  The Company 
  knows she’s been developing a close bond with 
  Alex Hamilton, so the group has been dispatched 
  to investigate and bring Jess home.
  Regardless of the motivation you choose for your 
  group of explorers, the adventure should begin with 
  them arriving at the front door of the Hamiltons’ 
  unassuming wooden cabin, nestled at the foot of the 
  slope on the southwest side of Chapter.  It only has a 
  few rooms: a dining/living area, a small bathroom, a 
  kitchen and two bedrooms.
  Edward is a burly man in his 40s with a thinning 
  hairline and grizzled beard.  When he answers the 
  door, he’s sweating and trying to conceal a cough.
  what edward knows
  “my daughter alex has gone mIssIng. I’ve been away 
  from chapter myself for nearly a week, so that’s 
  the longest she could have been gone. she dId 
  leave a note ‘everythIng’s fIne, don’t worry’ but 
  I stIll can’t help but wonder where she’s gone. 
  she’s been actIng strangely the last few weeks, 
  QuIet and lackIng In attentIon, It’s now obvIous 
  What’s in the Box?
  The mysterious box found by the Hamiltons 
  is the container for a Butcher device, roughly 
  translated as an immuno-deconstructor.  It was 
  originally designed to weaken the immune system 
  of humans, making them more susceptible to 
  genetic modification. Its power has diminished 
  over the decades it lay abandoned. The box 
  contains safety seals to prevent accidental 
  exposure, but some of those were damaged when 
  Alex attempted to force it open.  Anyone spending 
  a scene in the same room as the box will need to 
  roll Vigor to resist “GenBomb Sickness” as their 
  immune system could be compromised.  See Act 
  One for more details on this disease.
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  that somethIng was botherIng her. her campIng 
  eQuIpment Is mIssIng, so I hope she went voluntarIly, 
  but unfortunately that’s all I can tell you.”
  If Edward contacted the player characters directly for 
  help, he’ll also tell them that the strange box is missing 
  - perhaps Alex was seeking help in opening it?
  If the characters are working for someone else, 
  he might not volunteer information about the box.  
  Explorers talking to Edward might be allowed to roll 
  Notice to realize he’s hiding something.  Given his 
  current state, a simple Persuasion or Intimidation roll 
  will get him to tell the explorers all he knows about 
  the box.  Remember that he doesn’t know everything 
  in the Background section, and thinks the box is just 
  a harmless-but-odd Remnant that might be holding 
  treasure inside - if only they could get it open!
  Edward can also answer the questions listed below:
  Q: Did you find anything in her room?
  A: Alex’s room is fairly sparse and Edward couldn’t find 
  anything unusual there - most of her gear is missing, 
  though.  He can easily be convinced to allow the PCs 
  to look for themselves (no roll required).
  Q: Do you have any idea where she might have gone?
  A: If Edward hasn’t told the players about the box, he’ll 
  insist he has no idea where she’s gone and hopes 
  she’s somewhere in the vicinity of Chapter.  If the 
  explorers know about the box, Edward wonders if 
  she’s roaming Chapter looking for assistance in 
  opening it.  
  Q: What does Alex look like?
  A: Alex is a slender, 22-year-old woman with shoulder-
  length brown hair and freckles across the bridge 
  of her nose.  She has a scar on the back of her left 
  hand from a mishap in her childhood.
  Q: Did you notice anything else strange?
  A: After thinking for a few moments Edward says “A 
  few weeks ago I saw Alex reading a letter or note of 
  some kind that she quickly hid away.”
  alex’s room
  Alex’s room contains a wooden framed bed, a set 
  of drawers, a trunk of blankets and winter clothes 
  and a small writing desk. Things have obviously 
  been moved around during Edward’s search, but a 
  successful Notice roll finds a loose slat of wood in 
  the wall behind the bed. Inside the cavity, the PCs 
  find a small collection of letters between Alex and 
  Jess, which reveal the following information:
   
   Jess Dugan is the daughter of one of the managers 
  of Blackgold Trading Company.
   
   Alex and Jess have developed a deep emotional 
  bond despite the distance between them.
   
   Jess lives at Blackgold Station and has been 
  imploring Alex to come live at Blackgold Station 
  with her.
  genbomb sickness
  Anyone entering Alex’s room will be exposed to the 
  spores that were released from the box, and might 
  develop GenBomb Sickness.  At the end of the scene, 
  ask those PCs to make Vigor rolls.  Those who fail 
  will be affected by GenBomb Sickness.
  Victims of this disease will develop a cough and 
  fever within the next four hours, and will remain 
  Fatigued with these symptoms for 2d6 days.  
  A Critical Failure on the Vigor roll to resist 
  GenBomb Sickness indicates that the character is 
  especially vulnerable to the plague and will be much 
  more drastically affected.  Use the rules for a chronic 
  disease as outlined in Savage Worlds.  However, a 
  Critical Failure on the daily Vigor roll might mean 
  that the character suffers a Cosmetic Change rather 
  than dying.  This is an especially nice option for 
  player characters!
  Ill characters remain carriers of the disease, which 
  could force those they spend time with to continue 
  making Vigor rolls to resist catching the illness.  We 
  leave adjudication of this to individual GMs, who can 
  decide how contagious they’d like this sickness to be 
  in their campaign.
  asking around chapter
  The PCs may also wish to ask around Chapter to see 
  if any of the other residents recall seeing Alex recently.  
  Use the Networking rules to govern their efforts as they 
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  gather information in Chapter.  Each success and raise 
  on the roll will reveal information from the list below:
   
   Alex was roaming the marketplace a few days ago 
  with another girl - someone from out of town.  
  The stranger was a young blonde girl, who looked 
  muscular and seemed to know her way around.
   
   The two of them were buying a horse for Alex and 
  ended up with a sorry old nag.  It was the best 
  they could afford, even though the other girl was 
  a tough negotiator.
   
   The girls left town in a hurry and headed down 
  into the valley.  They had some kind of chest 
  or parcel strapped to the back of Alex’s horse, 
  wrapped in an old blanket.
   
   Failure means that a few of the locals remember 
  seeing Alex in passing, but have nothing useful 
  to report. 
  avoiding a hard stop
  If the PCs missed the clue in Alex’s room and didn’t 
  do well asking around Chapter, the investigation 
  could grind to a sudden and frustrating halt.  The 
  GM could use a trader, hunter, or other NPC that 
  frequently travels the wilderness to inform them 
  that they spotted Alex and another dark haired girl 
  making their way down into the valley a few days ago. 
  When he offered a greeting, the pair galloped away, 
  headed south toward Blackgold Station.
  ending act one
  At the end of Act One, the players should understand 
  that Jess and Alex are together, they have a dangerous 
  box that might be spreading illness, and they’re 
  heading toward Blackgold Station - which could 
  endanger everyone in the settlement and everyone 
  that they trade with.  The situation has become 
  potentially even more urgent.
  Act Two: The Journey
  When Alex and Jess left Chapter, they followed the 
  river southwest as far as they could and then followed 
  the track to Blackgold Station.  They camped in the 
  best hiding places that Jess could track down, hoping 
  to avoid both traders using the road and any dangers 
  that might be present in the wild.
  Because it’s been several days since the girls left 
  Chapter, it’s nearly impossible for the explorers to 
  find their exact trail and follow them footstep by 
  footstep.  However, a Common Knowledge roll will 
  allow them to identify the fastest route to Blackgold 
  Station and hurry along as quickly as possible.
  The journey itself should take the PCs a few days to 
  complete.  As the hardships of travel are a constant 
  emphasis in The After, remember to describe the 
  mountainous terrain, the windy (and often cold) 
  weather, and keep track of the group’s supplies.
  Over the course of the journey the GM might 
  choose to run an Interlude for some of the player 
  characters, and should use at least one of the 
  following encounters:
   
   Rockslide: The PCs cause a small rockslide and 
  are either in danger of falling or being hit by 
  falling stones. Each PC should make an Athletics 
  roll to avoid suffering 2d6 damage.
   
   Grizzly Attack: The PCs awake one morning to 
  the sound of a grizzly bear searching for food 
  nearby. The bear’s fur is missing in several places 
  and it shows signs of severe starvation. Unless it 
  is given some food or driven off it will attack. Any 
  food that is lost in this way may cause an issue for 
  the PCs later on in their journey.  Statistics for 
  the bear are available in the Savage Worlds bestiary 
  section.
   
   Downpour: The weather changes for the worst 
  and the PCs are hit either by a severe downpour 
  or snowfall that lasts for 1d4 days. If the PCs don’t 
  take shelter or avoid getting soaked another way, 
  they may need to resist exposure to cold weather.
   
   Traveller: The PCs spot a traveller wandering 
  nearby. As they get nearer they are able to see 
  that he seems to be very weary and barely holding 
  himself upright with a broken tree branch. The 
  man, Jarrod, keeps himself to himself but will 
  acknowledge the PCs if he is spoken to.  As it 
  turns out, he spoke briefly to Alex and Jess two 
  days ago - the girls bartered with him for meat 
  from a recent hunt.  Jarrod has since fallen ill and 
  is in a bad way.  In a feverish haze, he wandered 
  away from his last campsite and lost most of his 
  equipment. The PCs may wish to give him some 
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  of their supplies to help him on his way. The exact 
  reason Jarrod is travelling or where he is going is 
  left open for the GM to possibly use as a link to 
  another adventure.
  Act Three:  
  Blackgold Station
  GMs Note: When Jess and Alex arrived in Blackgold 
  Station, the pair immediately headed to the Inner 
  Compound, intending to stay there.  However, Alex 
  was obviously ill and was refused entry despite Jess’s 
  pleading on her behalf.   Annoyed by the decision, 
  the pair set up camp near Smokey’s bar and later fell 
  afoul of Erasmus Finch, a rival to Jess’s father.  By the 
  time the PCs arrive at Blackgold Station, Alex and Jess 
  have already been taken elsewhere by Finch’s men, 
  but the PCs will need to ask around to discover this. 
  The GM should also show signs of the GenBomb 
  Sickness in various NPCs in order to hint that they 
  have had close contact with either Alex or Jess in the 
  last few days. 
  As the PCs get nearer to Blackgold Station they 
  are able to make out a few details. The settlement is 
  surrounded by a fence made of crumbled concrete 
  interspersed with wooden bracing and barbed wire. 
  The main gate is guarded by a handful of Blackgold 
  Trading Company guards, and the area is overseen 
  by a 20’ tall wooden watchtower with a pair of armed 
  lookouts inside.  A few carts and horses mill around 
  outside waiting to gain entry. 
  getting inside
  Anyone approaching the outer gate will be questioned 
  by the guards and asked to identify themselves as 
  either a buyer or seller.  Sellers must have their goods 
  inspected by an official from within the compound, 
  so they can be registered with the Company.  This 
  doesn’t happen until Blackgold is permitted to take 
  first pick of any items they have.  After this process, 
  they will be allowed inside.
  The PCs could also attempt to sneak past the outer 
  gate guards.  While not impossible it is definitely 
  easier at night. The only thing they gain from this is 
  access to the settlement without being subjected to 
  the scrutiny of the guards. 
  within blackgold station
  Beyond the fence, most of the Outer Compound is 
  taken up by temporary tents and stalls with a wide 
  range of scavenged items and other goods. The only 
  permanent buildings in the Outer Compound are 
  the Bar “Smokey’s”, some rentable warehouse space, 
  and a few other small structures. 
   
  Near the center of the settlement, a more substantial 
  wall made of stone and topped with barbed wire 
  separates the Inner Compound from the rest of 
  Blackgold Station.  The tops of several large cinder 
  block buildings can be seen. The gate and walls to the 
  Inner Compound are watched over day and night. 
  Guards are armed with rifles and travel in groups of 
  four. No one gets inside this part of town without 
  being a Blackgold “employee”. 
  Once inside the Outer Compound, the PCs will 
  want to look around and start gathering information.  
  They will soon find that the transient nature of 
  the traders means that most of the people inside 
  Blackgold have very little knowledge of the day-to-
  day events and arrivals at the settlement.  A successful 
  Networking roll made at -2 does manage to reveal that 
  there was some sort of event near Smokey’s bar two 
  days ago but they were not near enough to say what it 
  was. This information should draw them towards the 
  bar. If the check fails, the PCs will almost certainly 
  make their way to Smokey’s when they realize it may 
  be their only hope of learning anything. 
  smokey’s bar
  Smokey’s Bar is a large two story wooden building 
  on the west side of the settlement. The front of the 
  building is dominated by a huge hand-painted sign 
  that hangs over the main doors. A side door on the 
  left rear side of the building is guarded by a vicious 
  looking dog and his handler.
  The main bar can be described as anything but 
  pleasant. Fifteen mismatched sets of tables and 
  chairs are dotted around the room and the floor 
  shows signs of  blood stains. The rooms at the rear 
  of the building can be rented out as private meeting 
  places for making drug deals and similar illicit 
  trades, while the first floor has a flourishing business 
  in prostitution. A set of stairs that connects to the 
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  rear entrance leads down stairs to a soundproofed 
  room in the basement that houses a huge cage used 
  for gladiatorial matches. 
  As the PCs approach, the main doors of the bar 
  swing open and a large tattooed man throws a badly 
  beaten man to the ground. He gives him one more 
  swift kick before going back inside. Two other men 
  emerge from the bar soon afterwards, pick up their 
  friend and carry him away.
  There are around thirty regulars inside the main bar 
  along with the bartender and the tattooed bouncer. 
  If the PCs start to ask questions, they quickly realize 
  that the people of Blackgold Station keep themselves 
  to themselves and no one is willing to give away free 
  information for fear of upsetting Uncle Pete and the 
  other Blackgold families. The key word here is “free” 
  as the PCs may be able to use bribery or intimidation 
  in order to extract information. A Networking roll is 
  required, but even then the patrons don’t take kindly 
  to outsiders hassling some of their own, so the PCs 
  will need to be careful.  If the characters’ Networking 
  roll is successful they learn that two young women, 
  a brunette and a blonde, were seen being bundled 
  into a wagon two nights ago - but even if they are 
  given a description they are unable to confirm that 
  the brunette was Alex. 
  careless whispers 
  What the PCs are not aware of is that being new in 
  town and asking a lot of questions will draw attention 
  and this time it’s from Erasmus Finch. Erasmus is 
  a member of one of the ruling families in charge of 
  Blackgold that has a strong rivalry with the Dugans, 
  the family that Jess belongs to. Erasmus will attempt 
  to listen in if the PCs start to question people in the 
  bar but a successful Notice roll will spot him lingering 
  nearby, a tall thin man with a recently broken nose. 
  If Erasmus Finch is confronted he will feign 
  innocence, but if pushed will warn the PCs that he 
  has powerful connections and they should leave him 
  alone. If possible, he will rally other bar patrons in 
  order to back him up and chase the PCs from the bar. 
  Particularly persuasive or aggressive PCs may be able 
  to force Erasmus to tell them that the pair has been 
  taken to the Finch stills - otherwise, they will need to 
  follow him in order to discover where they were taken. 
  finch’s plan
  Erasmus is always on the lookout for things he can 
  exploit in order to increase his family’s standing 
  in the Blackgold Company, and if possible hamper 
  Skeeter Dugan, Jess’s father. When he learnt of 
  Alex’s arrival in Blackgold, he started to dig up as 
  much information as he could about Jess Dugan’s 
  Erasmus Finch
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d8
  Skills: Athletics d6, Common Knowledge d8, Fighting d8, Intimidation 
  d8, Notice d8, Persuasion d8, Riding d6, Shooting d6, Stealth d6, 
  Survival d6, Taunt d8
  Pace: 6; Parry: 6; Toughness: 8(2)
  Hindrances: Greedy (Minor), Suspicious (Minor)
  Edges: Command, Connections (Blackgold Trading Company), Retort, 
  Streetwise
  Gear:  Leather armor, revolver with 6 shots, club (Str+d6)
  Description: A tall thin man currently nursing a broken nose. Erasmus is desperate to climb the Finch family 
  ladder and grab more power within Blackgold Station. Erasmus prefers manipulation and bribery over 
  physical confrontation if possible, but will do whatever it takes to further his latest scheme.
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  new friend.  He soon discovered that she came from 
  Chapter and was carrying some kind of alien artifact. 
  He had the idea that he may be able to hold her to 
  ransom in exchange for salvage or additional alien 
  Remnants. Learning that the pair had been refused 
  entry to the Inner Compound Erasmus and a small 
  group of Finch family thugs found their camp, swept 
  in and kidnapped them, bundling them into a wagon 
  and taking them to the Finch Family stills outside of 
  Blackgold - but not before Jess broke Erasmus’ nose. 
  Capturing Jess in addition to Alex has escalated the 
  situation more than Erasmus intended.  Erasmus 
  stayed behind at Smokey’s in order to monitor the 
  situation, think about his next move, and prepare to 
  send a message to Chapter with his demands. 
  the inner compound
  If the PCs visit the Inner Compound before Finch’s plot 
  has been discovered, they will find at least four heavily 
  armed guards standing in front of the gate. Behind 
  them a sign reads “trespassers will be annihilated”. The 
  guards will ask if the PCs have any business with the 
  families.  Without an appointment or specific contacts 
  to reach, they will quickly be dismissed with threats of 
  violence. Mention of Alex will just get a shrug. 
  So far the kidnapping of Jess and Alex has gone 
  unnoticed by the Dugans inside the compound, as 
  Jess stormed out saying that she wouldn’t be back and 
  her hot-headed nature is well known to her family.
  Particularly pushy PCs may attempt to fight past 
  the guards or climb the walls, but it’s a sure fire 
  death sentence when they are discovered.  Uncle 
  Pete’s rules do not permit outsiders within the Inner 
  Compound.  Upon discovering an intrusion, guards 
  will raise a compound-wide alarm and shoot to kill. 
  This would result in the PCs having to fight literally 
  the entire Blackgold Trading Company.
  Once Erasmus’s plan has been discovered, the 
  PCs may return to the compound to inform the 
  Dugans about Jess’s disappearance.  They will need 
  to make a Persuasion roll in order to even get the 
  guards to take a message to Skeeter Dugan.  Under 
  no uncertain terms will they be allowed inside. If 
  they are successful a few minutes later Bo Dugan, a 
  tall thin man, arrives coughing and spluttering and 
  impatiently asks what they want. Bo will nod along 
  to what the PCs have to say without any display of 
  emotion as showing any sign of weakness is a bad 
  idea inside the compound. If the PCs inform him 
  that the Finches are involved and tell him that they 
  may be hiding out at one of their stills, he will round 
  up a gang of Dugan thugs in order to stage a rescue 
  (see The Dugans Ride In below).
  where next?
  The PCs may now suspect that they may have hit 
  upon something linked to Alex. If they observe the 
  bar they see Erasmus leave soon afterwards and head 
  towards the edge of town before taking a horse and 
  leaving Blackgold Station in a hurry, heading for the 
  Finch stills. 
  If the PCs didn’t get the location of the stills from 
  either following Erasmus or getting him to talk, 
  another bar patron could approach the PCs with the 
  information in exchange for $50 of Salvage. 
  Act 4: To the Rescue
  The PCs should now know that Alex and Jess are being 
  held at a small holding a few hours away from the 
  Blackgold Trading settlement, the Finch stills. The 
  Finches have been at the stills a day or so by the time 
  the PCs arrive and are still on an increased state of 
  alert. The holdings consist of four sheds containing 
  a still each, gathered around a central cabin. A guard 
  stands at both the front and back door of the cabin 
  and another two man patrol circles the perimeter. 
  Even from a distance the PCs can see that one or two 
  of the guards are coughing.
  the stills
  The stills in each shed produce a potent moonshine 
  that the Finches sell to Smokey’s Bar in Blackgold 
  and other traders around the settlement. A small 
  collection of alcohol in a variety of glass bottles is 
  stacked in each shed. Both the alcohol and fumes 
  produced by the still are highly flammable and 
  might be utilized by the PCs in a rescue attempt or 
  distraction.
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  the shack
  The Finches’ shack is made up 
  of wooden posts and boards 
  and consists of the following 
  rooms:
  Living Area: This open plan 
  room contains a few chairs, 
  tables and storage units. A stone 
  fireplace stands against the left 
  hand wall. Four Finch thugs 
  are here, along with Erasmus 
  if he made his way here. Each 
  is armed with either a club or 
  hand axe, but there is also one 
  hunting rifle on the wall above 
  the fireplace.
  Kitchen: This small kitchen 
  contains a few pots, pans and 
  utensils along with a wood 
  burning stove. Several small 
  animal carcasses hang from 
  hooks in the ceiling. 
  Bedroom 1: This room contains 
  a double bed on which Alex and 
  Jess are tied up back-to-back. 
  Both are suffering from the first 
  stage of effects caused by the 
  GenBomb Sickness.
  Bedroom 2: A small single bed 
  is placed under the window of 
  this room with a box containing 
  blankets standing in the left 
  hand corner.
  Bedroom 3: This room contains 
  nothing but a worn double bed.
  Outhouse: A small wooden 
  outhouse stands a few meters 
  away behind the shack.
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  rescue or reason?
  While the PCs may come up with any type of plan to 
  rescue Alex and Jess, two options are detailed below 
  along with some complications:
  Storm the Shack: The PCs may decide to storm the 
  shack and incapacitate or drive off all of the Finch 
  forces.  The thugs will put up a strong fight as they 
  are afraid of disobeying orders from the family, but 
  if it appears that the PCs are winning Erasmus will 
  threaten to kill Alex unless he’s allowed to leave. This 
  is the most direct outcome and the PCs are likely to 
  get hurt, maybe even killed. 
  Negotiate: The PCs may want to try and talk the 
  situation out and depending on how they deal with 
  the guards Erasmus may initially believe that they are 
  there to negotiate on behalf of either the Dugans or 
  Chapter. He wants the Dugans to leave the compound 
  in Blackgold Station and relinquish their share of 
  the operations to the Finch family. If he thinks the 
  PCs are from Chapter, he demands that they hand 
  over any weapons or devices they have gathered that 
  may prove useful. 
  If the PCs attempt to convince Finch to give up Alex 
  and Jess, they may be able to sway the Finch thugs, 
  who are starting to fear that the whole plan has been 
  more trouble than it’s worth.  The Social Conflict 
  rules from Savage Worlds would be a great way to 
  handle trying to talk Finch’s men into abandoning 
  their leader - or trying to talk Erasmus himself out 
  of his plan.  Revealing that Alex is the source of the 
  sickness many of the men are suffering might allow 
  a +2 to one round of social combat.
  The GM should roleplay the entire exchange out 
  with the gang being played off against each other for 
  as long as it is needed. If Erasmus is talked around, 
  he will demand that he be let go before he hands over 
  Alex and Jess. 
  Complication One, the Dugans Ride In:  This could 
  be triggered by the PCs delivering a message to the 
  Dugans at the Inner Compound.  Alternatively, a GM 
  who wishes to run this scenario might decide that Bo 
  Dugan heard about what happened at Smokey’s and 
  figured out from someone there that Alex and Jess 
  were taken to the Finch stills. Gathering up a posse 
  of five Dugan thugs, they arrive soon after the PCs, 
  demanding to know what’s going on. Their initial 
  plan is to storm into the shack, kill all the Finches, and 
  rescue Jess with Alex as an afterthought. But they may 
  be talked around to a more peaceful solution. Keep in 
  mind that the PCs are also regarded as unimportant 
  and if they get in their way without some successful 
  Persuasion checks and good roleplaying, they may 
  draw the Dugans’ ire as well.
  Complication Two, Not So Helpless: Even though 
  both Alex and Jess are suffering from sickness they 
  haven’t been idle. The pair have managed to palm a 
  shard of metal and have slowly been cutting through 
  the ropes they are tied up in. The GM should use Jess 
  and Alex’s escape to break a stalemate or at some other 
  dramatic moment. Jess will rush Erasmus and hold 
  Alex Hamilton  
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, Vigor d6
  Skills: Athletics d6, Common Knowledge d6, Fighting d4, Notice d8, Persuasion d6, Repair d8, Research d6, 
  Riding d4, Science d4, Shooting d4, Stealth d6, Survival d6
  Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Impulsive, Loyal
  Edges: Charismatic, Mr Fix It, Strong Willed
  Description: A 22 year old woman with shoulder length brown hair usually found tinkering with machinery 
  or electronics. Alex is pleasant, likeable and has a drive to discover everything she can about ancient and 
  xeno technology. She is conflicted between her sense of duty to Chapter and her father, and her love of Jess 
  and their possible new life together.
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  the shard to his neck threatening to kill him and will 
  need to be talked down from doing so if the PCs wish 
  to avoid bloodshed. A Persuasion check would be at 
  -2 as she cannot forgive Erasmus for hurting Alex. 
  Conclusion
  Recovering the Box:  Hopefully, with all the 
  excitement, the PCs have not forgotten about the 
  Remnant that started all this!  Recovering the 
  mysterious Butchertech box is important, but what 
  will the PCs do with it?
  Fully opening the box requires an Electronics or 
  Thievery roll at -4. Opening the box is terribly dangerous: 
  once the seals are fully opened, anyone within 10 yards 
  of the device must make a Vigor roll to resist GenBomb 
  sickness, but the roll is made at a -4 penalty.  
  The device within the box looks similar to a 
  blackened human heart with two large vents on one 
  side that periodically leak small black spores into the 
  air.  Anyone touching the heart directly (with bare 
  flesh) is immediately affected by GenBomb Sickness 
  as if they had rolled a Critical Failure on the Vigor 
  roll to resist.
  Once opened, the artifact inside can be destroyed - 
  but it is as resilient as any other Butchertech.  Damage 
  from a Heavy Weapon will do the job quickly, or the 
  players may be able to figure out some other method 
  that satisfies the GM.
  Alternatively, players might choose to abandon the 
  box in a canyon or crevasse, return it to the authorities 
  in Chapter for disposal, or deliver it to an interested 
  Faction.  Keeping it longer than is necessary will 
  surely result in their being infected with chronic 
  GenBomb Sickness.
  Alex & Jess: The aftermath of Alex and Jess largely 
  revolves around the actions of the PCs and the 
  whim of the GM. Edward Hamilton would prefer 
  that Alex be returned to Chapter, but if the PCs take 
  him a message saying that she is safe, that may be 
  enough to calm his worries (providing the attempted 
  kidnapping isn’t mentioned!). Jess is reluctant to 
  return to Blackgold Station with Alex for fear of 
  something happening to her again, and is unsure 
  if she could find a place for herself in Chapter. Alex 
  would like to return home, but will ultimately follow 
  wherever Jess goes. Unless the PCs can convince 
  them otherwise, the default route they take is for Alex 
  to ask the PCs to inform her father that she is ok and 
  then the pair head off into the wilds, determined to 
  strike out on their own. The GM may even want them 
  to show up in future adventures.
  Blackgold Station: Depending on how the hostage 
  situation turned out, the PCs may find themselves 
  owed a favour by the Dugans, or made enemies of 
  both them and the Finches. Returning to Blackgold 
  Station after the adventure is likely to be eventful one 
  way or another. 
  Jess Dugan  
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
  Skills: Athletics d6, Common Knowledge d6, Fighting d6, Intimidation d6, Notice d6, Persuasion d6, Repair 
  d4, Riding d6, Shooting d6, Stealth d6, Survival d8, Thievery d6 
  Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Driven (Major: I must be with my new love)
  Edges: Brave, Connections (Blackgold Trading Company), Streetwise
  Description: A 23 year old woman with short blonde hair and an athletic build. As a member of one of 
  Blackgold’s ruling families she knows that she has benefitted from some of their more dubious practices 
  but always felt there was something better for her elsewhere. Meeting Alex seemingly confirmed this. She 
  is quick to act and isn’t afraid to stand her ground if threatened. 
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  fivE
  GAZETTEER
  Daniel
  “you’re gIfted?  If you stay overnIght In 
  danIel, you’re lIkely to have some spooky 
  dreams.  about hellfIre, demons and angels, 
  blaZIng swords, that kInd of thIng.  my advIce 
  Is to pay It no mInd, do your busIness, and make 
  sure you move on promptly In the mornIn’!”
  -old man crow
  One of the first groups to branch out from Chapter, 
  the settlers of Daniel are all fervent followers of the 
  Sacellum of Light.  They moved to the lush valley 
  below Chapter to build a stone church and raise their 
  children entirely by the laws of their New Faith.  Each 
  family lives in a solidly-built wooden longhouse 
  within a half-mile of the town church, which remains 
  the focal point for trade and social gatherings within 
  Daniel.  There, Vicar Sheila Preston preaches the 
  word of the New Faith and personally greets visitors 
  to the settlement.
  Vicar Sheila leads the congregation by virtue of 
  being “blessed by God” - that is, she is a bearer of 
  the Boon, with the ability to heal wounds or grant 
  temporary flight to the faithful.  She exhorts travellers 
  to stay at least long enough for a prayer meeting 
  and a meal.  She is always looking to welcome more 
  virtuous and hard-working settlers to live in grace 
  among the faithful.
  While several grain fields have been hacked from 
  the surrounding wilderland, much of Daniel’s 
  population of around three hundred is fed by the 
  settlement’s ample herds of goats, sheep, and cattle. 
  Meat from the herds and vegetables from the fields 
  are supplemented by a dedicated corps of hunters 
  and gatherers, who prowl the Valley for miles in every 
  direction and double as scouts.  They’re known as 
  “The Watchmen” and do their best to spot incursions 
  of Ferals or Changed creatures before they become a 
  problem for the farmers of Daniel.
  The Watchmen of Daniel keep an especially keen 
  eye on the trade road leading to the southeast, as 
  traders flying the Blackgold Trading Company 
  banner are, according to the Vicar, not to be trusted. 
  The locals lock up their cattle and their daughters 
  when Blackgolds are sighted, though they still make 
  trades of wool, woven cloth, and furs.
  For most visitors, Daniel is a safe and wholesome 
  place to spend the night when travelling.  While there 
  is little in the way of vice to be had - alcohol, dancing, 
  Vicar Sheila,  
  Blessed Shepherd of Daniel
  Attributes:  Agility d6, Smarts d8, Spirit d10, Strength d6, Vigor d10.
  Skills: Athletics d6, Common Knowledge d8, Fighting d6, Fleshcrafting 
  d8, Healing d6, Intimidation d4, Notice d8, Occult d6, Performance d8, 
  Persuasion d8, Riding d6, Survival d6, Stealth d6
  Pace: 6; Parry: 6; Toughness: 9(2)
  Hindrances:  Code of Honor, Driven (Minor), Loyal
  Edges:  Arcane Background (Fleshcrafting), Baptized in Light (Defender), Brave, Common Bond, Connections 
  (Sacellum of Light), Connections (People of Daniel), Level Headed, Reliable
  Gear:  Leather travelling gear (+2 Armor), Trusty Quarterstaff, Sling and stones
  Special Abilities:
   
   Power Points: 15
   
   Powers: Bolt, Healing, Fly, Protection, Relief
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  and gambling are unwelcome - there are plenty of 
  friendly faces, a hot meal, and a clean, fenced-in 
  campground right behind the church.  (Virtuous 
  followers of the New Faith may be invited to stay 
  indoors with one of the local families rather than 
  camp in the rough.)
  plot hooks:
   
   George Carver and his boys have discovered a 
  tribe of Ferals are beginning to settle in at the far 
  end of the valley.  They’re looking for some help 
  to roll down there and burn those demontouched 
  filth out, in the name of God.  Are you interested?  
  What would you do if you found out they were 
  just some Changed folks instead of Ferals?
   
   Those who bear the Boon and bed down in 
  Daniel often have prophetic dreams.  They are 
  overcome intense visions of angels and demons 
  battling.  What’s the source of these dreams?  Is 
  Daniel really watched over by God, or is there a 
  more tangible reason?
   
   Ginny Benham, Marcus’s fourth daughter, gets a 
  mad crush on one of the PCs and does her best 
  to inspire them to court her.  If she’s not rebuffed 
  soundly, she might even follow them on their 
  travels.  Her three brothers probably wouldn’t 
  take kindly to that.
  Doc Fisher,
  Veteran Veterinarian
  (see Chapter 7 - Major Players in The After)
  Better known as “Doc Fisher” by the farmers of Daniel, Juan Fisher keeps 
  a modest cabin on the outskirts of the settlement, where anyone can 
  come for medical care - as long as they don’t mind a lecture from the 
  irascible medic!  In addition to buying supplies for his medical practice, 
  he trades for spectacles or lenses, as the vision in his one remaining eye 
  is getting blurry.
  In his teenage years, Fisher became disillusioned with farming and left home to travel with the Blackgold 
  Trading Company.  He doesn’t tell too many stories of that time.  Locals speculate that he did things he 
  would rather forget about.  But he learned to shoot and ride, and came home with a wickedly fast knife hand. 
  As well, he’d done some sort of favor for a Librarian of Chapter and earned the right to take home copies of 
  a few books - veterinary manuals, as it turns out, which Fisher devoured.  
  For the last few years, he’s been the man all the local farmers of Daniel ask for when there is trouble in 
  their herds.  When his fortunes have allowed it, he’s bartered for more medical texts and now boasts a tiny 
  library in the back room of his cabin.  With the help of these Old World manuals, Doc Fisher has been able to 
  branch out his medical work and start helping his fellow citizens.  He can set a bone, stitch a wound, deliver 
  a child, or help break a fever.
  Attributes:  Agility d6, Smarts d8, Spirit d10, Strength d8, Vigor d6.
  Skills: Athletics d6, Common Knowledge d8, Fighting d10, Healing d10, Intimidation d6, Notice d6, Persuasion 
  d6, Riding d6, Shooting d6, Survival d6, Stealth d4.
  Pace: 6; Parry: 6; Toughness: 8(2)
  Hindrances:  Bad Eyes (Minor), Code of Honor, One Eye
  Edges:  Brawny, Elan, Frenzy, Healer, Level Headed
  Gear:  Furs/leather armor (+2 Armor), Medical supplies, wicked combat blade (Str+d6), bullwhip
  Andrew Antolick (Order #29834561)
  
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  Highway Market 
  “thIs Is a place worth spendIng a nIght or two 
  after the traIl’s been hard on a body.  best bakIng 
  anywhere In the valley, and once your belly’s 
  full, there’s plenty on the shelf to be bartered 
  for as well.  good people here, who won’t put a 
  knIfe In you whIle you sleep.  In truth, I worry 
  they’re a lIttle soft.  clarIty wIll really be up 
  agaInst It If the marauders around hangIng 
  rocks get organIZed.  stIll, maybe thIs world 
  could use a lIttle bIt of soft now and then.” 
  - ZacharIah cole
  A majority of Highway Market’s populace - maybe 
  100 folks at most - is spread in small multi-family 
  clusters over several square miles of the nearby land, 
  taking advantage of the fertile soil and wide-open 
  spaces to raise small herds of livestock and whatever 
  crops can survive the frequent bouts of bizarre 
  weather that blow in from the south.  
  About fifty people have settled in Highway Market 
  proper, in a settlement which is packed tight and solid 
  around a pre-Harvest diner, fortified with rebar and 
  reclaimed bricks.  This structure has become a common 
  stop on the route between Chapter and Sweetwater.  The 
  diner’s kitchen is run by Clarity, a middle-aged woman 
  who may be the best cook for a hundred miles.  Even 
  those travelers who are just passing through often stop 
  for her pies and biscuits.  Over the years, she’s become 
  the de facto leader of the people here, offering calm 
  words in times of difficulty.  “Clarity’s Place” is watched 
  over by a huge Helot called Raine, who is always near 
  at hand when trouble arises, and seems to never sleep.
  While many in the area would love to spread out and 
  claim more land, expansion has been slow, as the area 
  has been plagued by marauders and outlaws.  As well, 
  creatures from the Hanging Rocks sometimes cross 
  the distance to begin preying on the local cattle.  A 
  final source of conflict is Sweetwater:  the Regulators 
  there are insistent that Sweetwater owns all the land 
  to the south of Highway Market, and have threatened 
  to meet any settlement in their “Claim” with violence.  
  Because of all this potential for strife, most folk want 
  to settle within sight of the solid walls at Clarity’s.
  plot hooks:
   
   Last night, something awful crawled out of the 
  Buckley family’s well and killed two of their 
  farmhands.  It’s still hiding somewhere in the 
  nearby farmsteads.  Can the PCs help flush it out 
  while it’s still daylight?
   
   A trio of Changed Hanging Rock marauders have 
  showed up at Clarity’s Place with a wagonload of 
  trade goods, claiming to have gone legitimate. 
  The locals are certain the newcomers have killed 
  a merchant, appropriated his goods, and are just 
  waiting to murder the whole settlement.  The 
  tension is overwhelming.  Will the PCs help 
  discover the truth of the matter, before Raine 
  decides to take matters into her own hands?
  Clarity,
  Erstwhile Leader of 
  Highway Market
  Attributes:  Agility d6, Smarts d8, Spirit d8, 
  Strength d6, Vigor d6.
  Skills: Athletics d4, Common Knowledge d8, 
  Driving d6, Fighting d4, Healing d6, Notice d6, 
  Persuasion d8, Repair d6, Riding d6, Shooting 
  d6, Survival d6, Stealth d4.
  Pace: 6; Parry: 4; Toughness: 7(2)
  Hindrances:  Hesitant, Mild Mannered
  Edges:  Charismatic, Connections (Highway 
  Market), Strong Willed
  Gear:  Furs/leather armor (+2 Armor), chef’s knife, 
  first aid kit
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   A sudden, unnatural storm causes a cyclone that 
  collapses a nearby farmhouse, which promptly 
  catches fire.  Can the PCs brave the incessant 
  lightning, the howling wind, and the flames to rescue 
  the surviving family members trapped within?
  Sweetwater
  “the old books tell romantIc tales of the 
  cowboys and theIr herds.  serene nIghts on 
  the range, campfIres under the stars.  songs 
  and brotherhood and bravery.  well, the 
  ranchers of sweetwater never read those 
  books, I reckon.  always worryIng and angry 
  about somethIng, whether It’s the herd, 
  or the weather, or the neIghbors.”
  - ZacharIah cole
  The breadbasket of the Wind River Valley, Sweetwater 
  claims a broad swath of land throughout the southern 
  reach.  As a community, they are strident, nearly 
  militant, in regards to protecting the lands of “the 
  Claim,” as they refer to it.  With a swelling population 
  of over 400 souls, they certainly have the manpower 
  to enforce their ownership.
  At the central ranch, Derek McKellar and his 
  extended family control Sweetwater with iron fists and 
  squads of burly “Regulators.”  They work their tenant 
  farmers and herders to the bone, forcing them to 
  compete among one another for the best yield and the 
  healthiest animals.  Those who toil hardest and come 
  out ahead may finally be able to buy out the contract on 
  their land and own a piece of the Claim for themselves, 
  free and clear.  The truly brilliant usually end up being 
  invited to marry into the McKellar family.
  While it might seem to outsiders that the folk of 
  Sweetwater live a charmed life with plenty of space 
  and no shortage of food, nothing could be farther 
  from the truth.  The ranchers and farmers are 
  chronically short on fuel, bullets, and manufactured 
  goods, and so pull most of the bounty from the earth 
  with their own hands.  They struggle and sweat on a 
  daily basis to bring in the herds and harvests.
  Though the Sweetwater Claim is lush, it is also on 
  the edge of civilization.  The ranchers spend sleepless, 
  stressful nights warding their herds and their families 
  from fierce predators, and regularly do battle against 
  bandits, Ferals, and terrible Changed beasts.  Many 
  of them bear awful scars that are testament to these 
  depredations.  Ranchers who fall in the line of duty 
  Raine,  
  Devoted Helot Guardian
  Attributes:  Agility d6, Smarts d4, Spirit d8, 
  Strength d12, Vigor d10.
  Skills: Athletics d8, Common Knowledge d4, 
  Fighting d10, Intimidation d10, Notice d6, 
  Repair d6, Stealth d6, Survival d8
  Pace: 6; Parry: 7; Toughness: 12(3)
  Hindrances:  Can’t Swim, Illiterate, Vow (Major: 
  Protect Clarity)
  Edges:  Brawler, Brawny, Brute, First Strike 
  (Improved), Frenzy (Improved), Hard to Kill, 
  Nerves of Steel (Improved), Trademark Weapon 
  (Ancestral Halberd)
  Gear:  Halberd, Sling and stones, Scrap Armor
  Special Abilities:
   
   Helot Traits:  Running die = d4, +1 Reach, 
  Toxin Immunity, -2 Smarts rolls
  Andrew Antolick (Order #29834561)
  
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  are honored with a memorial stone in the graveyard 
  back at the McKellar ranch.  Those who remain are 
  often a sullen, paranoid bunch when encountered in 
  the wild, slow to trust and prone to start shooting at 
  the slightest provocation.
  The few skav that have merged into the settlement 
  are praised for their night vision.  They are treated 
  with more respect at Sweetwater than at most locales 
  in the Valley.
  plot hooks:
   
   Lawrence McKellar, one of Derek’s younger 
  brothers, lost his wife to a fever a year ago.  He 
  recently returned from a trading trip with 
  wild ideas of taking over Highway Market and 
  controlling most of the trade between Sweetwater 
  and Chapter.  He’d even be willing to marry 
  Clarity… the trouble is that darned Helot, Raine, 
  that hangs about.  Raine doesn’t like Lawrence. 
  She’s got to go, and the PCs look like just the 
  group to make that happen.
   
   Old Jackie’s herd of cattle got into some kind of 
  Changed plant and it’s made them turn savage. 
  They trampled Old Jackie and her husband, and 
  now they are headed this way with more blood in 
  mind!
   
   One of the farmers thinks the McKellars are 
  going to foreclose on his farm soon, which will 
  put his family at the mercy of the Regulators.  His 
  daughter, Missy, loves to read and wants to be a 
  teacher.  Will the PCs escort her to Chapter so she 
  can get some proper book-learnin’?  If she stays 
  in Sweetwater, she’ll be forced to work in some 
  other man’s field or marry too young.
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  Sweetwater Regular
  It’d be easy for an outsider to mistake these broad-
  shouldered young men as the peacekeepers of 
  Sweetwater Ranch.  The truth is that they are 
  stone-hearted enforcers of Derek McKellar’s 
  cruel laws.  The only time Sweetwater ranchers 
  are relieved to see the Regulators is when they 
  are riding the other direction.  In addition 
  to patrolling for Ferals and Changed beasts, 
  regulators collect the many taxes and debts that 
  McKellar imposes on his tenants, and evict those 
  who can’t or won’t pay.  McKellar has also invested 
  his regulators with the power to fine or detain 
  anyone causing trouble within his settlement.  
  Anyone who tries to resist with force is met with 
  remorseless steel and fire.
  Attributes:  Agility d8, Smarts d6, Spirit d8, 
  Strength d8, Vigor d10.
  Skills: Athletics d6, Common Knowledge d4, 
  Fighting d8, Intimidation d8, Notice d6, 
  Persuasion d4, Riding d8, Shooting d8, Stealth 
  d4, Survival d6, Taunt d6.
  Pace: 6; Parry: 6; Toughness: 10(2)
  Hindrances:  Mean, Stubborn, Vengeful(Major).
  Edges:  Brawny, First Strike, Marksman.
  Gear:  Reinforced Leather Armor (+2 Armor), 
  Wood Axe or Machete, Revolver with 12 bullets 
  OR Pump Shotgun with 10 shots.
  Derek McKellar,
  Cruel Master  
  of Sweetwater ranch
  Attributes:  Agility d8, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8.
  Skills: Athletics d6, Battle d6, Boating d4, 
  Common Knowledge d8, Driving d8, Fighting 
  d8, Intimidation d12, Notice d10, Persuasion d6, 
  Riding d10, Shooting d10, Stealth d6, Survival 
  d10, Taunt d10
  Pace: 6; Parry: 6; Toughness: 11(2)
  Hindrances:  Arrogant, Bloodthirsty, Greedy 
  (Major), Ruthless (Major), Stubborn
  Edges:  Ambidextrous, Brawler, Brawny, Bruiser, 
  Combat Reflexes, Command, Connections 
  (Sweetwater 
  Ranch), 
  Dead 
  Shot, 
  Dodge, 
  Fervor, Hard to Kill, Inspire, Marksman, 
  Menacing, Nerves of Steel (Improved), Quick, 
  Rabble-Rouser, Steady Hands, Strong Willed, 
  Trademark Weapon (Twin Pistols), Two-Gun 
  Kid
  Gear:  Kevlar Vest (reduces bullet damage by 4), 
  Knife, Matched pair of high-caliber revolvers, 
  30 bullets
  Special Abilities:
   
   Master of  Sweetwater:  While Derek 
  McKellar remains in charge of Sweetwater 
  Ranch, he can use the Connections Edge as 
  often as he likes.  Just by giving the order, he 
  can round up an armed posse of Regulators, 
  claim additional firearms, or gather mounts 
  and wagons.
  Andrew Antolick (Order #29834561)
  
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  The Phoenix State 
  “head out far enough east, past the hangIng 
  rocks and the mountaIns, and you mIght 
  spot mIcrolIght planes buZZIng around, way 
  up hIgh.  those’re phoenIx state scouts, 
  keepIng eyes out for anythIng that mIght 
  crawl from one of the breach Zones.  see, 
  they’re descendants of a mIlItary group of 
  some kInd.  they were raIsed to shoot on 
  sIght at anythIng that aIn’t fully human.  and 
  they’ve got plenty of guns to do It wIth.”
  - ZacharIah cole
  Few truths are known about the Phoenix State.  They 
  originate from somewhere to the distant east, beyond 
  the Wind River Valley, and screen off their territory with 
  regular scouting flights and well-armed patrols.  When 
  they make an incursion into the Wind River Valley, 
  it’s usually a large operation to delve the ruins of Old 
  Buffalo, the Fission Factory, or Old Kaycee for parts, 
  salvage, and whatever else of value they can haul off.   
  While Phoenix State soldiers don’t generally move 
  far enough west to raid existing settlements, they are 
  not shy about shooting at anyone who approaches 
  within shouting distance of a patrol, base camp, or 
  salvage operation.  Their soldiers are fanatical and 
  not interested in parley, treaties, or any form of 
  communication with outsiders, and exhibit violent 
  xenophobia towards any who try.  They believe the 
  Phoenix State is entitled to anything they care to take 
  from Old World sites, and anyone who gets in the 
  way is to be liquidated.
  The leaders of the Phoenix State preach that 
  humanity must wipe the mark of the Butchers from 
  the face of the Earth if they are to prosper.  While 
  Phoenix forces are already belligerent to everyone 
  they encounter, anyone who is obviously Changed, a 
  user of the Boon, or deviant from pure humanity in 
  any other way will be actively pursued and executed.
  Unfortunately for outsiders, the Phoenix State has 
  developed some sort of method for keeping Breach 
  energy and GenBomb particles from interfering 
  with their gear.  This helps explain how they are able 
  to mount regular microlight scouting flights, and 
  why their soldiers are loaded to the gills with guns 
  and even explosives.  The Librarians of Chapter 
  speculate that the Phoenix State originates from a 
  military base that survived the Harvest, allowing 
  them to arm their soldiers quite heavily and use 
  their ammunition liberally.
  plot hooks:
   
   A family with Changed children is on the run, 
  with a patrol of Phoenix State militia only a few 
  minutes behind them!  Will the PCs interfere or 
  step aside from the pending slaughter?
   
   A group of Blackgold Company salvagers have 
  discovered the Phoenix State is fortifying a 
  permanent base camp at the south end of The 
  Rustyard.  They’re clearing the area of other 
  foragers methodically and brutally.  What Old 
  World cache have they discovered?  How will the 
  communities surrounding react to the military 
  intrusion?
   
   A Phoenix State microlight crashes near 
  Sweetwater.  The pilot is wounded and raving.  He 
  is a defector who is seeking sanctuary in return 
  for the secrets he’s stolen from the Phoenix State. 
  What has he learned that’s so important to the 
  people of the Wind River Valley, and what will the 
  Phoenix State army do to cover their tracks?  
  Andrew Antolick (Order #29834561)
  
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  The Tribe
  “It takes a certaIn kInd of folk to have gotten 
  through the harvest and the war out In the 
  open aIr.  them that survIved raIsed chIldren 
  who are stoIc, patIent, and tough.  clever In 
  what they call the “old ways.”  that means 
  knowIng theIr land and the thIngs that dwell 
  In It.  they’re good and honest people and faIr 
  traders, as long as you treat them rIght In 
  turn.  those that harm the trIbe aren’t lIkely 
  to make It back to the mountaIns unscathed.”
  - ZacharIah cole
  Before the Harvest, this area was home to the Eastern 
  Shoshone and Arapaho Native American tribes. 
  When the Butchers assaulted America’s cities and 
  towns, some members of those tribes disappeared 
  into the wilderness and survived by adopting the 
  survival techniques of their ancestors.  Now, a thriving 
  community has risen in the area,  including many 
  Helots and other survivors of various heritages.
  The lands claimed by the Tribe are somewhat 
  sheltered from the unpredictable squalls that blow 
  in from the south, but frequent storms and hard 
  winters still are the norm.  The Tribe’s lands are rife 
  with wildlife:  bison, elk, and pronghorn are regularly 
  hunted.  The Tribe also watches over a few small 
  herds of horses.
  The families of the Tribe are rovers, camping in 
  a prime location for weeks at a time, hunting and 
  gathering for sustenance.  When winter approaches, 
  members of the Tribe gather at a central location 
  in the southern area of their land, where sturdy 
  longhouses are erected to house the people through 
  the cold.  Some elders of the Tribe stay in this 
  settlement year-round, so there is always someone 
  of wisdom and repute to settle disputes, or to make 
  treaties and oversee trade with outsiders.  The 
  longhouses are also a permanent home to those who 
  are too elderly or unwell to travel the breadth of the 
  land.  This is also where a small number of dedicated 
  warriors make their homes, training to defend their 
  people against any threats that arise.
  Tamala,
  Tribal Trail Master
  (see Chapter 7 - Major Players in The After)
  The lands of the Tribe are vast and lush.  When 
  the winters subside and the fields bloom, the 
  families of the Tribe spread out to hunt, fish, 
  and herd.  Guarding them are trail masters like 
  Tamala:  scouts and protectors who feel most 
  comfortable standing apart from others, moving 
  through the wilderness in silence and solitude. 
  Not only do these scouts stand guard over the 
  rest of the Tribe, they also shadow the many 
  groups of traders, scavengers, and troublemakers 
  that enter the Tribe’s land.
  Attributes:  Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills:  Athletics d8, Boating d6, Common 
  Knowledge d6, Fighting d8, Intimidate d6, 
  Notice d10, Persuasion d4, Riding d8, Shooting 
  d10, Stealth d10, Survival d8.
  Pace 6; Parry 6, Toughness 7(1)
  Hindrances:  Phobia(Major): crowds, Ruthless 
  (Minor), Suspicious (Minor)
  Edges: 
   Alertness, 
  Marksman, Trademark 
  Weapon (Family Rifle), Woodsman
  Gear:  Custom-crafted camouflage outfit (+1 
  Armor, +2 to Stealth in natural surroundings 
  when not moving), hatchet, survival knife, 
  compound bow, 20 arrows.  Family Rifle:  Range 
  50/100/200, Damage 2d10, AP 4, RoF 1, Snapfire, 
  Heavy Weapon.  14 bullets for the rifle.
  Andrew Antolick (Order #29834561)
  
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  Due to some quirk of the GenBomb, almost 100 
  percent of the children born to the Tribe for several 
  generations after the Harvest were female.  While 
  this effect has somewhat abated - only seventy-five 
  percent of children in the Tribe are female today - 
  this has led to the Tribe becoming a completely 
  matriarchal society.  All elders and war leaders of the 
  Tribe are women.  Given the low numbers of men, 
  the Tribe is less concerned with monogamous pair-
  bonding than other civilizations.
  plot hooks:
   
   A terrible creature has driven the Tribe away from 
  their hunting grounds to the north.  The size of 
  a bear, but covered in metal plates and bearing 
  strange biomechanical implants, this bloodthirsty 
  creature is hunting humans in preference to 
  other prey.  The elders are arranging war parties 
  to drive the beast off or slay it.  If the PCs can 
  track it first and dispatch it without help, they 
  will earn great esteem with the Tribe.
   
   A teenage girl, enraged and embarrassed at failing 
  the test of womanhood for the third time, has 
  stolen her aunt’s prized rifle and run away.  She 
  is headed toward the Rustyard, intending to hunt 
  down one of the beasts of the ruins and bring 
  back its head, to prove that she is a true hunter 
  of the Tribe.  While the elders of the Tribe have 
  chosen to give the girl her chance, her father is 
  distraught and begs the PCs to take action and 
  bring his daughter home alive.
  White Pine
  “a wIld and Intemperate bunch, prone to rIsk-
  takIng and troublemakIng.  they brIng down 
  regular shIpments of tImber to chapter, along 
  wIth InterestIng remnants theIr explorers have 
  gleaned from the verdant.  unfortunately, along 
  wIth the remnants, they brIng alcohol dIstIlled 
  from the fruIts found there.  the bIg hobbIes 
  back home are apparently drInkIng to excess and 
  pIckIng fIghts, and they seem so offended to fInd 
  that chapter doesn’t tolerate that behavIor.”
  - allIe morgan
  Lina Stout,
  Colonel of White Pine
  Attributes:  Agility d10, Smarts d6, Spirit d8, 
  Strength d8, Vigor d8.
  Skills: Athletics d6, Battle d8, Boating d4, 
  Common Knowledge d8, Driving d8, Fighting 
  d8, Healing d4, Intimidation d6, Notice d8, 
  Persuasion d8, Repair d8, Riding d8, Shooting 
  d10, Stealth d8, Survival d8, Taunt d6, Thievery 
  d4
  Pace: 8; Parry: 6; Toughness: 8(2)
  Hindrances: 
   
  Big 
  Mouth, 
  Impulsive, 
  Overconfident
  Edges:  Brave, Command, Command Presence, 
  Connections (White Pine), Dodge, Elan, Fleet-
  Footed, Gear Warden, Gear Purifier, Marksman, 
  Nerves of Steel (Improved), Quick, Rock and 
  Roll!, Trademark Weapon (assault rifle)
  Gear:  Kevlar Vest and Helmet (reduces bullet 
  damage by 4), Assault Rifle with 2 reloads, Semi-
  auto pistol, Combat Knife, two pre-Harvest 
  grenades
  Special Abilities:
   
   Colonel:  While Lina remains Colonel of 
  White Pine, she can use her Connections 
  Edge as often as desired.  By giving the 
  order, she can mobilize every fighter in 
  White Pine, and lay claim to any piece of 
  equipment owned by the town, including 
  additional firearms and explosives, or a 
  motorized vehicle.
  Andrew Antolick (Order #29834561)
  
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  Nestled high up in heavily-wooded mountains, the 
  people of White Pine would probably be left all alone 
  if it weren’t for their penchant to get out and see the 
  world.  They seem to thrive on excitement, so when 
  the time comes to run timber or other trade goods 
  down the slopes to Chapter, a good portion of the 
  settlement will make the trip.  They’re usually keen 
  to make deals, find mates, and get into mischief - and 
  not always in that order.
  The settlement was established by the remainder 
  of an Old World National Guard unit, and they still 
  have serviceable weapons with which to defend their 
  community.  The pride of White Pine is their trio of 
  armored vehicles, which are in usable condition - at 
  least for now.  These are used to move their trade 
  to Chapter in force, and haul their bounty back up 
  the mountainside.  Keeping these vehicles fueled 
  necessitates a good relationship with the Blackgold 
  Trading Company.
  The leader of White Pine is always referred to as 
  “The Colonel.”  The current Colonel is Lina Stout, a 
  sharpshooting firebrand whose utter confidence has 
  enthralled the town.  They’re happy to have her lead 
  the way with jaw set and fists swinging, at least until 
  someone better comes along.  Colonel Stout has stepped 
  up expeditions into the Verdant, convinced that White 
  Pine will turn up a Remnant so good that the rest of the 
  Wind River Valley will be coming up the mountain to 
  White Pine, bringing offerings of fuel and bullets.
  plot hooks:
   
   White Pine shelters their own, even when they’ve 
  caused crimes in places outside of town.  What 
  happens elsewhere doesn’t matter at home, as far 
  as the Colonel is concerned.  The people of Daniel 
  are livid that White Pine won’t surrender Karl 
  Drayhorn and his gang, who have been stealing by 
  night from the good folk of the New Faith for the 
  past season.  They’re threatening to blockade the 
  mountain road, and everyone knows that’s going 
  to lead to a full-blown battle.  Can cooler heads 
  prevail or will the PCs pick a side to fight on?
   
   Filian Garvey, a trader on his way upslope to 
  White Pine, has a proposition for the PCs:  Garvey 
  wants the formula for Green Joe’s “dream juice”, 
  so he can make it himself and quit slogging up 
  the mountain every spring in his ox cart.  The 
  mildly narcotic beverage is distilled from a secret 
  blend of ingredients harvested from The Verdant.  
  Will the PCs steal the formula?  What if it’s not 
  written down - are they willing to coerce or entice 
  the brewers?  What happens if the Colonel finds 
  out about the plot?
  Breach Zones and 
  Exploration Sites
  THE BLIGHT
  “the fIrst thIng you’ll notIce about the blIght Is 
  that everythIng looks a lIttle crooked.  nothIng 
  Is straIght and anImals don’t walk QuIte lIke you’d 
  expect.  then, as you go In a bIt more, you’ll see 
  weIrder stuff:  trees that slouch back and forth 
  agaInst the wInd, grass that turns to syrup when 
  you touch It, creatures that slop around lIke 
  they’re boneless and spIt slIme at you.  don’t eat 
  anythIng that’s been In the blIght for more than 
  a few hours, even If you brought It In on your own 
  back - no matter how good It looks.  elsewIse 
  the next thIng that’ll seem to be goIng melty Is 
  your own fIngers, and It gets worse from there.”
  - ZacharIah cole
  The Blight is a massive Breach-altered area in the 
  north of Wind River Valley.  The landscape is lush 
  but blistered with oddly bright pastel patches, which 
  are interspersed with areas where the landscape 
  seems to have slipped and melted.  Rocks have run 
  like warm butter and trees flop in bizarre tangles. 
  Animals gibber disturbingly and their limbs twist in 
  eye-watering ways.  The air is often hazy, making it 
  easy to become disoriented.
  Whatever happened here during the War caused the 
  mysterious, dangerous environmental effect that the 
  area is named for:  the Blight.  After a short time in 
  the Blight, organic material starts to shift and change, 
  becoming more amorphous and bizarre until finally 
  Andrew Antolick (Order #29834561)
  
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  breaking down altogether.  This effect gets stronger 
  and more pervasive as explorers get nearer the center 
  of the Blight, in the vicinity of an Old World ruin that 
  explorers now call Cankertown.
  Scientists avoid all but the outskirts of the zone, as 
  more than one expedition to discover the true cause 
  of the Blight has failed to penetrate all the way to the 
  center.  Few of those explorers returned, despite safety 
  procedures and even environmental suits.  What keeps 
  the Blight attractive to scavengers is its high incidence 
  of pre-Harvest salvage, such as electronic components, 
  motor parts, and ammunition.  Most explorers choose 
  to hurry into the Blight and back out again as soon as 
  they can fill their bags.  It’s common knowledge in the 
  northern Wind River Valley that to stay in the Blight 
  more than a day or two guarantees death.
  Even more strangely, the effects of the Blight are 
  limited by proximity and aren’t lasting or contagious 
  once a victim moves out of the zone.  Escape alive, 
  stay out, and it will wear off - eventually.
  zone effects
  Characters within the Blight must make a Vigor 
  roll every eight hours that they remain within the 
  Breach Zone.  Characters who eat food that has spent 
  more than four hours inside the Blight must also 
  immediately make a Vigor roll to resist its effects. 
  Failure on this roll results in the character suffering 
  one level of Fatigue.
  This Fatigue represents the Blight starting to work 
  its way into the character’s flesh.  Their bodies begin 
  to subtly change:  their limbs might go crooked 
  or their flesh become jelly-like.  There is no pain 
  accompanied with this warping, nor any noticeable 
  mental effects - unless the character succumbs fully 
  to the effects of the Blight.
  This Vigor roll is modified by the character’s current 
  location, as follows:
   
   Within Outer Blight:  +2
   
   Within Cankertown: -2
   
   Within one mile of the central point:  make the 
  roll every hour
   
   Within one-half mile of the central point:  make 
  the roll every 10 minutes
  Recovery:  No effect, ability, or power can remove 
  this Fatigue while the victim remains in the Blight. 
  One Fatigue level incurred from the Blight will be 
  removed every 24 hours spent entirely outside the 
  Blight.
  Incapacitation Effects:  Incapacitated victims that 
  remain within the Blight must make a Vigor roll 
  every additional hour they remain within the 
  Blight,  or transform into glibbermen.  They forget 
  their previous existence and slump off into the 
  Blight, soon to be indistinguishable from any other 
  Glibbermen an explorer might encounter.
  points of interest
   
   Outer Blight:  The outermost reaches of the 
  Blight are where most explorers and scavengers 
  limit their searches.  Because it’s close to the 
  border of the Breach Zone, danger from the 
  Blight effect is relatively low.  There also aren’t 
  too many glibbermen present.  The problem is 
  that most of the ruins have been picked through 
  quite a bit by the folk who got there first.
   
   Cankertown:  Set deeper into the Blight is this 
  withered and twisted Old World ruin.  Even many 
  of the remaining buildings are beginning to warp 
  and flow in bizarre ways.  The salvage is good if 
  you can handle the effects of the Blight and avoid 
  the weird things that wander the streets.
   
   Mushmoat:  This is a mile-long trench or canal 
  that serves as a landmark and roadblock.  It’s not 
  on any Old World maps, and nobody’s sure how 
  it got there or what purpose it serves aside from 
  getting in the way.  It’s full of liquid fungus that 
  moves of its own accord.  What swims under the 
  surface?  In any case, those who have fallen into 
  the Mushmoat have never been seen again.
   
   Centerpoint:  A former town of substantial size, 
  this would be a veritable gold mine of salvage and 
  technology, except that it’s too close to the center 
  of the Blight.   Over the years, it’s served as a deadly 
  lure for explorers who think they’ve discovered a 
  gimmick to avoid the effects of the Blight.
  Andrew Antolick (Order #29834561)
  
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  fivE
  encounters
   
   The explorers are ambushed by a pair of wreckers. 
  The beasts attempt to separate them and stomp 
  the stragglers flat.
   
   A 
  pack 
  of 
  zapdrones 
  patrols 
  the 
  area, 
  exterminating any humans they encounter.  Will 
  you engage them in combat or attempt to hide in 
  the nearby wreckage?
   
   A terrifying ghost ooze begins to stalk the group.
   
   Glibbermen assault the explorers with nets and 
  clubs, attempting to take prisoners.  They intend 
  to drag any captured people deeper into the 
  Blight, place them on a weird altar,  and keep 
  the prisoners bound until they become more 
  glibbermen.
   
   You’ve spotted another exploring party digging 
  into some kind of equipment cache.  Who knows 
  if they’ll be friendly or attack on sight?  Is your 
  group the type that would try to steal their 
  salvage?
   
   Scouts from the Tribe emerge from the fog. 
  They’re trying to follow the tracks of a missing 
  warrior who entered the Blight to prove her 
  bravery by taking a trophy from one of the beasts 
  of the zone.  Was she taken by glibbermen, pinned 
  under a collapsing wall, or simply overcome by 
  the Blight?
  THE FISSION FACTORY
  permanent orders 602-10          march 10, 2021
  lt col cameron h brown
  classIfIed:  ***top secret***
  lt col brown, your orders are as follows:
  take command of the remaInder of the 115th 
  fIeld artIllery brIgade, IncludIng all 
  troops that have not been assIgned to the 
  cordon around denver colorado.  we 
  have receIved IntellIgence from centcom 
  that the butchers have plans to move 
  agaInst cheyenne afb.  because of thIs 
  threat, you wIll move the 115th north 
  to casper wyomIng.  brIng as much 
  materIel as can be transported, wIth the IntentIon of 
  creatIng a new mIlItary base In casper.  centcom 
  recommends movIng by nIght In an attempt to evade 
  enemy reconnaIssance from orbItal InstallatIons.
  you have authorIZatIon to confIscate any Items useful 
  to the defense effort, IncludIng fuel, vehIcles, guns, 
  ammunItIon, and anythIng else you see fIt.
  you have authorIZatIon to conscrIpt any and all 
  cItIZens of fIghtIng age and fItness, IncludIng but not 
  lImIted to wyomIng natIonal guard, wyomIng state 
  and local polIce offIcers, and local cIvIlIans.
  In casper, the 11th Is to rendeZvous wIth dr darIus weI 
  and hIs group of scIentIsts.  dr weI and hIs team must 
  be protected at all costs.  dIg Into casper and create 
  a fortIfIed base for these scIentIsts to perform work 
  related to natIonal securIty.  centcom recommends 
  dIggIng down to create an InstallatIon that could 
  avoId notIce from the aIr.  the 115th’s hIghest prIorIty 
  Is to defend dr weI, hIs work, and hIs team.  casper and 
  Its cItIZenry are to be consIdered expendable.  dr weI’s 
  scIentIfIc efforts are of utmost Importance to the war 
  effort.
  the 115th Is to remaIn In casper untIl further orders 
  arrIve.
  .....
  Andrew Antolick (Order #29834561)
  
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  GAZETTEER
  last stand of the old world
  Shortly after the Harvest began, the United States’ 
  armed forces struggled to maintain a cordon around 
  the city of Denver, where Butcher forces were wreaking 
  havoc.  With their best technology ruined either by 
  the pre-Harvest EMP attack or by the destructive 
  influence of the GenBomb, the soldiers were hard-
  pressed to contain roving bands of biomechanoids 
  and other Butcher servitors.  
  As supplies at the battlefront ran low and casualties 
  slowly mounted, the remaining Western command 
  structure chose a sacrificial gamble.  They committed 
  their reserves in Wyoming to create a secret base in 
  the relative backwater of Casper, Wyoming, hundreds 
  of miles from the nearest Butcher landing zone.  If the 
  Butchers could be contained, the scientists in Casper 
  might have a chance to make a weapon capable of 
  driving the aliens out of Denver - and, perhaps, out 
  of America entirely.
  Despite the scarcity of fuel and the increasing 
  unreliability of motorized transport, the soldiers 
  of the 115th successfully evacuated Cheyenne and 
  made the long, difficult march to Casper.  There, 
  they had to pacify a populace gone half-mad after 
  a year of panic, food shortages, and virtual anarchy.  
  With guidance from a cadre of local scientists, they 
  brought a stern order to the small city.  Crime was 
  met with zero tolerance, and citizens were offered 
  rations and shelter in return for their hard labor.
  Within a year, communication from upper 
  command had ceased, and the 115th found itself 
  governing a city-state.  The relative law and order 
  compared to the rest of the region drew in survivors 
  from the surrounding countryside, and the soldiers 
  put the burgeoning population to work building 
  dwellings, crafting fortifications, gleaning useful 
  salvage, and farming.  Conditions were always 
  difficult and daily life was, by necessity, strict.
  Below the small city, the army began to build a 
  sealed, underground complex.  There, scientists 
  gathered 
  what 
  little 
  technological 
  equipment 
  could still be used.  Under the scientists’ direction, 
  expeditions were mounted in all directions to gather 
  industrial parts.  As far as the general populace 
  was concerned, these efforts were meant to rebuild 
  industry and reestablish communications with other 
  parts of the world.  Surely the restricted areas were 
  being used to synthesize vital medicines and get 
  electrical power running again.
  In truth, many of these expeditions were sent to 
  explore the nuclear missile silos that had been built 
  across Wyoming.  After the United States launched 
  nuclear weapons against the Butcher fleet, most of 
  these installations had been completely destroyed 
  by orbital bombardment.  In a scant few, however, 
  the scientists were able to extract vital rocket fuel, 
  electronics, and - most importantly - fissile material. 
  Under the assumption that the Butchers’ fleet was 
  watching, this salvage was often brought back under 
  cover of night, and stashed in the tunnels and 
  compounds that had been dug below Casper - an area 
  that came to be called the Fission Factory.
  The experiments most commonly performed in 
  the Fission Factory attempted to understand, harness, 
  and control the particles emitted from the GenBomb.  
  The goal was to inoculate weaponry and technology 
  against the insidious effects of the nanites, in order 
  to enable the military to fight back against the alien 
  menace.  Experiments ranged from small-scale efforts 
  to insulate individual soldiers and their personal 
  weapons, to ambitious efforts to launch an airborne 
  assault with enhanced nuclear payloads.  Each 
  experimental track was assigned its own underground 
  bunker, isolated from the surface and kept as a ‘clean’ 
  environment.  Years of quiet testing yielded both 
  successes and failures; several of the Fission Factory’s 
  bunkers lost containment after accidents in handling 
  the nanites, and had to be permanently sealed to avoid 
  contaminating the remainder of the complex with 
  rampant GenBomb particles.
  It’s uncertain how much effect the holding action in 
  Denver (and other cities of the Old World) had upon 
  the Harvest.  Were the Butchers cowed by the valiant 
  efforts of the soldiers attempting to hem them in - or 
  were they simply satisfied with the rich territory they 
  had stolen from humanity?  Regardless, in the late 
  summer of 2029, the Butchers controlling Denver 
  had sucked the city dry.  Having run out of victims, 
  the aliens marshalled their biomechanical armies 
  and took to the battlefield themselves, shattering 
  the remnants of the American army in a matter of 
  Andrew Antolick (Order #29834561)
  
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  THE AFTER
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  weeks before swarming outward into the suburbs 
  and countryside.
  News of this reached the Fission Factory in the 
  fall, carried by a handful of bedraggled and starving 
  survivors.  A particularly vicious winter slowed the 
  Butcher advance, but in the spring of 2030, a Harvester 
  ship was sighted closing in on the Fission Factory.
  The aliens were rebuffed, briefly:  an experimental 
  cannon forced the Harvester ship to the ground 
  several miles away from Casper.  This allowed the 
  town’s leaders time to order a partial evacuation. 
  While many of the soldiers would stand and fight, 
  using the best armaments that nearly a decade of 
  desperate experimental science could produce, others 
  led a frantic convoy to points east of Wind River Valley.
  Unfortunately for Old Casper, forcing the Harvester 
  ship out of the sky led to a devastating reprisal.  Several 
  other Butcher ships surrounded the area at a distance, 
  disgorging a horde of biomechanical servitors before 
  unleashing a pulverizing wave of artillery against the 
  town.  Following the bombardment, the Butchers led 
  their armies toward Casper.
  The brave men and women of the Fission Factory 
  lashed out with every hidden weapon they had built 
  and triggered every trick and trap they had spent years 
  laying.  They slew biomechanoids by the hundred. 
  Legend has it that the army of Old Casper had 
  more success against the oncoming aliens than any 
  human force on Earth.  It’s said that, in their furious 
  counterattack, they destroyed two Harvester ships and 
  managed to slay several of the Butchers themselves.
  This valiant stand bought time for the evacuees to 
  flee the area successfully, but in the end the Butchers 
  could simply bring superior force to bear.  They had no 
  compunctions about tying up a group of defenders with 
  an onslaught of biomechanoids, and then bombarding 
  the entire area with railguns until it was glowing slag.
  Andrew Antolick (Order #29834561)
  
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  The aftermath of the battle brought Butchers 
  swarming to the area like flies to a corpse.  While 
  there were relatively few survivors for the aliens to 
  capture and toy with, they seemed attracted to the 
  bunkers of the Fission Factory itself, as well as the 
  radioactive craters left from the enhanced nuclear 
  weapons that the defenders of Casper had triggered 
  in an attempt to wipe out the Butchers.  Indeed, the 
  aliens basked in the radiation, seeming to benefit 
  rather than be harmed.  
  By the winter of 2030, every remaining soul in 
  Casper was devoured or put to work as a slave, as 
  the Butchers began to excavate a site for a fortified 
  industrial base, centered around the experimental 
  bunkers left behind by the defenders.  For decades, 
  the Butchers used the Fission Factory as a spawning 
  ground for renewing their biomechanical armies, 
  slaughtering the surrounding region with cruel 
  precision.
  The sudden arrival of the Ghosts in AD 2065 
  brought true devastation down upon the Fission 
  Factory.  One of the Ghosts’ entry points through 
  the Breach was in the sky, directly above the Butcher 
  facilities that had been built here over the last thirty 
  years - a position which allowed them to assault the 
  Butchers completely by surprise.  Their Breach-based 
  weaponry twisted the land itself, cracking open the 
  Butcher bioforges like so many anthills and exposing 
  the underground works beneath.  
  Weeks of unrelenting battle ensued, and both alien 
  races brought their most devastating weapons to 
  bear.  The destruction that followed left the Fission 
  Factory a warped and steaming mess.  Many miles 
  of territory were left contaminated with GenBomb 
  nanites, Breach energy, radioactivity, and toxic waste. 
  the after’s most deadly lure
  Nearly fifty years after the Breaking, the Fission 
  Factory might seem at first glance like many other 
  areas of Wind River Valley.  The local plant life has 
  had time to regrow, and animals have slowly migrated 
  into the zone.  However, many of the plants and 
  animals found here are sickened by the ever-present 
  radiation.  Others have become Changed due to the 
  latent Breach energy suffusing the region.
  Dotting the land around the Fission Factory 
  are skeletal, blackened remains of the Butchers’ 
  shattered habitats and biofactories, alongside the 
  crumbling ruins of Old World human settlements, 
  untouched since the Harvest.  These ruins are 
  thoroughly poisoned and are often crawling with 
  dangerous creatures.
  The radiation here remains a fuel source for the 
  automated remnants of some of the Butchers’ 
  bioforges, hidden deep underground.  This means 
  that, from time to time, the ground rumbles and a 
  hidden door grinds open, belching forth poison 
  clouds and bloodthirsty biomechanical creatures, 
  which are still programmed to hunt and kill in the 
  name of the Butchers.
  If an explorer can withstand the toxins and avoid 
  the murderous adversaries common to the Fission 
  Factory, there is salvage to be found throughout 
  the Breach Zone.  Underground bunkers might 
  reveal an Old World laboratory with some partially-
  functional equipment, or a crumbling garage could 
  hold an intact military vehicle or weapon.  For 
  those who brave the hazards of the ruined Butcher 
  bioforges, alien Remnants can be discovered - both 
  Butcher biotechnology as well as Ghost Shards, left 
  scattered from the vicious fighting that took place 
  in Old Casper.  These treasures bring explorers into 
  the Breach Zone year after year, despite the awful 
  dangers.
  zone effects
   
   Contamination:  The Fission Factory has become 
  a patchwork of radiation zones, uncontrolled 
  Breach energy, and GenBomb particles.  Rather 
  than track this mile by mile, it can be modeled for 
  exploration with the following effects:
  •	
  The entire Breach Zone is somewhat 
  radioactive, but not to a sufficient degree as 
  to cause immediate harm in game terms.  
  (Spending weeks, months, or longer in the 
  Fission Factory might not be the best for your 
  health, though.)  However, nearly all of the 
  “ruins” found throughout the Fission Factory 
  are low radiation zones, forcing a Vigor roll 
  once an hour to combat radiation sickness per 
  the Radiation Hazard rules in Savage Worlds. 
  Andrew Antolick (Order #29834561)
  
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  THE AFTER
  GAZETTEER
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  At the GMs option, certain limited areas 
  - such as impact craters, wrecked reactor 
  rooms, or destroyed laboratories - might be 
  treated as high radiation zones instead.
  •	
  Unpredictable currents of Breach energy are 
  common throughout the Fission Factory.  
  Whenever a Gifted uses a power and rolls a 
  Raise, that power is also affected by the Glow 
  Power Modifier at no additional Power Point 
  cost.  However, when a Gifted attempts to 
  activate a power and fails, they lose 1d4 Power 
  Points (instead of the usual one point).  Do not 
  include this effect on a roll that inflicts Backlash.
  •	
  GenBomb particles are unusually active due 
  to the nearby presence of Butcher machinery 
  and wrecked bioforges.  Whenever someone 
  in the Fission Factory would have a Stress Tag 
  assigned to their gear, they instead receive 
  two.  It’s up to the GM whether both tags 
  affect the same piece of gear, or if they are 
  assigned separately.
  points of interest
   
   Bioforge Kvoshk:  This terrifying edifice is a fallen 
  Butcher flesh factory.  Several levels still loom 
  aboveground, though the structure is damaged 
  and slowly crumbling.  The underground areas 
  are passable but have sustained significant 
  damage, resulting in unexpected rockfalls and 
  yawning chasms. While there is some amazing 
  salvage to be collected here - especially if you are 
  interested in Butchertech Remnants - at the cost 
  of having to tangle with freakish and formidable 
  Butcher-made beasts that stalk around the area, 
  slaughtering all intruders.
   
   Sentry Hollow:  This tiny settlement near the 
  western edge of the Fission Factory is evenly 
  split between two feuding survivor clans.  The 
  village exists because they have discovered 
  Remnant technology that cleans the ubiquitous 
  contamination from the air and water within 
  a short distance.  The Remnant seems to be 
  running off the radiation that it devours.
  Andrew Antolick (Order #29834561)
  
  136
  THE AFTER
   
   The Bones:  This narrow valley is littered with the 
  ossified skeletons of strange, enormous beasts. 
  A small settlement has been built among the 
  Bones, as the residents have discovered that the 
  remains can (carefully) be harvested for a powder 
  that makes a workable explosive.
   
   The Eye in the Sky:  Nearly one thousand feet 
  above the ruins of Old Casper, a strange ‘hole’ in 
  the sky flickers with eerie light, trailing streamers 
  not unlike the Northern Lights.  This bizarre 
  formation is the result of the Ghosts’ heedless 
  tearing through spacetime when they ambushed 
  the Butchers during the Fall.  This echo of their 
  original Breaching still remains.  Especially at 
  night, the light inside the Eye flickers through a 
  myriad of strange colors, and amorphous shapes 
  seem to take form briefly in the “space” beyond 
  the opening.  On rare occasions, things have been 
  seen flying or falling out.  If any explorer has 
  attempted to enter the Eye in the Sky, they have 
  not returned to share their experience.
   
   The House of  Mute:  An Order of Silence 
  hideout is camouflaged near the southern edge 
  of the Fission Factory.  They’re having problems 
  feeding their people due to the depredations 
  of biomechanoids, which are patrolling from a 
  newly-opened entrance to the underground that 
  appeared dangerously close to the bunker.  While 
  the Credo of Uncle Hush demands utter secrecy, 
  the folk here are getting desperate enough to 
  reach out to passing explorers and ask for help.
   
   The Mirror:  A surprise in this toxic, scarred 
  landscape, the Mirror is a large pond of perfectly 
  clear and clean water.  It is a peaceful refuge, where 
  a Ghost died during the War.  Some of its essence 
  still remains, and the Breach energy elicits an 
  unusual effect.  Those resting by the Mirror will 
  find that they feel unnaturally calm - in fact, they 
  gain the Pacifist(Major) Hindrance while the water 
  is in sight.  Camping here might bring visions 
  to the Gifted:  perhaps flashbacks of the Ghost’s 
  death and hints at the history of the surroundings, 
  perhaps something more.  In any case, Changed 
  creatures, biomechanoids, and Ferals have a natural 
  tendency to avoid the Mirror, as the psychological 
  effect makes them very uncomfortable.
  Andrew Antolick (Order #29834561)
  
  137
  THE AFTER
  GAZETTEER
  fivE
  encounters
   
   A group of Blackgold Trading Company 
  scavengers on horseback are fleeing headlong 
  down a nearby hill.  A glowbelcher is in full 
  pursuit, attempting to get close enough to attack.  
  The traders seem to be getting away, but from 
  your perspective you can see a second one of the 
  fearsome biomechanoids circling around, and 
  it’s about to cut them off.  The ambush would 
  undoubtedly be fatal.  Will your group act before 
  the Blackgold traders are massacred?
   
   A sizable pack of Changed wolves begins stalking 
  the explorers, hoping to single one or two of them 
  out for a quick meal.  These canines are riddled 
  with Butcher biotechnology:  they are stronger, 
  faster, and more dangerous than any Old World 
  wolf ever was - especially if they can attack from 
  a successful ambush.  Use the statistics for a 
  Dire Wolf from Savage Worlds, but include the 
  following changes:
  •	
  Each Changed wolf has two points of Armor
  •	
  The pack alpha is a Wild Card with Str d10, 
  Shooting d8, and a biomechanical firebolt 
  projector protruding from atop its shoulders 
  (Range 12/24/48, Damage 2d6+2, ROF 1, Shots 
  10, Reload requires an hour of rest)
   
   That buzzing, whining noise on the wind:  at first, 
  you mistook it for a stalking biomechanoid or a 
  pack of zapdrones lying in wait.  Instead, though, 
  you’ve discovered that a microlight aircraft is 
  flying far overhead, probably hundreds of feet up. 
  Explorers with binoculars, exceptionally sharp 
  eyes, or some way to approach more closely might 
  be able to identify the craft as being marked with 
  the crest of the Phoenix State - it’s one of their 
  observer aircraft.  Are they scouting in support 
  of a ground-based attack group, or just gathering 
  intelligence?
   
   A local Feral tribe has taken up residence in a 
  mostly-collapsed Old World apartment building 
  that was severely damaged during the Battle of 
  Old Casper.  The building (and the wide crater 
  next to it) is a high radiation zone, but this 
  particular gang has developed resistance to the 
  effects.  The cunning Ferals have realized that 
  their lair is extremely hazardous to outsiders, 
  so their attacks follow a different pattern than 
  the commonly expected all-out assault.  Instead, 
  they use hit-and-run tactics, with a brief, frenzied 
  attack followed by an equally frantic retreat.  
  Those who follow the Crater Gang back to their 
  lair will find themselves in grave danger:  as 
  radiation-based Fatigue affects the explorers, the 
  Ferals are likely to counterattack in an attempt to 
  cut off the explorers’ retreat.  The explorers may 
  find that they’ve blundered into a deadly trap!
  “Home of the 
  Classic Dungeon”
  If your group is the type that likes to 
  kick in doors, fight dangerous creatures, 
  and get away with loot, then you could 
  turn the Fission Factory into the perfect 
  place for them.  The bunkers, tunnels, and 
  other secret construction underneath the 
  Breach Zone could be loaded from end to 
  end with incredible secrets and powerful 
  items, guarded by the nastiest traps you 
  can dream up and filled with crowds of 
  flesh-hungry biomechanical guardians.
  An ambitious GM could map out 
  connections between multiple layers 
  of bunker, requiring explorers to solve 
  puzzles and recover keycards to penetrate 
  deeper into the place.  Each expedition 
  could become a little more dangerous, 
  while revealing to the group more 
  secrets of the Old World and the aliens 
  that destroyed it.  An entire campaign 
  of The After could take place in a ‘mega 
  dungeon’ of your own custom design - 
  though it might not be an appropriate 
  place for Novice characters....
  Any expedition like this should 
  be a race against time, as the players 
  struggle to conserve resources, mitigate 
  Fatigue from radiation, dodge the most 
  dangerous guardians of the area, and 
  avoid gear destruction from Stress Tags.
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  Remnants of the Past
  A Fission Factory Adventure by Chuck Rice
  Remnants of the Past provides a hub for the players 
  to explore the Fission Factory region of the Reach. 
  It introduces the town of Sentry Hollow, a peculiar 
  settlement that is rife with intrigue and adventure 
  possibilities. 
  GM’s Background:  Town 
  of Sentry Hollow
  Sentry Hollow believes itself a town of destiny. The 
  little dustbowl within the Fission Factory where the 
  town has sprung up is littered with Butchertech. 
  Some of the alien machinery is still active and 
  runs off local radiation, through a process no one 
  in town understands. The Remnant machinery has 
  rendered the “hollow” the town rests in (actually 
  an old bomb crater) lower in radiation than the 
  surrounding countryside.  This makes it relatively 
  safe to live there long-term - unlike the rest of the 
  Fission Factory. The locals have been able to tap the 
  machinery to provide a weak electricity feed and a 
  water purification system.
  The town mines nearby radioactive sites and uses 
  the Remnants and radioactive materials found there 
  to feed the weird Butchertech around Sentry Hollow. 
  Each family - and each group of visitors - is expected 
  to pay a regular ‘tithe’ of such material to ensure that 
  Sentry Hollow remains safe. Ambitious men and 
  women from all over come to the place, seeking to 
  make their fortune as prospectors. They mine for 
  useful technology from the Old World and search 
  for alien Remnants - a portion to be spent to ensure 
  their place in Sentry Hollow, and the rest to make a 
  fortune with.
  If Sentry Hollow can survive the next six months, 
  they’ll be a bustling town on the rise, a beacon of 
  civilization for the future. Unfortunately, the town 
  might not have that long. While the area has always 
  been dangerous, waves of hideous mutants have been 
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  assaulting the town in recent months. Prospecting has 
  ground to a halt and prices have soared. The town is 
  actively recruiting mercenaries to come and protect 
  prospecting parties as they explore the nearby ruins. 
  Persons of Interest
  cantor clan
  One of two bitter rivals vying for control of Sentry 
  Hollow. Members: Hattie Cantor (Area 1), Alyssa 
  Cantor (Area 3), Levi Cantor (Area 8), Elijah Cantor 
  (Area 9), and Mayor Clementine Cole (Area 1). 
  clay cole
  Former Mayor, head of Pluto Mining, chief supplier 
  of fuel for the town’s butcher tech. He has a running 
  feud with Brother Whisper, his ex-wife Clementine, 
  and is generally disliked in town. Everyone blames 
  his greed for the recent waves of attacks, since they 
  started after he began digging at the Newton Downs 
  Facility (see below).  
  doc lombardy
  Local inventor, card shark, and renaissance man. 
  He lives in the Luminosity Inn (Area 1), and 
  divides his time between studying interesting bits 
  of local technology, drinking, playing cards, and 
  “entertaining”.
  He owns the prospecting rights to the Sentry Hill 
  Battleground (Area 12), but he has employees to do 
  the hard work (and encounter the dangers) of digging 
  it. He is one of the town’s richest and most important 
  residents, but has thus far declined to pick a side in 
  the running dispute over which faction should run 
  the town. 
  mayor clementine cole 
  If the factional fighting in the town was bad before, 
  it reached a fever pitch in the most recent Mayoral 
  election. Clementine separated from her husband and 
  went over to the Cantor Clan. With their assistance, 
  she defeated her husband and swung the balance of 
  power away from the Pearls. There’s a lot of bad blood 
  over this entire affair. Many of the locals fear it will 
  come to gunshots before it’s all said and done.  
  pearl clan
  The second rival group vying for control of Sentry 
  City. Members: Silas Pearl (Area 4), Gideon Pearl (Area 
  6), Sheriff Willa Pearl (Area 6), and Clay Cole (Area 10).
  sheriff willa pearl 
  Grizzled and experienced, Willa has been all the law 
  Sentry Hollow needed for quite awhile. She’s in her 
  sixth term as sheriff. With the recent rise in attacks, 
  she’s looking for deputies and she’s paying bounties 
  for Ferals. 
  brother whisper
  Leader of the local Order of Silence. This local crackpot 
  rails against the town’s reliance on technology, which 
  he blames for the influx of dangerous creatures in 
  recent days. For better or worse, it turns out he’s 
  right. However, even the townsfolk who agree with 
  him don’t think abandoning the Butcher tech is a 
  viable solution - unless the entire town wants to pack 
  up and head out of the Breach Zone entirely.  
  Points of Interest
  1. luminosity inn and saloon
  Situated right on the main street leading into town, 
  this place is the town’s social center. Elections are 
  held here annually for two posts: Mayor and Sheriff. 
  This place offers card games, dice games, dancers, 
  and even a few slot machines. On occasion theater 
  troupes perform on the stages.  Owned and operated 
  by Hattie Cantor.  
  2. luc lassiter, assayer
  Determines the value of salvage brought in from the 
  nearby Butcher sites. The owner checks for radiation, 
  not metal content. 
  3. apothecary
  Alyssa Cantor runs this place that keeps the locals 
  feeling good, and treats wounds when necessary. 
  Many of her relatives in the Cantor Clan have been 
  pressuring her to stop providing aid to the Pearls. 
  Alyssa considers this a horrible violation of her duty 
  as a doctor and has strenuously resisted the idea.  
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  4. barber
  Silas Pearl runs the local barber shop and is also a deputy 
  sheriff. He comes to the aid of his sister whenever there’s 
  trouble. Silas is a hothead who is a major contributor to 
  the current feud. He advocates jailing the Cantors for a 
  myriad of offenses large and small. Plus he just knows 
  they’re up to no good and thinks that should be good 
  enough for his sister. It isn’t. 
  5. mick stabler’s 
  No one knows what Mick’s real last name is, or if he 
  even has a real last name. Everyone calls him Stabler 
  because he sells and rents animals for transportation 
  and labor. He has close ties to the Clive Clan, from 
  whom he buys unwanted bulls, which he castrates 
  and turns into plow-pullers. 
  6. miner’s rest casino
  Gideon Pearl runs this casino and many townsfolk 
  believe the competition between the Miner’s Rest 
  and Luminosity Inn is where the bad blood between 
  the Cantors and Pearls started. The crowd here is 
  rougher than that found at the Luminosity, as this 
  place caters to rough and ready miners, looking to 
  blow off steam after hot, dangerous days mining 
  radioactive ore. 
  7. levi’s miscellany
  If you found something and you aren’t quite sure 
  what it is (a common occurrence), Levi Cantor will 
  appraise it for a fee, or just buy it off you. They also sell 
  spare parts useful for repairing Remnant technology. 
  The locals believe both Cantor brothers to be honest 
  and experienced. 
  8. cantor’s expeditions
  Processes 
  legal 
  claims 
  to 
  different 
  claims 
  surrounding the town. Prospectors can pay a fee to 
  consult Elijah Cantor’s maps, to try and find likely 
  areas with good loot. 
  9. pluto mining hq
  This building is covered in graffiti blaming the 
  business for the recent rise in Feral attacks. Since his 
  divorce and losing the mayoral race, Clay Cole has 
  been sleeping here as well.  
  10. panner’s boarding house
  Owned by Lydia Anderton, this cheap boarding 
  house takes its name from the prospectors who pan 
  the local Circuit Creek for little bits of technology 
  and radioactive ore. These are very low-probability 
  forms of prospecting and those who do it make up 
  the town’s working poor. 
  11. circuit creek
  The creek provides the town its water supply. The 
  water was very unhealthy until Doc Lombardy got the 
  Reclamation Plant up and running. 
  12. reclamation plant
  This small, squat concrete building houses the 
  future of Sentry Hollow. It purifies the water running 
  through the town, removing the radiation and other 
  poisons from it. Even better, it uses that radiation as 
  a power source, making the plant self-sustaining. 
  sentry hill battleground
  During the Harvest, this hill was the last stand 
  of a group of soldiers that fought bravely against 
  the Butchers. After being repulsed at the factory, 
  the soldiers retreated here and set up a desperate 
  defensive position on this steep hill. Legend states 
  that they managed to take a number of Butchers with 
  them before being wiped out to the last man. Today, 
  this site is a treasure trove of artifacts, both human 
  and alien, from that final battle. 
  Owned by Doc Lombardy, the hill looks like an 
  ant mound, as prospectors he employs constantly 
  excavate the location for lost technology. Only 
  major finds bring the Doc out to the hill. Mostly the 
  prospectors take the tech right to the surveyor, who 
  gives them their 25% cut of the item’s worth, and 
  then stores the items for Doc Lombardy to look at 
  when he has the time. 
  clive’s kine ranch
  Situated well away from the town proper, but within 
  the zone of radiation absorption. Kine are mutated 
  cattle the size of hippos. The males are extremely 
  dangerous and are blinded at birth to keep them 
  in check, as they will charge anything or anyone 
  approaching their cows. 
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  Jim and Flora Clive own this farm, and they work 
  it with their 3 sons (Hank, Jasper, and Jesse) and 2 
  daughters (Minerva and Selena), along with dozens 
  of farm hands. They’re a prime source of food for 
  the town. 
  samson uranium mines
  These mines are largely played out, though a few 
  prospectors believe there’s still a fortune in Uranium 
  here, waiting to be discovered. Recently, these mines 
  have become the lair of a group of Howlers. 
  newton downs 
  This facility was a smaller satellite location for the 
  Butchers during the Harvest. When Clay Cole hired 
  a team of prospectors to explore it, Feral attacks on 
  Sentry Hollow increased by a factor of ten. Many 
  blame Cole for this, which helped his wife defeat him 
  in the recent Mayor’s election. 
  Prologue: Welcome to 
  Sentry Hollow
  The heroes have wandered into the town of Sentry 
  Hollow (pronounced more like “Hollar” by the locals) 
  to seek their fortunes. They’ve heard it’s a town on 
  the rise, due to its proximity to the Fission Factory 
  and the subsequent access to Butcher technology. In 
  fact, the town itself is a major find, sitting on the site 
  of a disastrous attack on the Butchers. 
  When the characters enter town, they will be 
  approached by Sheriff Pearl. She makes it a habit to 
  greet any newcomers and make sure they’re aware 
  that the town is defended and not the sort of place to 
  tolerate excessive “mischief”. If the players enquire 
  what constitutes excessive, she’ll tell them to use their 
  own judgement, but also that she’ll let them know in 
  no uncertain terms when they’ve gone too far. 
  The players will also notice that, for such a small town, 
  there are an awful lot of political posters everywhere. 
  Apparently the town just had a highly-contested 
  election. Another thing that stands out about the 
  posters is that both candidates, Clay and Clementine, 
  share the same last name. If the players ask about this at 
  one of the local watering holes, they’ll find out that the 
  candidates are former husband and wife. 
  Opinions of the candidates differs greatly depending 
  on who the players talk to. It quickly becomes apparent 
  that the entire town is divided down the middle 
  between Pearls and the Cantors. The locals seem 
  friendly to the characters, but each faction believes the 
  other to be misguided, if not downright dangerous. 
  Let the characters ask about this and explore the 
  various points of interest in the town described above, 
  before advancing the adventure. 
  Chapter 1: Howler Attack
  Just when the characters start to get comfortable, 
  they hear the town’s alarm bells ringing. The town 
  is under attack! 
  Howlers (1-2 per PC)  
  Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d6
  Skills: Athletics d8, Fighting d6, Notice d10, Stealth d8
  Pace: 8; Parry: 5; Toughness: 4
  Edges: Alertness
  Special Abilities:
   
   Bite: Str+d4.
   
   Size −1: Howlers are the size of a typical wolf. 
   
   Speed: d10 running die.
   
   Stun: Howlers will emit a high-decibel shriek before attacking. The target of this attack must make a 
  Vigor roll or be Stunned. Howlers cannot use this attack in the same round that they bite a target.
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  The characters hear loud screeching that sounds 
  like the cry of an owl (though much louder), but 
  what they see are very similar to wolves. The streets 
  are pure chaos, with some of the townsfolk fighting, 
  some running in terror, and others being eaten alive 
  by the Howlers right there in broad daylight. There 
  are dozens of Howlers rampaging through Sentry 
  Hollow, but most are fighting elsewhere in town. The 
  players will need to deal with one or two Howlers 
  each before the threat has passed.
  Chapter 2: Tracking the 
  Howlers
  After the fight, Sheriff Pearl approaches the 
  characters. She explains that while Howlers are a 
  threat, it’s extremely unusual for them to attack a 
  settlement in force like this. Usually they attack the 
  local Kine herds at night. 
  Sheriff Pearl deputizes the PCs and offers them a 
  bounty to track down the source of this attack. This 
  could threaten the entire town if it’s not dealt with 
  quickly. She suggests they begin their investigation 
  at Clive Ranch outside of town. They deal with 
  Howler attacks on the herd and know more about the 
  creatures than anyone in town. 
  At the Clive Ranch, the players will meet with 
  the clan patriarch, Jim Clive. Howler attacks have 
  gotten worse recently and he’s anxious for a solution 
  to the attacks. With the PCs on the case, he sees an 
  opportunity. He offers his son Jasper as a guide to 
  where the Howlers lair, in a nearby abandoned 
  uranium mine. He will loan the characters horses 
  for the trip, and tell them that if they put a stop to 
  the attacks, he’ll let them keep their new mounts. He 
  will also supply the party with food and clean water 
  sufficient for several days, allowing for the journey to 
  the Samson Mines and back. 
  Chapter 3: Campfire 
  Attack
  The characters make camp on the plains, and have a 
  chance to trade stories with Jasper Clive. He’s a big, 
  tough, amiable fellow and is especially fond of ghost 
  stories. Unfortunately for the characters however, 
  they have made camp in the hunting range of a 
  gang of Ferals. These cannibals have been reduced 
  to savagery by the harsh conditions outside Sentry 
  Hollow and will kill and eat anything they can catch, 
  including the characters.  
  The Ferals will wait until the darkest part of the 
  night before swarming into camp.  If possible, they’ll 
  incapacitate someone and drag them off into the 
  darkness.
  Chapter 4: Lair of the 
  Slitherbelly 
  As the characters approach the mines, they see the 
  bodies of Howlers strewn everywhere. Something big 
  and mean came into this area and slaughtered them, 
  Feral Scavenger (1 per PC)  
  Attributes:  Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d8.
  Skills:  Athletics d6, Fighting d6, Intimidation d4, Notice d6, Stealth d8, Survival d6.
  Pace: 8; Parry: 5; Toughness: 6
  Edges/Hindrances:  Dodge, Fleet-Footed
  Gear: Hand weapons (spears, axes, clubs, rocks) dealing Str+d6 damage.  
  Special Abilities
   
   Strength in Numbers:  when outnumbering the enemy at least 2:1, Ferals gain the Strong Willed Edge.
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  leaving the bodies tossed around indiscriminately. 
  The carnage has a pattern though, and the players 
  will be able to make their way to the lair of whatever 
  thing did all this, and drove the Howlers out of their 
  usual lairs.
  Unless the characters are very stealthy, the 
  Slitherbelly will be aware of them almost immediately 
  after they enter the area of its lair. Being a nocturnal 
  predator, it will wait in its lair, assuming the 
  characters are exploring during the day. Once they 
  reach the mouth of its cave, however, the creature 
  will leap to the attack. 
  Slitherbellies are mutated land crocodiles, much 
  larger than the typical amphibian member of their 
  species. They have no arms or legs, but slither at 
  astonishing speed across the land. They avoid water 
  except during the rainy season, when they gather 
  around mud puddles swollen by the rain to breed.  
  This alpha male is an exceptionally dangerous and 
  tough member of his species.
  Epilogue:  
  Further Adventures in 
  Sentry Hollow
  Having ended a threat to both Sentry Hollow and the 
  Clive clan, the characters have made some allies that 
  will prove invaluable as they explore the area around 
  the Fission Factory. They will be able to count on 
  assistance and guides as they make their way around 
  the region. 
  Here are some adventure seeds to help the game 
  master develop further adventures in the area around 
  Sentry Hollow.
  brushfire war: coles vs. pearls
  The ongoing bad blood between the factions has 
  finally boiled over into open conflict. The Cantors 
  have armed themselves and forced Clay Cole out of 
  town. In response, he’s hired a group of mercenaries 
  to help force his way back into town.
  The PCs can hire on with one faction or the other 
  (both will be “staffing up” for conflict). 
  Of course, the PCs can also try to negotiate a peace 
  between the two factions. If they’re on good terms 
  with the Clive family, or Doc Lombardy, this is much 
  easier.
  Brushfire Wars are a tried and true Western storyline 
  and luminaries such as Wyatt Earp participated in 
  real conflicts of this type. In fact, gunfighters such 
  as Wyatt Earp and Bat Masterson were famous for 
  participating in one such conflict. 
  fire at pluto mining
  Pluto Mining has caught fire. Given the amount 
  of radioactive material present, it’s imperative the 
  fire be extinguished as soon as possible, before 
  radioactive smoke clouds threaten Sentry Hollow. 
  Clay Cole believes the Cantors set the fire, and will 
  hire the characters to investigate. 
  Slitherbelly,
  Alpha Male  
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Strength d12, Vigor d12
  Skills: Athletics d12, Fighting d8, Notice d8, Stealth d8
  Pace: 8; Parry: 6; Toughness: 13(2)
  Edges: Brute, First Strike
  Special Abilities:
   
   Armor +2: Thick crocodile hide
   
   Bite: Str+d6
   
   Size 3: This terror is 12’ long and weighs almost a ton. 
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  GAZETTEER
  THE HANGING ROCKS
  “blessed land, that.  a ghost orbshIp 
  crashed there, durIng the fall.  took away 
  two mountaIns and left us wIth somethIng 
  else, somethIng greater.  a legIon of hummIng 
  Islands, all doIng a stately dance to musIc 
  we can’t hear, and connected by outworld 
  vInes and unseen forces.  It’s safe enough 
  to clImb around through them If you’re so 
  InclIned, as long as you have reverence for 
  the place.  It’s a burIal ground, after all.”
  - old man crow
  At the end of the mountain range is an incongruous 
  cloud of greenery and stone.  Immense, mismatched 
  islands of rock and crystals float untouched by gravity, 
  forming an impenetrable forest a half-mile high and 
  ten miles across.  Even the ceaseless wind doesn’t 
  seem to move the Hanging Rocks, though they drift 
  ever so slowly among one another, in a slow and gentle 
  dance around the largest fragments.  Collisions are 
  exceedingly rare, but In many places, the chunks glide 
  close enough to one another that a doughty explorer 
  could, with care, move between them.
  It is obvious to any traveller that this is a Breach 
  Zone:  immense vines and outworld flowers are 
  prevalent, as well as flocks of strange aerial creatures 
  that never were found in an Old World encyclopedia.
  zone effects
  Within the Hanging Rocks, gravity doesn’t grasp 
  things quite the way you might expect.  Traversing 
  the Hanging Rocks is “floaty” and more than a little 
  strange.  Many visitors report nausea for the first few 
  hours among the rocks.  It could be caused by the 
  strange gravitational pulls, or by the disorienting effect 
  of the swirling Rocks, but doesn’t usually last long.
  It’s uncertain whether this Breach Zone effect is 
  caused by the gigantic crystals embedded within the 
  Rocks, or if it radiates from the otherworldly plant 
  life that permeates the area.  Regardless of the source, 
  visitors to the Breach Zone will find that, while among 
  the Rocks, the lessened gravity creates the following 
  game effects:
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   +2 to Athletics rolls made to climb or jump
   
   Jumping distances are doubled
   
   Falling damage is halved
   
   Ranges for archery and thrown weapons are 
  doubled, but their damage dice do not explode
   
   Range penalties for firearms are doubled, as bullets 
  lose velocity unpredictably and veer off course
  As well, explorers who make their way upwards will 
  find that a significant fraction of the Hanging Rocks 
  have their own, localized gravity.  This allows visitors to 
  stand and move freely on any surface of that particular 
  Rock, just as if it were solid ground - even if they end 
  up standing upside-down relative to their friends on 
  the neighboring Rock!  This is rare at surface level 
  (one percent of Rocks) but at the top of the formation, 
  nearly half the Rocks offer this effect.
  An extremely clever (and lucky) explorer might be 
  able to use this localized gravity to “slingshot” their 
  way into some truly impressive jumps.
  points of interest
   
   Jaunters:  These gigantic, alien creatures resemble 
  immense, fleshy gasbags that are translucent and 
  glitter in the sunlight.  Tentacles dozens of feet 
  long dangle downward, brushing against the 
  crystal and metal deposits in the Hanging Rocks, 
  which the creatures seem to feed from.  The 
  jaunters are virtually harmless unless antagonized.  
  Some explorers say that you can deliberately 
  attract a jaunter by feeding them metal, then 
  climbing aboard to sit on top.  The beasts rarely 
  react to being ridden in this way, even without an 
  offering of metal.  Riders can have a calm picnic 
  aboard their ethereal mount, taking in the beauty 
  of the Hanging Rocks until they’ve reached a good 
  spot to hop off.  Boarding or disembarking from 
  a jaunter usually requires a simple Athletics roll.
   
   Orbship Wreckage:  The final resting place of 
  the Ghost Orbship is a point at the center of 
  the Hanging Rocks.  The shattered structure of 
  the Orbship is covered with crystals and stone 
  fragments that have adhered to the outside in 
  large mounds, as the hovering wreckage has its 
  own gravity well.  The wreckage glows at night, 
  brightly lighting up the area within 100 yards and 
  providing Dim Light for another 100 yards beyond 
  that.  This light is visible from outside the Hanging 
  Rocks at night.
  There is a substantial gap between the Orbship and 
  the rest of the Hanging Rocks - about 30 yards from 
  most angles.  Explorers ingenious enough to cross 
  the gap could probably make a great deal of salvage 
  by gathering some of the shimmering Breach crystals 
  that have accreted on the outside of the wreck.  In fact, 
  users of the Boon will find that, by taking an action 
  while holding a fist-sized chunk of this energized 
  crystal, they can recover 1d6 Power Points.  This causes 
  the crystal to disintegrate in a beautiful shower of 
  floating, harmless sparks.
  encounters
   
   That whirring flock of birdlike creatures you saw 
  in the distance turns out to be a humbuzz swarm.  
  They were lovely in the sunlight, audacious and 
  graceful flyers - which was wonderful until they 
  decided that they needed to feed.  Now they’re 
  swooping down on a nearby creature like a school 
  of airborne piranha.  Maybe they’re about to take 
  some bites out of the jaunter that you’re riding. 
  Perhaps you should do something about that?
   
   The Star League has set up camp atop a huge Rock. 
  Their group of a half-dozen explorers intended to 
  mine the Rock, gathering outworld minerals or 
  ores that they could use to construct antigravity 
  machinery.  Instead, they’ve been driven mad by 
  hallucinations that were brought on by Breach 
  energy released when they dug into the crystal 
  structures, and are well on the way to becoming 
  Ferals.
   
   What are these lovely rounded crystals?  They look 
  valuable.  When your group gathers up a few of 
  them, you discover that there are burrowing alien 
  worms hiding in the cracks of the Rocks.  When 
  riled up, they can crawl around quite quickly on 
  the outside of the Rocks and even spring between 
  them.  Usually they just nibble on the vines and 
  flowers of the Breach Zones, but you’ve picked up a 
  few of their eggs.  They’re only a foot long, but there 
  are a lot of them - and it looks like they have sharp 
  teeth.  Use the statistics for a Swarm (Medium).
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  GAZETTEER
  THE ICE PLAINS
  “hell of a place to go for fuel, If you ask me.  
  lIke as not you’ll lose someone to the cold on 
  the fIrst day, someone who dIdn’t lIsten when I 
  told you what to buy for the traIl.  the cold Is a 
  fIerce thIng out there.  It’ll dull your thInkIng 
  and lull you to sleep.  last thIng you want when 
  you’re tryIng to chase down ten tons of fuel on 
  the hoof.  anyhow, one more thIng:  If you get to 
  notIcIng the sky’s changed color, turn yourselves 
  around and go rIght back the way you came.”
  - ZacharIah cole
  This sprawling icescape dominates the area formerly 
  known as the town of LaBarge.  The remnants of the 
  town can still be made out under humps of ice and 
  snow.  The atmosphere here is laden with Breach 
  energy, which means the weather pays no mind to what 
  it ought to be doing.  Regardless of the time of year, the 
  weather in the Ice Plains is below freezing all year, with 
  skies that are leaden and grey.  The sun is barely visible 
  through the depressing haze, even in the height of 
  summer.  Fierce squalls of ice and snow are common.  
  Explorers without appropriate protective gear are in 
  great danger from the vicious cold.
  Before the Harvest, this region used to be thick 
  with oil wells.  The Butchers took notice of this 
  resource, though, and deployed giant mechanoids 
  to suck the land dry.  Many of these behemoths are 
  still lumbering drunkenly across the frozen lands, 
  probing the ice with their drilling proboscises.  These 
  “tankerbots” don’t move quickly and often stop to 
  drill into the ice in search of more fuel.  This makes 
  them prime targets for daring (and well-insulated) 
  scavengers who’d like to tap one of the fuel bladders 
  and bleed off some of that oil for themselves.
  Of course, draining a tankerbot isn’t without risk. 
  They are immense and could crush a wagon with a 
  misplaced step.  More importantly, many of them 
  are still attended by screening patrols of Butcher-
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  built automata in varying condition.  A final concern 
  is that destroying a tankerbot rather than simply 
  draining some fuel would make those responsible 
  instantly notorious.  The tankers are prized as a 
  semi-permanent resource.  Destroying one would 
  make everyone’s lives more difficult in the long run.
  points of interest
   
   Frigia Station: Tarvis James, a junior trader with 
  the Blackgold Trading Company, has excavated a 
  tiny shelter out of the ice near the edge of the Ice 
  Fields.  He’s got a couple of vehicles that are just 
  barely in running condition, and hopes to haul 
  fuel back to Blackgold Station regularly, ensuring 
  himself both fame and fortune.  Right now he’s 
  struggling to keep personnel onsite, as few of his 
  compatriots are willing to sign on for the long 
  terms of duty needed to learn the gentle art of 
  tapping fuel from active tankerbots.
   
   Purplesky:   Somewhere near the center of the Ice 
  Plains is a place where the dreary sky slowly bleeds 
  into purple.  An explorer might not notice the 
  glowing sky, if they were wrapped up in their own 
  troubles, head tucked into a hood and trudging 
  through the ice.  Continuing forward into Purplesky 
  is a hazard that no explorer has yet returned from. 
  The Breach energy here is still highly active, unlike 
  most other Breach Zones: after traveling for a time, 
  wanderers under the purple sky will find that they 
  have been transported to some faraway world 
  where the sun is perpetually in twilight and the 
  fierce cold is never-ending.  Becoming lost in this 
  barren place is surely a death sentence.  The truth 
  about Purplesky isn’t known to anyone, as anyone 
  who’s been taken through the Breach hasn’t come 
  back.  The Star League and the Order of Silence 
  would both be interested in examining the world 
  beyond the Breach, if they could figure out a way 
  to reverse the trip.
  encounters
   
   Dr. Mortimer Kline, a cackling Star League 
  scientist, is testing a bulky control device that he’d 
  like to use to steer a tankerbot back to Chapter with 
  its entire cargo on board.  Of course, it would work 
  a lot better if he could find some agile explorers to 
  attach this antenna harness to its head…
   
   A large gang of Feral warriors have been hunting 
  your group, drawing ever closer in their pursuit.  
  Suddenly they veer off, seemingly afraid.  Why did 
  they break off pursuit?  It turns out that you have 
  strayed into an Ice Beetle breeding ground.
   
   An alien felid - perhaps from the world beyond 
  Purplesky - has scented your group and is 
  stalking you.  It’s starving, and won’t be able to 
  restrain itself from attacking you soon.  Its aim 
  is to incapacitate the smallest member of the 
  group and drag them off into the snowfields to 
  be devoured.  Use the statistics for a lion, but with 
  a +2 bonus to Stealth to account for its coloration 
  blending in with the snow and ice.
  Old Buffalo
  “long walk, out to old buffalo.  a tough slog, 
  especIally If there’s any kInd of weather.  the 
  good news Is that once you get to the ruIns, 
  there’s plenty of shelter to be had In what’s 
  left of the town.  the bad news Is that you’re 
  not goIng to be the fIrst people to fIgure that 
  out.  eIther go In QuIet, or brIng an army.”
  - ZacharIah cole
  While civilization was wiped out in Old Buffalo, just 
  as most other places in Wind River Valley, the town 
  didn’t see a great deal of fighting.  Many of its citizens 
  evacuated before the Butchers’ servants arrived, and 
  Old Buffalo didn’t suffer much damage during the 
  War or the Fall.  Most of the town’s buildings are still 
  standing, though they show the effects of decades of 
  weather.  Wild cattle and sheep graze on the rampant 
  overgrowth that has engulfed the area since American 
  civilization fell.  The ruins of Old Buffalo seem lush 
  and placid at first blush.
  Unfortunately for would-be explorers, the ruins 
  of Old Buffalo are not as lonely as they initially 
  seem.  Several gangs of Ferals lair in the general area, 
  warring with one another as well as hunting any 
  interlopers.  They often pass through the ruins while 
  stalking prey, and sometimes even shelter among the 
  remaining structures.
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  GAZETTEER
  Perhaps more concerning, the Phoenix State has 
  set up a base camp about half a mile to the southeast 
  of Old Buffalo.  The camp is occupied by thirty or 
  more soldiers at a time, who split their time between 
  fortifying the camp and exploring the ruins.  The 
  local Feral gangs have learned not to assault this 
  entrenched position after suffering substantial losses 
  to rifle fire, though they still harass the Phoenix 
  State’s salvage and reconnaissance patrols, as well as 
  their supply caravans.
  There are certainly riches buried beneath the hills 
  surrounding Old Buffalo.  In addition to the usual 
  salvage that is common in Old World ruins, there 
  is a vein of natural gas beneath the town that was 
  being actively mined before the Butchers arrived.  In 
  out-of-the-way spots, it’s possible that old, battered 
  extraction machinery could be coaxed back into 
  life.  If an intrepid and mechanically-inclined group 
  of explorers could find a way to collect, store, and 
  transport the gas, the scientists of Chapter could do 
  great things indeed with it.
  points of interest
   
   Camp Big Horn:  This Phoenix State military 
  camp is nestled between the embankments that 
  remain from two Old World interstate highways 
  that once entered the city of Buffalo.  While the 
  asphalt of the Old World roads has mostly worn 
  away, the earthworks still serve as an elevated 
  vantage point for Phoenix State lookouts.  The 
  soldiers manning the camp are working feverishly 
  to add fortifications, combining earthworks with 
  barriers made of material hauled from the ruins. 
  They treat anyone who approaches within sight 
  as a problem, with gunfire as their universal 
  and immediate solution.  As always, the Phoenix 
  State soldiers are utterly xenophobic, eschewing 
  communication with outsiders.
   
   Wellflame:  On the northern outskirts of Old 
  Buffalo, a Feral gang has settled permanently 
  around a cluster of former industrial structures 
  surrounding the remains of a natural gas 
  well.  They surprised and ambushed a small 
  band of explorers who were tinkering with the 
  ravaged machinery.  Before the scavengers were 
  overwhelmed, the gas well was damaged and now 
  bleeds off a permanent blue flame.  The Ferals 
  revere this ‘eternal flame’ and commonly spend 
  the evening hooting and dancing in its presence, 
  despite the terrible smell and the toxic chemicals 
  the well exudes.  The gang has developed a warped 
  proto-religion that involves bearing torches lit 
  from the Wellflame - and then joyously burning 
  their enemies to death in bonfires lit from those 
  same torches.  A substantial fraction of the 
  Wellflame gang have developed Changed abilities 
  and even rudimentary control of the Boon, and 
  all of them take four points fewer damage from 
  injuries inflicted by fire.
  encounters
   
   The characters, while exploring the ruins, begin 
  to hear the howling and gabbling of Ferals from 
  just out of sight, all around them.  Savvy and 
  stealthy parties might be able to figure out that 
  it’s two different gangs of Ferals, posturing and 
  threatening before having a battle with each 
  other.  Less subtle (or less fortunate) parties 
  might instead end up caught right in the worst 
  of the fighting, with both gangs trying to tear 
  them apart.
   
   Explorers are likely to encounter all sorts of 
  wildlife among the ruined buildings of Old 
  Buffalo.  Many of these might startle someone but 
  are relatively harmless, such as bighorn sheep, 
  deer, or the wild descendants of Old World cattle. 
  On rarer occasions, one might stumble into the 
  path of a roving grizzly bear, come face-to-face 
  with a grouchy elk, or even a Changed creature 
  such as a wrecker or Butcher bear.
   
   Near the center of Old Buffalo, the recent collapse 
  of a brick wall has exposed an Old World bank 
  vault that remains sealed after all this time.  What 
  would it take to crack the bank vault and find out 
  what the citizens of Buffalo left behind?  Perhaps 
  it’s full of Old World documents and useless 
  American paper money.  Then again, there might 
  be a cache of gold.  Or, maybe after the Harvest 
  began, it was repurposed as a survival bunker, and 
  is full of Old World supplies - things that would 
  be remarkably untouched by the ravages of the 
  GenBomb.  It’s possible there might even be a 
  functional computer inside!
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  Old Jackson
  “a sIlent place, and full of ghosts, rIght up near 
  the stars on the shoulders of the mountaIns.  
  fIerce and cold wInds blow In the wInter that 
  wIll strIp the skIn from a man.  but, one who 
  was strong of leg, soft of step and sharp of eye 
  could go down Into that valley In the summer 
  and come out wIth all manner of fur, bone, 
  and meat for hIs clan.  If you do thIs, go wIth 
  reverence In your heart or do not go at all.”
  - old man crow
  A bastion of natural beauty, the glorious mountain 
  valley housing the ruins of Old Jackson has returned 
  to a nearly pristine state.  The town itself, nestled up at 
  the very foot of the Teton Mountains, has deteriorated 
  rapidly, with most buildings in a sorry state of rot or 
  half-collapse.  While mechanical salvage is hard to turn 
  up, the area is rich in wildlife and timber.  Would-be 
  fur traders or loggers will need to ensure they do not 
  overload themselves, though, as the mountain roads 
  in and out of the valley are treacherous.
  The lush surroundings support a thriving population 
  of elk, bison, moose, and deer, as well as a few small 
  gangs of Ferals, who are hostile to all outsiders.  These 
  Ferals are heavily furred and develop an almost 
  ursine bulk during the summer, which allows them 
  to hibernate through the worst of the winter weather. 
  Unlike Ferals commonly seen in the Wind River Valley, 
  their behavior varies based on the season.  During the 
  summer and fall, the local Feral gangs don’t instantly 
  leap to a frenzied assault.  Instead, their scouts will often 
  stalk explorers, sometimes for days, waiting for the 
  interlopers to appear complacent or vulnerable before 
  bringing their warriors to an ambush.  They bide their 
  time, seeking to bring their kin the most meat with the 
  least effort.  But during the weeks following the first 
  snowmelt, the Ferals come from their caves both savage 
  and starving, desperate for food and eager to hunt.
  zone effects
  The valley of Jackson Hole is not a Breach Zone, but 
  it is worth noting the extreme weather conditions 
  of the area.  Firstly, the entire area is more than six 
  thousand feet above sea level.  While Savage Worlds 
  does not model altitude sickness, GMs might 
  consider calling for characters to make a Vigor roll 
  after strenuous combats or chases to avoid suffering 
  a level of Fatigue (which cannot be lethal, and is 
  removed after an hour of rest), at least until they’ve 
  spent long enough in the area to be considered 
  acclimatized - perhaps 1d4 weeks.
  In addition to the elevation, the temperatures in 
  Jackson are a danger, as the area is even colder than 
  in Wind River.  Nighttime low temperatures are 
  extreme compared to daytime peaks, with nightly 
  temperatures averaging below freezing except during 
  June, July, and August.  Low temperatures during the 
  winter are exceptionally fierce, regularly ranging 
  thirty degrees or more below freezing.
  A Little Piece of the 
  After
  For roleplaying groups who are interested in 
  creating and detailing their own community, 
  Jackson offers an interesting opportunity. 
  Compared to the settlements in Wind River 
  Valley, it’s isolated and relatively safe.  Changed 
  creatures are rare and Butcher-spawned 
  biotech horrors even more unusual.  The local 
  Ferals would be a problem, especially during 
  the short growing season, but there is plenty 
  of space and ample hunting and fishing 
  to support a small community.  Jackson 
  Hole could be an ideal place for a group of 
  characters to lead an expedition to set up their 
  very own town, as long as they have plans to 
  deal with the winter weather.
  Because Jackson Hole is a well-known 
  tourist destination in the real world, there 
  are many photographs and even detailed 
  maps of the Old World region available for 
  an enterprising GM to examine.  This could 
  allow settlement-building campaigns to get 
  very detailed about the valley, allowing for all 
  sorts of additional, hidden areas that their 
  groups might like to explore.
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  Finally, the Jackson Hole valley is more humid 
  than the Wind River Valley and gets substantially 
  more precipitation.  In the spring, rainstorms swell 
  the mountain streams into dangerous rapids.  More 
  importantly for explorers, snow is common and 
  prolific in Jackson.  The valley averages more than 
  eight feet of snow every winter, with snow often on 
  the ground from October through May.  It’s easy for 
  explorers who overstay their welcome to be snowed 
  into the valley, unable to return to Wind River Valley 
  easily until the spring.
  points of interest
   
   The Underfort is a hidden Order of Silence 
  bunker that’s been painstakingly hidden beneath 
  the overgrown streets of Old Jackson.  While 
  quarters are dark and cramped, the Underfort 
  boasts a network of tunnels with three hidden 
  exits that are well concealed among the most 
  overgrown and collapsed portions of the ruins. 
  Here, twenty members of the Order shelter, 
  maintaining a quiet and unobtrusive existence. 
  Their leader, a Gifted woman called Howler, 
  uses her powers to appear as a ghostly presence 
  whenever the local Ferals approach.  Over the 
  years, this has led to the Ferals avoiding the 
  ruins of Old Jackson almost entirely - an unusual 
  behavior in comparison to the Feral clans of the 
  Wind River Valley, who seem especially attracted 
  to Old World ruins.  On the rare occasion that 
  explorers dig into the mossy, broken structures 
  of Old Jackson deeply enough to risk discovering 
  her bunker, Howler would use her mindbending 
  powers either to frighten them away, too - or to 
  lure Ferals straight into their campsite.  In her 
  view, the lives of her people are more important 
  than any scavenger from the outside world.
  The mountains surrounding Old Jackson are dotted 
  with Old World ski resorts.  While these, too, have no 
  doubt suffered the ravages of time and weather, they 
  offer the potential for an isolated and secret shelter 
  for any groups that can reach them safely and ensure 
  they are clear of immediate hazards.
  The Rustyard
  “If you don’t belIeve what you’ve been taught about 
  the butchers and ghosts, go to the rustyard.  
  walk among the bones of that-whIch-was and 
  see Just how low It’s been brought.  smell out the 
  truth for yourself, If you need It that badly.” 
  - old man crow
  At the confluence of four rivers, Old Riverton was once 
  a thriving town and industrial center.  After the Harvest 
  began, its population of ten thousand souls was swollen 
  by a steady stream of refugees fleeing the larger cities of 
  the United States, looking for somewhere safe to resettle 
  and ride out the invasion.  Many of them gathered here, 
  building what defenses they could and attempting to 
  gather weaponry that would allow them to fend off the 
  Butchers.
  Unfortunately, when the Butchers brought forth 
  the Harvest from the cities, this gathering became a 
  prime target of opportunity for the Butchers.  Their 
  biomechanoid armies invaded in force, devastating the 
  area and gutting both the populace and infrastructure. 
  The suddenly war-torn cityscape was quickly dotted 
  with Butcher holding facilities and flesh factories, 
  belching GenBomb-laden fumes into the sky.  Old 
  Riverton - now the Rustyard - was the staging point for 
  much Harvest activity in the western Wind River Valley.  
  The Butchers and their servitors ranged outward from 
  here, gathering technological salvage and biomass for 
  their twisted facilities.
  The invasion of the Ghosts in 2065 wrecked the area 
  even more profoundly.  The heavy Butcher presence 
  drew the Ghosts’ most savage attacks.  Their Orbships 
  bombarded the area with Breach-energy weaponry, 
  shattering not only the Butchers and their armies, but 
  also the very landscape.  Even into the present day of 
  The After, the Rustyard is littered with incongruous 
  Breach effects left by Ghost weaponry, where the land 
  was smashed aside or even torn upward in strange 
  gravitational attacks, leaving unexpected cliff faces or 
  crevasses.  The craters marking the epicenters of the 
  most concentrated attacks still emit steam, slime, or 
  unsettling noises.  From the shadows of a crumbling 
  building, explorers might hear whispers or singing that 
  fade on the breeze in the next moment.  Sometimes the 
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  tramping of biomechanoid feet and the weapon-fire 
  of the War between the Butchers and Ghosts can be 
  heard echoing among the fallen bricks.  A handful of 
  folk claim to have heard the very voices of the Butchers, 
  barking forth orders to their minions.  Fortunately, 
  these nightmarish sounds are just echoes percolating 
  up through the Breach.
  After all of this carnage and conflict, the Rustyard is a 
  tangled mass of rubble and brush - a ruined graveyard 
  for thousands of forgotten beings.  Old World buildings 
  are mingled with the wreckage of Butcher facilities 
  and biomechanoid holding pens.  It all crumbles away 
  a little more each winter, sinking glacially into the 
  undergrowth.
  zone effects
  The entire Rustyard has been rendered barely passable 
  between the rampant overgrowth, crumbling cement 
  and brick buildings, and the scars and craters of the 
  War.  This wrecked terrain has the following effects:
   
   Difficult Ground is the prevalent terrain type 
  within the Rustyard, as most areas are laden with 
  shifting wreckage or sudden elevation changes 
  ranging from potholes to pits.  Explorers often have 
  to clamber from ledge to ledge or work their way 
  around even larger obstacles.  
   
   Because of the unstable and inhospitable terrain, 
  vehicles larger than a dirt bike are nearly impossible 
  to drive within the Rustyard.  There isn’t enough 
  flat ground to bring in a horse-drawn wagon, for 
  example.
   
   A -2 penalty is applied to maneuvering rolls 
  during any chase within the Rustyard, unless the 
  participant has a way to ignore or avoid the difficult 
  terrain (such as a flight power or the Free Runner 
  Edge).
   
   Stealth rolls within the Rustyard gain +2 as long 
  as the character is moving at half speed or less; 
  while the many cracked and crumbling walls offer 
  shadows and shelter, moving quickly could result 
  in crashing through brush or stumbling over 
  shattered bricks.
  points of interest
   
   A ruined entrance to Riverton High School is 
  nearly indistinguishable as a crumbling crack 
  halfway down the rim of a large, smoking crater.  
  Explorers who dare the pitch-black depths will 
  have to leap over crumbling pits, avoid or defeat 
  a cloud of a dozen zapdrones that haunt the area, 
  and finesse or muscle their way past some Old 
  World locks.  Those who succeed could uncover 
  the ruins of a classroom with several boxes of 
  relatively intact textbooks - better than gold when 
  presented to the Librarians of Chapter!
   
   The inscrutable Ghosts were thorough in their war 
  against the Butchers, but was the devastation truly 
  complete?  It’s possible that, with the right excavation 
  tools and a little luck, dedicated scavengers might 
  be able to uncover a fraction of one of the Butchers’ 
  processing plants.  Within could be found wiring 
  and technological salvage that might be at least 
  somewhat resistant to the GenBomb; one or more 
  Butcher Remnants, somehow still throbbing 
  in a stasis container; and a half-operational 
  biomechanoid servitor that mindlessly assaults all 
  intruders without rest or mercy.
  encounters
   
   A pack of 2d6 wild dogs begins stalking the party.  
  Do the explorers look like prey?  The beasts are 
  probably too wild to tame, but might be driven off 
  by a show of force or distracted by dropping food.
   
   While clambering past the edge of a crater, someone 
  stumbles over a piece of leftover Butcher ordnance 
  that immediately explodes.  Its worst effects have 
  eroded with time, but it still has the effect of a 
  Havoc power in a Large Burst template.  This might 
  hurl unfortunate characters down into the crater 
  (inflicting Bumps and Bruises), or smash them into 
  the nearby ruins opposite the crater.  The noise 
  might also attract any Ferals that are scavenging 
  nearby.
   
   A group of dart vultures wait until the explorers 
  are traversing a narrow or dangerous area before 
  launching a brief attack.  They focus on the slowest 
  or weakest-looking member of the group, hoping it 
  will be left behind to be devoured.
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  GAZETTEER
   
  
   
   Describe in detail the thunderous arrival of a 
  terrifying Butcher siege tank as it burrows up 
  from the ground on a dozen spidery legs.  It spews 
  lightning from a half-dozen proboscis-like guns as 
  it lurches forward, with howling engines hidden 
  behind unbreakable armor.  Draw initiative cards 
  with your group and even allow some of them 
  to take actions, before the whole scene vanishes 
  like a mirage.  It was an illusion, brought on by 
  leftover Breach energy from the War.  Was this a 
  hallucination, or a vision of the War that bleeds 
  through space and time because of the Ghosts’ 
  heedless use of Breach technology?
   
   Other, very temporary, Breach effects might 
  occasionally occur within the Rustyard:  weird 
  gravitational variations, strange sounds, and 
  momentary hallucinations are the most common.
  Crippled Biomechanical Guardian  
  Attributes:  Agility d8, Smarts d4, Spirit d6, Strength d12, Vigor d10.
  Skills:  Athletics d6, Fighting d8, Intimidation d8, Notice d8, Shooting d8, Stealth d4.
  Pace:  7; Parry: 6; Toughness: 12(4)
  Special Abilities
   
   Armor +4.
   
   Corrosive Blood.  When the biomechanoid is wounded or Shaken, everyone adjacent to the biomechanoid 
  must succeed in an Agility roll or a random piece of their equipment suffers a Stress Tag from contact 
  with the creature’s nanite-laden innards.
   
   Fearless
   
   Infravision
   
   Razor-Sharp Claws:  Str+d6.
   
   Resilient:  Can take an additional Wound before being Incapacitated
   
   Size +1
   
   Slicerdisc Thrower:  This ranged weapon propels hideously sharp, sawblade-like discs of metal at high 
  speed.  Range 30/60/120, Damage 2d10, AP 4, ROF 1, HW, Shots 22, Min Str d10, Weight 25.  This item is 
  attached to the biomechanoid by hoses and wires, but might be cut free by industrious heroes and used 
  until the ammunition runs out or until they roll a Critical Failure while using it (at which point the 
  weapon falls to pieces rather than taking a Stress Tag).
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  SHADOW
  “every tIme we thInk we are begInnIng to 
  understand what breach energy Is and how 
  It works, we end up surprIsed.  take shadow, 
  for Instance.  It’s complete nonsense.  a whole 
  town covered In perpetual darkness?  that’s 
  the sort of thIng you’d read about In an old 
  world storybook.  a myth, a dream, a tall tale 
  for cowpokes to share around the campfIre.  
  and yet, there It Is, as plaIn as the nose on your 
  face, thIs black blotch In the mIddle of the 
  southeastern valley that sImply should not be 
  there.  It shatters the laws of physIcs.  we can’t 
  even begIn to guess at what’s causIng the endless 
  shadows.  and the way sounds are muffled doesn’t 
  make any scIentIfIc sense eIther - but you stIll 
  can’t hear a gunshot from more than a few yards 
  away.  but what’s really, really strange about 
  the place - the thIng that drIves me absolutely 
  batty - Is that nobody can explaIn why plants 
  are stIll growIng there, If there’s no lIght.”
  - allIe morgan
  Along the slumping ruins of Interstate 80, far the 
  south and east of Chapter, wandering explorers 
  might spot what looks like a storm cloud at first: 
  a dark and wavering stain miles wide, fading up 
  from the horizon far into the sky.  There, roughly 
  centered around the ruins of a forgotten and 
  nameless Old World town, is the Breach Zone 
  known as Shadow.
  Shadow has a roughly ovoid border, about eight 
  miles north-to-south and twelve miles east-to-
  west.  Anyone venturing within the border finds 
  their surroundings change as suddenly as if they 
  had walked through a door.  The winds common 
  elsewhere in the Valley die away almost to nothing.  
  The air is cool and wet, almost a little misty.  Sounds 
  are unnaturally suppressed, too - but the most 
  obvious effect, of course, is the unnatural darkness 
  that hangs over the entire Breach Zone.
  The eerie gloom within the Breach Zone can be 
  disorienting.  Light fades out only a few yards away, no 
  matter how intense a light source you bring.  With the 
  landmarks mostly out of view and the sky impossible 
  to see, explorers need to take special care not to get 
  lost.  A compass is nearly the only way to be sure of 
  keeping to the desired direction inside of Shadow.
  Animals within Shadow seem to have adapted to the 
  unending darkness.  Despite the fact that the Breach 
  Zone has been in existence only a few decades, some 
  creatures (such as fish, deer, and rodents) have already 
  evolved into eyeless variants - perhaps assisted by the 
  influence of Breach energy.  Even without eyes, these 
  beasts are able to navigate by sound and smell almost 
  as well as sighted creatures would - and perhaps 
  better when at a full run.
  Given that the strange darkness of the Breach Zone 
  appears to block all sunlight, one might expect the 
  entire area to be a barren, dusty wasteland.  However, 
  the plant life within Shadow appears to be largely 
  unaffected.  Flowers bloom, grass grows, and trees 
  bear fruit - for more of the year, in fact, than the 
  growing season in the rest of the Breach Zone, since 
  the temperature is slightly moderated.  This puts off 
  the usual nighttime freeze for a few weeks longer 
  than might be expected elsewhere.
  Alongside the usual plant life in Shadow are truly 
  odd specimens of fungus, including occasional 
  ‘forests’ of giant mushrooms, which grow caps as 
  wide as rooftops, ranging from six to twenty feet 
  tall.  Even outside of these clusters, knee-high 
  mushrooms are common throughout the Breach 
  Zone.  Most of the fungi nauseate those who might 
  eat them (inflicting a level of Fatigue that lasts 
  eight hours, unless the diner is resistant to poison).  
  Identifying a mushroom that is safe to eat requires 
  a Survival roll at -4.  Even an edible mushroom is 
  likely to be foul to the taste and slimy to the touch. 
  Unlike the infamous Verdant, so far explorers have 
  been unable to derive any useful or entertaining 
  concoctions from the mushrooms.  Perhaps your 
  group will be the first to discover something!
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  zone effects
   
   Within Shadow, the illumination level is Dark at 
  all times (the equivalent of starlight), inflicting 
  the usual penalties on ranged combat and Notice 
  rolls based on sight.  
   
   Even when using a light source, the light level 
  can never be brought above Dim regardless of the 
  strength of the light source.
   
   Torches and lanterns only illuminate to a distance 
  of 3” and candles are limited to 1” of light range. 
  More robust lighting (such as from bonfires, 
  powers of the Boon, or electric lights) still fade 
  out and are useless beyond 5”.
   
   This darkness also renders light sources invisible 
  beyond their light range.  If your companion 
  lights a torch and wanders down a hill, you’ll lose 
  sight of their torch as soon as you’re outside its 
  modified light radius.  This means that - perhaps 
  unintuitively - maintaining lights won’t draw in 
  scavengers or enemies, as they can’t be seen from 
  a distance.  Explorers who are unprepared might 
  learn this by surprise and become separated.
   
   Sounds are muted as well, inflicting a -2 penalty 
  to Notice rolls for hearing.  Also, sounds die off 
  unnaturally fast:  even noise as loud as shouting 
  or gunshots can only be heard at 10” range.
  encounters
   
   Packs of hairy spiders, each the size of a dog, are 
  not uncommon.  They tend to lurk among the 
  largest of the unusual mushrooms, clinging to 
  the underside of the cap until a creature wanders 
  nearby.  When that happens, they silently swarm 
  forth to chase down their prey.  Use the statistics 
  for “Spider, Giant” from Savage Worlds.
   
   Explorers who approach a water source within 
  Shadow may run afoul of ghostly creatures known 
  as skitterlings, who swarm from the darkness to 
  attack intruders.
  THE TRENCH 
  “a place of sIlence, of muffled delIrIum, lIke 
  walkIng In someone else’s dreams.  beautIful, 
  but hauntIng.  a froZen sunset above and 
  glItterIng waters below.  and lower stIll, In 
  the cracks where the lIght does not reach?  
  who knows?  who wants to know?  let that 
  darkness sleep.  all the knowledge you need 
  Is beneath the stars and among them.”
  - old man crow
  The Trench is a miles-long gorge that was torn 
  through the landscape when a Ghost orbship 
  crashed there during the Fall.  The entire area is 
  now saturated with Breach energy, which still seems 
  to radiate from the shimmering crimson sphere 
  that hovers between the valley walls, lighting up the 
  entire area like a permanent sunset.  At night, the 
  cracked and crumbling walls of the Trench seem 
  covered in blood.
  Questions abound regarding the mysterious, 
  glowing orb, but no explorer has managed to discover 
  the truth about the strange phenomenon.  Some 
  speculate that what remains here is just an echo 
  of what happened before, maintained by whatever 
  Breach energy is leaking into the Trench - a ghost 
  of the Ghosts, so to speak.  Others believe that it is 
  the Ghost craft itself, damaged in such a profound 
  way that it has been knocked out of phase with our 
  dimension and frozen in space and time in the 
  moment of its destruction.  The orb occasionally 
  drizzles visible beads of energy into the valley below, 
  in a barely-tangible ‘red rain’.
  Directly below the orb, a lake of iridescent waters 
  collects:  the Lake of Stars.  This unsettling area 
  fosters an alien biome full of bioluminescent ferns, 
  skittering lizard-like and insectoid vermin, as well as 
  the occasional dangerous predator, such as the dart 
  vulture or trenchworm.
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  The outflow of the Lake of Stars trickles down 
  into the cracks and crannies, revealing an extensive 
  system of ravines and caves that extend far below 
  ground level of the Trench.  The great majority of 
  this cave system remains unmapped and unexplored.
  zone effects
   
   The orb provides Dim lighting at all hours, visible 
  throughout the Trench.
   
   Bathing in the Lake of Stars during a ‘red rain’ 
  can bring on visions.  The content of these visions 
  is up to the GM; in many cases, the affected can 
  only report seeing indescribable sights and being 
  consumed with ineffable emotion.  Others have 
  described seeing the hideous and awesome 
  battles between the Butchers and Ghosts as if 
  they were there firsthand.
   
   A Gifted who bathes in the Lake of Stars (at any 
  time) gains the Rapid Recharge Edge until the 
  next time they sleep.  Their sleep will be wracked 
  with terrifying and chaotic dreams for 1d6 days 
  thereafter.  It’s the GMs decision as to whether 
  the character gets enough rest to avoid Fatigue, 
  per the sleeping rules in Savage Worlds.
  points of interest
   
   Whether the orb in the center of the Trench is 
  real, some sort of Breach-induced illusion, or 
  something else entirely, the truth is that nobody 
  has been able to get close enough to it to bring 
  back facts for the rest of Wind River Valley. 
  The rare explorers that used powers of flight 
  to attempt a landing on the orb were terribly 
  affected by the tangible tides of Breach energy 
  that radiate outward from it.  They were Changed 
  almost beyond recognition, their sanity eroded 
  by experiencing months of nightmares packed 
  into just a few short minutes.
   
   Deep in one of the cracks at the bottom of the 
  southern end of the Trench, a Glowbelcher from 
  the Fission Factory is attempting to dig deep and 
  create a small facility for churning out zapdrones. 
  It’s following its programming to wreck all 
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  things of the Ghosts, unaware that the zapdrones 
  would be unable to affect the huge, glowing 
  orb.  That said, if the creature isn’t stopped, a 
  plague of zapdrones could render the Trench 
  uninhabitable for explorers and might even be a 
  threat to neighboring settlements.
   
   The shattered caves at the bottom of the Trench 
  are full of Breach-infused runoff from the Lake 
  of Stars.  This means they are likely to be full of 
  all sorts of bizarre plants and animals, and ripe 
  for cataloguing and exploration.
  encounters
   
   A Phoenix State ultralight attempts to investigate 
  the orbship, is disabled by Breach energy 
  corrosion, and crashes nearby.  What have the 
  pilots become during their proximity to the orb?
   
   Those people that went missing from Sweetwater 
  two summers ago, they’re down here in the caves. 
  They’ve become cultists, driven insane by the 
  Breach energy.  They worship the Orb and make 
  daily visits to the Lake of Stars.  Interlopers must 
  be ‘baptised’ to help in dreaming the perfect 
  dream.  Those that survive this process will surely 
  join the cult, most of whom bear the Boon.
   
   A member of the Chapter Scouting Guild 
  approaches the group.  Her partner has been 
  captured by a gang of marauders hiding out in 
  a nearby cave.  The pair of scouts were spying 
  on the marauders in hopes of bringing them to 
  justice via bounty hunters.  Will the PCs rescue 
  the captured scout before he is tortured to death?
  THE VERDANT
  “on the one hand, It’s full of mud, fIlth, poIsonous 
  plants, dIsease-carryIng bugs, and crItters that’d 
  happIly tear off your lImbs.  on the other hand, 
  there’s harvestIng to be done for those wIth 
  the knowledge, and It’s warm all year round.  
  there’s somethIng to be saId for gettIng out of 
  the damn snow.  anyway, Just don’t let bIg JIm 
  catch you brIngIng back beamfruIt Into chapter.”
  - ZacharIah cole
  In the Old World, this area was an unremarkable 
  stretch of mountainous terrain.  Arid, rocky, cold, 
  and inhospitable, most of what grew here was scrub 
  brush and scraggly whitebark pines.  That all changed 
  after the Fall.
  The exact event that touched off the formation 
  of this Breach Zone will never be known, but the 
  amount of Breach energy released was immeasurable. 
  It resulted in the most utterly transformed Breach 
  Zone in the entirety of Wind River Valley, leaving the 
  landscape overwhelmingly altered.  The coniferous 
  mountain valley shown on Old World maps had 
  been completely replaced.  In its stead, explorers 
  discovered a tangled, alien jungle swarming with 
  bizarre creatures and bristling with unearthly plants 
  of every color, size, and description.
  Even the weather has been altered by the energies 
  that created the Breach Zone.  The incessant 
  winds found elsewhere in the valley die down to 
  light breezes, and the temperatures range from 
  uncomfortably warm to sweltering.  Snow does not 
  fall in the Verdant.  Instead, rain washes the area 
  regularly, leaving the jungle intensely hot and humid 
  throughout the year.  Where it comes from is a lively 
  topic of debate among local scientists, as the Breach 
  Zone gets an enormous amount of precipitation 
  compared to the rest of Wind River.  The rain clouds 
  don’t leave the Verdant, but in several places runoff 
  streams enter the rest of the region.  These streams 
  sometimes carry fish, beasts, or seeds outside of the 
  Verdant, but these almost always die quickly in the 
  cooler climate found in Wind River Valley.
  Entering the Verdant, explorers can easily 
  find their senses overwhelmed.  The jungle is 
  a riot of wildly contrasting colors, with thorny 
  vines, immense flowers, twisted underbrush, and 
  gargantuan fungi all struggling for space beneath 
  a canopy of towering trees with sprawling limbs. 
  The stench of the Verdant is often remarked upon 
  by first-time visitors; the air is thick with cloying 
  perfumes from thousands of plant species, but 
  these fragrances are often soured by undertones of 
  decay and filth emanating from the thick mud that 
  coats much of the Verdant’s floor.  And, of course, 
  like Old World jungles, the Verdant is a cacophony 
  of chittering insects and otherworldly bird calls, 
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  interspersed with the occasional animalistic howl, 
  cough, or bark.  Some of the alien plant life adds 
  to the noise, emitting buzzing, deep hums, or even 
  sudden shrieks in an attempt to scare off nearby 
  creatures - or, in rare cases, to lure them within 
  reach of predatory attack.
  Exploration of the Verdant can be hazardous in the 
  extreme.  It’s easy to get lost amid the labyrinth of 
  plant life, and the jungle canopy often screens the 
  sky from view.  Compasses aren’t always reliable here, 
  either, making orienteering a struggle.
  Despite the dangers, explorers flock to the Verdant.  
  Hacking trails through the rampant overgrowth, 
  they seek to penetrate the unexplored depths of the 
  jungle.  The more scientifically-minded attempt to 
  catalog the unending varieties of new, alien life found 
  there, gathering data and performing experiments to 
  see which life forms of the Verdant might be useful 
  and safe to consume.  They seek out potential fruits 
  to be harvested and test meat for safety, as well as 
  attempting to determine if local plants or fungi 
  might serve to replace some of the lost medicines of 
  the Old World.
  However, many visitors to the Verdant are more 
  interested in profit than science.  They might hunt 
  indiscriminately, hoping to bring a unique hide to 
  market.  More than this, though, these ruffians seek 
  out beamfruit.  These heavy, head-sized fruits grow at 
  substantial height, and thus can be difficult to gather. 
  But, with effort, beamfruit can be fermented and 
  turned into an alcoholic beverage, called beambrew. 
  Depending on how the beambrew is prepared, it 
  can cause euphoria and mild hallucinations in 
  some drinkers, as well as being mildly addictive. 
  After a few occasions of beambrew-inspired chaos, 
  both beambrew and beamfruit were outlawed in 
  Chapter.  It’s also frowned upon in more strait-laced 
  settlements such as Daniel.  Still, there is a market for 
  the stuff and it’s often smuggled into places where it 
  isn’t welcomed by the authorities.
  zone effects
   
   The hot and humid climate of the Verdant can lead 
  to special challenges.  The temperature is often 
  above 90 degrees Fahrenheit during the day; GMs 
  should be aware of the Hazard rules for heat and 
  apply them accordingly.
   
   Characters entering the Verdant who wear armor 
  or other clothing from Wind River Valley are likely 
  to be very uncomfortable due to the temperature. 
  They may need to stash their cold-weather gear 
  somewhere near the border, or figure out how to 
  stuff it in their packs.  Those who insist that it isn’t 
  a big deal to just keep wearing their insulated gear 
  will take a -2 penalty on attempts to resist Fatigue 
  from the heat.
   
   Due to the heat, all explorers will need to drink a 
  lot of water - surely too much to pack in with them.  
  At the GM’s option, water sources in the Verdant 
  might be tainted with exotic pathogens, Breach 
  energy, or microscopic parasites.  Ingesting locally-
  sourced water without boiling it first could result in 
  the character contracting a Debilitating disease (per 
  the Savage Worlds Hazards rules) or even drawing 
  a result from the chart following!  How the GM 
  handles water safety in the Verdant will set the tone 
  for the ‘difficulty level’ of the Breach Zone.  A gritty 
  game that emphasizes the difficulties of exploring 
  alien terrain will have almost all water sources 
  start unsafe, while a more free-wheeling game that 
  focuses on action will usually ignore the possibility.
   
   It almost goes without saying that the tangled 
  landscape and dense canopy makes getting safely 
  from point to point extremely difficult.  Survival 
  rolls to avoid getting lost are in order whenever 
  explorers are traveling away from a known path.  
  Penalties might apply for particularly dark or dense 
  sections of the Verdant.
   
   Eating plants or fungus of the Verdant can result in 
  unpredictable effects.  Survival rolls to locate food 
  require a Raise to acquire food that is guaranteed 
  safe - otherwise the explorers who try this (whether 
  out of foolhardiness or hunger) should draw a card 
  from the Action Deck and apply the corresponding 
  result from the following chart.  There is an endless 
  variety of these flora for players to experiment with, 
  so a GM should feel free to generate additional, 
  custom results as desired for groups that make a 
  habit of sampling unknown vegetation.
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  clubs
  - 
  2-8:  Emetic.  The taste is odd but the plant 
  seems edible.  However, after 2d6 minutes it 
  induces intense vomiting, leaving the character 
  Distracted and Vulnerable for 1d4 rounds.  The 
  character must make a Vigor roll or suffer a level 
  of Fatigue (which cannot result in Incapacitation).
  - 
  9-10:  Blurred Vision.  This item doesn’t have 
  an intense taste and seems nourishing, but 1d10 
  minutes after eating, the user will experience 
  blurred vision for 2d4 hours.  This temporarily 
  inflicts the effects of the Bad Eyes (Minor) 
  Hindrance.  If the user already has Bad Eyes 
  (Minor), they suffer Bad Eyes (Major) instead.
  - 
  Jack: Draining.  Chewing this item leaves the 
  eater’s mouth and tongue quite numb for a few 
  minutes - perhaps a novel sensation.  If the eater 
  has Power Points, they lose 1d10 of them due to 
  a strange reaction with Breach energy embedded 
  in the food.  Those without Power Points just have 
  trouble talking coherently for a few minutes.
  - 
  Queen:  Forgetfulness.  This item tastes sweet 
  and juicy, and even makes the consumer feel 
  mildly euphoric.  However, they must succeed 
  at a Smarts roll at -2 or completely forget the 
  previous 24 hours of their life.
  - 
  King:  Hallucinogen.  The sample is nourishing 
  enough, but induces mild hallucinations.  The 
  GM may assign a Delusion(Minor) Hindrance 
  for 2d6 hours. Sample delusions:  I’d be better 
  off without all this equipment; my companions 
  secretly want to eat me; nothing can hurt me; this 
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  is all a dream.  If the GM would prefer to resolve 
  this quickly, instead simply call for a Fear check 
  as the hallucination hits like a waking nightmare 
  before passing as quickly as it arrived.
  - 
  Ace:  Intoxicating.  In addition to being 
  nourishing and tasty, the consumer must make 
  a Vigor roll or be Distracted for an hour as they 
  become rip-roaringly drunk.  At the GMs option, 
  it might be fun to waive the mechanical effects of 
  being Distracted if the player is willing to role-
  play the intoxication to the hilt.
  diamonds
  - 
  2-8:  Vile.  It tastes awful, and powerfully 
  so.  There are no ill effects once the taste finally 
  goes away.
  - 
  9-10:  Diseased.  The item has a painfully bland 
  taste.  1d4 hours after eating, the character must 
  succeed at a Vigor roll or begin suffering from a 
  fever, which leaves them Fatigued for 1d6 days.
  - 
  Jack:  Breach-laden.  Sour-tasting, but 
  not overwhelmingly so, eating this causes the 
  character to make a Vigor roll at -2.  Failure 
  results in the Breach energy inherent to the 
  food inducing mutations to the character’s body. 
  Draw again from the Action Deck and apply the 
  result to the Cosmetic Changes chart in Chapter 
  Two.  The Change erupts suddenly and painfully, 
  leaving the character Vulnerable for 2d4 rounds. 
  The effect usually goes away within 1d4 days.
  - 
  Queen:  Poisonous.  After choking down 
  this bitter food, the character must make a 
  Vigor roll at -1 or suffer a level of Fatigue (two 
  levels on a Critical Failure).  This cannot cause 
  Incapacitation.
  - 
  King:  Anesthetic.  This stuff smells wonderful 
  and tastes great!  However, scant moments after 
  taking the first bite, the character must roll Vigor 
  at -2.  They fall Incapacitated for 2d6 minutes on 
  a failure, or for 2d6 hours on a Critical Failure.
  - 
  Ace:  Pollinator.  It’s nourishing and pleasant 
  to consume, but the pollen, spores, or other 
  particles this item emits are laden with Breach 
  energy.  This inflicts a random Stress Tag on a 
  piece of the character’s equipment.  If more 
  than one character is trying this item, inflict the 
  same Stress Tag to everyone (though the assigned 
  equipment might be random). 
  hearts
  - 
  2-10:  Tolerable.  Perhaps not the worst choice; 
  this item doesn’t smell or taste all that great, but 
  it’s edible, nourishing, and causes no harm.
  - 
  Jack:  Analgesic.  This item tastes far too 
  strong to eat in large amounts - that is, it won’t 
  make a meal for a character.  But, when consumed 
  in small doses, it serves as a strong pain reliever. 
  The character receives the benefits of the Nerves 
  of Steel Edge for 1d6 hours.
  - 
  King:  Medicinal.  With a strange and salty 
  taste, this item is not a good choice for a meal 
  - in fact, eating too much of it will cause brief 
  vomiting.  But, in small amounts, it serves to 
  boost the character’s immune system, offering 
  an immediate Vigor roll to remove a disease the 
  character is suffering from.
  - 
  Queen:  Nourishing.  A mild taste and heavy, 
  mealy consistency accompany a surprising 
  amount of nutrition.  One meal made of this 
  stuff will sustain most characters for an entire 
  day of adventuring.
  - 
  Ace:  Nootropic.  In addition to being edible 
  and filling, there is a substance inside this item 
  that adds to the character’s focus and attention. 
  They gain the benefits of the Alertness Edge for 
  2d6 hours, as well as gaining a +2 on any Smarts 
  roll related to memorization for the same 
  amount of time.
  spades
  - 
  2-10:  Wonderful!  This stuff tastes amazing 
  and makes a delicious meal.
  - 
  Jack:  Adaptive.  Surprisingly juicy and light, 
  consuming this allows the characters a +2 bonus on 
  rolls to resist Fatigue due to the heat and humidity 
  of the Verdant.  This effect lasts for 24 hours.
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  - 
  King:  Invigorating.  This pleasant-tasting 
  item seems to freshen the breath and cool the 
  character’s skin.  It also helps the character’s 
  system recover from strain, removing one level 
  of Fatigue.
  - 
  Queen:    Fate-twisting.  This item melts in the 
  mouth almost like cotton candy, almost evaporating 
  before it can be chewed.  Despite this lightness, it is 
  perfectly edible and sustains the user like a typical 
  fruit or vegetable.  In addition, the Breach energy 
  inherent in the meal alters the character’s luck: 
  they immediately gain one Benny.
  - 
  Ace:  Regenerative.  Upon consuming this 
  chewy and spicy item, the character heals one 
  Wound.
  Joker
  - 
  Roll any die.  On an even result, draw 
  another Action Card and apply the result, but 
  include the effect that it is highly Addictive.  The 
  character must make a Spirit roll at -2 or gain the 
  Habit(Major) Hindrance related to the substance 
  they have ingested.  While the Savage Worlds rules 
  do not include guidelines for beating the addiction 
  modeled by this Hindrance, we suggest finding a 
  way for afflicted characters to eventually break free 
  of their addiction - especially if your campaign 
  takes the characters far away from the Verdant!
  - 
  On an odd result, the ingested substance is 
  charged with an immense amount of Breach 
  Energy, which causes the character to suffer a 
  Breach Crisis.  They experience visions of the 
  Breach and the unexplainable dimensions that 
  exist within and beyond it.  For 1d6 hours, they 
  are a babbling, incoherent mess - effectively 
  Incapacitated, although they may attempt to 
  wander off into the Verdant unless restrained.  
  At the GMs option, this is the kind of event that 
  could cause a character to become Gifted (taking 
  an Arcane Background with their next Advance) 
  or even Changed (gaining all the qualities of the 
  Changed as seen in Chapter 2 - or the Further 
  Changed Edge with their next Advance, if they 
  are already Changed).  A character that does not 
  become Changed or Gifted as a result of this 
  experience is forever altered by their visions.  This 
  can be handled through roleplaying, or the GM 
  might ask the player to swap a mental or social 
  Hindrance on their character sheet for another 
  of equal value.  For instance, perhaps a previously 
  Bloodthirsty character becomes a Pacifist(Major), 
  or a character overcomes their Death Wish and 
  becomes Impulsive instead.
  points of interest
   
   Floating Isles:  Over the years since the Breach 
  Zone appeared, a thick carpet of invasive vines 
  spread over the rocks and hills here.  The kudzu-
  like coating became Changed from the Breach 
  energy in the area, which accelerated its spread 
  and caused it to gain anti-gravitic properties. 
  Eight years ago, enormous chunks of the ground 
  became replete with these vines to the point that 
  they broke free of the earth and floated skyward 
  in an immense eruption.  Nearby water sources 
  roared into the gaps left behind, and the region is 
  now home to a large but shallow lake, with dozens 
  of airborne “islands” tethered above in a stable 
  formation.  The usual canopy of the Verdant was 
  destroyed when the isles went airborne, leaving 
  the area open to the sky.
   
   Mount Goop:  Tucked away in a rarely-explored 
  section of the Verdant is a small “volcano” of sorts. 
  It regularly belches forth torrents of intensely-
  colored slime, which end up slowly solidifying 
  into multicolored lakes around the place.  Once 
  solidified, the stuff becomes waxy and somewhat 
  pliable.  It can be cut into blocks and, with the 
  proper equipment, rendered into dye, ink, or paint.
   
   Mushroom Grove:  The Grove is home to multi-
  capped, towering mushroom formations with 
  stalks as thick as redwoods and caps sturdy 
  enough to march an entire group of explorers 
  across.  These fungi form a canopy that leaves 
  the ground in perpetual shadow, inflicting 
  Illumination penalties on those who remain 
  at ground level.  Those who brave the darkness 
  can make good time hiking, as the undergrowth 
  in this region is at a minimum.  It’s dominated 
  by glowing patches of mold that spread in 
  strange fractal-like patterns, interspersed with 
  stands of black fernlike plants and smaller-scale 
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  mushrooms.  Giant-sized insectoid creatures are 
  common here.  Many of them glow in the dark as 
  a result of ingesting the strange mold.
   
   Satler’s Camp:  A handful of scientists from 
  Chapter, led by Philip Gaston, have set up camp 
  at the edge of the Verdant beneath a large wire-
  mesh net.  The camp has been here a year, 
  as the scientists reside in the Verdant long-
  term, attempting to understand and catalog its 
  lifeforms.  Dr. Gaston hopes that some of the 
  fruits of the Verdant can be used to combat disease 
  among the growing population of Chapter. 
  Other goals of the scientists include identifying 
  plants and animals that can be safely harvested 
  to feed or clothe the hungry, and experimenting 
  with Breach-infused lifeforms to determine if 
  their bizarre effects can be predicted or if they are 
  truly random.  Their mercenary bodyguards keep 
  a close eye on visitors and spend a lot of time 
  using blade and fire to keep the area immediately 
  around the camp clear.  Meanwhile, they quietly 
  enjoy a secondary income stream smuggling 
  beambrew back to Chapter.  In addition to these 
  camp guards, there are often explorers resting at 
  the camp, and it may be possible to hire assistants 
  for expeditions into the Verdant.
   
   The Great Tree:  Near the center of the Breach 
  Zone, the Great Tree is easily the size of an Old 
  World skyscraper.  It’s easily visible even from 
  outside the Verdant.  Using it as a landmark can be 
  a challenge unless the explorer has an easy way to 
  get above the forest canopy.  The Great Tree’s roots 
  range for nearly a mile, plunging above and below 
  the ground.  The roots alone are large enough that 
  a house could be built in the shelter of them, where 
  they arch above surface level.  Getting close to the 
  main trunk of the Great Tree has been impossible 
  for explorers so far.  Ferals are common in the 
  area in large numbers.  Even worse, the Tree has 
  strange effects on explorers who approach.  First 
  they get dizzy, then get spontaneous nosebleeds. 
  Approaching closer leads to further disorientation.  
  The handful of scouts who have insisted on 
  pressing closer did not return.
  Maverick,
  Exiled Trail Guide
  (see Chapter 7 - Major Players in The After)
  With a face full of scars, and a crooked nose, this 
  weatherbeaten wilderness scout looks every inch 
  the dangerous killer upon first meeting.  Only 
  after holding eye contact until it’s uncomfortable 
  will he reveal an easy smile and mellow voice.
  He can most often be found guiding travelers 
  and caravans along the Southern Reach trading 
  route.  He has recently took up residence at Satler’s 
  Camp, in the Verdant, where he offers his skills.
  Strong of arm and sharp of eye, Maverick is 
  handy with his revolver, but refers to it as “Plan B.” 
  Attributes:  Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8
  Skills:  Athletics d8, Common Knowledge d6, 
  Healing d4, Fighting d6, Notice d6, Persuasion 
  d6, Riding d6, Shooting d8, Stealth d6, Survival 
  d8, Taunt d6.
  Pace 6; Parry 5, Toughness 9(3)
  Hindrances:  Code of Honor, Shamed(Minor), 
  Wanted(Minor)
  Edges:  Command, Combat Reflexes, Connections 
  (Scouts’ Guild), Dodge, Extraction, Marksman, 
  Quick
  Gear:  Scrap Armor, Plastic Helm (Armor +3), 
  Revolver, 12 bullets, 3 throwing axes (Str+d6), 
  horse and saddle, appropriate traveling gear
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  GAZETTEER
  fivE
  GAZETTEER
  fivE
  encounters
   
   Boombug Swarm:  Amid the ever-present insect 
  life of the Verdant lurk dangerous creatures, such 
  as the explosive boombug.  The explorers have 
  strayed too close to a boombug nest, where 2d6 
  of the creatures have entered their reproduction 
  cycle and swoop to the attack.  A Notice roll at 
  -2 allows a character to pick out the impending 
  danger from the intense noise of the surrounding 
  forest - however, the skill die rolled is capped by 
  the character’s Survival skill, as knowledge of the 
  creatures of the Verdant is mandatory to note the 
  insect menaces.  If nobody in the group notes the 
  approaching boombugs, they will ambush the 
  group - terrifying indeed, given their penchant 
  for exploding!  
   
   Bootlegger Still:  The explorers stumble onto a 
  concealed camp.  In a rudely-built cabin sits an 
  active beambrew distillery, run by bootleggers 
  who distribute the stuff throughout Wind River 
  Valley.  Understandably, the bootleggers are very 
  upset that their operation has been discovered 
  and will do everything in their power to drive 
  off interlopers.  For statistics, use 3d4 Outlaw 
  Bandits and, if desired, the Outlaw Gang Leader. 
  A particularly formidable group of smugglers 
  might include a Helot Guardian who thinks 
  beambrew is a great thing, and worth fighting for.
   
   Chosen by a Mesmer:  Should the group decide 
  to climb higher than the Verdant floor (perhaps 
  when visiting the Floating Isles or Mushroom 
  Grove), a mesmer takes note of the group.  This 
  Breach-infused creature, when creeping close 
  enough to the explorers, can attempt to use a 
  form of the Gift to hypnotize one of them.  If this 
  mesmerism is successful, the character will creep 
  off into the undergrowth, where the mesmer will 
  quietly coil around them - making sure they are 
  Restrained before attacking with its fangs, possibly 
  with The Drop.  A challenging GM will have the 
  mesmer use this power on the rearmost character 
  in a march, or - even worse - on the sole character 
  that’s on watch during a nighttime camp.
   
   Crocogant Ambush:  While traversing a muddy 
  path on the floor of the Verdant, the group 
  stumbles across the hunting ground of a 
  crocogant.  The scaly beast is buried beneath 
  a layer of mud, leaves, and other detritus.  The 
  lead character may attempt a Notice roll to defeat 
  the creature’s natural camouflage.  Regardless of 
  the result, it will launch its bulk from hiding to 
  grab what it believes is easy prey, relying on its 
  formidable scales for protection.
   
   Shimmering Pool:  Through the foliage, the 
  group spots a shimmering pool that seems alive 
  with rainbow colors.  A sweet scent wafts through 
  the brush.  Characters that approach within 6” 
  may be compelled to approach the pool, which 
  is actually formed from the paralytic saliva of a 
  scent shrouder.  The beast will attempt to devour 
  anyone that is overcome by its pool.
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  beware the white wendigo
  Beware the White 
  Wendigo!
  An Adventure for The After
  By Jason Tondro
  There are rumors that the Wendigos—a strain of 
  Ferals native to the Verdant—have a leader who is 
  bringing together all the Wendigo tribes. The PCs are 
  recruited to enter the Verdant and see if these rumors 
  are true. As the heroes investigate, they gather clues 
  from throughout the Verdant while fighting off local 
  wildlife. If they’re brave enough to enter the lair of 
  the Ferals, they’ll come face to face with the White 
  Wendigo himself.
   
  Act I—The Mission
  The adventure begins when the PCs are contacted by 
  Lieutenant Horn, an officer in the Chapter Militia. 
  She has been tasked with gathering intelligence on a 
  Feral leader called “the White Wendigo.” She’s chosen 
  the PCs to be her agents, and meets with them in a 
  neutral location, such as a saloon or public square.
  Horn is a smart and curious woman of medium 
  height and dressed in practical clothing. If the PCs 
  are not familiar with the Verdant, she tells them it is a 
  jungle-like Breach Zone that sprang up spontaneously 
  following the Fall, and it’s filled with unique 
  creatures and terrain that no one can really explain. 
  It has long been home to tribes of Ferals, known as 
  Wendigos. There’s a settlement on the edge of the 
  Verdant, Satler’s Camp, and explorers go into the 
  Verdant periodically, both for research and to collect 
  beamfruit, which is used to make a potent alcohol. 
  But these travelers have reported an unusual alliance 
  may be forming among the Wendigo tribes, led by 
  someone the people of Satler’s Camp call “the White 
  Wendigo.” Horn needs someone to go into the jungle 
  and see if these rumors are true. She’s not asking the 
  PCs to do this for free—her superiors have allocated a 
  modest “expenses budget” which she can use to help 
  outfit the PCs for the jungle. If they return with solid 
  information, she can pay substantially more.
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  If the PCs are resistant to her offer, Horn doesn’t 
  have a lot more to offer them, but she can arrange 
  for the Militia to look the other way if the PCs decide 
  to bring a load of beamfruit back from the Verdant. 
  “That stuff sells for a pretty penny on the black 
  market,” she assures the PCs. “Should make this trip 
  worth your while.”
  If the PCs agree, Lt. Horn provides them with 
  a basic map; show the PCs the illustration of the 
  Verdant. The map marks several landmarks inside 
  the jungle, including a Feral village, but Horn is 
  quick to point out this is only the largest tribe within 
  the Verdant; other Feral groups wander through the 
  jungle, usually sticking to a particular territory. “No 
  one really knows much about the Wendigos,” she 
  tells them. “That’s part of why I’m hiring you. But 
  you might have more luck at Satler’s Camp. That’s 
  probably where you’ll want to make your home 
  base.” The PCs may want to get some supplies or 
  adventuring gear, and Horn is willing to reimburse 
  them for these things, within reason; she does not, 
  however, pay for weapons, armor, vehicles, mounts, 
  or other large expenses. Instead, use this as an 
  opportunity to provide the PCs with survival gear 
  that their characters would logically have, but which 
  they could not afford as starting equipment.
  Once the PCs have their mission and any equipment 
  they require to complete their task, they can travel to 
  Satler’s camp.
   
  satler’s camp
  About five years ago, a scientist from Chapter named 
  Joseph Satler set out for the Verdant with a couple of 
  bodyguards and pack handlers. He reached the edge 
  of the jungle and set up camp; after a few months, 
  however, communications ceased. A young colleague 
  of Satler, Phillip Gaston, followed his friend, found 
  the camp, and tried to investigate, but Satler’s entire 
  expedition had vanished without a trace. Now, Gaston 
  leads a small team of half a dozen biologists, zoologists, 
  and botanists trying to explore the Verdant. They’re 
  protected by a dozen mercenaries who’ve become 
  quite experienced at jungle survival and warfare. 
  There’s also a few assistants and laborers at the camp, 
  which has a total population of less than 30.
  The center of the camp is the medcenter, a trailer 
  where the scientists do their work and where injured 
  personnel are cared for. The scientists live in two-
  person tents around one end of the medcenter while, 
  at the other end, the mercenaries have constructed a 
  barracks from pre-fabricated materials. Supplies are 
  kept under tarps behind the trailer. A few more tents 
  house the assistants and labor staff, and there’s a central 
  firepit where the inhabitants of Satler’s camp gather 
  when there’s insufficient room inside the medcenter. 
  The entire camp is surrounded by a wire mesh that 
  keeps out most of the Verdant’s local wildlife; there’s a 
  single entrance, a door-sized gate that’s been placed in 
  the mesh and which is usually kept closed.
  The inhabitants of Satler’s Camp don’t get many 
  visitors, so the PCs are greeted positively. Characters 
  with a scientific or academic background are 
  immediately welcomed into the small community 
  of scientists here, while heroes with a history in 
  the military or law enforcement are invited into the 
  barracks for a round of beambrew. The PCs have a 
  chance to gather information, roleplay with the 
  inhabitants of the camp, and potentially recruit a 
  guide or gather additional supplies. Use this as an 
  opportunity to include a Backstory Interlude, as the 
  PCs tell stories about themselves and get to know 
  one another.
   
   
   Dr. Phillip Gaston is an enthusiastic and 
  optimistic field scientist with a clear appreciation 
  for the dangers of the Verdant. He’s heard about 
  the White Wendigo and read sightings that place 
  him in the Mushroom Grove, but Gaston’s never 
  seen him personally. “I’m afraid I don’t get into 
  the jungle as often as I used to,” he says. “There’s 
  always so much to do here!” He extends the camp’s 
  limited services to the PCs; they’re welcome to 
  sleep in the medcenter for a day or two, but if they 
  stay longer than that, they’ll need to arrange for 
  their own housing. When he learns the PCs are 
  going into the jungle, he assures them they can 
  use Satler’s camp as a base, and if any of them 
  are seriously injured, they should withdraw to the 
  camp immediately.
   
   Sherman is the leader of the mercenaries here. He’s 
  a grizzled veteran who has seen all kinds of crazy 
  stuff in the Verdant, but these strange sights have 
  unnerved him and he lives in fear of the Ferals and 
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  other creatures that dwell there. No matter what 
  weapons the PCs have brought, he assures them it’s 
  not enough. Sherman has seen the White Wendigo 
  among the Floating Isles, and he tells the story in 
  a haunted voice. “He stands straight up. Not like 
  Ferals. Like a man does. They fight for him, even 
  when we mow ’em down like stalks of corn.”
   
   Tesla is one of Gaston’s young assistants. She’s 
  seen the White Wendigo near the Great Tree, 
  but is more intrigued than frightened by his 
  behavior. “When the other Ferals are near him, 
  they make this howling noise—almost as if they 
  were talking! But of course Ferals can’t talk! We 
  really need to learn more.” Tesla is inexperienced, 
  and all but helpless in combat, but she is brave, 
  loyal, and willing to guide the PCs through the 
  Verdant; she also knows the various plants and 
  animals that live in the jungle, and she can survive 
  there. She’s unarmed, but will accept a pistol or 
  hand weapon if the PCs loan her one.
   
   Louie is an experienced teamster and guide. He 
  came to the camp hoping to make a fortune, but 
  the mercenaries take all the beamfruit and he’s 
  been unable to make the big score he was hoping 
  for. Of all the people in camp, Louie is the best 
  jungle survivalist and knows more about the 
  creatures that live in the Verdant than anyone 
  except perhaps Gaston himself, though he’s never 
  seen the White Wendigo and is half-convinced 
  the man is a myth. He will guide the PCs into the 
  Verdant if they agree to pay him; if he’s not happy 
  with the price they offer (and as the adventure gets 
  more dangerous, he expects more), he waits till he 
  can make off with all the beamfruit he can carry 
  before abandoning the PCs. If he can lead the PCs 
  into an ambush and loot their bodies, he will.
   
  Satler’s camp has a limited collection of jungle 
  survival gear (mosquito nets, water purification 
  tablets, 
  first 
  aid 
  kits), 
  scientific 
  equipment 
  (microscopes, glass containers for samples, and a 
  prized solar-powered calculator), weapons (machetes, 
  knives, small arms, and hunting rifles), and armor 
  (vests and leather jackets). None of these things 
  are “for sale” in the usual sense, as they are all the 
  personal possessions of someone at the camp. But 
  if a PC has befriended someone, and has an obvious 
  lack, the NPC may offer it to them as a loan or trade.
  Late in the night, one of the PCs is confronted by 
  Sherman. “One day,” he says in a tense whisper, “the 
  White Wendigo, he’s gonna lead all them Ferals out 
  of the Verdant like the wrath of God, and they’re 
  gonna kill all of us, every man, woman and child. Y’all 
  should get outta here, come mornin’. Be the last one 
  of us to go, not the first.”
  With this foreboding warning, the PCs are ready to 
  march into the Verdant.
   
  Act II: Into the Green
  The PCs have three locations to investigate, in 
  addition to the Wendigo Caves, where the Ferals are 
  most concentrated. It will take them several days to 
  travel to all these locations, during which they will be 
  tested by the Verdant’s many hazards.
  Travel through the Verdant is slow, but trails lead 
  from Satler’s Camp to the Mushroom Grove and the 
  Floating Isles; groups who travel along these paths 
  cross about 1 1/2 miles in an hour, while those who 
  leave the path have to chop their way through dense 
  jungle, crossing only 3/4 of a mile in an hour of travel. 
  Use this as an opportunity for a Trek Interlude, 
  giving one PC a turn in between each encounter 
  location described below. In addition, the PCs might 
  encounter all manner of creatures, plants, and other 
  hazards, depending on pacing and the amount of 
  time you have available. The Verdant is a place of 
  wondrous biological diversity; it is dangerous, but it 
  is also amazing. Here are some ideas for encounters 
  the PCs might have along the way:
   
  D8   eNcouNter
  1
  The PCs discover a stand of beamfruit trees. 
  For every hour the PCs spend harvesting, 
  they gather 2d12 beamfruit, each weighing 
  approximately 3 lbs.
  2
  A crocogant is lurking under cover just off the 
  path. If the PCs do not notice it, the creature 
  attacks by surprise.
  3
  A buzzing noise grows increasingly loud, 
  increasingly fast. It’s a swarm of boom bugs. 
  If the PCs successfully hide, the insects fly by; 
  otherwise, they attack. Use 1 boom bug for 
  every PC.
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  4
  The PCs make camp within sight of a 
  mesmer. That evening, a random PC on 
  watch is targeted by the creature, who tries to 
  lure the victim away to be eaten.
  5
  The PCs are trailed by a small horde of 
  monkey-like creatures which mimic the 
  PCs’ speech and gestures. At first, they only 
  make animal noises, but as the day goes by, 
  their screeching begins to form words and 
  sentences copied from the PCs. Around dusk, 
  they begin talking to each other with words 
  the PCs have never used. Then they vanish.
  6
  The PCs find the remains of an abandoned 
  expedition. Twisting vines rise up from 
  the corpses of two horses. A body, still in 
  clothing from Chapter, appears to have been 
  eaten from the inside out. The imprint of 
  shoes leads off into the jungle, then vanish 
  suddenly; see “Satler & Wallace,” below, for 
  the fate of this individual. Underneath the 
  leaves and mud, the PCs can salvage a first 
  aid kit and a heavy pistol with 4 rounds of 
  ammunition remaining.
  7
  The trees part around a small clearing with a 
  pool of liquid in the center. The liquid has the 
  consistency of water, but gives off a rainbow 
  sheen and smells fruity. There are no fish in 
  the water, but there are prints around the pool 
  that suggest multiple creatures crawled out of 
  it. The liquid sustains anyone who drinks it 
  for three days, after which it causes a random 
  mutation (hair falls out, skin changes color, 
  grow an additional finger on each hand).
  8
  Wendigo attack! The PCs come under attack 
  by Ferals belonging to a tribe they have not 
  already encountered.
  The assault party consists of two Feral scavengers 
  for each PC. Note that each tribe has a unique special 
  ability; see each encounter site for details.
   
  the wendigos
  Ferals native to the Verdant, as a whole, are called 
  Wendigos.  Each tribe of Wendigos is heavily 
  Changed, making it easy to identify one group from 
  another.  These Ferals do share two traits that are 
  common among all of the gangs:  each has the Free 
  Runner Edge, as they have adapted to the tangled 
  and difficult terrain of the Verdant, and each has a 
  rudimentary and twisted set of antlers or horns that 
  are sufficient to deliver Str+d4 damage in melee.
  There are four tribes of Ferals in the Verdant, and 
  the PCs will likely encounter several of them on this 
  adventure. Each tribe has its own territory and a unique 
  special ability. In addition, each is led by a shaman and 
  champions with unique powers, but the PCs will not 
  encounter most of these leaders (the exception, the 
  Cave Clan, is detailed below). The names given for 
  each tribe are those used by the mercenaries of Satler’s 
  Camp; if the Wendigos have names for themselves, no 
  one has yet been able to understand it. 
   
   Shroomers: These are the Wendigos of the 
  Mushroom Grove. They live atop the giant 
  mushroom stalks and mix pieces of these 
  psychedelic plants into their feasts of live meat. 
  They decorate their skin with phosphorescent 
  fungus in swirling patterns, as a form of warpaint. 
  Indeed, elder Shroomers may have fungus 
  actually growing from their flesh.  Frequent use 
  of psychedelics makes them even more immune 
  to pain than they usually are; these Ferals have 
  the Hardy special ability. See the Mushroom 
  Grove encounter in Act II for more details.
   
   Crawlers: Crawlers live among the Floating 
  Islands. They decorate themselves with feathers. 
  Their hands and feet have adapted into sharp 
  claws which they use to grip the sides and bottoms 
  of the floating islands themselves. Within the 
  Verdant, this grants them the Wall Walker special 
  ability and attack with their claws instead of 
  weapons, for Str+d6 damage. Crawlers are often 
  armed with nets, nooses, and other trapping 
  weapons which they use to catch land-dwellers 
  before hoisting the victims up onto the islands. 
  They also hang vines from the islands which they 
  use to swing from one piece of land to the next; 
  see the Floating Islands encounter in Act II for 
  more details.
   
   Croakers: The Ferals of the Swamp are known as 
  Croakers. It’s unlikely the PCs will travel to the 
  Verdant’s swamp, as it does not lie on the path 
  to the Wendigo Caves, but they could still come 
  under attack by this tribe. Croakers have adapted 
  to amphibious life; their chests inflate with air 
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  when they take a deep breath, like the throat of 
  a frog. This allows them to hold their breath for 
  an extended period; they have the Aquatic special 
  ability and a Pace of 6 in water.
   
   Cave Clan: The Wendigo Caves are far to the 
  northeast in the Verdant, and are home to the 
  largest collection of Ferals in the region. These 
  Wendigo are led by the White Wendigo, and 
  they revel in the strength of their numbers. 
  Champions of the Cave Clan have large antlers 
  which they can use as natural weapons (Str+d6); 
  use the rules for horn attacks, so the champion 
  gains a damage bonus if he runs at a target before 
  attacking them. The Cave Clan has no shaman, 
  as the White Wendigo killed him recently. The 
  White Wendigo himself is a Wild Card with the 
  ability to use the Boon. See Acts IV and V for 
  more information.
   
  the mushroom grove
  The Grove is home to towering mushroom plants 
  with stalks as thick as redwoods.  Their caps form a 
  canopy that leaves the ground in perpetual shadow. 
  Phosphorescent mold grows on the ground and 
  stalks in elaborate knot-like patterns. The air here is 
  musty, and smells like old vegetation. Insect life is 
  especially common, and most of the creatures that 
  live here glow blue, green, or yellow, and grow to 
  enormous size.
  A Wendigo tribe claims the grove as part of their 
  territory, though they have no permanent home 
  and wander from site to site, foraging as necessary. 
  The mercenaries from Satler’s Camp call them 
  “Shroomers”; see The Wendigos (above) for details. 
  PCs who search the groves—a process that takes an 
  hour—find the barefoot prints of Ferals scattered on 
  the ground at the edge of the grove, but not among 
  the giant mushrooms themselves. This is because 
  the Ferals actually make their camps on top of the 
  mushrooms and leap from one to the other, only 
  coming to the ground when they must leave the grove.
  PCs who climb atop the domed mushrooms 
  (requiring an Athletics check) might notice many 
  signs of Feral presence, including the bones of 
  human and animal corpses, random objects taken 
  from victims and used as simple tools (a helmet 
  used as a bowl, for example, or stripped wire used to 
  assemble bone and stone into a fetish). But among 
  the detritus is a shattered glass vial that still has a 
  faint residue on it of a green chemical. A label on the 
  vial clearly reads “Satler,” though the rest of the label 
  has been picked off.
  Tesla, the junior scientist, can identify this vial as 
  a chemical sample brought into the jungle by John 
  Satler, the first researcher to explore the Verdant. He’s 
  been missing for years, and it’s a miracle this vial has 
  survived, but the fact that the residue is still detectable 
  means the sample must have been sealed until 
  recently. Satler was experimenting with psychoactive 
  chemicals meant to enhance intelligence; no one has 
  followed up on his work, however, as all his notes were 
  lost when he disappeared. If Tesla is with the PCs, she 
  can tell them all this, but if she is not, the PCs will have 
  to return to Satler’s Camp to get this information.
  Needless to say, eating any of the mushroom 
  plants here is extremely dangerous. Any PC eating 
  so much as a bite from these enormous shrooms 
  must roll Vigor.  On a failure, the character falls 
  into a psychedelic coma that lasts 1d4 days. Success 
  indicates that the character has vivid hallucinations 
  for about an hour, leaving them Distracted and 
  likely to babble incoherently for the duration of 
  their visions. On a Raise, the character vomits the 
  substance back up, and is Distracted for one round 
  but otherwise unharmed.
   
  the floating isles
  The effects of the Breach Zone are almost entirely 
  unpredictable.  In this region of the Verdant, a thick 
  carpet of kudzu-like weed has gained anti-gravitic 
  properties through a process of rapid mutation. As 
  the weed spread over rocks and hills, the ground 
  slowly broke free from the earth and floated into 
  the air. Water poured in to fill the gaps, and now 
  dozens of large islands hover in a stable formation 
  over a large lake, while hundreds of smaller pieces 
  of rock and earth move among the islands in an 
  unpredictable pattern. This whole region is open to 
  the sky, and when the PCs emerge from the jungle, 
  this may be the first time they’ve seen the sun in 
  quite a while.
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  The Isles are home to a 
  Wendigo tribe that has adapted 
  to 
  the 
  unusual 
  geography; 
  mercenaries from Satler’s Camp 
  call them “Crawlers.”  See The 
  Wendigo (above) for details. The 
  Crawlers have hung a network of 
  long, tough vines from the edges 
  of the larger islands, and they’ve 
  woven nets, nooses, and other 
  simple traps which they can 
  use to capture live prey. As well, 
  the Crawlers regularly patrol 
  their territory and their scouts 
  are likely to spot the PCs from 
  their vantage atop the islands. 
  This will undoubtedly lead to 
  an attempted ambush.  Use two 
  Feral scavengers for each PC. 
  The scavengers will attempt to 
  approach from Stealth, disable a 
  target and carry it away - but they 
  will flee if reduced in number to 
  fewer than the player characters. 
  Swinging from one island 
  to another by the use of the 
  vine 
  network 
  requires 
  an 
  Athletics(Climbing) roll.  On 
  a failure, the character misses 
  their intended landing spot and 
  scatters 1d6 x 5 feet in a random 
  direction 
  from 
  the 
  desired 
  target, landing prone. On a 
  critical failure, the character 
  either falls to the water below 
  or smashes into the side of a 
  floating island, taking 3d6 damage. Characters who 
  fall into the water may face other dangers, such as 
  swarms of man-eating fish or the bear-shark, a 
  predator unique to the Verdant (use the stats for a 
  great white shark).
  PCs who get up on top of the floating islands—
  either to fight or chase the Wendigos—find atop the 
  largest island a camp. Among the usual signs of Feral 
  habitation (bones, plunder from victims), there is a 
  fire pit and signs of cooking. A primitive shelter has 
  been constructed from branches tied together with 
  vines. If Louie is with the PCs, he can assure them 
  that Ferals do not use tools, cook their food, or make 
  shelter for themselves; they’re not that smart! He has 
  no explanation for what is going on, but suggests that 
  maybe these things were all made by human travelers 
  who became victims of the Wendigos.
   
  the great tree
  There is no direct path to the Great Tree, but if the 
  PCs reach the Floating Islands, a path leads northwest 
  from the far end of the inland sea. This will take them 
  toward the center of the Breach Zone.
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  When the PCs emerge from the jungle and see the 
  Great Tree for the first time, they note the air is filled 
  with a kind of electric energy that makes the hair on 
  their arms and necks stand up. There is a high-pitched 
  whine just at the edge of their hearing, like the echo of 
  a concert long after the music has stopped. The tree is 
  enormous, the size of an Old World high-rise building, 
  with roots that undulate out of and back down into 
  the ground. At the base of the tree is a cave from which 
  slowly-shifting light emerges.
  All the Wendigo tribes have come to consider the 
  Great Tree a holy site - a concept quite foreign to Ferals 
  found elsewhere!  Despite (or perhaps because of) this 
  reverence, they generally come here only on special 
  occasions. If the PCs approach the cave entrance, the 
  strange sensations associated with the area intensify, 
  until the PCs find it so hard to concentrate that they 
  can barely place one foot in front of the other. In front 
  of the cave entrance is a collection of random junk left 
  by the Ferals as offerings: a shirt torn from a scientist, 
  an empty and rusted pistol, the carcass of a lizard, a 
  beamfruit, and a collection of brightly colored stones. 
  But among the collection is something the PCs 
  cannot immediately identify: a long, curved stone rod 
  that comes to a sharpened point at one end. This is a 
  dinosaur fossil, taken from the rib cage of a massive 
  carnivore. A PC who succeeds at a Science roll can 
  make this identification.  A Raise on the roll allows the 
  character to date the fossil to the Cretaceous period, 
  about 70 million years ago.
  PCs who linger too long near the cave entrance 
  develop nose bleeds and intense headaches that only 
  get worse the longer they stay near the Great Tree. 
  Pressure on their ears makes them feel like they 
  are deep underwater. Anyone who actually ventures 
  into the cave complex does not return. What they 
  see, and what happens to them, is beyond the scope 
  of this adventure.
  Once the PCs have explored the Great Tree, the 
  Floating Isles, and the Mushroom Grove, they face 
  a choice: they can continue onward to the Wendigo 
  Caves, where the Ferals are most numerous, or they 
  can return back to Satler’s camp for information, rest, 
  and resupply. If they return to Satler’s Camp, proceed 
  with Act III. If they choose to go on instead, skip Act 
  III and go directly to Act IV.
   Act III: Rest & Recuperation
  The PCs, perhaps injured or carrying evidence 
  collected from the various Wendigo territories, 
  return to Satler’s Camp. The camp is largely as they 
  left it, and the staff help to care for any wounded 
  characters. If the PCs tell their story, the men and 
  women at the camp are eager to listen, especially 
  to the PCs’ experience at the Great Tree, which is a 
  source of considerable debate among them. (Gaston 
  wants to prepare an expedition to explore the caverns, 
  but Sherman adamantly refuses.)
  If the PCs did not have Tesla as a guide, she or 
  Phillip Gaston can identify the test tube fragment 
  as an element of Joseph Satler’s research. Satler 
  disappeared years ago, and Gaston would very much 
  like to know what happened to him. The PCs may 
  speculate that the White Wendigo is, in fact, Satler; 
  Gaston and Tesla both find this impossible to believe.
  Scientists at the camp can also identify the 
  dinosaur bone, if the PCs have brought it back. It’s 
  a strange find; Gaston can shed little light upon it, 
  except to say that there are no known fossil sites 
  within the Verdant, so either the fossil was brought 
  in from elsewhere, or it’s coming from some place 
  the expedition has yet to discover.
  Evidence that the Wendigos are more sophisticated 
  than other Ferals—using tools, cooking food, and 
  more—earns mixed reactions from the staff of 
  Satler’s Camp. Some insist they’ve been arguing this 
  all along, and the evidence brought back by the PCs 
  only confirms long-held suspicions. Others hold 
  firm in the belief that these signs of more advanced 
  intelligence must be from outsiders who entered 
  Wendigo territory, and whose tools and camps the 
  Ferals are now using. This debate is not split cleanly 
  across the population of the camp—scientists and 
  mercenaries are on both sides.  If the PCs have a 
  strong opinion, their stance on this point tips the 
  balance into a clear majority.
  Use this time at the camp for a Downtime Interlude, 
  as the PCs prepare for the second half of the adventure.
  The PCs might choose to return to Chapter at this 
  time, especially if you are running this game as a 
  one-shot adventure and you’re running out of time 
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  in the session. But if they are determined to go into 
  the Verdant again and investigate the Wendigo Caves, 
  Sherman finds one of them late at night, preferably 
  approaching a PC with Strength d8 or higher; this 
  may be the same PC he spoke to in Act I.
  “If you’re going after the White Wendigo,” he says 
  in a low whisper, “bows and arrows aren’t gonna cut 
  it. Yer going to need real firepower.” He leads the 
  PC to the prefab hut which the mercenaries use as a 
  barracks, and opens a crate stacked against the side of 
  the building. Within is a flamethrower (3d6 damage, 
  Cone template, ROF 1, Shots 5). “Take it,” Sherman 
  tells them. “It’s got half a tank, but that’s all we’ve got.” 
  Indeed, the flamethrower has room in the tank for 10 
  shots, but no one at the camp has any way to reload 
  it. A flamethrower is a horrifying weapon, especially 
  against Wendigos, who have no experience with such 
  awesome power.  The first time each combat that the 
  PCs use the flamethrower, all Wendigos within 12” 
  must attempt Fear checks.
  Sherman refuses to accompany the PCs, or allow 
  any of his mercenaries to go. However, if you are 
  running this adventure as a two-session story, the 
  scientists, assistants, and mercenaries at Satler’s 
  Camp provide an easy way to introduce a new PC to 
  the second half of the story.
  Once the PCs are rested, they are ready to travel 
  to the Wendigo Caves. Tesla is wisely reluctant to 
  go, as violence is almost assured and she is not a 
  seasoned combatant. A PC who succeeds on a 
  Persuasion roll can persuade her to come along, but 
  if she dies on the mission, there’s only one person 
  to blame! Louie, by contrast, agrees to come along if 
  the PC invite him; he has no intention of sticking 
  by the PCs’ side, however. He keeps an eye out for 
  any money-making opportunity on the journey, and 
  as soon as Wendigos attack, he flees into the jungle, 
  never to be seen again.
   
  Act IV: Caves of the 
  Wendigo
  There is no clear trail through the Verdant that 
  leads all the way to the caves. However, if the PCs 
  take the trail to the Floating Isles, they can follow 
  upriver to the northeast until the jungle opens up 
  into a mountainous region devoid of trees. The river 
  continues to wind down from slopes farther northeast, 
  and while travel is still difficult, the PCs can at least 
  see the sun and they don’t have to hack their way 
  through dense undergrowth. If the PCs have already 
  visited the Floating Isles, there’s no second encounter 
  there; they can travel along the edge of the lake until 
  they reach the river and continue on towards the 
  caves. Any PC that didn’t get a chance to do a Trek 
  Interlude should do so now, on this second journey.
  The Cave Clan Wendigos post scouts on the heights, 
  on the way to their caves. These positions are high 
  up and camouflaged from below; the PCs can spot 
  a lookout by succeeding on a Notice roll made at -4. 
  Once they’re aware of the Wendigo scouts, the PCs 
  can choose to use Stealth on their approach to bypass 
  the lookouts, or try and sneak up on the lookouts to 
  take them out before an alarm is raised. There are 
  multiple lookout positions, but only 2 Wendigos are 
  lurking at each.  If the PCs can sneak up on one of 
  these Wendigo lookout positions and take them out 
  without gunshots or allowing one of the Ferals to 
  escape, they can find a path to the caves that avoids 
  further lookouts.
  The caves themselves are a warren of about a dozen 
  chambers connected by natural tunnels. About 60 
  adult Wendigos live here, along with a number of 
  children that are not yet dangerous enough to be 
  threats in combat. The mercenaries from Satler’s 
  Camp call these Wendigos the Cave Clan, though 
  they’ve almost never seen them as no one usually 
  ventures this far into the Verdant. Most of the Cave 
  Clan are Feral scavengers, but there are 3 Feral 
  champions and the White Wendigo himself in the 
  tribe. For more on the Cave Clan, see The Wendigos 
  (above), and for the White Wendigo, see Act V, below. 
  There is only one way in or out of the caves other 
  than the front entrance: the gore chute, a narrow 
  sluiceway that emerges from the feasting chamber. 
  The Wendigos use this as a garbage chute, where they 
  throw their offal as well as those bits from live prey 
  which even Ferals refuse to eat.
  The first thing the PCs are likely to do is observe the 
  caves to gather what information they can. Any guide 
  can tell them that this is the largest community of 
  Ferals they’ve ever seen - indeed, it’s an unprecedented 
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  number of Ferals for any tribe, whether in the Verdant 
  or elsewhere in the Wind River Valley.  A small number 
  of Wendigos act as lookouts, crouching at the entrance 
  to the caves—one Feral scavenger for each PC—but 
  many more come in or out, hinting at the size of the 
  community within. The Wendigos are primarily active 
  at night; by day, most of them are sleeping and the caves 
  are significantly less active. Three groups of hunters 
  leave the caves every evening at dusk; each group is 
  composed of two Feral scavengers for each PC, led by a 
  Feral champion. They usually return around midnight 
  with the evening’s live meat, some of which they leave 
  with the lookouts before proceeding into the caves, 
  where presumably the creatures make their feast. These 
  three groups of hunters and the champions who lead 
  them make up a large share of the total Wendigos who 
  live in the caves, so for the hours they are gone, the caves 
  are much less populated.
  This portion of the adventure is a sandbox 
  encounter which the PCs may choose to approach 
  in various ways. For example, one or more of them 
  could try to sneak into the caves. They might stage 
  an attack on the entrance to gauge the strength of 
  the Ferals, then retreat when reinforcements arrive. 
  If they’re armed with the flamethrower, grenades, 
  or other unusual weapons, they may just decide to 
  charge the caves. Bravery should be rewarded, but 
  foolishness is its own punishment:   PCs who get 
  caught in the caves when the hunting parties return 
  will be mercilessly trapped and slain. Likewise, PCs 
  who flee the caves are likely to be chased by dozens of 
  howling Wendigos.
  Locating the gore chute should not be automatic; 
  the Wendigos themselves do not use it to go in or out 
  of the caves, and the only time it is used is immediately 
  after a feast. But if the PCs observe the caves for at 
  least one night, and they search the entire area, they 
  can find the refuse deposited down the chute with a 
  successful Notice roll at -2. Of course, after discovering 
  the vile gore chute, crawling up is a trial of both body 
  and mind.  A character must succeed at a Spirit roll or 
  they cannot bring themselves to crawl up the chute, 
  which is lined with blood, gore, feces, and all manner 
  of other horrifying substances.  Characters with a 
  heightened sense of smell make this roll at -2.  Anyone 
  who does attempt to climb up the chute must succeed 
  at an Athletics(Climbing) roll, which is made at -2 for 
  anyone carrying heavy gear, such as the flamethrower. 
  A successful climber finds themselves in the feasting 
  cave, which might entail other problems. If the PCs 
  can get the flamethrower into the caves, they might 
  be able to set enough Wendigos on fire that the rest 
  flee, allowing them to face the White Wendigo with a 
  reasonable chance of success.
  Your PCs may even decide to make assaulting the 
  Wendigo Caves a long-term endeavour, retreating 
  back to Satler’s Camp after one or two tentative 
  raids with the hope of returning later, after they 
  have gained more experience. Do not consider this 
  failure! The Wendigos are a significant threat, and 
  if the PCs choose to withdraw rather than be eaten, 
  this just leaves the Ferals as a plot in your campaign. 
  The longer the PCs leave the Wendigos alone, the 
  more organized they will become, until eventually all 
  the Feral tribes of the Verdant answer to the White 
  Wendigo alone. Once that has been accomplished, 
  Satler’s Camp will be overrun and the Verdant 
  will belong entirely to the Ferals. Can a follow-up 
  adventure be far behind? (We can call it “The Wendigo 
  War,” and you’ll finally get a chance to use the Mass 
  Battle rules!)
  If the PCs get far enough into the caves to find the 
  White Wendigo, proceed to Act V.
   
  Act V: Behold... the White 
  Wendigo!
  The White Wendigo lives in a group of three caverns 
  at the rear of the cave complex. But first, a story must 
  be told.
   
  satler & wallace
  Joseph Satler was studying the effect of the Breach 
  on human intelligence. He entered the Verdant to 
  gather plants that grow only there and, returning to 
  his camp, he used these plants to create a chemical 
  solution that radically transformed the human brain. 
  However, there were side effects, and Satler was an 
  ethical scientist. He anticipated a lifetime of further 
  tests before he would be able to test the solution on a 
  living subject. Unfortunately, Satler was captured by 
  Ferals and taken to the Wendigo caves, where he was 
  eaten by the shaman of the Cave Clan. The shaman, 
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  who was a little smarter than other Wendigos, kept 
  Satler’s chemicals intact.
  Over the years, the shaman fed the occasional 
  sample of Satler’s formula to prisoners, but Ferals are 
  not known for their patience; each of these victims 
  was eaten before any effect of the formula could 
  manifest or be detected. But, a short time ago, a pair of 
  travelers passing through the Verdant were ambushed 
  by Wendigos. One was killed, but the other—whose 
  name was Wallace—was captured. Brought before the 
  shaman, he was forced to drink a vial of the mutagen. 
  Wallace would have died like every other captive of 
  Ferals, but when he made a break for it and ran, he 
  got lucky. After descending into a deep gully which 
  the Wendigos seldom ventured into, he slipped and 
  slid down into a previously-undiscovered cave.
  In this cave, the fossil of a colossal dinosaur could 
  clearly be seen, it’s ribs lining the wall and its empty 
  eye sockets glaring into the darkness. Wallace was 
  startled, but he kept his wits about him; the Ferals 
  failed to discover the new cavern, and he was left 
  alone for a time, during which the chemicals coursing 
  their way through his brain did their work. Wallace 
  was transformed; his mind exploded with new 
  intelligence and ideas, and his body bleached white 
  as the moon. He soon realized he could see perfectly 
  in the darkness of the cave. Carefully, he used his 
  clothes and pieces of the fossilized skeleton to create 
  improvised torches; when he was ready, he lit them.
  The Wendigos quickly found him and slid into the 
  cave, but when they did, they found something they 
  did not expect. Wallace stood tall and proud before 
  them, framed by fire and with an enormous skeletal 
  guardian looking over him like a spirit. In the moment 
  when the Wendigos hesitated, Wallace commanded 
  them to grovel before him... and they did. The White 
  Wendigo was born. The shaman was his first victim, 
  sacrificed to the spirit of the bone dragon.
  This was all several months ago, and in the time since, 
  the White Wendigo has consolidated his hold on the 
  Cave Clan and begun cowing the other tribes that prowl 
  the Verdant. As his influence over Ferals spreads, his 
  minions begin to display more advanced intelligence: 
  whatever effect gives the White Wendigo the power 
  to manipulate and control other Ferals appears to 
  also stimulate their intelligence. The other Wendigo 
  tribes will not fight with the Cave Clan now, for fear 
  of arousing the White Wendigo’s anger. Sometimes he 
  speaks to all of the shamans and champions of the other 
  tribes, who meet him at the Great Tree. Slowly they are 
  all coming under his influence. The White Wendigo 
  knows that, were Satler’s Camp to be destroyed, 
  Chapter would realize how dangerous the Wendigos 
  really are; therefore, he is waiting to take this step until 
  he has united all the tribes under his leadership as an 
  unstoppable force. He’s close to achieving this goal, but 
  he hasn’t succeeded yet.
   
  the sacred caves
  The White Wendigo lairs in a group of three caves that 
  lie beneath the rest of the cavern complex. The primary 
  cave, the Cave of the Bone Dragon, is reached by a steep 
  slope that descends from the gully, marked on the map. 
  In the past, this gully was filled with loose stone, but 
  now that the White Wendigo has made his lair here, it 
  has been cleared; phosphorescent stones that glow with 
  a brimstone-like yellow color have been set into the 
  walls of this tunnel, clearly marking the path. It is not 
  hard to see the descent, once PCs reach the gully.
  The Cave of the Bone Dragon is where Wallace 
  originally hid from the Ferals and where he won them 
  to his side. It is a large natural cavern with a fossil of 
  a tyrannosaur wrapped around two sides. The head 
  of this enormous creature faces the entrance to the 
  cave, and it’s mouth is open, its teeth sharp as knives. 
  There are no light sources, as the White Wendigo 
  can see in the dark. Anyone who is surprised by this 
  sight—for example, if the PCs are chased in here by 
  Ferals, or if they suddenly turn on a light source—
  must attempt a Fear check. The Cave of the Bone 
  Dragon is usually empty, but if the White Wendigo 
  wants to address the clan, he does so here.
  Two smaller caves lead off from the Cave of the 
  Bone Dragon. The smaller one is where the White 
  Wendigo keeps his plunder: everything taken from 
  the shaman, from the corpse of Satler, and from any 
  other victims who are brought before him. Much of 
  this may be worthless junk—fetishes and other odd 
  collectibles the Wendigos pick up and bring to their 
  master as tribute—but more valuable things could be 
  here as well. Use the hoard of plunder to seed future 
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  adventures.  For example, there could be a map here 
  to a site the PCs haven’t explored, equipment they 
  need to go places they have had to avoid (such as gas 
  masks or underwater gear), or even some weapons 
  (a few grenades, for example, or hard-to-find 
  ammunition). Among the treasures, however, is a 
  small sturdy plastic box wrapped in canvas and tagged 
  with a biohazard symbol; within are three vials of a 
  thick green liquid, all that remains of Joseph Satler’s 
  original formula. (The White Wendigo has consumed 
  the rest.) The effects of this formula on a human who 
  consumes it are unpredictable, but exceedingly dire. 
  Any PC who tries it should be allowed a triumphant 
  scene in which they rescue everyone from the White 
  Wendigo, before the character turns into a mutant 
  monster and becomes an NPC.
  The second cave leading away from the Bone Dragon 
  is the personal chamber of the White Wendigo himself, 
  and he sleeps here in the company of his handmaidens, 
  four Wendigo females. The White Wendigo has been 
  trying to sire children on these Ferals, but the Statler 
  formula has rendered him sterile. The female Ferals 
  have been exposed to the White Wendigo’s psychic 
  powers for so long that they are fanatically loyal to 
  him; they will fight and die to protect him. Use the 
  Fanatics rule for the handmaidens.
   
  Aftermath
  If the PCs kill the White Wendigo, they reduce the 
  threat posed by the Ferals of the Verdant to its 
  previous level.  The Wendigos are still dangerous, 
  but they are no longer cooperating on the scale 
  they once were, and they lose the characteristics of 
  higher intelligence they were beginning to display. 
  The tribes once again begin fighting with one 
  another. Satler’s Camp is safe. When the PCs return 
  to Satler’s Camp, Sherman expects them to return 
  the flamethrower. “That was a loaner,” he says, “not 
  a gift.” Of course, the PCs may have used all the 
  weapon’s fuel.
  If the PCs withdraw, however, or the White Wendigo 
  escapes, the threat persists. The White Wendigo uses 
  the PCs’ invasion of the cave complex as a propaganda 
  tool that mobilizes the other Wendigo tribes; soon 
  they are all loyal to him. In a late night operation, he 
  commands his army to overwhelm Satler’s Camp and 
  leave no survivors (though one or two may escape to 
  reach Chapter and raise the alarm).
  Finally, if the PCs do not take the chemical samples of 
  Satler’s formula, it’s quite possible that another White 
  Wendigo could appear, to take the first one’s place...
  Handmaidens (4)  
  Attributes:  Agility d10, Smarts d6, Spirit d8, Strength d8, Vigor d10.
  Skills:  Athletics d8, Fighting d8, Intimidation d8, Notice d6, Stealth d8, 
  Survival d6.
  Pace: 8, Parry: 6; Toughness: 8
  Edges/Hindrances:  Berserk, Brave, Brawny, Combat Reflexes, Fleet-
  Footed, Free Runner.
  Special Abilities
   
  Natural Weapon: The handmaidens have long teeth which they have 
  filed to sharp points. Their bite attack inflicts Str+d6 and exposes the target to a Debilitating disease; the 
  target must succeed at a Vigor roll or contract the disease and become Fatigued until treated.
   
   Strength in Numbers:  When outnumbering the enemy at least 2:1, Ferals gain the Strong Willed Edge.
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  The White Wendigo  
  Attributes:  Agility d8, Smarts d10, Spirit d12, Strength d10, Vigor d10.
  Skills:  Fighting d10, Intimidation d12, Mindbending d10, Notice d8, Stealth d8, Survival d10.
  Pace: 6; Parry: 7; Toughness: 7
  Edges/Hindrances:  Arcane Background (Mindbender), Brave, Command, Commanding Presence, Fast 
  Healer, Fervor, Iron Will, Level Headed, Strong Willed
  Special Abilities
   
   Mindbending:  15 Power Points
   
   Unnatural Intellect:  When suffering Backlash from using Mindbending, the White Wendigo only has to 
  spend 2 Power Points to avoid being Stunned.
   
   Powers:  Boost/Lower Trait, Confusion, Deflection, Empathy, Fear
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  fivE
  GAZETTEER
  THE WRECK
  “old man crow told me there’s a butcher shIp 
  that crashed rIght onto the top of sQuaretop 
  mountaIn, durIng the early days of the ghosts’ 
  attack.   I’m not sure If It was close enough for 
  hIm to see the crash, or If the knowledge came 
  In one of those vIsIons.  anyway, It’s true.  when 
  the sun’s at the rIght angle, If you’re hIgh 
  enough In the mountaIns, you can see the glInt 
  off Its hull.  I’m glad It’s on the other sIde of 
  the mountaIns, but I wIsh It were farther away 
  stIll.  I don’t lIke the Idea that somethIng mIght 
  stIll be alIve In the wreckage.  they say those 
  bIomechanoId thIngs can lIve wIthout food for a 
  long, long tIme.  who’d be craZy enough to clImb 
  up a damn mountaIn Just to brIng It to ‘em?”
   
  - bIg JIm haggart
  One of the first casualties of the War, a Butcher ship 
  was crippled over Squaretop Mountain and crashed 
  there.  Decades later, it remains atop the peak - to 
  some, a reminder of past horrors, and to others an 
  irresistible lure.
  Reaching the summit of Squaretop Mountain is no 
  small task.  Explorers may need to seek for days to 
  find a workable route to the top that doesn’t involve 
  free-climbing sheer cliffs.  They’ll need to dodge or 
  defeat the zapdrones and wreckers that haunt the area. 
  Making the climb even more problematic are the 
  clouds of dangerous gases that are still being emitted 
  from the starship’s wreckage - some corrosive, some 
  hallucinogenic, and still others laden heavily with 
  GenBomb particles.  
  This means that reaching the Wreck itself is best 
  handled as a Dramatic Task, probably focused on 
  Survival and Athletics.  Complications might indicate 
  that the group is forced to flee from an oncoming 
  gas cloud, making their travels even more arduous. 
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  GAZETTEER
  fivE
  If the Dramatic Task is failed, the GM will need 
  to determine appropriate consequences based on 
  the desired ‘difficulty level’ for their campaign.  In 
  addition to being driven off the mountain, possible 
  consequences could include:
   
   The group is overcome by hallucinogen gas and 
  flees down the mountain.  Each character suffers 
  Bumps and Bruises, and after snapping out of 
  the effect, finds they have discarded 1d4 pieces of 
  equipment during their retreat.
   
   The group retreats from an oncoming cloud 
  of corrosive gas, but is caught in the edge 
  nonetheless.  Each character suffers 1d4 Wounds 
  from acid burns, although they may make a single 
  Soak attempt if they have a Benny available.
   
   A cloud of GenBomb nanites envelops the group. 
  If any group member is carrying Salvage, half of it 
  is destroyed outright.  Every piece of equipment 
  carried by the group suffers 1d4-1 Stress Tags. 
  This is a crueler consequence than it might 
  seem, since it’s likely to result in a great deal of 
  gear loss and may strand the group in the wild 
  without sufficient cold weather protection, food, 
  or weaponry.
   
   After fleeing an oncoming gas cloud, each group 
  member is left separated and lost.  Their task 
  now is to avoid the creatures of the wild, find one 
  another, and make their way back to civilization 
  after their failed expedition.
   
   For particularly adversarial GMs, all of the above.
  Groups that reach the summit of the mountain will 
  need to contend with the strange radiation that is 
  still being emitted from the shattered warship’s fuel 
  cores and engine systems.  While Butcher technology 
  is esoteric and not based on real-world nuclear 
  technology, the Radiation Hazard rules from Savage 
  Worlds will be sufficient to model the danger.  Treat 
  the entire mountaintop as a “low radiation” zone, 
  requiring a Vigor roll once an hour to avoid Fatigue.
  How accessible the Butcher spacecraft remains is 
  up to the individual GM’s preferences.  Some might 
  prefer to have the ship shockingly intact and run it 
  as a “dungeon”, replete with high radiation zones, 
  biomechanoid traps and creatures, and any other 
  hazard they can think of.  Others will prefer to think 
  of the Wreck as a scavenger site, where explorers 
  might grab a few choice items before legging it back 
  down the mountain.  In addition to potential Salvage 
  rewards, savvy explorers might stumble across 
  barely-operational Butcher weaponry still clutched 
  in the dead hands of biomechanoid soldiers, or find 
  freakish Butcher Remnants still ‘alive’ in a stasis pod.
  Regardless of the state of the Wreck, the Star League 
  would certainly be fascinated by any artifacts brought 
  from the starship, or news concerning viable routes 
  to the peak of Squaretop Mountain.
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  six
  adversaries of the after
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  ADVERSARIES OF THE 
  AFTER
  A variety of dangerous creatures can be encountered 
  throughout Wind River Valley when an explorer 
  gets off the beaten path.  Most common, of course, 
  is mundane wildlife:  the region has had a hundred 
  years and more to return to wilderness, meaning that 
  it’s rife with animals such as bison, bobcats, elk, and 
  bears.  Game statistics for such wildlife can be found 
  in the main Savage Worlds rulebook
  Despite the return to wilderness, some portions of 
  the Valley remain scarred by the events of the War, 
  and GenBomb contamination remains present nearly 
  everywhere.  These tainted particles have resulted 
  in the Change that has affected living creatures 
  worldwide.  Changed wildlife is often visually 
  striking but not otherwise notable.  For instance, 
  there’s no need to know the combat statistics for a 
  winged squirrel, a sparrow that glows in the dark, or 
  a two-headed deer.
  On rare occasions, Changed wildlife can be 
  aggressive or dangerous, with unusual combat 
  abilities.  A creature might have biomechanical 
  implants that allow it a projectile attack mimicking 
  a shotgun, or to project a flame blast that mimics the 
  burst power.  It could have subdermal armor or be 
  able to sprint at uncanny speeds.
  GMs can model this kind of dangerous Changed 
  beast by adding one or more of the special abilities 
  listed in the Bestiary section of the Savage Worlds 
  rulebook.  These abilities are particularly appropriate:  
  Armor, Breath Weapon, Burrow, Ethereal, Flight, 
  Hardy, Poison, Regeneration, Resilient, Tentacles, 
  Wall Walker.
  The following pages offer game statistics for a 
  variety of dangerous Changed creatures that might 
  be encountered in Wind River, such as the Butcher 
  Bear or Dart Vulture.  Information is also provided 
  for a variety of more exotic creatures that are native 
  to the Breach Zones that are still peppered around 
  the region.
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  The Verdant is teeming with hundreds of varieties 
  of oversized, alien insects.  Many of these are the 
  size of a man’s fist, with glittering carapaces that 
  reflect what little sunlight makes it through 
  the Breach Zone’s canopy.  The deep hum of 
  their wings is a constant background noise in 
  the area.  Most of these insects, despite their 
  unusual size, are harmless nuisances.  The boom 
  bug, however, is an unpredictable menace.
  A boom bug is nearly indistinguishable from 
  most other insects of the Verdant and is often found 
  among them.  For most of its life cycle, it’s completely 
  harmless.  However, when the boom bug is ready to 
  breed - after about thirty days of life - it seeks out a 
  victim to carry its larvae.  It swells up to the size of a 
  human head and hovers about the Verdant serenely. 
  At a distance, the boom bug might be seen as an 
  ungainly, balloonish creature - perhaps even comedic. 
  But, upon becoming aware of a creature of Size 0 or 
  larger within 12”, the boom bug will immediately dart 
  toward its intended target.  After getting as close as 
  possible, it swells further until it explodes!  Its larvae 
  are contained in the resulting organic shrapnel, and 
  can become embedded into creatures caught in the 
  explosion.  This serves to impregnate hapless victims 
  with the next generation of boom bugs - or to leave 
  a corpse that the larvae can use as both shelter and a 
  food source.
  While most social skills are useless when dealing 
  with insects, boom bugs are not fond of smoke or 
  fire.  Anyone with a lit torch or similar fire source 
  may perform a Test using Intimidation at +2.  
  Success with a Raise is likely to drive the boom bugs 
  out of the area entirely.
  Attributes:  Agility d10, Smarts d4 (A), Spirit d6, 
  Strength d4-2, Vigor d6.
  Skills:  Athletics d8, Fighting d4, Notice d4, Stealth 
  d4.
  Pace: 2; Parry: 4; Toughness: 2
  Special Abilities
   
   Explosion:  The boom bug may, as an action, 
  create an explosion in a Small Blast Template 
  centered on itself.  This automatically kills the 
  boom bug and delivers 3d6 damage to everyone 
  in the template who fails to Evade the blast.  See 
  “Infection” below.
   
   Flight:  The boom bug flies at a Pace of 8.  While 
  swollen and primed to explode, this is its 
  maximum speed:  it cannot “run”.
   
   Infection:  Anyone Shaken or Wounded by 
  a boom bug’s Explosion ability must make 
  a Vigor roll or become host to burrowing 
  larvae, suffering a level of Fatigue.  This Vigor 
  roll must be repeated daily, with each failure 
  resulting in a further level of Fatigue.  A victim 
  Incapacitated by the larvae will die within 24 
  hours.  After seven days of infection, the larvae 
  exit the body:  the victim must make a Vigor 
  roll or suffer one Wound.  A Healing roll at -2 
  will extract the larvae without further damage 
  to the Host, and the healing power can be used 
  within 10 minutes of the infection to nullify the 
  condition.
   
   Size -3:  Scale Modifier -4.
  Boom Bug
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  The arrival of the Ghosts and the subsequent 
  Fall dealt devastating blows to the Butchers, but 
  they fought back in many ways.  One of these was 
  unleashing the “Butcher bear” on the world.  These 
  immense creatures were constructed in Butcher 
  bioforges, melding the aliens’ strange technology 
  with vat-grown flesh.  The butcher bears’ genes were 
  specially crafted, combining the dominant traits of 
  several species of Earth bear with genetic material 
  from an unknown alien predator species.  The result 
  was an unparalleled predator.
  An average-size butcher bear weighs 2,500 
  pounds, stands five feet tall at the shoulder, and 
  when standing on its hind legs crests eleven feet. 
  The largest adult males can grow up to 25% larger.
  They were designed to survive in any habitat on 
  Earth, no matter how harsh.  From the sweltering 
  tangle of the Verdant to the profound cold of the Ice 
  Plains, butcher bears can be found plodding along 
  unaffected by the environment, in search of prey to 
  assuage their unending hunger.
  During the War, the butcher bear’s foremost 
  prey was the Ghosts.  Even today, the creatures can 
  sense fluctuations of Breach energy from miles 
  away.  Speculation abounds as to whether this is a 
  special kind of vision, an enhanced scent ability, or 
  some other sense embedded into 
  their biomechanical internals. 
  Regardless of the source, 
  a 
  butcher 
  bear 
  can 
  obviously track the use 
  of Breach energy, 
  including 
  the 
  activation of 
  Shards.
  This “Breach sense” makes them an absolute 
  nightmare for the Gifted.  In the absence of more 
  prominent food sources like the Ghosts, the Gifted 
  have become a butcher bear’s favored prey.  The more 
  a Gifted uses the Boon and the more Power Points 
  they spend, the more likely the butcher bear will scent 
  them and give chase.  In combat, a butcher bear will 
  always focus on users of the Boon before any other 
  target.  It can take hours before the “scent” wears off 
  enough for the Gifted to elude the butcher bear.
  As an interesting counterpoint, butcher bears 
  are less aggressive to the Changed.  Their altered 
  physiology may register as something similar to 
  the butcher bear’s own in an internal technological 
  system, or perhaps it’s simply a genetically 
  constructed instinct.  While a butcher bear will 
  certainly defend itself against an aggressive 
  Changed, they do not treat the Changed as a prey 
  animal or food source unless near to starvation.
  Attributes:  Agility d6, Smarts d6 (A), Spirit d8, 
  Strength d12+2, Vigor d12
  Skills:  Athletics d8, Fighting d8, Intimidation d8, 
  Notice d8, Stealth d4, Survival d8.
  Pace: 8; Parry: 6; Toughness: 14 (2)
  Special Abilities
   
   Armored Flesh:  +2 Armor from internal plating.
   
   Bite/Claws:  Str+d6.
   
   Breach Sense:  A butcher bear can roll Notice 
  to sense the use of Breach energy within 1 
  mile per Power Point spent (or 1d3 miles for 
  the activation of a Ghost Shard, doubled if it 
  Fractures).  If this usage occurs within 100 yards 
  of the butcher bear, it will be able to track 
  the user for 1d4+1 hours using Survival. 
  Otherwise it merely learns the general 
  distance and direction of the 
  Breach energy surge, and will 
  approach in hopes of picking 
  up a ‘trail’.
   
   Draining Bite:  A creature 
  with Power Points that is Shaken or 
  Wounded by the butcher bear’s Bite/
  Claws attack also loses 2d4 Power Points, as 
  their Breach energy is siphoned away to fuel 
  the creature’s biomechanical systems.
  Butcher Bear
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   Environmental Resistance:  The butcher bear 
  can ignore most weather-based Hazards, 
  gaining +4 to resist Fatigue from environmental 
  heat, cold, or exposure.
   
   Size 4:  Scale Modifier +2.
   
   Very Resilient:  When combined with its Size, this 
  means the butcher bear can take three wounds 
  (and is Incapacitated upon taking a fourth).
  This hulking reptilian beast is a predator common 
  to the Verdant.  It boasts a thick layer of scales, with 
  a slimy coating that aids the beast in hiding itself 
  as leaves and other detritus stick to it.  This natural 
  camouflage allows it to hide in a shallow depression 
  and wait for prey to venture too close, so it can launch 
  forth from hiding and strike.
  A crocogant ambush can be startling - the creature 
  often emits a coughing roar while leaping to the 
  attack - but those who aren’t immediately caught can 
  often outrun the creature.  It has relatively stubby 
  legs and can be ungainly when trying to make its way 
  through the undergrowth of the Verdant.
  Those who choose to fight back against a hungry 
  crocogant will have to deal with its impressive 
  natural armor.  The beast’s top and sides offer 
  formidable protection against any attacker, though 
  its underbelly is vulnerable.  The crocogant rarely 
  exposes this unarmored area, but a daring attacker 
  could attempt a Push action to roll the creature 
  over (requiring success on the opposed roll, and 
  replacing the usual effect of a Push).
  Fortunately 
  for 
  explorers 
  of 
  the Verdant, 
  crocogants are solitary beasts.  In fact, they have 
  discrete territories and often clash with one another 
  when meeting face-to-face.  Their brief mating 
  season drives them to local bodies of water, where 
  they ignore prey in favor of pursuing procreation.  
  These brief, ill-tempered trysts result in fertilized 
  eggs about the size of softballs, which are abandoned 
  to drift with the current.
  Attributes:  Agility d6, Smarts d6 (A), Spirit d6, 
  Strength d10, Vigor d10.
  Skills:  Athletics d6, Fighting d8, Notice d8, Stealth 
  d8.
  Pace: 5; Parry: 6; Toughness: 11 (4)
  Special Abilities
   
   Armor +4.  Scaly hide.  The Armor can be 
  bypassed by adjacent attackers while the 
  crocogant is flipped over.
   
   Bite: Str + d6.
   
   Natural Camouflage:  The crocogant gains a +2 
  to Stealth while it is motionless, but only within 
  The Verdant.
  Crocogant
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  Wheeling lazily, high in the air, it’s easy to mistake 
  these creatures for the mundane scavenger 
  birds one would expect to see anywhere.  
  However, dart vultures have been Changed 
  after exposure to Breach energy near 
  the Trench, where they are most 
  commonly found.  Rather than 
  waiting for dead animals to feed 
  upon, they have become predators.
  The Change has caused dart 
  vultures to develop the ability 
  to rain down sprays of spines 
  that are coated in pain-inducing 
  chemicals.  As soon 
  as 
  their 
  target 
  is 
  incapacitated 
  with 
  agony, they swoop down 
  to eat it alive.  Of course, 
  they’re immune to their own toxin.
  Obviously descended from Old 
  World vultures, these creatures behave 
  much as their ancestors did - building 
  nests, laying eggs, and raising the next 
  generation of airborne killers.  Despite 
  their propensity for attacking lone travelers, they 
  are prone to being frightened off by loud noises 
  like gunshots - similar to any other wild animal.  If 
  their spines seem to have no effect on their chosen 
  target, they will not risk themselves by closing to 
  attack with their weak talons.  Instead, they’ll beat 
  their wings and soar away to hunt elsewhere.
  Dart vultures tend to fly much lower than most 
  scavenger birds.  In part, this is because their spines 
  don’t retain accuracy or velocity when fired from 
  great heights.  As well, it may be an instinctual 
  behavior due to the often-claustrophobic confines 
  of the Trench, the narrow-walled Breach Zone from 
  which they originated.
  Attributes:  Agility d8, Smarts d6 (A), Spirit d6, 
  Strength d4, Vigor d6.
  Skills:  Athletics d4, Fighting d4, 
  Notice d8, Shooting d8.
  Pace: 3; Parry: 4; Toughness: 4
  Special Abilities
   
  
  Bite/Claw: Str+d4.
   
  
  Flight:  Dart Vultures 
  have a flying Pace of 12.
   
  
  Poison 
  (-4): 
  This chemical induces 
  immediate 
  but 
  short-
  lived agony.  On a failure, 
  victims become Stunned 
  and suffer a level of Fatigue.
   
  
  Spine Spray:  Range 
  12/24/48.  RoF 1.  Damage 
  2d6. 
   
  Creatures 
  Shaken 
  or Wounded by this attack 
  must resist the effects of the dart 
  vulture’s Poison.
   
  
  Size -1.
   
  The Blight is perhaps the strangest Breach Zone 
  within Wind River Valley.  Objects often seem to 
  sway or melt, and even the landscape can become 
  uncomfortably amorphous, leaving explorers off-
  balance both mentally and physically.  They must 
  resist being affected by the Blight themselves while 
  making their way through misshapen terrain.
  Ghost oozes make the situation in the Blight 
  immeasurably worse.  They are solitary, amoeba-like 
  creatures that slither through twisted ruins, quietly 
  hunting for victims day and night.  Speculation 
  abounds as to the origin of the ghost oozes:  are they 
  creatures from beyond the Breach that are immune 
  to the Blight, or are they the ‘end state’ of creatures 
  overwhelmed by the Blight? Regardless of their 
  source, they hunt creatures made of solid flesh in 
  Dart Vulture
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  order to engulf and consume them.  They exhibit 
  a preference for prey that originates from 
  outside the Blight.
  While a ghost ooze does 
  not 
  move 
  quickly, 
  it is tenacious in 
  pursuit, 
  able 
  to 
  squeeze 
  through 
  small 
  gaps 
  as 
  well as cling to 
  sheer surfaces.  A 
  ghost 
  ooze’s 
  most 
  disturbing 
  hunting 
  tactic, though, is the 
  ability to briefly crawl 
  between dimensions and 
  end up right where it wasn’t 
  expected - a trait that hints at 
  a Ghost-tech origin for these 
  horrible creatures.
  Rumors persist of ghost 
  oozes even bigger than 
  the usual specimen, large 
  enough to engulf entire wagons.
  Attributes:  Agility d4, Smarts d6 (A), Spirit d8, 
  Strength d10, Vigor d12.
  Skills:  Athletics d4, Fighting d8, Notice d8, Stealth 
  d6, Survival d4.
  Pace: 6 (cannot run); Parry: 6; Toughness: 10
  Special Abilities
   
   Amorphous:  Ghost oozes take no additional 
  damage from Called Shots, gain +2 to recover 
  from being Shaken, and are immune to disease 
  and poison.  They can also squeeze through any 
  opening the size of a fist, though this transition 
  costs the ooze 4” of movement.
   
   Bizarre Senses:  The creature cannot be blinded 
  or deafened and ignores penalties for low light 
  or concealment.  However, it suffers -4 to Notice 
  things more than 12” distant.
   
   Engulfing Limbs:  Str+d6.  The creature attacks 
  using a storm of thrashing pseudopods.  This 
  attack affects all adjacent targets using a single 
  Fighting attack, as with the Improved Sweep 
  Edge.
   
   Hardy:  This creature does 
  not suffer a Wound from being 
  Shaken twice.
   
   Phase Jump:  Once an hour, 
  the ghost ooze can phase 
  between dimensions to travel 
  instantly up to 10” distant.  
  The ooze can teleport to 
  areas it cannot sense and 
  has not seen previously.
   
   Semi-sentient:  Ghost 
  oozes are not affected 
  by 
  Fear, 
  cannot 
  be 
  communicated with by 
  any 
  means 
  (including 
  telepathy) 
  and 
  are 
  immune to Tests that 
  target Smarts or Spirit.
   
  
  Size 2:  Were it to 
  gather all its mass together, it 
  would be a slimy lump as big as a 
  large bear, but the ghost ooze usually occupies 
  a space equivalent to a Small Blast Template as 
  it hunts.
   
   Very Resilient:  Ghost oozes can take an 
  enormous amount of punishment before 
  losing cohesion and dissolving into a harmless 
  but smelly puddle.  They can suffer two extra 
  Wounds before being Incapacitated.
   
   Wall Walker:  The creature may traverse sheer 
  surfaces (even ceilings) at its full Pace.
  These bipeds with pale, mucilaginous flesh haunt the 
  corrupted Breach Zone known as the Blight.  They 
  have no visible facial features and seem to be mute. 
  Despite this inability to communicate, they seem to 
  be silently outraged by the presence of humanoids 
  that are unlike them.  Glibbermen gather in packs to 
  pursue and attack explorers, and have been known to 
  jog for hours along the trail of those who have fled 
  on horseback.
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  What sustains a glibberman aside from this 
  wordless anger is unknown:  they carry very little 
  equipment, don’t use fire, and have not been 
  observed eating by any outsiders.  If they have 
  gender, it’s impossible to tell them apart, and 
  immature glibbermen have not been seen.
  The strange creatures secrete a disorienting toxin 
  from their flesh.  Each glibberman carries a sling 
  made from woven hair or scavenged Old World 
  materials, and loads it with vile mucus balls rolled 
  from their secreted toxin.  They use these to bring 
  down targets at range.  When possible, glibbermen 
  will choose to overwhelm and carry away poisoned 
  targets one by one, rather than engage an entire 
  group of explorers in a mass combat.  These 
  victims are spirited away and hidden, then forced to 
  consume more of the toxic mucus until, eventually, 
  they are overwhelmed by the Blight and transform 
  into glibbermen.
  The Librarians of Chapter 
  speculate 
  that 
  glibbermen 
  may worship ghost oozes and 
  could be related to them in 
  some fashion, for the oozes do 
  not attack glibbermen.
  Attributes:  Agility d6, Smarts d4, 
  Spirit d8, Strength d6, Vigor d8.
  Skills:  Athletics d6, Fighting d6, 
  Notice d6, Stealth d4, Survival 
  d6.
  Pace: 6; Parry: 5; Toughness: 6
  Special Abilities
   
   Disgusting Fist Smash: 
  Str+d4.
   
   Slimeball 
  Sling: 
   
  Range 
  4/8/16, Str+d4.
   
   Stun: 
   
  Those 
  hit 
  by 
  a 
  glibberman’s 
  fist 
  smash 
  or 
  slimeball 
  sling 
  (even if the damage is 
  insufficient to Shake 
  the target) must resist 
  a mild toxin.  Victims 
  who fail a Vigor roll 
  become Stunned.
  The Fission Factory is peppered with the radioactive 
  ruins of Butcher facilities, blasted and destroyed 
  during the War.  Years of carnage wrecked the 
  aliens’ laboratories and factories, and the retreat of 
  the Butchers from the Earth’s surface ensured they 
  would never be rebuilt.  
  However, deep beneath the surface, the shattered 
  vestiges of automated Butcher bioforges still 
  occasionally hum to life.  On rare occasions, their 
  programming functions correctly - directing 
  them to consume, conquer, and destroy.  When a 
  sufficient amount of power can be gathered from 
  broken reactors or stolen fuel, and raw material can 
  be collected, then a horror might be birthed:  a fully 
  operational biomechanoid war machine, disgorged 
  into the outside world to wreak havoc and feed the 
  bioforge’s appetites further.
  By far, the most dangerous of these biomechanoids 
  are the glowbelchers.  Pulsing conduits and 
  sparking wires criss-cross diseased, alien 
  flesh as they rumble across 
  the land on reinforced tracks, 
  seeking living creatures to slay 
  or capture.  Fortunately for the 
  rest of Wind River Valley, 
  they are attracted to radiation 
  (perhaps gaining sustenance 
  from it) and usually remain 
  in the vicinity of the Fission 
  Factory.
  Construction of the incredible 
  ranged weaponry that shattered 
  the armies of the Old World 
  is utterly out of reach of the 
  remaining bioforges.  Instead, 
  these creatures rely on fierce 
  claws backed up by uncanny 
  biomechanical strength, and 
  can emit sprays of a 
  foul liquid that 
  is 
  profoundly 
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  corrosive as well as being radioactive.  Similarly, the 
  impregnable armor common during the Harvest 
  has been replaced by downgraded protection built 
  from whatever scraps were available.
  Glowbelchers maintain an internal storage 
  compartment.  They often fill it by shoveling in the 
  remains of defeated opponents, but a glowbelcher 
  without live targets will spend its time combing the 
  ruins of the Fission Factory for raw material that 
  it can return to the partially-active bioforge from 
  whence it came.  At the GMs discretion, breaking 
  into a defeated glowbelcher’s storage compartment 
  might be lucrative in terms of salvage or even 
  Remnants.  That said, anything torn from the corpse 
  of the biomechanoid is likely to have a Stress Tag 
  due to exposure to the creature’s radioactive and 
  nanite-laden internals.
  Attributes:  Agility d8, Smarts d6, Spirit d10, 
  Strength d12+4, Vigor d12.
  Skills: 
   
  Athletics 
  d8, 
  Fighting 
  d10, 
  Intimidation d8, Notice d8, Repair d4, 
  Shooting d10, Survival d4.
  Pace: 8; Parry: 7; Toughness: 16 (4)
  Special Abilities
   
  
  Armor +4:  Structural reinforcement 
  and altered physiology make the glowbelcher 
  difficult to affect with attacks.
   
  
  Belch Slime:  Glowbelchers, 
  true to their name, can spew forth 
  corrosive, radioactive slime using 
  the Cone Template.  Creatures 
  within the cone may oppose the 
  glowbelcher’s Shooting roll with an 
  Agility roll to evade the attack.  Those who 
  fail suffer 2d10 damage and must make a Vigor 
  roll to avoid a level of Fatigue from radiation.  
  Any victim that critically fails this Vigor roll will 
  be warped by Butcher biotechnology, suffering 
  an immediate, randomly chosen Cosmetic 
  Change (and gaining the Not Like Us racial 
  quality of the Changed).
   
   Biomechanical Claw:  Str+d10.  Heavy Weapon.
   
   Construct:  +2 to recover from being Shaken; 
  ignores 1 point of Wound penalties; does not 
  breathe nor suffer from disease or poison.
   
   Fearless: 
   
  Their 
  programming 
  renders 
  glowbelchers immune to Fear effects.  They 
  cannot be affected by the Intimidation skill.
   
   Low Light Vision:  Ignores penalties for Dim 
  and Dark lighting.
   
   Size 4 (Large):  Glowbelchers are over 10’ tall 
  and easily as wide.  They weigh over 4000 
  pounds.  Because of their size, they can suffer 
  an additional Wound, and Scale modifiers affect 
  attacks against them.
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  A humbuzz is a docile, batlike flyer.  They have 
  spread throughout Wind River Valley, but are most 
  commonly found in large numbers at the Hanging 
  Rocks.  There they gather in loose flocks, bobbing 
  about in the weird microgravity fields of the Breach 
  Zone, and nesting in cracks and crevices.  Their name 
  comes from the sounds the creatures make.  Rather 
  than the bird song one might expect, humbuzzes 
  emit gentle humming noises that most explorers 
  find soothing.
  Under normal circumstances, humbuzzes feed on 
  seeds and insects.  Individually, they are completely 
  harmless.  However, when pickings are scarce, or 
  a creature approaches too near to their nesting 
  grounds, the flock can become suddenly 
  aggressive.  Within a few heartbeats, 
  a flock of humbuzzes can swirl into a 
  dangerous airborne swarm and launch 
  to the attack.  When they turn 
  aggressive, their previously 
  soothing hum becomes a buzz 
  that increases to teeth-rattling 
  levels as the swarm closes around 
  its victims.
  The humbuzz swarm covers an area 
  equal to a Medium Burst Template and 
  deals damage to everyone covered by the 
  template each round.
  Attributes:  Agility d10, Smarts d4 (A), Spirit 
  d12, Strength d4, Vigor d10.
  Skills:  Athletics d6, Notice d8.
  Pace: 3; Parry: 4; Toughness: 7
  Special Abilities
   
   Biting Cloud:  The humbuzz swarm inflicts 
  dozens of tiny bites every round to its victims. 
  This automatically hits all targets within the 
  swarm’s Template, causing 2d6 damage to 
  everyone.  This damage is applied to the least 
  armored location.
   
   Flight:  Humbuzz swarms fly with a Pace of 12”.
   
   Swarm:  Parry +2.  Because the swarm is 
  composed of hundreds of individual creatures, 
  cutting and piercing weapons do no real 
  damage.  Area-effect weapons work normally, 
  and a character flailing with a melee weapon (or 
  even his fists) can inflict his damage in Strength 
  each round.
   
   Weakness (Noise):  Due to their keen hearing, 
  humbuzz swarms suffer -2 to resist any sonic 
  effect, and suffer 2 points of extra damage from 
  them.  Intimidation attempts that include a 
  loud noise are made at +2 when targeting the 
  humbuzz swarm, and the swarm will usually 
  disperse if Shaken by these effects.
  Humbuzz Swarm
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  adversaries of the after
  These six-legged horrors arrived in Wind River Valley 
  when the Ice Plains were formed.  Ice beetles are about 
  the length of a human arm, with a leathery, white 
  carapace and sharp mandibles made for tearing flesh.
  They are endemic to that frigid Breach Zone, 
  where they lurk beneath the ever-present snow layer, 
  awaiting warm-blooded prey.  When a potential 
  meal approaches, they burrow beneath the snow 
  to attack from surprise.  An unlucky explorer that 
  stumbles into ice beetle territory might have to deal 
  with ten or more of the hideous creatures.  A victim 
  overcome by the ice beetles will become host to a 
  clutch of dozens of bluish eggs, which hatch within 
  about three weeks.
  Unfortunately, the winters in Wind River Valley are 
  both fierce and long, allowing ice beetles to migrate 
  outward from the Ice Plains in winter in search of 
  food.  On these voyages, they instinctively band 
  together in groups of ten to twenty.  Sweetwater 
  Ranch has a standing bounty for ice beetles killed 
  on its land, as the creatures often reach that area by 
  the end of the winter and begin harassing the herds 
  of sheep and cattle prized by the ranchers.
  While ice beetles are unfazed by the fiercest cold 
  temperatures, even the relatively tepid summers of 
  Wind River Valley will kill ice beetles that do not 
  retreat to the Ice Plains or otherwise find shelter 
  from the warmer climate.  Only in deep, sunless 
  caves or in the perpetually snow-covered regions at 
  the top of mountains could an ice beetle population 
  persist to trouble anyone for a second year.
  Attributes:  Agility d8, Smarts d4 (A), Spirit d6, 
  Strength d6, Vigor d6.
  Skills:  Fighting d6, Notice d6, Stealth d8.
  Pace: 6; Parry: 5; Toughness: 6 (2)
  Special Abilities
   
   Armor +2
   
   Bite:  Str+d6.
   
   Burrowing:  Ice beetles can only burrow through 
  snow.
   
   Camouflage:  Ice beetles gain a +2 to Stealth 
  rolls in snowy environments.
   
   Environmental Resistance (Cold):  Ice beetles 
  are unconcerned with low environmental 
  temperatures.  Cold damage is reduced by 4, and 
  they gain +4 to resist Hazards based on cold.
   
   Size -1.
  The hand of the Butchers still lies heavily upon Wind 
  River Valley.  From end to end, Changed creatures can 
  be discovered, as the vestiges of the GenBomb have 
  caused insidious alterations in many lifeforms.  
  In many cases these creatures are harmless:  a 
  rabbit with strange wires protruding from its 
  spine or a river fish with glowing diodes embedded 
  inside of it.  But, other Changed animals have been 
  modified to become terrifying hazards to an entire 
  region.
  Within the lands of the Tribe, whispered 
  legends speak of a terrible Changed 
  beast they call the Ironfang.  Survivors 
  of its depredations report that the 
  Ironfang is the size of a black 
  bear, but vaguely canid in 
  Ice Beetle
  Ironfang
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  shape, with metal plates jutting from its skin.  It 
  hunts the northernmost reaches of their claim, 
  always by night.  Ferocious and insatiable, it prefers 
  to stalk and devour humans over animal prey and 
  exhibits no fear of weapons or fire.  This aggression 
  is no doubt a result of the Butcher biotech that has 
  become embedded throughout its scarred flesh.  
  Grizzled and hateful, many have come to believe 
  that the Ironfang has been present in Wind River 
  Valley since the time of the Harvest and is one of 
  the last original constructs made by Butcher hands.
  The elders of the Tribe agree that the Ironfang 
  must be stopped, but they do not wish to lose more 
  good scouts and warriors to the beast’s appetite.  As 
  well, they fear that if the Ironfang is trifled with, it 
  might follow along its attackers’ trails southward, to 
  ravage more heavily populated areas.  Of even more 
  concern is the conjecture that there might be more 
  than one Ironfang.
  Attributes:  Agility d8, Smarts d6 (A), Spirit d10, 
  Strength d12+2, Vigor d10.
  Skills:  Fighting d10, Intimidation d10, Notice d6, 
  Stealth d6, Survival d8.
  Pace: 6; Parry: 7; Toughness: 13 (4)
  Special Abilities
   
   Armor +4:  The Ironfang’s Butchertech armor 
  has properties similar to Old World Kevlar, 
  reducing damage from firearms by 4.
   
   Bite/Claw:  Str+d6, AP 2.  Heavy Weapon.
   
   Fear:  As an action, the Ironfang can unleash a 
  terrifying roar that is amplified by embedded 
  subsonic emitters.  This causes all non-deafened 
  creatures in a Large Burst Template centered on 
  the Ironfang to roll a Fear check at -2.
   
   Fleet-footed:  This beast rolls a d8 when running 
  instead of a d6.
   
   Hardy:  A second Shaken result does not cause 
  a Wound.
   
   Infravision:  Butcher-tech ocular implants allow 
  sight in the infrared spectrum, halving penalties 
  for lighting when attacking living targets.  The 
  creature has normal sight as well.
   
   Keen Nose:  +2 to Notice rolls involving scent.
   
   Size 2: The Ironfang stands 6’ at the shoulder 
  and weighs over 1000 pounds.
   
   Slow Regeneration:  The Ironfang makes a 
  natural healing roll daily.
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  Enormous creatures from beyond the Breach, 
  jaunters are reminiscent of titanic, airborne jellyfish.  
  Long, multicolored tentacles dangle from a gasbag-
  like body as the creatures drift in the strange 
  microgravities of the Hanging Rocks.  This Breach 
  Zone is the only place where a jaunter can be found, 
  as they do not leave the shelter - or the unusual 
  gravity - of the Rocks.
  Jaunters are remarkably docile.  They gain 
  sustenance by slowly grinding metals and Breach 
  elements out of the Hanging rocks with slithering 
  strokes of their tentacles, and ignore most 
  other creatures and stimuli.  Bold travelers have 
  discovered that the creatures usually don’t react 
  even to an explorer climbing their tentacles and 
  sitting on top of them.  Because of this, the beasts 
  are sometimes used as impromptu transports for 
  expeditions within the Hanging Rocks, as they offer 
  a quick and relatively safe way to gain height within 
  the Breach Zone.
  The typical jaunter has a body about fifteen feet in 
  diameter and tentacles that dangle fifty feet or more, 
  though the makeup of their flesh is surprisingly 
  light. The tentacles of a jaunter are slow to move 
  and poorly coordinated, so they are not useful for 
  combat applications.  However, in the event that a 
  jaunter is injured or otherwise upset, it responds 
  by emanating waves of painful and deadly Breach 
  energy.  The statistics here are for a specimen of 
  average size.
  Attributes:  Agility d6, Smarts d4 (A), Spirit d6, 
  Strength d12+4, Vigor d12.
  Skills:  Athletics d4, Fighting d4, Notice d4.
  Pace: 4; Parry: 4; Toughness: 15
  Special Abilities
   
   Barely Conscious:  The alien being is immune to 
  Tests, cannot become Distracted or Vulnerable, 
  and understands no language.  Attempts to 
  contact it telepathically are at -4.
   
   Damage Field:  When attacked, the jaunter 
  erupts in an aura of lovely (but dangerous) 
  Breach energy waves.  This energy field appears 
  during the jaunter’s next action and remains 
  until the jaunter has no foes within 12”.  The 
  energy field causes 2d8 damage to anyone 
  attacking the jaunter in melee, and deals damage 
  to anyone touching the jaunter (such as riders) 
  per round of contact.  The jaunter can also use 
  a Touch Attack to deal this damage to a single 
  target within 6”.
   
   Flight:  Pace 4.  Jaunters hover serenely, and 
  don’t change direction well.
   
   Size 7 (Large):  A jaunter can suffer an additional 
  Wound before being Incapacitated, and Scale 
  modifiers apply to attack rolls targeting it.
  Jaunter
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  Another legacy of the War between the Butchers 
  and Ghosts, the mesmer is a bizarre Changed 
  amalgamation.  Its body is long and sinuous, 
  reminiscent of a constrictor snake.  Rather than 
  scales, however, its muscular core is surrounded 
  with plantlike fibers.  This pliant exterior affords a 
  mesmer protection, and also allows it to blend in 
  with natural surroundings.
  Due to this natural camouflage, mesmers are 
  most at home in the thickest vegetation possible. 
  The creatures are most commonly encountered 
  in the depths of the Verdant, where they can be 
  found climbing to the very heights of that alien 
  biome to prey on the weird creatures resident 
  there.  Despite their success in the Verdant, 
  mesmers can be found anywhere in Wind 
  River Valley where there are trees for them to 
  lurk.  During cold weather, mesmers go dormant.  
  Their bodies stiffen, lose most of their color and 
  allow them to blend in with the trees they’ve perched 
  in.  Rolls to spot a hibernating mesmer are at -4.
  Mesmers use their Breach ability to hypnotize 
  prey, luring vulnerable targets away from their 
  compatriots, so they can be crushed to death in 
  private.  It’s rare for a mesmer to attack in the open 
  unless given no other choice.  These creatures do 
  not swallow their prey whole; instead, a crushed 
  opponent is penetrated by rootlike structures over 
  the course of several minutes.  The mesmer then 
  drains their blood and innards for sustenance, 
  leaving a withered husk behind.  The entire process 
  takes about an hour, after which the mesmer is 
  satisfied for several days.
  Attributes:  Agility d4, Smarts d4 (A), Spirit d10, 
  Strength d10, Vigor d8.
  Skills:  Athletics d6, Fighting d6, Notice d8, Stealth 
  d8.
  Pace: 4; Parry: 5; Toughness: 8 (3)
  Special Abilities
   
   Arboreal:  The mesmer can traverse trees and 
  similar structures without making an Athletics 
  roll.  They gain +2 to Stealth rolls when among 
  trees.
   
   Armor +3.
   
   Bite and Trap:  Str+d4.  On a hit with a Raise, the 
  victim must make an Athletics roll or become 
  Restrained by the mesmer.
   
   Constrictor:  +2 to Athletics and Strength rolls 
  made to grapple.
   
   Hypnotism:  The creature can channel Breach 
  energy to control its intended prey.  A target 
  must be within 6”.  If the mesmer wins an 
  opposed Spirit roll, it controls its target’s every 
  action for up to two minutes.  Due to their 
  limited intellect, the only action mesmers 
  usually impose on their victims is to walk them 
  quietly to an isolated place, where the mesmer 
  can envelop and crush them.  Upon the victim 
  taking any damage, the effect is immediately 
  broken.  If no damage is taken, the victim may 
  attempt another opposed Spirit roll to break 
  free every minute.  The power can only be 
  used on one target at a time, so if it is actively 
  hypnotising a victim, the mesmer cannot affect 
  anyone else until the effect is broken.
  Mesmer
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  In shadowed nooks among the tangled terrain of the 
  Verdant, among the gnarled roots of the immense 
  trees, an explorer might take note of a wonderful 
  scent drifting through the forest.  Upon approaching 
  closer, he would see a small pool of shimmering, 
  colorful liquid that would obviously be cool and 
  refreshing to drink.  Moving nearer still, though, 
  could easily be his final act.
  The scent shrouder is an alien lifeform native 
  to the Verdant.  Similar to an ant lion, most of its 
  bloated bulk is hidden in an underground burrow 
  sheltered by tree roots.  Rather than a sandy pit, 
  though, the scent shrouder presents its maw to the 
  world.  Gaping three or four feet wide, it rapidly 
  fills with the creature’s unnaturally enticing saliva, 
  forming a glimmering and dangerous trap that 
  appears similar to a woodland pool.  Laden with 
  otherworldly chemicals and strange pheromones, 
  this substance compels most creatures to approach 
  and touch the liquid, which is also a powerful 
  paralytic poison.  Paralyzed victims are quickly 
  pulled into the maw, drowned, and devoured.
  While those who resist the paralyzing effect might be 
  left to eventually lose interest and wander off, a hungry 
  scent shrouder won’t wait to ascertain whether a victim 
  was affected by its poison.  Instead, it will lurch its 
  body upward and begin lashing out with its vine-like 
  tentacles, which are also coated in its poison.  Despite 
  its impressively large mouth, the creature’s jaws don’t 
  deliver much biting power and are relatively harmless.
  Attributes:  Agility d4, Smarts d6 (A), Spirit d8, 
  Strength d8, Vigor d8.
  Skills:  Athletics d8, Fighting d8, Notice d4, Stealth 
  d8.
  Pace: 2; Parry: 6; Toughness: 9 (2)
  Special Abilities
   
   Armor +2:  Wood-like skin.
   
   Enticing Pool:  Creatures within 6” that can see 
  and smell the scent shrouder’s pool must make 
  a Spirit roll at -2 or be compelled to approach 
  and touch the liquid.  
   
   Lashing Limbs:  Str+d6.  On a Raise against a 
  target of Size 0 or smaller, the target is Entangled.
   
   Paralyzing Saliva:  Those who touch the liquid 
  within the pool, or are Wounded or Shaken by 
  the shrouder’s lashing limbs attack, must make a 
  Vigor roll or become paralyzed for 2d6 minutes.
   
   Reach 1.
   
   Size 1:  Shrouders are significantly larger than 
  humans and weigh about 500 pounds.
  These enormous, Changed birds of prey have a 
  wingspan nearing twenty feet.  They spend most of 
  their time soaring in thermals at extreme heights, 
  covering vast distances in search of prey.  They nest 
  atop mountains, where they won’t be bothered by 
  lesser creatures.  As such, screaming eagles - while rare 
  - can occasionally be spotted taking advantage 
  of thermals above the Wind River Valley.
  A screaming eagle is reminiscent of an 
  Old World vulture, with feathers that 
  are brown on top and bluish-grey 
  on the underbelly.  Their heads are 
  featherless, allowing them to more 
  easily eviscerate the creatures they 
  hunt.  The feathers of a screaming 
  eagle that has gorged on the 
  flesh of a successful hunt become 
  tinged with crimson, leaving 
  the entire bird looking as if it 
  were outlined in blood.
  Scent Shrouder
  Screaming Eagle
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  These massive birds are comfortable hunting 
  targets in the air as well as on the ground, and exhibit 
  no fear in attacking targets as large as a bison.  Their 
  primary food sources are quadrupeds such as cattle, 
  horses, and goats.  A screaming eagle will attack a 
  human that’s moving through the wilderness, but 
  they do not usually approach closely to settled areas.
  This reticence is likely due to its preferred method 
  of hunting.  A screaming eagle rockets down from 
  the heights in a high-speed dive, smashing its talons 
  into its victim, shattering their bones and driving 
  them to the ground.  Preferably, the victim never 
  sees this coming.  In game terms, the screaming 
  eagle attempts to approach using Stealth (often 
  against its victim’s passive Notice score) and then 
  inflict maximum damage against a victim that is 
  Vulnerable - or, potentially, even attacking with the 
  Drop (and potentially triggering a Knockout Blow).
  After this concussive and devastating strike, a 
  screaming eagle finds itself relatively immobile on the 
  ground.  Their soaring grace becomes ungainly after 
  landing, and it’s difficult for them to get back into the 
  air due to their immense wingspan - it’s difficult for 
  them to find room to beat their mighty wings.  They 
  must jump off a small height such as a ridge top or 
  overturned wagon - otherwise it takes them an entire 
  combat round to become airborne, and they are 
  Vulnerable while struggling back into the air.
  Because of this weakness, a screaming eagle does 
  not stay on the ground long.  It tends to eviscerate 
  and dismember its victim, gobbling down as much 
  as it can before launching back into the sky with 
  whatever it can carry.  One of these raptors, upon 
  struggling skyward from a successful hunt, will 
  emit the blood-curdling victory cry that has given 
  them their name, a screech that can echo for miles.
  Attributes:  Agility d8, Smarts d4 (A), Spirit d8, 
  Strength d12, Vigor d12.
  Skills:  Athletics d8, Fighting d8, Notice d8, Stealth d8.
  Pace: 4; Parry: 6; Toughness: 10
  Special Abilities
   
   Bite/Claws:  Str+d6.  On a hit with a Raise, a 
  target of Size 2 or smaller is knocked prone 
  (either by the force of the creature’s dive, or by a 
  powerful wing buffet).
   
   Eagle Eyes:  +2 to Notice visually while airborne, 
  and suffers no penalties for distance.
   
   Flight:  The screaming eagle flies at a Pace of 
  48”.
   
   Impact Resistant:  Screaming eagles are built to 
  resist bone-crushing forces when they dive into 
  their victims.  They never suffer falling damage 
  and gain +4 Armor against impact-based attacks 
  such as clubs or sling stones.
   
   Size 2
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  Wraith-like beings known as “skitterlings” haunt the 
  ruins at the center of the Breach Zone called Shadow, 
  and are found nowhere else.  These creatures of the 
  Breach are vaguely bipedal, with smooth, featureless 
  faces and flesh that seems to be made of barely 
  substantial shadow-stuff.  They flit from cover to 
  cover, watching interlopers and emitting chittering 
  noises.  It might be easy for explorers to mistake the 
  fluttering and squeaking for bats, especially given 
  the limited sight distances in Shadow.  Some have 
  speculated that the skitterlings were once Ferals, but 
  were converted to their present form by the strange 
  effects of the Breach Zone.
  Skitterlings are attracted to water and can, in fact, 
  meld with the liquid - becoming truly shadowlike 
  when immersed.  They are therefore able to travel 
  through streams, and even Old World plumbing if 
  the pipes are still full of water.  They can appear 
  from a fountain or faucet in a sudden burst to 
  ambush intruders.  
  These strange creatures do not appear to eat, so 
  their motivation for attacking explorers is unclear. 
  Despite their propensity to stalk and ambush 
  intruders, they are cowardly and will rarely stand 
  and fight, preferring ambushes and hit-and-run 
  tactics.  They seem to loathe light sources and 
  prioritize targets that are bearing lights.
  Attributes:  Agility d6, Smarts d6, Spirit d8, Strength 
  d6, Vigor d6.
  Skills:  Athletics d6, Fighting d6, Notice d8, Stealth 
  d8, Survival d6.
  Pace: 6; Parry: 5; Toughness: 5
  Special Abilities
   
   Ignore Shadow:  A skitterling is immune to 
  the sensory dampening that is ubiquitous 
  throughout Shadow.  They suffer no penalties to 
  sight or hearing due to the effects of the Breach 
  Zone.  This includes taking no illumination 
  penalty in combat, regardless of light level.
   
   Shadowy Claws:  Str+d4
   
    Vulnerability (Sunlight):  A skitterling removed 
  from Shadow during the day (or somehow 
  exposed to sunlight within the bounds of the 
  Breach Zone) is immediately Incapacitated and 
  will die within 1d6 minutes, quickly dissolving 
  into a foul-smelling puddle.
   
    Water Intangibility:  When adjacent to a volume 
  of water (as small as a drain pipe), the skitterling 
  can take an action to become ethereal, using 
  the effects of the Intangibility power.  While 
  immersed in this way, they can swim with a 
  Pace of 12 and gain +2 to Stealth rolls.  Each 
  skitterling requires about a gallon of water to 
  maintain intangibility and could be trapped in 
  a container by a wily enemy.  Exiting the water 
  (and becoming material again) also requires an 
  action, so a skitterling ambushing from water 
  will need to take multiple actions.
  Skitterlings
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  Large, wooly primates with sharp teeth and claws, 
  these nocturnal carnivores roam the Ice Plains in 
  family groups, burrowing into the snow for shelter 
  during the day.  They hunt cooperatively, often 
  herding prey into an ambush.  Due to their alien 
  biology, they disregard the arctic cold of the Ice 
  Plains, but if taken into temperate surroundings, will 
  collapse and die within 24 hours.
  Rumors persist of highly dangerous “alpha” 
  snowbeasts leading some packs.  If the rumors are 
  true, such creatures would be Wild Cards with d10 
  Athletics and Fighting, and the Improved Frenzy 
  and Improved Nerves of Steel Edges.
  Attributes:  Agility d6, Smarts d6(A), Spirit d6, 
  Strength d10, Vigor d8.
  Skills:  Athletics d6, Fighting d6, Intimidate d6, 
  Notice d6, Survival d8.
  Pace: 6; Parry: 5; Toughness: 7
  Special Abilities
   
   Claws:  Str+d6, Reach +1.
   
   Environmental Resistance (Cold):  Snowbeasts 
  are unconcerned with low environmental 
  temperatures.  Cold damage is reduced by 4, and 
  they gain +4 to resist Hazards based on cold.
   
   Infravision:  Halves penalties for poor light vs 
  warm targets.
   
   Size 1:  Snowbeasts are around eight feet tall.
  Snowbeast
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  These enormous biomechanoids are part alien 
  beetle, part armored installation.  The size of a large 
  Old World building, tankerbots lumber across the Ice 
  Fields in search of oil reservoirs to tap and process 
  into fuel with its industrial-strength innards.  Once 
  they’ve found a prime location, they’ll usually stay 
  put for a few days before moving on.  
  While “embedded” at a fuel source, the tankerbot 
  cannot move but is much more aggressive in 
  shooting at anyone who approaches.  While on the 
  march, they don’t pay much attention to scrappy 
  explorers, at least until they try to smash through its 
  armored flanks to get to the fuel reservoirs inside. 
  Given that these Butcher-created engines of war are 
  nearly invulnerable, it’s often better to try and board 
  the creature by stealth and siphon off a barrel or 
  two of fuel.
  Tankerbots are often accompanied by various 
  biomechanoids who live symbiotically with them: 
  they siphon fuel and sustenance in return for acting 
  as scouts and defenders.
  Attributes:  Agility d4, Smarts d6, Spirit 
  d12, Strength d12+10, Vigor d12.
  Skills:  Fighting d8, Notice d6, Shooting d8.
  Pace: 12; Parry: 6; Toughness: 26 (6)
  Special Abilities
   
   Armor +6:  Reinforced outer shell.  Heavy Armor.
   
   Embedded Point Defense Guns:  Range 12/24/48, 
  RoF 3, Damage 3d6, AP 4.  Heavy Weapon.
   
   Oblivious:  The tankerbot does not take free 
  attacks against those that withdraw from close 
  combat with it.
   
   Size 12 (Gargantuan):  Tankerbots are 50’ tall 
  and about 100’ long.  They weigh hundreds 
  of tons.  Scale modifiers apply, and they can 
  suffer 3 additional Wounds before becoming 
  Incapacitated.
   
   Slam:  The tankerbot lashes out with a harvesting 
  probe or one of its immense legs.  This attack 
  affects a Medium Burst Template adjacent to the 
  tankerbot.  Resolve the attack with an opposed 
  Athletics vs Agility Test against all defenders in 
  the template.  Instead of the usual results of a 
  Test, victims who fail to beat the tankerbot’s roll 
  suffer the tankerbot’s Str in damage.
  Tankerbot
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  Begin with a six-foot-long centipede.  Cover it in 
  spines, give it razor fangs and a voracious appetite for 
  live meat.  These aggressive predators are common 
  to the Trench, mostly lurking in shadowy caves and 
  crevices, away from the light of the strange Orb at 
  the center of the Breach Zone.  However, on rare 
  occasions, they have been known to swarm up the 
  walls of the Trench in a mass, migrating outward 
  in deadly waves.  They don’t breed very successfully 
  outside of the Trench, fortunately for survivors 
  elsewhere in the Wind River Valley.
  Attributes:  Agility d6, Smarts d4 (A), Spirit d6, 
  Strength d8, Vigor d8.
  Skills:  Athletics d6, Fighting d8, Notice d6, Stealth 
  d4.
  Pace: 8; Parry: 6; Toughness: 8 (2)
  Special Abilities
   
   Armor +2:  Carapace.
   
   Slicing Mandibles:  Str+d6, AP 2.  With a Raise 
  on the attack roll, a target of Size 0 or less is 
  knocked prone.
   
   Spines:  Anyone attempting to grapple or 
  Push a trenchworm suffers 2d6 damage.  This 
  damage also applies to creatures who attack the 
  trenchworm in melee without a weapon.
   
   Wall Walker:  Trenchworms can move their full 
  Pace on walls and ceilings.
  Trenchworm
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  These creatures were once moose, elk, or longhorn 
  cattle that were Changed by the Butchers.  Now they 
  wander the Wind River Valley, riddled with Butcher 
  biomechanoid implants and following genetically-
  imprinted programming.  Despite their herbivorous 
  ancestors, wreckers are compelled to slay living 
  creatures and tear down human dwellings with their 
  powerful horns and buzzsaw hooves.  Because of 
  this need, wreckers often linger around Old World 
  ruins, grinding away at the structures found there.  
  In a wrecker’s territory, all the doors and windows are 
  broken and the walls are shredded.  
  Wreckers are always angry and fierce, but are easily 
  distracted or tricked.  Their inborn aggression will 
  lead them to chase after almost any mobile target.
  Attributes:  Agility d6, Smarts d4 (A), Spirit d6, 
  Strength d12+2, Vigor d10.
  Skills:  Fighting d8, Intimidate d8, Notice d6, Survival 
  d4.
  Pace: 8; Parry: 5; Toughness: 11 (2)
  Special Abilities
   
   Armor +2:  thick skin and grafted armor plating.
   
   Buzzsaw Hooves:  Str+d4, AP 4.  Heavy Weapon.
   
   Reinforced Horns:  Str+d6.  If they move at least 
  6” before delivering an attack with their horns, 
  wreckers add +4 to the damage total.
   
   Size 2:  Wreckers are usually about the size of a 
  horse.
  Wrecker
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  These dog-sized drones hover quietly until 
  they spot a potential victim, at which point 
  they emit an unnerving keen.  Leftover relics 
  of the Butchers’ struggle against the Ghosts, a 
  zapdrone’s sensor suite is capable of detecting 
  Breach energy.  Because of this, their attacks 
  prioritize the Changed and those with the Boon, 
  as they are somehow able to sense those qualities 
  on beings they see within 12”.
  Despite this prioritization, a zapdrone is 
  programmed with the same aggression and 
  desire to slay that is common to much of the 
  Butchers’ creations.  They usually ignore non-
  Changed animals, but will attack Humans, 
  Helots, or Skav on sight.
  Zapdrones are also attracted to sources of 
  electricity, sometimes forming small clusters 
  that cooperate to invade powered settlements.
  Attributes:  Agility d8, Smarts d6, Spirit d8, 
  Strength d4, Vigor d8.
  Skills:  Athletics d4, Fighting d4, Notice d8, 
  Shooting d6, Stealth d6.
  Pace: 6; Parry: 4; Toughness: 8 (2)
  Special Abilities
   
   Arcane Resistance:  Powers of the Boon that 
  target zapdrones suffer a -2 to the skill roll, and 
  zapdrones suffer two points less damage from 
  those powers.
   
   Armor +2:  Mostly metal construction.
   
   Flight:  Zapdrones fly at a Pace of 6, and cannot 
  rise more than ten feet off the ground.
   
   Quick:  Discards draws of 5 or less on initiative.
   
   Size -1.
   
   Tap the Mind:  The zapdrone emits a powerful 
  psychic shock, targeting a single creature within 
  12”.  The target must make a Smarts roll at -2. 
  On a failure, 1d8+1 Power Points are drained 
  from them in a spewing of uncontrolled Breach 
  energy.  This energy burst deals 2d6 damage to 
  the target and anyone in a Small Blast Template 
  centered on them.  If the targeted creature has 
  no Power Points, they are Stunned (and the 
  damaging burst does not take place).
   
   Zap:  Fires a burst of electricity as a single-target 
  ranged attack using Shooting.  Range 4/8/12, 
  Damage 2d6.  Can be used while in close combat.
  Zapdrone
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  them ferals are dIfferent everywhere you go In wInd rIver, but there’s a few truths about ‘em that seem 
  to stIck from gang to gang.
  fIrst truth to know Is that ferals have a powerful lust for meat, especIally when It’s stIll lIve and hot. 
  blood and guts, as often as they can get It.  once a group of ‘em gets to hungerIn’, they’ll follow you for 
  days If they have to, waItIng for a sIgn of weakness.
  see, ferals are not exactly smart, but… I guess ‘cunnIng’ Is the word you’d want to use.  they want that 
  blood and flesh.  sure, there’s plenty of It on the hoof out there In the wIld.  trouble Is, goats and elk and 
  deer are fast and have keen senses.  you and me, we don’t run so well and we don’t always hear or smell the 
  ferals comIng.
  when there’s a road, especIally, they know that sooner or later, slow-walkIng meat’s goIng to come walkIng 
  down It.  and, eventually, that two-legged meat Is goIng to camp.  and after a whIle, one of those campers 
  Is goIng to walk out Into the bush to drop hIs drawers, and he’s goIng to get snagged up and hauled away.
  and that’s the second truth of the ferals:  whenever they can, unless they’re well and truly starved, 
  they’ll take a fella alIve:  knock hIm out and carry hIm back to whatever sQualId mudhole theIr gang Is 
  sQuatted In.  and they’ll keep you there untIl the whole gang Is back from theIr hunts or patrols.  so they 
  can all dIg In at once, whIle you’re alIve and hot and wrIgglIng.  guess It’s theIr preference.  not to say they 
  won’t eat the dead, but anyways.
  nasty busIness, but there’s a sIlver lInIng to It.  If’n someone In your homestead or caravan gets taken, mIght 
  be that you’ve got tIme to assemble a posse and go fetch ‘em.  If you’re QuIck about It and well-armed, your 
  kIn mIght not be mIssIng anythIng too Important by the tIme you get there.  hope you know a good tracker 
  or have a few hounds wIth you.  and If you get there too late, at least you’ve got revenge starIng you rIght 
  In the face, mm?
  thIrd truth of the ferals Is that there’s no negotIatIng wIth ‘em.  don’t try It unless you want to end up 
  dead.  talkIng at ‘em Just seems to rIle ‘em up.   better mInds than mIne have trIed to fIgger out what all 
  that hIssIng, barkIng, and cacklIng they make Is about.  can’t rIghtly call It a language, but they seem to 
  get by among themselves.  they don’t have hIgher concepts lIke musIc or math or phIlosophy, but ferals can 
  communIcate well enough to coordInate an ambush, establIsh whatever kInd of peckIng order they’ve got In 
  theIr gang, that sort of thIng.  wouldn’t be surprIsed to know If there’s a lIttle bIt of the change In ‘em, 
  makIng all that gabblIng seem lIke a common tongue.  telepathy or whatever.
  speakIn’ of the change, that’s the last truth of the ferals:  aIn’t none of ‘em QuIte the same from place 
  to place.  every one of theIr lIttle gangs or trIbes or whatever you want to call ‘em… they have all been 
  touched by the breach.  changed, every one of them, and In a bIg way.  most of ‘em seem to carry more or 
  less the same looks wIthIn theIr local group - say, they’re all furry or they all have horns and taIls.  but I 
  hear tell of the occasIonal “champIon,” If you wIll, among the ferals, and those can get scary.  most often 
  It’s one of theIr warrIors that has stumbled Into some breach energy or made the mIstake of gobblIng some 
  meat wIth embedded butchertech.  and that’s where thIngs can take a real turn for the worse.  for you, I 
  mean.  nobody wants to deal wIth a feral powerhouse that can spIt fIre and heal bullet wounds.
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  anyhow, I thInk there must be some echo of what theIr ancestors used to be, burIed deep down InsIde those 
  twIsted lIttle braIns.  ferals are attracted to ruIns of the old world.  you’ll most often fInd ‘em grubbIng 
  around In the wreckage of old towns and patrollIng the streets In loose packs, scattered around theIr 
  central laIr.  you get to scavengIng down In the rustyard and you start hearIng hootIng and howlIng, 
  you’ve probably been made by a feral scout.
  sometImes they get to ramblIng In the wIld, but once they fInd a steady source of huntIng they tend to 
  settle down.  that can mean trouble If they laIr up near a homestead or a trade route.  so don’t be shy about 
  reportIng feral traIl sIgns.  authorItIes In any settlement worth a damn wIll take It plenty serIous.
  I suppose If there’s any good news, It’s that the dIfferent gangs don’t get along wIth each other any better 
  than they do wIth you and me.  ferals wIll happIly capture and gobble up scouts from other trIbes, and 
  sometImes even go as far as gang-on-gang extermInatIon warfare.  at least that keeps ‘em from groupIng up 
  together and puttIng a hurt on someplace lIke sweetwater ranch.  that’d be a nIghtmare, wouldn’t It?
  anyways, It’s tIme for me to hIt the traIl.  you wanna know who here In chapter sells dogs that are the best 
  at snIffIng out ferals?  good.  that’ll be extra.
  on ferals, ZacharIah cole
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  Ferals are dangerous, humanoid creatures that 
  scavenge the lands of The After, congregating 
  in groups called gangs or tribes.  Every gang of 
  Ferals is Changed, sometimes in profound ways. 
  Each gang has a distinct ‘look’ that renders them 
  obviously inhuman, and allows most viewers to easily 
  distinguish one gang from another.  In addition, 
  the Change means some gangs of Ferals exhibit 
  surprising and dangerous abilities.
  Feral Scavenger (Base)
  These statistics model the typical Feral that can be 
  encountered wandering Old World ruins or keeping 
  watch on a trail.  Usually they work in small groups, 
  and are quick to raise an alarm to bring forth their 
  brethren.  Scavengers can be dangerous in large 
  numbers, as their insane gibbering and howling can 
  strike fear into even the stoutest of hearts.
  Attributes:  Agility d8, Smarts d6, Spirit d6, Strength 
  d6, Vigor d8.
  Skills:  Athletics d6, Fighting d6, Intimidation d4, 
  Notice d6, Stealth d8, Survival d6.
  Pace: 8; Parry: 5; Toughness: 6
  Edges/Hindrances:  Dodge, Fleet-Footed
  Gear: Hand weapons (spears, axes, clubs, rocks) 
  dealing Str+d6 damage.  Some tribes also carry 
  javelins.
  Special Abilities
   
   Strength in Numbers:  when outnumbering 
  the enemy at least 2:1, Ferals gain the Strong 
  Willed Edge.
  Feral Champion (Base)
  Fearsome to behold, these scarred fighters are the 
  backbone of a Feral gang’s prowess.  They lead dedicated 
  ambush groups and war parties, and respond to alerts 
  raised within their gang’s territory.  In combat, they 
  often lose control and become howling, enraged war 
  machines.  The fiercest Champions among a Feral 
  tribe might even be Wild Cards.
  Attributes:  Agility d8, Smarts d6, Spirit d8, Strength 
  d10, Vigor d12.
  Skills:  Athletics d6, Fighting d8, Intimidation d8, 
  Notice d6, Stealth d6, Survival d6.
  Pace: 8; Parry: 6; Toughness: 9
  Edges/Hindrances:  Berserk, Brave, Brawny, Combat 
  Reflexes, Fleet-Footed.
  Gear: Large hand weapons (spears, axes, etc) dealing 
  Str+d8 damage.  Some tribes also carry javelins.
  Special Abilities
   
   Strength in Numbers:  when outnumbering 
  the enemy at least 2:1, Ferals gain the Strong 
  Willed Edge.
  Feral Shaman (Base)
  This Feral is even more withered and twisted than the 
  other members of its gang.  It has become suffused 
  with Breach energy and now wields terrible powers 
  on behalf of its gang.  The shaman is often the only 
  Feral in the group to bear ornamentation: most are 
  covered in pigments or tattoos, or wear a mantle 
  made of cobbled-together Old World junk.  The 
  Breach powers outlined here are only a guideline 
  for the GM:  a Feral Shaman might have an entirely 
  different array of powers.  They are also not limited 
  to Breachrunning; Fleshcrafting and Mindbending 
  shamans certainly exist).  It’s also possible for a 
  Shaman to be a Wild Card.
  Attributes:  Agility d6, Smarts d8, Spirit d8, Strength 
  d6, Vigor d6.
  Skills:  Athletics d6, Breachrunning d8, Fighting d6, 
  Intimidation d8, Notice d6, Stealth d6, Survival d6.
  Pace: 6; Parry: 5; Toughness: 7 (2)
  Edges/Hindrances:  Arcane Background (Breachrunning).
  Gear: A shabby knife or thick staff, junk mantle that 
  provides +2 Armor.
  Special Abilities
   
   Breachrunning:  15 Power Points
   
   Powers:  Blind, Bolt, Teleport.
   
   Strength in Numbers:  when outnumbering 
  the enemy at least 2:1, Ferals gain the Strong 
  Willed Edge.
  FERALS
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  CUSTOMIZING FERALS
  While any of the Anomalies from the character 
  creation section are appropriate to add to a Feral, a 
  gamemaster should feel free to handcraft all types 
  of bizarrely altered Feral gangs.  In addition to a 
  singular appearance, most gangs will share one or 
  more additional game qualities that are common to 
  members of the tribe.  For inspiration, use the list 
  below, which includes a colloquial name that local 
  survivors might use to refer to the tribe:
   
   Barfers:  Their bodies seem rubbery and boneless, 
  providing +1 Toughness.  As well, a Barfer can 
  belch forth a torrent of gluey strands onto an 
  adjacent target, requiring a Touch Attack.  On a hit, 
  the target is Entangled.  With a Raise, the target 
  is Bound.  The entangled victim must escape as 
  if from a net (-2).  Regardless of the result of the 
  entangling attack, the Barfer becomes Shaken 
  immediately after resolving the attack.
   
   Clickers:  Their skin is slimy and pale, and their 
  eyes have atrophied.  Instead of howling or 
  gibbering, this tribe communicates with clicks 
  and chittering.  This clicking also serves to provide 
  echolocation.  They ignore all lighting penalties, 
  but can only “see” to a range of 12”.  Sustained, 
  loud noise may impose the Blind Hindrance at 
  the GM’s discretion.
   
   Ghouls:  At first glance, these Ferals appear dead, 
  with yellowing, withered flesh drawn tight to their 
  skeletal frames.  They sport long claws and teeth 
  (Str+d6 damage) and are covered in mud and filth. 
  This is because they’ve developed a penchant 
  for devouring dead and decaying flesh, and are 
  prone to raid burial sites to get it.  Ghouls have 
  Low Light Vision and are Fearless while in Dim 
  or Dark conditions, but suffer a Phobia(Minor) of 
  bright light.
   
   Moldies:  Covered in bizarre fungal growths 
  and moss, these Ferals gain +2 to Stealth when 
  they remain still in natural surroundings.  Their 
  toxic flesh allows their unarmed attacks (but not 
  weapon attacks) to apply the Stun Special Ability. 
  Their champions often have the Brawler Edge.
   
   Rusties:  This gang has developed a foul, flaky 
  rash all over their bodies that mimics patches of 
  rusty metal.  They gain +2 Armor and the Hardy 
  Special Ability, but lose the Fleet-Footed Edge 
  and take a -2 penalty to climb and jump due to 
  their increased weight.
   
   Sasquatch:  Covered in thick fur, this bestial gang 
  lopes on all fours when they run.  They attack with 
  natural claws (Str+d6) rather than using hand 
  weapons.  Each tribe member has the Alertness 
  Edge to represent their keen, animalistic senses.
  In addition to the tribal abilities noted above, 
  individual Ferals can exhibit any number of traits 
  that would be considered notable or unusual.  In 
  addition to considering the Anomalies listed for 
  the Changed in the character creation chapter, 
  use the following list as a jumping-off point for 
  adding unique abilities to your own dangerous 
  ferals.  Note that not every Feral encountered 
  should have any additional abilities; it’s rare to 
  see more than one or two augmented individuals 
  in a given gang.
   
   Biter:  Eschewing hand weapons, this Feral 
  attacks with nasty fangs (Str+d4) that have the 
  Paralysis Special Ability, perhaps using embedded 
  Butchertech to deliver a nasty electrical shock.  A 
  biter often attacks from ambush or waits for its 
  compatriots to engage a foe before attempting to 
  deliver an incapacitating bite.
   
   Fire Breather:  This creature is easy to identify by 
  the luridly glowing sacs on its neck.  Twice a day, 
  it can spew forth a blast of fire for 2d6 damage, 
  using the Cone Template.  This attack may be 
  Evaded.
   
   Mimic:  An affinity for duplicating the sounds of 
  humans allows this Feral to easily lure victims 
  into deadly ambushes.  Listeners take a -4 to 
  Notice rolls to realize the sounds aren’t coming 
  from a human.
   
   Ogre:  More hungry than all its gang put together, 
  these terrifying Ferals are eight to nine feet tall. 
  They gain Strength d12+2, Size +2 (providing +2 
  Toughness), and +1 Armor due to thickened skin.  
  They lose the Fleet Footed Edge and have no 
  Stealth skill.
   
   Savage:  This brutal warrior is much less likely to 
  take live prisoners and tends to launch furious 
  frontal assaults.  It has the Frenzy and Combat 
  Reflexes Edges.
   
   Sniper:  This Feral has discovered the art of 
  archery (or, much more rarely, has figured out 
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  how to use a scavenged or stolen firearm).  It 
  has the Shooting skill at d8 and the appropriate 
  ranged weapon and ammunition.  A particularly 
  accomplished sniper might have the Marksman 
  Edge as well.
   
   Tracker:  When a gang decides to follow travelers 
  at a distance, this Feral leads the way.  It gains a +2 
  to all tracking rolls, and can follow a trail for five 
  miles before needing to re-roll.
   
   Unstoppable:  This Feral literally feels no pain 
  and has utter disregard for its own safety.  It has 
  the Very Resilient Special Ability and ignores all 
  Wound penalties.
   
   Warlord:  A gang following this Feral shows 
  unusual coordination in their combat formations, 
  displaying more tactics and strategy than the 
  usual mad rush.  It gains Smarts and Spirit d8 
  and the Command, Fervor, and Hold the Line! 
  Edges.
   
   Wild Card:  This Feral has become a Wild Card, 
  often acting as the leader of a tribe or warband.  
  It may have additional Edges, such as Nerves of 
  Steel or Hard to Kill. 
  Humans
  Adversaries in The After are not always creatures 
  that have been warped and mutated by effects and 
  atrocities inflicted upon the Earth by the Butchers, 
  and the subsequent war with the Ghosts.  Human 
  beings have long since battled between themselves 
  over resources and food, and this is no different now.
  There are those who believe that taking what they 
  need, or simply just want, is easier than working hard 
  to gain it by honest means.  Bands of miscreants 
  plague the roads between settlements, often 
  organising their own hideouts close to those who 
  they prey upon.
  These outlaws can be just as dangerous as the 
  strange and vile adversaries of The After and should 
  never be underestimated.
  These ruffians have been cast out from whatever 
  civilized settlement they were born in.  Most of them 
  bear a brand or other mark that proves them outlaw 
  - often on their dominant hand, but on the forehead 
  or cheek for more egregious criminals.  They are 
  usually tired, hungry, and desperate from trying to 
  survive in The After without proper shelter.  If you’re 
  lucky, they’ll just take your food and weapons.
  Attributes:  Agility d6, Smarts d6, Spirit d6, Strength 
  d6, Vigor d6.
  Skills: Athletics d6, Fighting d6, Intimidation d6, 
  Notice d6, Persuasion d4, Riding d4, Shooting d6, 
  Stealth d6, Survival d4.
  Pace: 6; Parry: 5; Toughness: 6(1)
  Hindrances:  Mean, Outsider (Major).
  Edges:  Quick.
  Gear:  Leather armor, various melee weapons.  Usually 
  a bow and 10 arrows, although sometimes a group 
  of bandits will have a firearm and a few bullets.
  Outlaw
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  A leader like this can transform a ragged and cowardly 
  band of outlaws into a vicious, ruthless force of 
  destruction.  She uses her Boon at the slightest 
  provocation to ensure those in her gang leap to 
  obey every callous order… and to crush anyone who 
  stands in her way.  A gang led by a brainer like this is 
  more likely to burn a farmstead after they rob it, and 
  they’re often better-armed and armored, too.
  Attributes:  Agility d8, Smarts d10, Spirit d8, Strength 
  d6, Vigor d8.
  Skills: Athletics d6, Common Knowledge d6, Fighting 
  d6, Intimidation d8, Mindbending d10, Notice d6, 
  Persuasion d4, Riding d6, Shooting d8, Stealth d4, 
  Survival d4.
  Pace: 6; Parry: 5; Toughness: 8(2)
  Hindrances:  Bloodthirsty, Outsider (Major), Vengeful 
  (Major).
  Edges:  Arcane Background (Mindbending), Command, 
  Hold the Line!, Level Headed, Nerves of Steel.
  Gear:  Scrap Armor (+2), Long Sword, Revolver with 
  12 bullets.
  Special Abilities
   
   Mindbending Powers:  Bolt, Deflection, Fear, 
  Telekinesis
  Power Points: 15
  What about the 
  Butchers and Ghosts?
  You may notice that there are no stat blocks 
  provided for the Butchers or the Ghosts. 
  These aliens were horrendously powerful.  
  The Butchers were able to easily overturn the 
  combined military might of every Old World 
  government and toy with the remaining 
  populace, while the Ghosts were powerful 
  enough to engage the Butchers on equal terms.
  The central concept of The After is that these 
  aliens have left Earth - hopefully for good.  Even 
  a single Butcher or Ghost could be expected 
  to be an overwhelming opponent, able to 
  destroy interlopers literally at will.  They are not 
  appropriate opponents for explorers in The After.
  GMs who wish to ignore this advice will 
  need to build game statistics on their own.  We 
  recommend using devices and powers of the 
  maximum power level from the Savage Worlds 
  Science Fiction Companion and Super Powers 
  Companion.  This should allow creation of 
  enemies that have the expected “unfair” power 
  level when compared to survivors in The After.
  Outlaw Leader
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  Old Man Crow
  Old Man Crow is the oldest person in Chapter.  While he holds a seat on the Elder Council, he mostly stays 
  in his cave in the cliffs overlooking the settlement, rarely becoming involved in day-to-day affairs.
  He was brought into the community from outside, as the founders of Chapter discovered him wandering 
  alone in the wilderness when he was a child.  His adoptive parents named him “Joseph Hatch,” but Old Man 
  Crow hasn’t answered to that name in decades.
  Crow served Chapter as a scout and still maintains contacts within The Tribe that were forged during his 
  explorations.  However, during a far-reaching mission, he discovered the ruins of a crashed orbship and 
  found the expiring form of a Ghost.  The Ghost touched him directly as it died, opening his mind to the 
  Boon.  Crow returned to Chapter as the most powerful Gifted to walk its streets, but spends many of his 
  nights wracked by nightmarish oracular visions.
  Children of Chapter who are found to be Gifted are usually brought to Old Man Crow for evaluation and 
  tutelage.  Other visitors are often chased off by the irascible visionary, unless they come bearing gifts for his 
  two trained crows, Jeremiah and Johnson - or with some Old World whiskey to share.
  Agility	d4		•		Smarts	d10		•		Spirit	d10		•		Strength	d4		•		Vigor	d6
  Attributes
  Elderly		•		One	Eye		•		Quirk(lousy	hygiene)
  Athletics	d4		•		Common	Knowledge	d10		•		Fighting	d6		•		Healing	d8+2		•		Intimidation	d6		•		Mindbending	
  d12+2		•		Notice	d8		•		Occult	d10		•		Persuasion	d10		•		Riding	d6		•		Stealth	d6		•		Survival	d10
  Skills
  Pace
  Toughness
  Parry
  5
  5
  5
  Hindrances
  Edges
  Arcane	Background(Mindbender)		•		Connections(Chapter	Council)		•		Connections	(The	Tribe)		•		Elan		•	
  Expert(Mindbending)		•		Healer		•		Level	Headed.
  Special Abilities
   
   Ghostblooded:  Old Man Crow can use Common Knowledge to identify objects and effects related to 
  the Ghosts.
   
   Master Gifted:  30 Power Points, knows every Power available to Mindbenders.
   
   Oracle:  Old Man Crow is often wracked by prophetic nightmares which allow him to offer guidance to 
  the people of Chapter...when he can decipher their meaning.
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  Shaun “The Broker”
  Agility d8	 	 •	 	 Smarts d10	 	 •	 	 Spirit d8	 	 •	
  Strength d6		•		Vigor d10
  Attributes
  Driven(Minor): 
  Exterminate 
  Ferals	
  	
  •	
  Obligation(Major): Caring for Junior
  Athletics d8		•		Common Knowledge d10		•		Fighting 
  d8		•		Notice d8		•		Persuasion d8		•		Repair d10		•	
  Shooting d8		•		Stealth d6		•		Survival d8.
  Skills
  Pace
  Toughness
  Parry
  6
  6
  Hindrances
  Edges
  Alertness		•		Ambidextrous		•		Brave		•		Connections(Scouting 
  Guild, Chapter Council)		•		Level-Headed		•		Mr Fix It		•	
  Quick		•		Rapid Fire		•		Two Gun Kid.
  Gear
  Reinforced 
  Leather 
  Longcoat 
  (Armor+2), 
  Twin 
  Revolvers (12/24/48, 2d6+1, AP 1, ROF 1, Shots 6), 50 
  bullets in a bandolier, Paired Hatchets (Str+d6), Ace in 
  the Hole (see page 98), appropriate traveling gear
  9(2)
  Special Abilities
   
   Shaun the Broker is Changed and shares the Bio-
  Acceptance and Not Like Us qualities.  Cosmetic 
  Changes:  Translucent skin in sunlight, hair is 
  phosphorescent in the dark.  Minor Anomalies: 
  Environmental Resistance, Slow Metabolism 
  (only needs to eat half as much as usual).  Major 
  Anomalies: Remnant Sense (can use Notice to 
  detect Remnants within about 20 yards, and 
  can use Common Knowledge to identify their 
  function by handling for at least five minutes).
  Teddy, Changed Dire Felid Companion  
  Attributes:  Agility d8, Smarts d6(A), Spirit d8, Strength d8, Vigor d8
  Skills:  Athletics d8, Notice d8, Fighting d8, Intimidation d8, Stealth d8.
  Pace 10; Parry 6, Toughness 8(2)
  Edges:  Acrobat, Alertness
  Special Abilities:
   
    Bite/Claws:  Str+d6
   
   Limited Shape Change:  Teddy can shrink to 
  resemble an ordinary housecat.  Teddy spends 
  most of  its time in this comfortable and cuddly 
  form, and uses the stat block for “Cat, Small” 
  from Savage Worlds whenever doing so.  Changing 
  to housecat form or back to his normal shape is 
  an action.
   
    Low Light Vision:  Ignore penalties for Dim 
  and Dark Illumination.
   
    Resilient:  Teddy can take one Wound before 
  being Incapacitated.
   
    Subdermal Plating:  Horny ridges show through 
  Teddy’s fur and serve to protect him from harm, 
  granting +2 Armor.
   
    Speed:  d10 running die.
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  SEVEN
  MAJOR PLAYERS IN THE AFTER
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  SEVEN
  Tasha Two Wolves
  A wanderer at heart, Tasha enjoys rambling through the Wind River Valley wherever she pleases.  One month 
  she might be scavenging an Old World ruin, the next joining an expedition into the Verdant.  Tasha’s many 
  explorations have helped her become a masterful land navigator and tracker.  She is keen-witted and sharp-
  tongued, and a good organizer, often working her way into a position of leadership in wilderness expeditions. 
  However, the many fools and failures she’s witnessed when exploring Breach Zones and ruins have destroyed 
  any sentiment she might have carried in her younger days.  Tasha Two Wolves now sees exploration as a 
  viciously practical business.  She is concerned about her safety first and her profit second, with everything 
  else falling far behind.  Any trail companions are just a means to an end...and if they fall prey to the dangers 
  of The After, that’s more profit for her, isn’t it?  Tasha always tries to have leverage in hand, to make sure the 
  greatest possible portion of a find ends up in her backpack.  If this means abandoning a group of travelers in 
  the face of danger, robbing them in the night, or even outright banditry, Tasha is up for it, as long as the plan 
  puts more salvage in her pockets.
  Born of the Tribe, Tasha winters there with her extended family.  She shares her gains to build the family 
  fortunes, setting up luxuries for the day she gets too old to keep to the trail.  Until then, she knows that if she 
  makes too many enemies, she can always flee back to the land of the Tribe and receive protection.  To ensure 
  that her safety net is never taken away, Tasha would never betray another Tribe member.
  Agility	d8		•		Smarts	d8		•		Spirit	d8		•		Strength	d6		•		Vigor	d8
  Attributes
  Greedy(Major)		•		Ruthless(Minor)
  Athletics	d8		•		Common	Knowledge	d8		•		Fighting	d8		•		Gambling	d6		•		Healing	d4		•		Notice	d8		•		Persuasion	
  d6		•		Riding	d6		•		Shooting	d8		•		Stealth	d8		•		Survival	d10		•		Taunt	d6		•		Thievery	d6.
  Skills
  Pace
  Toughness
  Parry
  6 
  8(2)
  Hindrances
  Edges
  Combat	Reflexes		•		Command		•		Connections	(The	Tribe)		•		Dodge		•		Extraction		•		Retort		•		Streetwise		•	
  Woodsman
  Gear
  Horse and saddle, traveling gear, crocogant hide armor (+2 Armor), medium shield (+2 Parry, -2 Cover), Hand 
  ax (Str+d6), hand-drawn crossbow and 20 bolts (10/20/40, 2d6, AP 2).
  8(2)
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  THE AFTER
  SEVEN
  MAJOR PLAYERS IN THE AFTER
  Miguel “Nightwolf” Felipe
  Even at first glance, the bounty hunter known as “Nightwolf” radiates danger.  He is covered from head to 
  foot with intricate, spiraling tattoos in black ink.  A fierce, predator’s eye gauges anyone who approaches, and 
  his lanky frame is always coiled as if he were ready to spring.
  Those who remain in his presence for long will note that - when he’s not on a job - Nightwolf is relaxed and 
  even a little soft-spoken.  A perceptive companion might realize that the bounty hunter’s tattoos slowly move, 
  rotating almost as if they were interlocked gears - a giveaway of his Changed heritage.  With concentration, 
  the bounty hunter can control the art and form of this ‘ink.’
  In addition to the obvious cosmetic effect the Change has had on Miguel’s skin, he has developed an array 
  of anomalies that make him a consummate hunter of men.  He can scent prey like a hound and see in the 
  dark.  His agility and focus while on the hunt are fearsome, and when drawing near to the climax of a ‘job’, 
  his tattoos often expand to turn all of his skin midnight-black.  As well, his noticeably biomechanically-
  enhanced legs allow him to sprint over broken ground at terrifying speed to reach his target.
  Miguel’s career as a bounty hunter in Wind River Valley has 
  been long and fruitful.  Between jobs, he sometimes lingers 
  near Chapter, usually renting lodging for the season there 
  when winter nears.  More often, though, he can be found at 
  Blackgold Station, where he is a fixture at Smokey’s.  While 
  the bounty hunter is not a card-carrying member of the 
  Blackgold Company, Miguel’s efficacy and reliability has 
  ensured that the Blackgolds revere him.  
  Nightwolf is not choosy about 
  the jobs he accepts, so long 
  as they pay well and on 
  time.  He is consumed 
  by the joy of the hunt 
  and is willing to accept 
  nearly any prey.  While he 
  could be hired to hunt a 
  Feral chieftain, a roaming 
  Breach creature, or an 
  escaped 
  criminal, 
  he 
  feels no moral qualms 
  about accepting a job to 
  settle a vendetta or dispose 
  of a rival.  His only constraint 
  is that he’s unwilling to hunt 
  within the bounds of a civilized 
  settlement.  This isn’t a matter of ethics; 
  Nightwolf simply doesn’t want to be branded 
  as a criminal, himself.
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  THE AFTER
  MAJOR PLAYERS IN THE AFTER
  SEVEN
  Agility	d12+1		•		Smarts	d6		•		Spirit	d6		•		Strength	d6		•		Vigor	d6
  Attributes
  Arrogant		•		Stubborn		•		Suspicious	(Minor)
  Athletics	d10		•		Common	Knowledge	d6		•		Fighting	d10		•		Intimidation	d6		•		Notice	d8		•		Persuasion	d4		•	
  Shooting	d8		•		Stealth	d10		•		Survival	d6.
  Skills
  Pace
  Toughness
  Parry
  8
  8
  Hindrances
  Edges
  Connections	(Blackgold	Trading	Company)		•		Dodge		•		Fleet-Footed		•		Free	Runner		•		Further	Changed		•	
  Quick.
  Gear
  Heavy Club (Str+d6), revolver with 20 bullets (12/24/48, 2d6+1, AP 1, ROF 1, Shots 6), bolt-action hunting rifle 
  with 12 bullets (24/48/96, 2d8, AP 2, ROF 1, Shots 5, Snapfire), Scrap Armor (Armor +3).
  8(3)
  Special Abilities
   
   Changed.  Carries the Bio-Acceptance and Not Like Us qualities.
   
   Minor Anomalies:  Inborn Hunter, Keen Scent, Low Light Vision, Unusual Articulation
   
   Major Anomaly:  Augmented Agility
  (d8 running die)
  The bounty hunter wears trinkets and trophies from his most prominent hunts, and carries much of his 
  wealth on his person in the form of two immaculately cared-for firearms and a bandolier of bullets.  He 
  flaunts these rare items as if daring someone to try and take them.  That said, he knows that bullets are hard 
  to come by and the Breach makes guns less reliable.  He tends to reserve firing them for situations where he’s 
  actually in danger, or to bring down the rare prey that can outrun even the Nightwolf.
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  THE AFTER
  SEVEN
  MAJOR PLAYERS IN THE AFTER
  Doc Fisher
  Better known as “Doc Fisher” by the farmers of Daniel, Juan Fisher keeps a modest cabin on the outskirts 
  of the settlement, where anyone can come for medical care - as long as they don’t mind a lecture from the 
  irascible medic!  He can also be encountered in Chapter, where he makes regular visits.  In addition to buying 
  supplies for his medical practice, he trades for spectacles or lenses, as the vision in his one remaining eye is 
  getting blurry. 
  In his teenage years, Fisher became disillusioned with farming and left home to travel with the Blackgold 
  Trading Company.  He doesn’t tell too many stories of that time.  Locals speculate that he did things he 
  would rather forget about.  But he learned to shoot and ride, and came home with a wickedly fast knife hand. 
  As well, he’d done some sort of favor for a Librarian of Chapter and earned the right to take home copies of a 
  few books - veterinary manuals, as it turns out, which Fisher devoured.  He wasn’t interested in the hard life 
  of the trail any longer, but easing the pain of the Valley’s animals brought him joy.
  Fisher had a knack for veterinary work, and soon developed a 
  deft touch with animals of all sorts.  For the last few years, 
  he’s been the man all the local farmers of Daniel ask 
  for when there is trouble in their herds.  When 
  his fortunes have allowed it, he’s bartered for 
  more medical texts and now boasts a tiny 
  library in the back room of his cabin.  
  With the help of these Old World 
  manuals, Doc Fisher has been able to 
  branch out his medical work and 
  start helping his fellow citizens. 
  He can set a bone, stitch a 
  wound, deliver a child, or 
  help break a fever.
  He still carries the 
  fine leather bullwhip 
  that he brought home 
  from his days as a 
  Blackgold trail man.  
  Juan claims it’s there 
  to intimidate coyotes 
  or anything else he 
  might 
  encounter 
  when walking home 
  of 
  an 
  evening. 
  While that might be 
  true, the sound of 
  the cracking whip 
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  THE AFTER
  MAJOR PLAYERS IN THE AFTER
  SEVEN
  	Agility	d6		•		Smarts	d8		•		Spirit	d10		•		Strength	d8		•		Vigor	d6
  Attributes
  Bad	Eyes	(Minor)		•		Code	of	Honor		•		One	Eye
  Athletics	d6		•		Common	Knowledge	d8		•		Fighting	d10		•		Healing	d10		•		Intimidation	d6		•		Notice	d6		•	
  Persuasion	d6		•		Riding	d6		•		Shooting	d6		•		Survival	d6		•		Stealth	d4
  Skills
  Pace
  Toughness
  Parry
  6
  6
  Hindrances
  Edges
  Brawny		•		Elan		•		Frenzy		•		Healer		•		Level	Headed
  Gear
  Furs/leather armor (+2 Armor), Medical supplies, wicked combat blade (Str+d6), bullwhip
  8(2)
  will also summon forth a Changed bear that Juan calls Goliath.  He found the cub abandoned and nursed 
  it back to health, and the bear has remembered this.  Goliath lives in a den not far away from Fisher’s cabin, 
  and often shadows Fisher on his travels around the farmsteads of Daniel, and even on his forays to Chapter. 
  Goliath has developed enough unnatural intelligence that Fisher has either trained him or convinced him 
  not to trouble the farmers of Daniel or their herds.  Still, despite the close relationship with Fisher, Goliath 
  avoids contact with other people. 
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  THE AFTER
  SEVEN
  MAJOR PLAYERS IN THE AFTER
  Maverick Foster
  With a face full of scars, and a crooked nose, this weatherbeaten wilderness scout looks every inch the 
  dangerous killer upon first meeting.  Only after holding eye contact until it’s uncomfortable will he reveal an 
  easy smile and mellow voice.  In the end, despite his looks, Maverick Foster is personable and charismatic.
  His reputation is that of a consummate and trustworthy trail leader, a man who keeps to his word and 
  leaves nobody behind.  This code of honor was born from pain and tragedy.  Maverick was a teenage son 
  of tenant farmers who slowly fell behind in their payments to the master of Sweetwater, Derek McKellar. 
  Maverick tried over the years to stand up for his parents and younger brothers, 
  but was regularly beaten and tormented by the Sweetwater Regulators.  All the 
  while, his family’s debt got worse.
  His life in Sweetwater came to an abrupt end when his best friend’s sister, 
  Abbie Longmire, was taken by the Regulators.  She was going to be 
  made to marry one of the McKellar boys who had taken a shine to 
  her, supposedly to pay off her own family’s debt to Derek McKellar. 
  Maverick had a wild teenage crush on Abbie, and put together a 
  reckless plan with a few of his friends to sneak into the McKellar 
  ranch and steal Abbie back.
  Like most teenagers, Maverick hadn’t thought ahead.  He was 
  shocked to find out that Abbie had had enough of living as a 
  debt-worn farmer and was happy to join the McKellar clan. 
  He found this out when  Abbie screamed bloody murder and 
  brought the Regulators down on the lot of them.
  Maverick Foster’s secret shame is that, heartbroken and 
  scared, he ran.  He left his friends behind and bolted into 
  the darkness, to steal a horse and ride off into the night. 
  Maverick’s two best friends paid the price for their 
  caper.  Both were sent to the gallows by Derek McKellar 
  himself.  The echoes of that painful night resonate 
  inside Maverick even now - and he remains a wanted 
  man within the Sweetwater Claim.
  Now he tries to carry the lessons of his awful failure forward, 
  bearing himself as honorably and bravely as he can - despite his 
  short temper.  He has a soft spot for young people in love, but has 
  given up on finding love for himself.  Instead, he keeps to the trail. 
  He can most often be found guiding travelers and caravans along 
  the Southern Reach trading route, 
  but sometimes ranges as far as 
  Satler’s Camp in the Verdant. 
  Maverick is friendly with Clarity, 
  the keeper of Highway Market, 
  and often winters there.
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  THE AFTER
  MAJOR PLAYERS IN THE AFTER
  SEVEN
  Agility	d8		•		Smarts	d6		•		Spirit	d6		•		Strength	d8		•		Vigor	d8
  Attributes
  Code	of	Honor		•		Shamed(Minor)		•		Wanted(Minor)
  Athletics	d8		•		Common	Knowledge	d6		•		Healing	d4		•		Fighting	d6		•		Notice	d6		•		Persuasion	d6		•		Riding	
  d6		•		Shooting	d8		•		Stealth	d6		•		Survival	d8		•		Taunt	d6.
  Skills
  Pace
  Toughness
  Parry
  6
  5
  Hindrances
  Edges
  Command		•		Combat	Reflexes		•		Connections	(Scouts’	Guild)		•		Dodge		•		Extraction		•		Marksman		•		Quick
  Gear
  Scrap Armor, Plastic Helm (Armor +3), Revolver, 12 bullets, 3 throwing axes (Str+d6), horse and saddle, 
  appropriate traveling gear
  9(3)
  Strong of arm and sharp of eye, Maverick is handy with his revolver, but refers to it as “Plan B.”  He tries to 
  claim it’s because of the rarity of ammunition while on the trail, but the truth is that he finds the heft of his 
  throwing axes somehow reassuring.
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  THE AFTER
  SEVEN
  MAJOR PLAYERS IN THE AFTER
  Tamala, Tribal Trail Master
  The lands of the Tribe are vast and lush.  When the winters subside and the fields bloom, the families of 
  the Tribe spread out to hunt, fish, and herd.  Guarding them are trail masters like Tamala:  scouts and 
  protectors who feel most comfortable standing apart from others, moving through the wilderness in silence 
  and solitude.  Not only do these scouts stand guard over the rest of the Tribe, they also shadow the many 
  groups of traders, scavengers, and troublemakers that enter the Tribe’s land.
  Tamala grew up as a hunter and found herself often becoming anxious among groups of people.  As she 
  matured into a strikingly beautiful woman, the increasing emotional pressure from romantic pursuits 
  served only to make her more uncomfortable around others.   Tamala was nearly without emotion, displaying 
  sociopathic tendencies that made her a perfect hunter, but caused friction even with her family.  After a 
  disastrous winter cooped up with the rest of her family, Tamala found more and more reasons to stay on the 
  trail, and apprenticed with Jacie Ross, a white-haired trail master who spoke even fewer words than Tamala.
  Under Jacie’s tutelage, Tamala became a fearsome hunter of both beast and man.  Agile and lithe, she could 
  drop from a galloping horse into a combat roll, pop up into firing position, and strike a target at a hundred 
  yards.  These talents served her well when she allowed her frustrations with society to lead her away from 
  the Tribe.  In Chapter, Blackgold Station, or points even farther afield, she could take on bounties - favoring 
  those where criminals had a price on their head.  Landing a headshot on 
  a ‘bad man’ from stealth gave her a rush like nothing else could.
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  THE AFTER
  MAJOR PLAYERS IN THE AFTER
  SEVEN
  Agility	d8		•		Smarts	d6		•		Spirit	d6		•		Strength	d8		•		Vigor	d8
  Attributes
  Phobia(Major):	crowds		•		Ruthless	(Minor)		•		Suspicious	(Minor)
  Athletics	d8		•		Boating	d6		•		Common	Knowledge	d6		•		Fighting	d8		•		Intimidate	d6		•		Notice	d10		•	
  Persuasion	d4		•		Riding	d8		•		Shooting	d10		•		Stealth	d10		•		Survival	d8
  Skills
  Pace
  Toughness
  Parry
  6
  6
  Hindrances
  Edges
  Alertness		•		Marksman		•		Trademark	Weapon	(Family	Rifle)		•		Woodsman
  Gear
  Custom-crafted camouflage outfit (+1 Armor, +2 to Stealth in natural surroundings when not moving), 
  hatchet, survival knife, compound bow, 20 arrows.  Family Rifle:  Range 50/100/200, Damage 2d10, AP 4, RoF 
  1, Snapfire, Heavy Weapon.  14 bullets for the rifle.
  7(1)
  After years, Jacie retired to the arms of her family to be honored as an elder.  Tamala took up the mantle and 
  tradition of the trail master.  While she sometimes chafed at the responsibilities, the position gave her all the 
  reasons she needed to stay away from other people.  Remaining apart from them was the only way she could hope 
  to stay sane.
  Now Tamala defends the families of the Tribe, and serves grudgingly when she is asked to escort outsiders 
  within the tribal lands.  On those occasions, she rarely speaks to travelers - instead lurking at the outskirts 
  of campsites and forging ahead to mark a trail.  The exception to this aloofness is her soft spot for children, 
  especially those who remind Tamala of her three younger sisters.
  Tall and lithe, she commonly wears a poncho or cloak and covers her face with a broad-brimmed hat and 
  camouflage paint.  She dreads how she will react the next time she is approached romantically, and tries to forestall 
  that day by disguising her good looks as well as she can.
  Her prized possession is an Old World rifle that has been passed down through the generations of her blood 
  family.  It has been patched so many times - and covered in so much camouflage - that it’s barely recognizable 
  when compared to illustrations of its original model.  The optic piece sitting atop the rifle is battered and 
  dented, and functions poorly.  Offering up a replacement Old World scope might be the motivator that could 
  get Tamala to do almost anything.
  Given that ammunition for the rifle is hard to find, she often keeps it bagged - to protect it from the weather 
  as well as stray GenBomb particles.  For routine tasks she uses a classic Tribe composite bow, reserving the rifle 
  for engagements against dangerous foes or situations where she needs to strike decisively at extreme range.
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  THE AFTER
  SEVEN
  MAJOR PLAYERS IN THE AFTER
  Zachariah Cole
  Zachariah Cole is known to every community in the Windriver Valley.  He is a famous scout, explorer, and 
  sharpshooter.  He chooses to live a nomadic, solitary life, exploring The After.  Cole visits Chapter once or 
  twice a year to share knowledge with the Elder Council.
  He grew up an orphan after his small village was destroyed by a monstrous Changed beast he refers to as 
  “Redback”.  Young Zachariah was the only survivor.  He dreams of one day tracking down Redback and taking 
  his revenge.  Perhaps because of this, he has been known to help communities in need, especially those 
  threatened by marauders or ferals.
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  THE AFTER
  MAJOR PLAYERS IN THE AFTER
  SEVEN
  Agility	d10		•		Smarts	d6		•		Spirit	d8		•		Strength	d8		•		Vigor	d10
  Attributes
  Enemy(Minor)		•		Heroic		•		Stubborn
  Athletics	d8		•		Common	Knowledge	d8		•		Fighting	d10		•		Intimidation	d8		•		Notice	d8		•		Persuasion	d4		•	
  Riding	d8		•		Shooting	d12		•		Stealth	d10		•		Survival	d10
  Skills
  Pace
  Toughness
  Parry
  6
  7
  Hindrances
  Edges
  Alertness		•		Brave		•		Combat	Reflexes		•		Connections(Scouting	Guild)		•		Improved	Extraction		•		Improved	
  Trademark	Weapon	(Winchester)		•		Marksman		•		Nerves	of	Steel		•		Quick		•		Steady	Hands		•		Woodsman.
  Gear
  Rebuilt Winchester Rifle:  Range 24/48/96, Damage 2d8, AP 2, RoF 1, Shots 15, Reinforced long coat:  Armor 2 
  to torso, legs, arms (included in Toughness), Longknife:  Str+d6
  13(4)
  Special Abilities
   
   Zachariah Cole is Changed and shares the Bio-Acceptance and Not Like Us qualities.  Cosmetic Changes: 
  greyish skin and glowing eyes.  Minor Anomalies:  Low Light Vision, Armored Flesh (subdermal plating). 
  Major Anomalies:  Heightened Senses
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  THE AFTER
  Shadow of the phoenix
  Shadow of the Phoenix
  A Savage Worlds adventure for The After
  by Sean Nokes 
  This adventure was written as an introductory scenario 
  for Gen Con 2019.  It’s meant to quickly introduce 
  players to important touchstones of the setting:  the 
  town of Chapter and its Elder Council, endurance 
  of harsh weather conditions during overland travel, 
  and encounters with Ferals and Changed animals.  
  The main plot of the adventure allows the players to 
  potentially learn never-before-known information 
  about the Phoenix State and its soldiers.
  The pre-generated characters used at the convention 
  have been provided here for your convenience.  The 
  character sheets include brief backgrounds for each 
  character that offer personal goals relevant to the plot.
  The main opposition force in this adventure 
  is too strong for a group of Novice characters to 
  simply attack head on.  If you’re playing this with 
  your home group, more experienced characters 
  might be able to simply draw weapons, charge in, 
  and survive.  Our playtest sessions at Gen Con 
  2019 proved that 0 XP Novice characters can still 
  succeed, as long as they plan carefully and use all 
  the resources at their disposal.
  Synopsis:  For the 
  Gamemaster
  The Elder Council of Chapter has received warning 
  from the Scouting Guild that a large expeditionary 
  force from the Phoenix State is building a camp near 
  the ruins of Old Lander.  These ruins are just across 
  the mountains, mere days away.
  The Phoenix State is known to be extremely 
  militaristic.  They do not offer parlay, shoot all outsiders 
  that approach, and are especially aggressive in hunting 
  down aliens and the Changed.  The Council believes 
  that if the Phoenix State discovers the pass through 
  the mountains, Chapter will be in grave danger.  In 
  a year or perhaps two, Chapter would be discovered - 
  and no doubt, a siege would follow.
  The Phoenix State camp cannot be allowed to stay, 
  but the Council has chosen not to send the Chapter 
  Militia to engage them.  The Militia is sufficient 
  to deal with local issues, but isn’t well-equipped 
  enough to tangle with the heavily armed Phoenix 
  State soldiers.  As well, the Council is concerned that 
  marching in an organized army will simply tip off 
  the presence of Chapter that much sooner.  
  Preludes and 
  Connections
  If this is your first game of The After, it might be 
  worthwhile to run quick prelude scenes for each of 
  the characters in your game.  Ask them to describe 
  where their character is and what they were doing 
  when the summons arrived.  Did the Militia 
  drag them out of a bar fight?  Were they tending 
  to their sick aunt, or called away from scientific 
  experimentation?  Has one of the characters already 
  been working for the Elder Council, and were they 
  the messenger that visited all the other PCs?
  You can also ask your players how well they’d 
  like their characters to know one another at the 
  beginning of the scenario.  Our assumption is 
  that the characters live in or around Chapter.  If 
  that’s true at your table, that means the characters 
  will know one another’s names and professions, 
  at the very least.  Wild Cards, by definition, stand 
  out in a crowd, which means that - even as Novice 
  characters - they are noteworthy and memorable, 
  especially in a town the size of Chapter.
  Beyond basic knowledge of one another, some 
  players enjoy sketching out past relationships so that 
  their characters can share stories and have a deeper 
  emotional bond to power roleplaying.  Perhaps some 
  of the characters served a stint in the Militia together, 
  trained in the same Librarian’s class as youths, or fell 
  in love with the same person as teenagers.
  While it’s not vital to have this extra connection, 
  some groups will find that it enhances their game. 
  Others will want to receive their mission and get 
  on with rolling dice.  You know your group the 
  best, so do what feels right.
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  Instead of marching an army to battle, the Council 
  has engaged the PCs to investigate the camp and do 
  whatever they can to discourage the Phoenix State 
  presence.  Old Man Crow’s visions have guided the 
  Council in this, and they believe the PCs will be able 
  to effectively deal with the menace.
  In Wind River Valley’s blustery autumn weather, 
  the heroes must scout the camp and determine what 
  the Phoenix State plans to do in Old Lander.  Will 
  they be able to drive off the invaders before they are 
  fully established?
  Secondary ObJectives
  When we ran this scenario at Gen Con 2019, we 
  found it was useful to engage players that are new to 
  The After by assigning their characters an additional 
  objective.  This immediately engages them with 
  NPCs or Factions of Chapter and makes them more 
  interested in the world and the mission.
  You can choose to assign these based on the 
  interests and associations that your player characters 
  have already exhibited, or assign them randomly.  It’s 
  also perfectly fine to ignore all of these and just get 
  on with the mission.
  If you’re using the pregenerated characters at the 
  end of the adventure, some of these objectives are 
  already included in their biographical text.
  1. Big Jim Haggert, leader of the Chapter Militia, 
  wants to know why the Phoenix State would be 
  risking so many soldiers this far from their usual 
  territory and this late in the year.  It doesn’t make 
  sense.  Why are they really at Old Lander?  Surely 
  their commanders have some sort of intelligence. 
  You need to find it and bring it back.
  2. The Star League wants to know how Phoenix 
  State technology remains functional.  The secret 
  could lead humanity to safety among the stars!  
  Steal whatever technology you can and bring it 
  back to Chapter, secretly.
  3. A previous Phoenix State patrol wiped out your 
  loved ones.  You’re out for revenge.  Find a way to 
  kill them all.
  4. A Helot priest in Chapter advised you that 
  there are a handful of Helots living in a small 
  homestead somewhere near the ruins of Old 
  Lander.  They must be in terrible danger from 
  these xenophobic killers!  She begs you to get 
  them to safety.
  5. The Order of Silence believes the Phoenix State 
  uses radios to communicate.  Find out if this is true, 
  and destroy the offending equipment at all costs!
  6. The Scouting Guild has a job for you.  Surely 
  the Phoenix State’s officers have maps detailing 
  the path needed to return back to their own 
  lands.  Steal those maps - that knowledge is 
  vital to the Guild.
  7. You have a close relationship with a border scout of 
  the Tribe, who has challenged you to take a trophy 
  from the mightiest of the Phoenix State warriors, 
  gathering it by stealth rather than by force.
  8. The Blackgold Trading Company wants to know:  
  will the Phoenix State trade?  They are utterly 
  unconcerned with the threat to Chapter, and only 
  want to know about profit.  Of course, there’s a 
  substantial company salary in line for the person 
  who forges the first trade route with the outsiders.
  Act One:   
  The Elder Council
  The scene begins in the Council House of Chapter, 
  with a meeting of the Elder Council already taking 
  place.  The meeting isn’t open to the general public, 
  but the council chamber is nonetheless crowded with 
  many of the most important folk of the town - as well 
  as the player characters, who have been ordered to 
  attend, by the will of the Council.
  The meeting has been tense, as the Elder Council 
  is briefing the influential people of Chapter on a 
  threat that could spell danger for every citizen of 
  Chapter.  The Scouting Guild has delivered word that 
  a military force from outside of Wind River Valley - 
  from a group that calls themselves the Phoenix State - 
  has taken up residence near the ruins of Old Lander. 
  They appear to be building a permanent camp.
  These Phoenix State soldiers are aggressive and 
  heavily armed.  They’ve already attacked a group of 
  scavengers hailing from Chapter, killing most of them 
  in a hail of rifle fire.  A clever guild scout who survived 
  the assault was able to bring back the warning. 
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  The Council believes that this invading force, 
  despite being on the other side of the mountains, 
  puts Chapter in direct danger.  Allie Morgan believes 
  that, given the size of the force and the time of year, 
  the soldiers are clearing the way for the arrival of 
  colonists in the spring, which would imperil the 
  entire region.  Any colony established this close to 
  Chapter will discover the pass through the mountains 
  in a season or two - it’s only a matter of time, she says. 
  And then, surely, the Phoenix State will invade.
  This news touches off a fierce debate, as many folk 
  in the crowd insist that the Chapter Militia be sent 
  to drive off the threat.  However, the Elder Council 
  believes that attacking the camp head-on with the 
  Militia is too dangerous.  The Militia is lightly armed 
  compared to the Phoenix State and is unprepared to 
  sally forth on an offensive.  Losses during a frontal 
  assault would be heavy, leaving Chapter vulnerable 
  to danger.  In addition, attacking the camp with a 
  large, organized force would undoubtedly tip off 
  the Phoenix State about Chapter’s existence.  If any 
  survivors escaped to bring the news back to their 
  masters in the East, it would only accelerate the 
  potential danger.
  Big Jim Haggert and the rest of the Council agree 
  to begin preparations to fortify the pass, and will 
  continue to discuss whether an organized attack in 
  the spring would be worthwhile.  Old Man Crow, 
  the famous seer, insists that some action be taken in 
  the meantime.   He hints that he’s had visions about 
  the matter.  While he agrees that a frontal assault 
  by the Chapter Militia would only lead to pain and 
  devastation, he’s identified a small team of specialists 
  that might be able to do some good for Chapter and 
  its people.
  That, of course, is where the player characters are 
  introduced.  Their mission is to find and scout the 
  camp as best as they can, and take any actions possible 
  to drive the invaders away.  Under no circumstances 
  are they to give away the existence of Chapter or even 
  of the mountain pass.  To do so would bring doom 
  upon the heads of the many families living there - 
  perhaps the characters’ own families.
  After explaining the Elder Council’s decision to the 
  crowd, they are dismissed. The characters are invited 
  to stay behind and attend a briefing from Big Jim 
  Haggert, Allie Morgan, and Old Man Crow, who can 
  answer many of the questions they might have about 
  the mission.
  what is the phoenix state?
  A brutal and militaristic society from far to the east, 
  outside the Wind River Valley.  Most encounters 
  are with scavenger or scout parties gathering raw 
  material from Old World sites, but they also have 
  some kind of ultralight spotter aircraft.  How those 
  aircraft manage to operate given the effects of the 
  GenBomb is not understood.
  Phoenix State soldiers are violently and immediately 
  hostile to any outsiders, and will go out of their way to 
  utterly exterminate Changed, Gifted, or aliens.  They 
  are always heavily armed with rifles and shoot on 
  sight.  They don’t seem concerned with conserving 
  bullets, unlike Wind River folk, implying that they 
  have some industrial-grade source of ammunition.  
  All attempts at making peaceful contact with the 
  Phoenix State have failed spectacularly, and there has 
  never been successful parley or trade with them.  Big 
  Jim Haggert insists that trying to talk to the invaders 
  will just get the player characters shot.
  what if i don’t want to do this?
  Chapter isn’t a democracy and the Elder Council 
  isn’t asking - they’re ordering.  Furthermore, all the 
  most important people of Chapter just saw the player 
  characters receive those orders.  As Allie Morgan might 
  say, “If you aren’t willing to take up this task in defense 
  of your fellow citizens of Chapter, maybe it’s a sign you 
  don’t like it here.  If that’s really how you feel, maybe 
  you should pack your things and find somewhere else 
  to hole up for the winter.  Maybe you should do it 
  quickly.  Or have you changed your mind?”
  what will i get for this?
  The Elder Council will provide the following gear to 
  help the PCs on their way:
   
   Cold weather wear for anyone who currently lacks 
  it (offers Armor+1 but can’t be stacked with worn 
  Armor due to bulk)
   
   Dried trail rations sufficient for ten days in the 
  field
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   A bow and 20 arrows for each group member that 
  is in need
   
   A steel-headed spear for each group member that 
  desires one
   
   Two black powder hand grenades (4/8/16, 3d6, 
  MBT)
  After a successful expedition, survivors can expect 
  free room and board through Midsummer of the 
  following year.  Those who wish it will be lodged 
  in a freshly-built cabin near the walls of the town, 
  where food and firewood will be delivered to them 
  throughout the winter.  Any characters who have 
  their own lodgings will similarly have their needs 
  met by the Council.  The Council will also cover the 
  cost of any medical care, should they return with 
  injuries that require treatment.
  In addition to this material reward, Old Man Crow 
  will slyly remark that, by the time they get back, 
  everyone in Chapter will know what they’ve done 
  for the town and its people.  If they are successful, 
  surely this will offer them opportunities that lesser 
  folk wouldn’t be offered.  They’ll be seen as people of 
  substance.  This increase in social status will surely 
  lead to more opportunities for adventure.
  Act Two:   
  Journey To Old Lander
  The trip from Chapter to Old Lander is fifty miles 
  or so as the crow flies.  This is four or five days of 
  hard marching for a healthy group on foot, given the 
  craggy and difficult terrain that the group must cross 
  through the mountain pass and down the other side 
  of the range.
  The autumn weather is blustery and the wind is a near-
  constant presence.  Each night, the temperature drops 
  to just below freezing.  For characters that are camping 
  outdoors, this will invoke the Hazard rules for cold found 
  in Savage Worlds.  Talk about how the characters intend 
  to pass the night safely while exposed on the trail.  While 
  winter gear offers a +2 bonus to resisting cold weather, it 
  might not be sufficient to safeguard them.
  A simple Survival roll will allow characters to build 
  and light a campfire.  Keeping close to the fire over 
  the course of the night removes the need to make 
  Vigor rolls to resist the cold - but also could expose 
  the group to encounters with wandering creatures, at 
  the GMs discretion.
  On the third day of their voyage, the party is well 
  through the mountains and are making their way 
  south along the foothills when they stumble across 
  a speedy pack of Ferals that are moving north.  Use 
  two Feral Scavengers per player character.  The 
  group is led by a Feral Champion.  These hairy, 
  fierce creatures are of the Sasquatch strain.  While 
  they mostly eschew weapons in favor of their natural 
  claws, half of the scavengers do carry a single javelin 
  for bringing down prey at a distance.
  Allow the party’s lead scout a Notice roll.  Failure 
  indicates that the Ferals have blundered into the player 
  characters, and the battle starts with the two groups 
  perhaps 2d4” apart.  A success allows the characters a 
  round to prepare, so that they can draw weapons, take 
  cover, or create a little more space - but the Ferals will 
  nonetheless be upon them afterward.  On a raise, the 
  scout has detected the Ferals far enough away that the 
  party has the option to avoid the encounter with stealth, 
  or to spring an ambush at a longer range - which puts 
  the Ferals at a significant disadvantage, though it might 
  eat into the party’s ammunition.
  You Call That a Reward?
  Players who are used to fantasy roleplaying games 
  where their characters are mercenaries who 
  command huge bags of gold, magical trinkets, and 
  glittering gems might be a little disappointed at 
  the reward offered by the Elder Council.  Remind 
  them that Chapter is a small community and 
  winter in the Wind River Valley is an exceptionally 
  harsh season.  Many people struggle to stay warm, 
  fed, and healthy.  For those who aren’t maintaining 
  their own farmstead, paying for upkeep over a long 
  Wind River winter can be ruinously expensive. 
  What the Council is offering is nine months of 
  secure upkeep.  That’s quite a big deal that nearly 
  any resident of Chapter would leap at.
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  A sharp-eyed character might note that several of 
  the Feral tribe members bear recent wounds that 
  were not received during the encounter with the 
  player characters.  A Notice (-2) roll (or a Healing 
  roll while examining a defeated Feral) will show that 
  these are bullet wounds.  It seems likely that these 
  Ferals have clashed with the Phoenix State and 
  come out the worse for it.  (A GM wishing to make 
  this encounter less difficult might decide that the 
  Feral Champion, a Wild Card, has already suffered 
  one Wound.)
  After the encounter is resolved, a successful 
  Common Knowledge roll will reveal that this tribe of 
  Ferals is native to Old Lander.  It’s unusual for them 
  to be found this far from the ruins, especially in such 
  large numbers.  This indicates that the Ferals may 
  have been forced to flee Old Lander. 
  Act Three:   
  The Ruins of Old Lander
  Investigation of Old Lander is likely to take most 
  groups at least a couple of days of game time, depending 
  on the strategy they choose.  Circumnavigating the 
  ruins offers them longer sight lines, at the cost of 
  a great deal more marching.  There’s also very little 
  cover on the autumnal plains outside the Old World 
  town, which could create challenges in maintaining 
  stealth.  Meanwhile, plunging directly into the ruins 
  offers a faster path to answers, but could put the 
  explorers into harm’s way.
  For each four hours spent exploring along the 
  outside of the ruins, or every two hours spent inside 
  the ruins, draw a card from the Action Deck and 
  consult the chart below.  If you’ve already used the 
  encounter that is drawn, move down the chart - so 
  working through the encounters will eventually lead 
  the characters to the Phoenix State military camp.
  old laNder eNcouNter chart
  2-5:
  Foul Weather
  6-7:
  Nuisance Ferals
  8-9:
  Spooked
  10:
  Dead Ferals
  Jack:
  Helot Homestead
  Feral Champion (Sasquatch)  
  Attributes:  Agility d8, Smarts d6, Spirit d6, 
  Strength d10, Vigor d12.
  Skills:  Athletics d6, Fighting d8, Intimidation d8, 
  Notice d6, Stealth d6, Survival d6.
  Pace: 8; Parry: 6; Toughness: 9
  Edges/Hindrances:  Alertness, Berserk, Brave, 
  Brawny, Combat Reflexes, Fleet-Footed.
  Gear: Claws (Str+d6)
  Special Abilities
   
   Strength in Numbers:  when outnumbering 
  the enemy at least 2:1, ferals gain the Strong 
  Willed edge.
  Feral Scavenger (Sasquatch)  
  Attributes:  Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8.
  Skills:  Athletics d6, Fighting d6, Intimidation d4, 
  Notice d6, Stealth d8, Survival d6.
  Pace: 8; Parry: 5; Toughness: 6
  Edges/Hindrances:  Alertness, Dodge, Fleet-
  Footed
  Gear: Half the group carries a single javelin each 
  (3/6/12, Str+d6).  Claws (Str+d6)
  Special Abilities
   
   Strength in Numbers:  when outnumbering 
  the enemy at least 2:1, Ferals gain the Strong 
  Willed edge.
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  Queen:
  Phoenix State Diggers
  King:
  Fallen Librarian
  Ace:
  Butcher Bear Encounter
  Joker:
  Phoenix State Camp
  Foul Weather:  A fall rainstorm arrives.  In warmer 
  weather, this would be only a nuisance, but autumn 
  in Wind River Valley is no time to be stranded in the 
  rain and wind.  The cold is intensely uncomfortable.  
  Characters exposed to the weather will be forced to 
  make Vigor rolls every two hours to resist taking 
  Fatigue from the near-freezing conditions.  Even 
  worse, when soaked to the skin, the usual bonus from 
  their cold-weather gear will not apply.  The characters 
  might choose to seek shelter within the ruins or risk 
  a campfire to dry out their gear and get warm.  Will 
  they spend the rest of the day waiting for the weather 
  to blow over?  If so, they may need to start worrying 
  about how much food they have remaining.
  Nuisance Ferals:  A group of 1d3+1 Feral Scavengers 
  encounter the explorers.  They are unlikely to 
  assault the explorers.  Instead, they bolt in different 
  directions, howling and gibbering.  Common 
  Knowledge indicates that normally, scavengers raise a 
  ruckus like this to bring tribal warriors down in force 
  on potential prey.  Will the characters chase down and 
  slay the scavengers to put a quick end to the alarm, or 
  flee the area?  In any case, no mob of Feral warriors 
  will make an appearance.  Due to the Phoenix State’s 
  liberal culling of the local Feral population, the local 
  gangs have been driven away - at least for now.  (That 
  said, GMs who desire additional combat in their 
  game are welcome to craft an appropriate war party 
  of Sasquatch Ferals to assault the player characters!)
  Spooked:  Describe a heavy-footed shape crunching 
  through nearby gravel, approaching the characters 
  from around a blind corner (behind some brush, 
  or beyond a crumbled ruin).  Ask for actions and 
  perhaps go as far as dealing Action Cards.  However, 
  the creature that wanders forth is harmless - perhaps a 
  bighorn sheep, or a descendant of Old World cows.  If 
  the characters want to attack in search of meat, use the 
  stat block for a Mule found in Savage Worlds.  GMs who 
  don’t believe in non-combat encounters might decide 
  that the creature is both Changed and aggressive, and 
  instead use the stat block for a Warhorse.
  Doing Old Lander 
  Hexcrawl Style
  Some GMs prefer more ‘structure’ to their 
  exploration, preferring to have encounters 
  pinned to discrete points on the map instead of 
  pulling at random from the Action Deck.  If you’d 
  like to do that, here’s our advice on encounter 
  placement:
   
   The characters should approach Old Lander 
  from the north-northwest
   
   The first four encounters on the Old Lander 
  Encounter Chart can be your ‘random 
  encounters’, along with the Phoenix State 
  digging party
   
   The Helot homestead should be at a concealed 
  site on the west edge of Old Lander.  If one 
  of the characters was given the side mission 
  of contacting the Helots, they should be able 
  to track down the homestead with a Survival 
  roll.
   
   The battle site where the first expedition 
  was defeated is on the north side of town, 
  but the GM might wish to be flexible about 
  its placement to ensure it’s discovered.  The 
  encounter offers the players more clues 
  about what’s going on in Old Lander.  This 
  is especially important if the group didn’t 
  speak with the Helot homesteaders.
   
   The Butcher Bear lair is within Old Lander 
  itself, near the center of town.
   
   The Phoenix State camp is best placed on the 
  southern edge of the ruins, at the ruins of 
  Hunt Field, which was Lander’s local airport 
  back in the Old World.  The Phoenix State 
  has placed their camp where the runway used 
  to be, offering them clear sight lines in most 
  directions.  The material forming the walls of 
  the camp is the corrugated steel siding that 
  was used for walls and roofs of the aviation 
  buildings - it’s not in great shape, but serves 
  as an adequate barrier for now.
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  Dead Ferals:  The characters encounter the site 
  of a battle, where at least a dozen Feral corpses are 
  scattered.  The bodies are rank with decay and the 
  explorers may need to scare off some scavenging 
  wildlife if they wish to investigate - most likely a 
  matter of making an Intimidate roll.  A cursory 
  investigation of the Feral bodies will note that they 
  have been thoroughly shot to death.  
  Rolling the Battle skill might reveal additional 
  information:  with a success, the character notes 
  that the bullet impact sites show good placement in 
  the center torso, implying that shooters were quite 
  proficient and that the victorious force here was well-
  trained, maintaining order in the face of a wave of 
  charging Ferals.
  Characters who investigate the battle site and 
  succeed in a Notice roll at -4 will realize that the 
  battlefield has been cleaned up in some ways.  Despite 
  the obvious hail of bullets directed at the Ferals, no 
  bullet casings can be found - they seem to have all 
  been collected.  Also, the successful character will 
  find several areas where bloodstains indicate that the 
  victorious force suffered casualties, but carried them 
  away.  Due to time and weather, there aren’t tracks 
  or scent remaining at this site that are sufficient to 
  allow following the path of the victors.
  helot homestead
  The explorers encounter fresh footprints tracking 
  through a patch of mud.  A successful Survival roll 
  will identify the tracks as belonging to a Helot, while 
  a raise will reveal small droplets of blood near the 
  trail, as if the Helot had been wounded.
  The trail quickly leaves the muddy area and winds 
  among deserted streets, heading toward the outskirts 
  of the ruins.  While the GM might choose to call for 
  another Survival roll to follow the trail, failing the roll 
  (and losing the trail) would cause the group to miss 
  out on an interesting encounter.  Consider allowing 
  your group to follow the tracks without a roll.
  In any case, the trail ends in a small dale, near 
  a cluster of Old World buildings that are mostly 
  collapsed.  Because the terrain of the dale drops 
  down, the Helot’s lair is cunningly hidden among the 
  wreckage, with rusted metal paneling pulled down to 
  conceal a surprisingly sturdy door of wood, reinforced 
  with hammered road signs and other detritus.  A 
  Notice roll will reveal the doorway - perhaps there are 
  blood droplets on the metal paneling that hides it.  A 
  raise will allow the explorers to note that there are 
  several cunningly screened ports near the door that 
  allow anyone hiding within to view those approaching.
  Beyond the door is an entire Helot family who are 
  very upset and feeling quite paranoid.  The wounded 
  Helot, Arla, has just watched her mate, Jor, be killed 
  by a Phoenix State patrol.  She was shot as well, and 
  barely managed to escape and return to her family.  
  Two other adult Helots are within, Magra and Brok, 
  and there are four children.
  This is a social encounter where the players will 
  need to be on their best behavior in order to coax 
  the Helots into speaking with them.  Magra takes 
  the lead, and will open the conversation by trying 
  to intimidate the group into leaving them alone, 
  claiming they have a whole bundle of dynamite and 
  aren’t afraid to use it!
  This isn’t true.  However, aside from the hand 
  weapons typically possessed by Helots, Brok does 
  have a rusty blunderbuss at hand.  Anyone attempting 
  to force open the front door (Hardness 10) is likely to 
  take a blast of nails to the face at point blank range.
  A successful Persuasion roll will be necessary to 
  get the Helots talking.  They are paranoid and want 
  nothing more than for the explorers to go away so 
  they can heal Arla’s wounds and properly grieve Jor. 
  Persuasion rolls with the Helots will be modified by 
  the following circumstances:
   
   Speaker (making the Persuasion roll) is a Helot:  +2
   
   A Helot is accompanying the speaker:  +1
   
   Any obvious Ghost Remnants being carried or 
  used:  -2
   
   Any use of the Boon during the scene:  -2
  Each success or raise will reveal a parcel of 
  information from the list below.  The GM can deliver 
  these in order as presented, or choose at random if 
  preferred:
   
   The Helots are very upset at the use of the Boon 
  or Ghost Shards anywhere near their homestead.  
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  This is because they’ve seen a terrible predator 
  near the center of the ruins, an unstoppable 
  Changed beast called a Butcher Bear.  This creature 
  is attracted to Breach energy, so using the Boon or 
  a Ghost Shard could bring it into the area.
   
   The Phoenix State soldiers seem to be coming 
  into the area from the south.  They’re digging 
  through 
  the 
  ruins, 
  gathering 
  scrap 
  and 
  technological leftovers.  Jor thought they were 
  looking for something specific, but died trying to 
  get close enough to determine what it might be.
   
   The invaders are heavily armed and greet all 
  outsiders with a hail of bullets.  Their camp is 
  well-fortified and protected by a gatling gun.  
  Going near it during daylight would be suicidal.
  Explorers who want to convince the Helots to 
  abandon their home and flee to Chapter will need 
  to engage Magra in Social Conflict, using the rules 
  presented in Savage Worlds.  Normally the Helots 
  would laugh off such a suggestion, but Jor’s death has 
  shaken them.  Still, Magra will resist with a Spirit of 
  d8.  She believes the family can hunker down for the 
  winter and outlast the Phoenix State, and doesn’t want 
  to abandon everything they’ve built in Old Lander.
  phoenix state diggers
  The explorers have run into a patrol of six Phoenix 
  State soldiers that have been sent out from their 
  camp to investigate the ruins.  These grunts are on 
  edge, counting as active guards for the purpose of 
  detecting Stealth.  They are extremely hostile and will 
  open fire as soon as strangers are detected.  Aliens 
  and Changed are their priority targets, followed by 
  anyone using the Boon in a visible fashion.
  While this is likely to become a combat encounter 
  quickly, there are still things that savvy explorers 
  might discover:
   
   Though it might be difficult to understand over 
  the hail of gunfire (perhaps requiring a Notice 
  roll at a penalty of -2), a character might identify 
  the strange, barking argot that the Phoenix 
  State soldiers use as English.  It’s not quite the 
  English the Librarians teach in Chapter - the 
  accent is almost unintelligible and their slang 
  makes almost no sense - but it’s interesting 
  information, nonetheless.
   
   Anyone approaching closely (within melee range, 
  or investigating a slain Phoenix State soldier) 
  will note that the grunts’ skin is very oily, with 
  a faint greenish cast.  Explorers with enhanced 
  scent abilities will note that the soldiers all 
  Phoenix State Grunt
  Attributes:  Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8.
  Skills: Athletics d6, Fighting d8, Notice d6, Riding 
  d6, Shooting d8, Stealth d4, Survival d4.
  Pace: 6; Parry: 6; Toughness: 9(2), 11(4) vs bullets
  Hindrances:  Delusional(Major): anyone outside 
  the Phoenix State is a dangerous mutant, Loyal.
  Edges:  Brawny, Brave, Combat Reflexes.
  Gear:  Submachine Gun with 60 bullets (12/24/48, 
  2d6, AP 1, ROF 3, 30 Shots), Combat Knife (Str+d4), 
  Kevlar Vest and Combat Helmet.
  Moving the Plot 
  Forward
  If the conversation with the Helots goes really 
  well, you’ll need to decide how much you’d like 
  it to move the plot forward.  This may depend 
  simply on how much time at the game table 
  you’d like the players to spend looking around 
  Old Lander.  If you’re ready to move toward the 
  final act, then the Helots can share the exact 
  coordinates of the Butcher Bear lair or the 
  Phoenix State camp.  If you’d prefer to get more 
  mileage out of the search, then the Helots can’t 
  provide exact coordinates, but their information 
  will still be useful.
  If you’ve been using the Action Deck to choose 
  encounters within the ruins of Old Lander, you 
  might choose to accelerate matters a little by 
  drawing two cards for each encounter and using 
  the highest.
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  share the same scent.  A close examination of 
  a body combined with a successful Healing roll 
  will note ‘track marks’ on the limbs of all the 
  soldiers, as if they received regular injections.
   
   Their equipment is lightly covered in the same 
  strange-smelling, greenish oil as their skin.  It’s 
  likely that the explorers will be able to loot a 
  treasure trove of Kevlar vests, submachine guns, 
  and bullets.  However, see the Secrets of the 
  Phoenix State sidebar later in this adventure for 
  more details about confiscated equipment.
   
   While it’s hard for the explorers to tell what 
  exactly this patrol was after, they’ve gathered 
  a rucksack full of things like spools of wire, 
  thick plastic sheeting, and a few glass vials - the 
  equivalent of about 100 Salvage.
   
   If the GM is ready to press forward to the end 
  of the adventure, then either the patrol left a 
  trail which could be followed (using Survival) 
  to backtrack to their camp, or they might be 
  carrying a rough map which can be found after 
  the fight.
  fallen librarian
  The explorers stumble across a corpse clad in the 
  vestments of a Librarian.  The body has been exposed 
  for two weeks and is in terrible shape, as both 
  nature and scavengers have affected it.  Nonetheless, 
  explorers with strong stomachs can recover the 
  Librarian’s personal book, still bound to his belt. 
  Though the slipcover is fouled with gore, the contents 
  were protected and are still readable. 
  Literate explorers that examine the notebook will 
  find that the Librarian’s name was Xando James. 
  James accompanied a previous expedition sent from 
  Chapter - in fact, the very one that was shot to pieces 
  by the Phoenix State, precipitating the warning that 
  led to the player characters being here.  
  The Librarian’s expedition was here investigating 
  a rumor of a Ghost Shard to be found deep in the 
  ruins of Old Lander.  However, while they found 
  the correct site, they discovered it had become the 
  lair of a terrifying Butcher bear, a mighty Changed 
  predator that was lured by the energy of the Shard. 
  James’s group determined they didn’t have enough 
  firepower to deal with the Butcher Bear and would 
  leave the Shard in place until another, more powerful 
  expedition could be organized, in the spring.
  The Librarian’s notes include easily understandable 
  directions that can lead explorers to the Butcher bear 
  lair in the center of Old Lander.
  butcher bear encounter
  If this encounter was drawn randomly, the GM will 
  need to adjudicate based on where the explorers are 
  currently located.  If they’re on the outskirts of the 
  ruins, they may see the Butcher bear at a distance.  It’s 
  reasonably well-fed and isn’t particularly aggressive - 
  unless the group includes a Gifted that makes active 
  use of her powers, or triggers a Shard.  In that case, it 
  relentlessly pursues the group!
  If the explorers are checking through the interior 
  of Old Lander, then they’ve discovered the lair of the 
  Butcher bear.  The character with the highest Survival 
  skill in the group will note the deep claw marks, 
  spoor, and other telltale signs that an immense 
  predator dwells within.  As well, characters who have 
  spoken with the Helots or recovered the Librarian’s 
  notebook might be coming to the lair directly.
  Common Knowledge of 
  the Butcher bear
  These immense creatures were constructed in 
  Butcher bioforges, melding the aliens’ strange 
  technology with vat-grown flesh.  The Butcher 
  bears’ genes were specially crafted, combining 
  the dominant traits of several species of Earth 
  bear with genetic material from an unknown 
  alien predator species.  The result was an 
  unparalleled predator.
  An average-size Butcher bear weighs 2,500 
  pounds, stands five feet tall at the shoulder, and 
  when standing on its hind legs crests eleven feet. 
  The largest adult males can grow up to 25% larger.
  A successful Common Knowledge roll delivers 
  the information above, and allows the GM to 
  advise the character that a Butcher bear is a deadly 
  opponent - especially for Novice characters.  Head-
  on combat might not be the best approach.
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  This particular creature lairs at the center of Old 
  Lander, in the collapsed ruins of an Old World 
  school.  Beneath the rubble are wide tunnels linking 
  several chambers where the beast sleeps.  It remains 
  attracted to the area because of a Ghost Shard that 
  is embedded in the ceiling of one of the rearmost 
  lair chambers, accessible only via a ledge that is too 
  narrow to accommodate the mighty creature.  Since 
  it cannot get to the Shard (to gnaw on it until it’s 
  destroyed), instead it guards the thing.
  An explorer that manages to evade the Butcher bear 
  can climb the narrow ledge leading to the Shard with 
  an Athletics roll.  Failure indicates they’ve taken a nasty 
  spill onto some rocks, suffering 2d6+2 damage and 
  potentially alerting the Butcher bear, if it’s in the lair.
  The Shard is a length of purplish crystal about the 
  size of a man’s forearm.  It glimmers with an inner light 
  that grows brighter when held by a creature bearing 
  one or more Wounds.  If touched to a Wound, it’s 
  activated:  it emits a piercing trill and the light gleams 
  intensely.  The bearer is healed of a single Wound, and 
  the device is rendered inert for 1d6 days.  Its Fracture 
  condition is Any Hearts.  Should the explorers gain the 
  device and keep it, they get to name it.
  Just clutching the device emits enough Breach 
  energy to allow the Butcher bear a Notice roll to 
  realize the Shard it has been guarding is on the move. 
  There is no question that it will pursue thieves to the 
  best of its ability.
  phoenix state camp
  This military camp could be a shocking sight to 
  the explorers.  It has been fortified with hastily-
  built walls, using corrugated steel torn from nearby 
  ruins.  These walls are topped with barbed wire, and 
  platforms are spaced around them that allow spotters 
  to examine the nearby terrain for interlopers.
  Most surprising of all to explorers from Chapter, 
  electrical lights are strung throughout the camp, 
  lighting up the entrance as well as many of the tents 
  within the camp.  On a quiet night, explorers with 
  enhanced hearing might be able to make a Notice 
  roll at -2 and pick up the distant hum of a generator.
  At the center of the camp is the tall metal skeleton 
  of a structure that the Phoenix State soldiers are 
  building.  Explorers who observe for a while (and 
  succeed in a Science roll) can identify the structure 
  as a radio transmission tower that is still under 
  construction. 
  Sharp-eyed observers who pass a Notice roll at -2 
  will also realize that the covered wagon near the base 
  of the radio tower is carrying a gatling gun that has a 
  clear line of sight to the camp entrance.
  Butcher Bear
  Attributes:  Agility d6, Smarts d6 (A), Spirit d8, 
  Strength d12+2, Vigor d12
  Skills:  Athletics d8, Fighting d8, Intimidation d8, 
  Notice d8, Stealth d4, Survival d8.
  Pace: 8; Parry: 6; Toughness: 14(2)
  Special Abilities
   
   Armored Flesh:  +2 Armor from internal 
  plating.
   
   Bite/Claws:  Str+d6.
   
   Breach Sense:  A butcher bear can roll Notice 
  to sense the use of Breach energy within 1 
  mile per Power Point spent (or 1d3 miles for 
  the activation of a Ghost Shard, doubled if 
  it Fractures).  If this usage occurs within 100 
  yards of the butcher bear, it will be able to 
  track the user for 1d4+1 hours using Survival.  
  Otherwise it merely learns the general distance 
  and direction of the Breach energy surge, and 
  will approach in hopes of picking up a ‘trail’.
   
   Draining Bite:  A creature with Power Points 
  that is Shaken or Wounded by the butcher 
  bear’s Bite/Claws attack also loses 2d4 Power 
  Points, as their Breach energy is siphoned away 
  to fuel the creature’s biomechanical systems.
   
   Environmental Resistance:  The butcher 
  bear 
  can 
  ignore 
  most 
  weather-based 
  Hazards, gaining +4 to resist Fatigue from 
  environmental heat, cold, or exposure.
   
   Size 4.  Scale Modifier +2.
   
   Very Resilient:  When combined with its 
  Size, this means the butcher bear can take 
  three wounds (and is Incapacitated upon 
  taking a fourth).
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  secrets of the phoenix state
  One question your players are likely to ask early and 
  often:  why do these guys have working technology?  The 
  answer is complicated, and it may be difficult for the 
  players to get the entire story during their expedition.
  The Phoenix State is both militaristic and 
  xenophobic.  Their society treats ‘purity’ with a 
  religious zeal:  aliens, mutants, and Gifted are to be 
  exterminated with prejudice, but anyone not of the 
  Phoenix State is considered a dangerous, unclean 
  creature fit only to be destroyed.
  This outlook is easy to indoctrinate into the soldiers 
  because of the weekly injections they receive from 
  Phoenix State Doctors.  This drug is distilled from 
  Ghost Shards, and makes the soldiers aggressive, a 
  little paranoid, and very susceptible to brainwashing. 
  However, this is just a side effect.  This drug causes 
  human bodies to react to GenBomb nanites in a 
  novel way - converting the particles into a protective 
  field that insulates them from the GenBomb’s other 
  effects.  These altered nanites are embedded in the 
  soldier’s sweat and emitted in their breath, covering 
  their immediate vicinity.  
  Because of this, equipment carried by a Phoenix 
  State soldier is immune to Stress Tags.  Larger 
  pieces of equipment (such as gatling guns, radio 
  transmitters, and perhaps more sophisticated items) 
  can be preserved by having injected soldiers present 
  with the item around the clock, preferably under 
  shelter where the nanites emitted in their breath can 
  fully surround and insulate the device.
  Equipment liberated from the Phoenix State 
  remains useful for 1d4 days.  After that, the nanites that 
  have suffused the equipment stop having their altered, 
  protective effect and revert to what’s expected from 
  GenBomb particles, often with catastrophic effects.
  Draw a card from the Action Deck for each piece of 
  equipment:  
   
   Club or Spade:  the item immediately dissolves 
  into a corroded mess or foul-smelling slime (and 
  might cause Stress Tags on the owner’s other 
  equipment if they don’t get rid of it quickly).  
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   Heart:  the item immediately suffers two Stress 
  Tags.
   
   Diamond:  the item immediately suffers one 
  Stress Tag.
   
   Joker:  the item remains miraculously free of 
  ill effects… at least for now.  If the GM needs to 
  assign a random Stress Tag in the future, it will 
  almost certainly appear on this item.
  For large caches of equipment, it will be easiest 
  to draw two Stress Tags from the chart found in the 
  Gear, Salvage, and Trading chapter and assign them 
  to surviving items, as opposed to individualizing 
  Stress Tags for every single piece of gear.
  For bullets, assume that half the bullets become 
  useless dust that fouls magazines and mechanisms, 
  requiring a Repair roll to unjam the firearm.  The 
  rest remain sealed, stable, and usable.
  the expeditionary force
  Even after suffering losses during the journey here and 
  during the exploration of the ruins, the force occupying 
  this camp is still dangerously formidable.  With over 
  forty brainwashed soldiers who are heavily armed, the 
  camp is too strong to simply assault head on, unless 
  you are running this adventure for characters with lots 
  of Advancements.
  The current roster of the camp includes
   
   Forty Phoenix State Grunts (extras)
  •	
  Four of these are Sergeants with the Rock and 
  Roll! Edge in addition to their other stats.
  •	
  Three of the Grunts are Snipers with the 
  Marksman Edge and a Hunting Rifle (24/48/96, 
  2d8 AP 2, ROF 1, Shots 5, Snapfire, Scope).
  •	
  Three are Scouts with d8 Stealth, Notice, and 
  Survival. 
  •	
  The remaining thirty are standard Grunts with 
  the usual statistics.
   
   Two Lieutenants, both Wild Cards.
   
   A Lieutenant-Doctor, who is a Wild Card with 
  strange devices that mimic arcane powers.  (We 
  used the Weird Science rules to model him for this 
  encounter, but that Arcane Background remains 
  unavailable to player characters in The After.)
   
   A Commander, also a Wild Card.
  points of interest in the camp
   
   1: A Gatling Gun is concealed under a tarp in the 
  middle of the camp, elevated on a wagon:  Range 
  24/48/96, Damage 2d8, AP 2, ROF 3 (min 2), Shots 
  100.  Not easily mobile without the wagon being 
  pulled by oxen or horses, the gun nonetheless 
  makes a great defense for the camp, especially when 
  fired by one of the Sergeants.
   
   2: The Walls are corrugated steel that has been rudely 
  nailed to a wooden framework (Hardness 12, Cover 
  Bonus +4).  The steel is from Old World structures 
  (perhaps warehouses, or the hangar buildings at 
  the airport) and is not in the best shape.  There 
  are plenty of holes that a very stealthy scout could 
  Phoenix State Commander,
  William Ranahan  
  Attributes:  Agility d8, Smarts d8, Spirit d10, Strength d8, Vigor d8.
  Skills: Athletics d6, Battle d8, Fighting d8, Notice d6, Riding d6, Shooting 
  d8, Stealth d4, Survival d4.
  Pace: 6; Parry: 6; Toughness: 9(2), 11(4) vs bullets
  Hindrances:  Delusional(Major): anyone outside the Phoenix State is a 
  dangerous mutant, Loyal.
  Edges:  Brawny, Brave, Combat Reflexes, Command, Command Presence, 
  Inspire, Improved Nerves of Steel.
  Gear:  Submachine Gun with 60 bullets (12/24/48, 2d6, AP 1, ROF 3, 30 Shots), Saber (Str+d6), Kevlar Vest and 
  Combat Helmet.
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  approach and look through, although anything 
  wide enough to crawl through has been sealed with 
  barbed wire or wooden planks.  The steel is flimsy 
  enough that it isn’t likely to support a climber’s 
  weight - resulting in a dangerously loud collapse. 
  Several wooden platforms just on the other side of 
  the wall allow spotters to view the outside world for 
  hazards.  These posts are often filled by Snipers or 
  Scouts.
   
   3:  The radio tower would require explosives to 
  bring down quickly, or a team of horses to pull 
  down more slowly.  Explorers who have the time to 
  tear into the materials and make a successful Repair 
  roll can walk away with 100 Salvage.
   
   4:  The generator is blocked from view by a pair of 
  empty wagons, but isn’t far from the radio tower, 
  since the intention is to hook the radio equipment 
  up to the power.  The generator is on wheels and is 
  meant to be hitched to a horse or ox when it needs 
  to be moved.  It’s burning some kind of petroleum-
  based fuel.  It’s Hardness 14 to break with force, or 
  a Repair roll to sabotage it.  There are always a pair 
  of Grunts within spitting distance of the generator. 
  A research tent where the Lieutenant-Doctor is 
  setting up scientific equipment to brew more of 
  the Phoenix State’s brainwashing/anti-GenBomb 
  drug.  The equipment is easily smashed or stolen. 
  Without this, the Phoenix State won’t be able to 
  maintain their base here and will retreat.  There 
  are also notes that can be stolen.  They’ll require 
  some time to decipher (as the Phoenix State’s use of 
  English is almost incomprehensible), but eventually 
  will inform the players of the nature of the Phoenix 
  State’s anti-nanite drug.  This tent is always guarded 
  by two Grunts in the absence of the Lieutenant-
  Doctor.
   
   5: An ammo dump maintained in a large tent is 
  always guarded by at least four Grunts and the 
  outside is lit with electric lights around the clock. 
  Within can be found a dozen barrels of petroleum-
  based fuel for the generator, a dozen sticks of 
  dynamite, a crate of grenades, and many boxes of 
  bullets.  Enterprising players can get up to a great 
  deal of mischief if they get into this tent.  If the 
  ammo dump is detonated, the Phoenix State will 
  initiate a retreat from the area.
   
   6: The command tent where the Lieutenants and 
  Commander sleep also has maps that show the 
  march of the Phoenix State, indicating a clear path 
  back to the homeland.  It also contains documents 
  that (given time to translate) will explain the Phoenix 
  State strategy:  they believe they are cleansing the 
  world by conquering it and exterminating tainted 
  alien filth.  They consume the holy relics of the 
  Lieutenant-Doctor,
  Vargo HultzRanahan  
  Attributes:  Agility d6, Smarts d10, Spirit d10, Strength d6, Vigor d6.
  Skills: Athletics d4, Fighting d6, Notice d6, Occult d6, Riding d4, Science 
  d6, Shooting d8, Stealth d4, Survival d4, Weird Science d8.
  Pace: 6; Parry: 5; Toughness: 5  (more with Protection power triggered)
  Hindrances:  Delusional(Major): anyone outside the Phoenix State is a 
  dangerous mutant, Loyal.
  Edges:  Combat Reflexes
  Gear:  Revolver (2d6 AP 1), Saber (Str+d6)
  15 Power Points
  Powers:  
   
   Burst (Trapping:  Lightning Gun):  Cone Template, PP 2, 2d6 damage (3d6 on a raise).  For +2PP do an 
  extra d6.
   
   Protection (Trapping:  Creepy nanite armor):  PP 1, Duration 5, Armor +2 or +4.  +1 PP per addl recipient, 
  +1 for +2 additional armor, +2 to affect Toughness instead of Armor
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  Angels (the Ghost Shards) to protect their soldiers 
  from the infernal influence of the GenBomb.  This 
  “blessing” is mandatory for all soldiers on a weekly 
  basis to ensure their purity.
   
   7: Salvage Wagons are laden with what little material 
  the Phoenix State has pulled from the ruins of Old 
  Lander.  If given time to sort through it for the best 
  stuff and a wagon to transport it back to Chapter, 
  a dedicated explorer could probably make 500 
  Salvage out of this junk.
  paths to victory
  Given this overwhelming force, many players will 
  exhibit unhappiness or frustration at the obstacle facing 
  them.  However, there are multiple ways to proceed that 
  could lead to their expedition being successful.
   
   While the active guards and electric lights make 
  infiltrating the camp difficult, a sneaky group could 
  enter the camp and blow up the ammo dump or 
  destroy the lab equipment.  Either of these actions 
  means that - even if the characters botch their 
  escape and all die - the Phoenix State expedition 
  will retreat, and Chapter will be safe.
   
   The Phoenix State force doesn’t need to be wiped 
  out to the very last man.  If half the soldiers and two 
  officers (or the entire command structure) are slain, 
  the expedition will retreat.
   
   The characters might engage in guerilla warfare, 
  engaging Phoenix State soldiers by the  handful on 
  their patrol and salvage routes.  After enough of this, 
  the Wild Card officers will begin accompanying 
  the patrols.  If they are defeated as well, mounting 
  casualties will likely cause the force to abandon the 
  area, as noted above.
   
   An exceptionally clever group might decide to use 
  the Ghost Shard (or any powers of the Boon that 
  the group can trigger) to lure an angry Butcher bear 
  into the Phoenix State camp (perhaps requiring a 
  Chase or even a Dramatic Task).  A sprinting Butcher 
  bear can easily smash through the outer wall as an 
  action.  Even a hail of bullets is unlikely to penetrate 
  the Butcher bear’s armored hide quickly, so the 
  angry beast is likely to massacre many Phoenix State 
  soldiers before being driven off.  Savvy explorers 
  could easily take this ruckus as a chance to raid the 
  camp, either by force or by stealth.  One playtest 
  group at Gen Con 2019 tried this method (at great 
  risk to their Gifted) and left the camp in a smoking 
  ruin, utterly victorious.
   
   Depending on the makeup of your group, other 
  paths to victory might be possible.  Perhaps a 
  Mindbender might be able to frighten the Phoenix 
  State away.  A group of characters optimized to be 
  powerful in combat (and advanced beyond Novice 
  rank) might be able to set their jaw, draw initiative, 
  and tear the entire camp apart by themselves.
   
   The only thing that certainly will NOT work is 
  negotiation.  Under no circumstances will a Phoenix 
  State soldier bargain with a filthy, unholy outsider. 
  They would rather kill or die.
  Phoenix State Grunt (40)
  Attributes:  Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d8.
  Skills: Athletics d6, Fighting d8, Notice d6, Riding 
  d6, Shooting d8, Stealth d4, Survival d4.
  Pace: 6; Parry: 6; Toughness: 9(2), 11(4) vs bullets
  Hindrances:  Delusional(Major): anyone outside 
  the Phoenix State is a dangerous mutant, Loyal.
  Edges:  Brawny, Brave, Combat Reflexes.
  Gear:  Submachine Gun with 60 bullets (12/24/48, 
  2d6, AP 1, ROF 3, 30 Shots), Combat Knife (Str+d4), 
  Kevlar Vest and Combat Helmet.
  Phoenix State Lieutenants,
  Susan Quell &  
  Mikel Corcoran
  Attributes:  Agility d8, Smarts d8, Spirit d8, 
  Strength d8, Vigor d8.
  Skills: Athletics d6, Battle d6, Fighting d8, Notice 
  d6, Riding d6, Shooting d8, Stealth d4, Survival d4.
  Pace: 6; Parry: 6; Toughness: 9(2), 11(4) vs bullets
  Hindrances:  Delusional(Major): anyone outside 
  the Phoenix State is a dangerous mutant, Loyal.
  Edges: 
   
  Brawny, 
  Brave, 
  Combat 
  Reflexes, 
  Command, Command Presence, Nerves of Steel.
  Gear:  Submachine Gun with 60 bullets (12/24/48, 
  2d6, AP 1, ROF 3, 30 Shots), Saber (Str+d6), Kevlar 
  Vest and Combat Helmet.
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  Leelee Sullivan, Gifted Mindbender
  Agility d6		•		Smarts d8		•		Spirit d6		•		Strength d6 
  •		Vigor d6
  Attributes
  Curious		•		Stubborn.
  Athletics d6		•		Common Knowledge d6		•		Fighting 
  d6		•		Mindbending d8		•		Notice d6		•		Persuasion d4 
  •		Shooting d8		•		Stealth d6		•		Survival d4		•		Taunt d6.
  Skills
  Pace
  Toughness
  Parry
  6
  5
  Hindrances
  Edges
  Arcane Background(Mindbending).
  Gear
  Leather traveling gear (Armor +1 to torso, arms, legs), knife (Str + d4), battered rifle with 21 bullets (24/48/96, 
  RoF 1, 2d6, AP 2), backpack, bedroll, canteen, mess kit, firestarting kit, lantern, and 1 pint lamp oil.
  Special Abilities
   
   10 Power Points
   
   Starting Powers:  Beast Friend, Deflection, Fear
   
   Hands Free:  Mindbenders do not need their hands to activate their 
  powers.  They may cast even when Bound or otherwise restrained.
   
   Backlash:  When using a Mindbending power, she suffers Backlash 
  on a Critical Failure.  One of the terrible intelligences from 
  beyond the Breach attempts to devour her mental essence.  Any of 
  Leelee’s maintained powers are immediately terminated.  She must 
  immediately spend 2d6 Power Points or become Stunned.
  As a teenager, she began having nightly visions of angels and demons 
  battling each other in the streets of Daniel, her hometown.  She sought 
  out the fabled Old Man Crow in Chapter and discovered how to take 
  control of her Gift.  Her powers are dangerous to use, as the bizarre consciousnesses beyond the Breach 
  sometimes take notice of her meddling.    
  On the way to the Council meeting, a faction known as the Order of Silence contacted Leelee.  The Order 
  believes that the Butchers and Ghosts will return to Earth someday, and humanity needs to be ready to go 
  silent and vanish once again.  The Order of Silence has heard that the Phoenix State is somehow maintaining 
  radio communication.  If this is true, they want the offending radio equipment destroyed.  Bring back some 
  of the wreckage to prove it was done, and be rewarded.
  6(1)
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  Glurk, Helot Soldier
  Agility d6		•		Smarts d4		•		Spirit d6		•		Strength d10 
  •		Vigor d8
  Attributes
  Quirk (Prays loudly at odd times)		•		Loyal.
  Athletics d10		•		Common Knowledge d4		•		Fighting 
  d8		•		Healing d6		•		Intimidation d6		•		Notice d6		•	
  Persuasion d4		•		Stealth d6		•		Survival d6.
  Skills
  Pace
  Toughness
  Parry
  5
  6
  Hindrances
  Edges
  Brawny		•		Brute.
  Gear
  Hammered metal scrap armor (Armor +3 to torso, arms, legs), Halberd (Str+d8, Reach +1, 2 hands), Sling and 
  12 stones (5/10/20, Str + d4, ROF 1) -  uses Athletics(Throwing) to fire, Backpack, blanket, canteen, firestarting 
  kit, and first aid kit.  
   
   Hover crystal:  a Ghost Shard infused with Breach energies, this glimmering crystal floats lazily around 
  Glurk’s head.  He can use a mental action, activating the Remnant to gain Flight (as the power) for one 
  minute, but this destroys the crystal.
  Special Abilities
   
   Reach +1 (stacks with halberd for a +2 Reach when wielding it)
   
   +2 to resist negative environmental effects.  
   
   Lumbering (natural Pace 5, running die d4)
   
   Limited Intelligence (-2 to all Smarts rolls)
   
   Immune to all poisons.
  Like all Helots, Glurk has short legs, wide shoulders, and unusually long 
  arms.  His powerful musculature can bear heavy loads and his physiology 
  is resilient to toxins and extremes of temperature. 
  Glurk firmly believes that Kraim has guided him to Chapter to care for the people there.   He’s acted as a 
  caretaker by joining the Chapter Militia, doing his best to separate troublemakers and keep internal conflict 
  to a minimum.  
  Glurk can’t wait for Kraim to return and take the Helots back to the stars, so he likes to pray as loudly as 
  possible, to ensure Kraim can hear.  As a reward for this prayer, a priest of Kraim visited Glurk, and gave him 
  a holy task.  She told him that there is a tiny settlement of Helots - just a few families - not far from the ruins 
  of Old Lander.  She asked Glurk to see that they are kept out of harm’s way!
  10(3)
  Andrew Antolick (Order #29834561)
  
  239
  THE AFTER
  Shadow of the phoenix
  Garth Hernandez, Former Free Trader
  Agility d8		•		Smarts d6		•		Spirit d6		•		Strength d4 
  •		Vigor d6.
  Attributes
  Loyal		•		Overconfident		•		Vow(minor): kill all Ferals.
  Athletics d6		•		Common Knowledge d6		•		Fighting 
  d6		•		Notice d6+2		•		Persuasion d8		•		Riding d6		•	
  Shooting d6		•		Stealth d6		•		Survival d6.
  Skills
  Pace
  Toughness
  Parry
  6
  5
  Hindrances
  Edges
  Alertness		•		Extraction		•		Luck.
  Gear
  Leather armor (Armor+1 to torso, arms, legs).  Bolt-action hunting rifle and 30 bullets (2d8, AP 2, 24/48/96, 
  RoF 1).  Two hand grenades (5/10/20, 3d6 in a MBT).  Knife (Str + d4).  Backpack, bedroll, canteen, firestarting 
  kit, and 3 torches.
  Garth had been living a charmed life as a merchant, traveling from one 
  end of Wind River to the other.  It all fell to pieces during his most 
  recent caravan, when a horde of Ferals swarmed out of a nearby Breach 
  Zone.  Fortunately, the always-lucky Garth had been taking a shift as a 
  forward scout when the ambush fell, and managed to escape to Chapter 
  to raise the alarm with the Chapter Militia.  However, his caravan, his 
  companions, and all of his trading capital were lost and he’s starting his 
  career back at square one.  
  The nefarious Blackgold Trading Company has privately contacted Garth.  Their operative hinted that he 
  had pulled strings to get Garth included in the mission.  If he can set up trading between Blackgold Station 
  and the Phoenix State, there’s an enormous amount of wealth to be made.  The Blackgold leadership isn’t 
  concerned about the success of the Elder Council’s mission or the potential danger to Chapter - profit is 
  what’s important to them.  There’s a big percentage for Garth, if he can make this happen.  You’ll need to 
  decide:  is it worth it?
  6(1)
  Andrew Antolick (Order #29834561)
  
  240
  THE AFTER
  Shadow of the phoenix
  Karx, Changed Explorer
  Agility d6		•		Smarts d6		•		Spirit d6		•		Strength d8 
  •		Vigor d8.
  Attributes
  Cautious		•		Heroic		•		Outsider(Minor)		•		Ugly(Minor)
  Athletics d6		•		Common Knowledge d4		•		Fighting d10 
  •		Notice d6		•		Persuasion d4		•		Repair d6		•		Shooting 
  d6		•		Stealth d6		•		Survival d6.
  Skills
  Pace
  Toughness
  Parry
  6
  7
  Hindrances
  Edges
  Brawler
  Gear
  Backpack, bedroll, canteen, tool kit, double-barrel shotgun with 12 shells (12/24/48, 1-3d6), and leather trail 
  wear (Armor +1). 
  Special Abilities
   
   Bio-acceptance (-2 to resist effects from Butcher biotech or Breach energy).
   
   Cosmetic Changes:  Backward-bending legs; Stigmata.
   
   Minor Anomalies:  Armored Flesh (+2 Armor from ridged subdermal 
  plating) , Low Light Vision (ignore penalties for Dim and Dark 
  lighting).
   
   Major Anomalies:  Natural weapon (spiked forearms, Str+d8 damage 
  due to Brawler Edge)
  Being born Changed can be a death sentence in many communities 
  in The After.  But the Elder Council of Chapter doesn’t believe in 
  discriminating against mutants simply because they bear the scars of the 
  Harvest and the War in their DNA.  Because of this, Karx has been able to 
  carve out a career on the outskirts of Chapter, by turns serving as trail scout, scavenger, and repairman.  The 
  spikes protruding from his subdermal plating have a tendency to bleed around the bases, so he often wraps 
  his limbs in rags. 
  Karx hopes to someday earn a place in the Scouting Guild of Chapter.  Perhaps if he were able to capture 
  the maps and navigational data that these invaders are using, he would be rewarded by the Scouts!  Being 
  able to show a charted route to the Phoenix State homeland would surely be enough to get Karx entry into 
  the Guild.
  9(3)
  Andrew Antolick (Order #29834561)
  
  241
  THE AFTER
  Shadow of the phoenix
  Masha Richards, Librarian’s Apprentice
  Agility d6		•		Smarts d8		•		Spirit d8		•		Strength d6 
  •		Vigor d6
  Attributes
  Curious		•		Loyal, Driven (Minor): Protect Chapter		•	
  Vow(Minor): Librarians
  Academics d6		•		Athletics d6		•		Common Knowledge d6 
  •		Fighting d6		•		Healing d4		•		Notice d8		•		Persuasion 
  d6		•		Riding d4		•		Science d4		•		Shooting d6		•		Stealth 
  d4		•		Survival d4
  Skills
  Pace
  Toughness
  Parry
  6
  5
  Hindrances
  Edges
  Connections(Librarians)		•		Elan
  Gear
  Thick hide armor (Armor +2), short spear (Str+d6, can be thrown with Athletics 3/6/12), medium wooden 
  shield (Hardness 10, Parry +2, Cover -2), revolver and 12 bullets (12/24/48, 2d6, AP 1 , ROF 1), notebook, 3 
  pencils, chalk, blanket, tent, canteen, mess kit, firestarting kit, and backpack.
  7(2)
  Masha has lived within the walls of Chapter all her life, toiling at 
  academic pursuits.  Her intentions to become a Librarian came to an 
  abrupt halt, when her Librarian teacher, Xando James, went missing on 
  an expedition to examine a strange phenomenon in the ruins of Old Lander.  When word came that the 
  Council planned a followup mission, she clamored to be included.  If her teacher can’t be found, perhaps she 
  can recover his notes - or at least show enough initiative and worth to be inducted into the Librarians despite 
  an unfinished apprenticeship!
  Andrew Antolick (Order #29834561)
  
  242
  THE AFTER
  Shadow of the phoenix
  Kitikari, Skav Infiltrator
  Agility d10		•		Smarts d6		•		Spirit d6		•		Strength d6 
  •		Vigor d6
  Attributes
  Loyal		•		Overconfident		•		Stubborn
  Athletics d8		•		Common Knowledge d4		•		Fighting d6 
  •		Notice d6		•		Persuasion d4		•		Shooting d8		•		Stealth 
  d10		•		Survival d6		•		Thievery d6
  Skills
  Pace
  Toughness
  Parry
  6
  5
  Hindrances
  Edges
  Woodsman (+2 to Survival and Stealth in the wilds)
  Gear
  Leather trail gear (Armor +1), Crossbow with 20 shots (10/20/40, 2d6, AP 2, ROF 1), two throwing knives (3/6/12, 
  Str+d4), longknife (Str+d6), lockpicks, 30’ rope, blanket, canteen, firestarting kit, backpack.
  Special Abilities
   
   Enhanced Low Light Vision:  After generations in the sub-holds of Butcher dreadnoughts, the Skav 
  have evolved the ability to see in the dark and detect heat patterns.  They ignore penalties for Dim and 
  Dark lighting.  Even in Pitch Darkness, a Skav halves Illumination 
  penalties when attacking targets that are notably warmer or colder 
  than the surrounding environment.
   
   Photosensitivity:  In full sunlight, a Skav’s dark-adapted eyes have 
  difficulty remaining focused.  They suffer a -1 penalty to any Trait 
  roll dependent on vision (such as ranged attacks and Notice rolls) 
  while in bright light.
   
   Size -1
  Not quite four feet tall, the diminutive Kitikari has the skills to practically 
  vanish in the wilderness.  While being rewarded for her reconnaissance 
  work is nice, it’s really the bragging rights that keep her warm at 
  night.  She is best known for her knack of sneaking into Feral lairs and 
  encampments to get an accurate count of the creatures, despite the obvious risk.  It’s these skills that allowed 
  her to survive the Phoenix State’s attack on her previous visit to Old Lander, evade their patrols, and slip away 
  to Chapter to inform the Council of the danger.
  As the Council moved to get a second expedition in order, a faction called the Star League contacted Kitikari. 
  They have heard rumors that the Phoenix State somehow communicates with radios despite the Butchers’ 
  biotech having wiped out most electronics.  They want Kitikari to steal some of this technology and bring it 
  back to be examined.  If the Star League can get electronic circuitry working again, perhaps they can move 
  humanity into the stars where they belong!
  5(1)
  Andrew Antolick (Order #29834561)
  
  Andrew Antolick (Order #29834561)
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/The After/SWADE - The After.pdf