TEXT: joshua eaves (order #5668546)
  
  2
  Broken Earth
  Savage Worlds Adventure Campaign
  Written by: Matthew J. Hanson
  Edited by: Craig Hargraves
  Proofread by: Kyle Bentley
  Cover Illustration: Malcolm McClinton
  Interior Illustrations: Eric Lofgren, Joyce Maureira, Malcolm McClinton, and Miguel Santos
  Title and Icons: Hart Rieckhof
  Playtesters: Michael Border, Walter Byers, Nathanael Christen, Peter Ooten, and William Stenross
  Kickstarter Backers: Anonymous, Daniel Abigail, Ben and Vanessa Ahronheim, Angus Abranson, Luke "suicidal larry" Aitken, 
  Bruce Anderson, Jason G. Anderson, Andreas, Greg Andrews, Bryan Andrewski, James Arnett, Russell 'Guplor' Auer, Norbert Baer, 
  Alex Balser, Aaron Bandstra, Andrew Barrett-Venn, James 'Warhawk7' Bearden, Zaphod Beebledoc, W. Belcher, Kyle Bentley, Craig 
  Bishell, Zombie Bitz, Martin Blake, Morgan Boehringer, Michael Border, Eric Bontz, Stephen Borgars-Smith, Mike Bowie, Adam 
  C. Boyd, Martin Brandt II, Nathan Briggs, John Buckley, Cameron Burgess, Marcus Burggraf, Marshall C, Graeme Callighan, Adam 
  Benedict Canning, CardiacKangaroo, Paul Cavanaugh, Shu Sam Chen, Reverend Jesus H. Christ, Keith E. Clendenen, Christopher 
  Cobb, Cyril Corbaz, Travis Clarke, Brian Coss, Raymond A. Croteau, Grant M Dahling, Donald Darko, Todd Michael David, Philippe 
  Devillé, Dingleson, Derrick Dodson, Keith '1tactician' Duggins, Brett Easterbrook, Mike Emrick, John Esslinger, Grace Fairfax, 
  Richard Ferris, Darren "Rubber" Fong, Geoffrey Ford, Ryan 'Franko' Frank, Dale Friesen, funnytool, Fuzzy, Ed Goehe, Roger Gray, 
  Doug Grimes, T.E. Groeneweg, Gulliver, Jeremy Gypton, Erik Hanson, David Harriss, Mirko "Cormac" Hess, Timothy Hidalgo, 
  Remko van Hierden, D Howard, R. R. Michael Humphreys, Bob Huss, Paul Jackson, Craig Johnston (flash_cxxi), Adam Joyce, J.W.F. 
  Kaagman, Mark Kadas, Jeremy Kear, Robert Keay, Scott Kehl, Jeffrey Klingbeil, Ed Kowalczewski, Victor Kuo the Scourge of the 
  Wastelands, Labrat, Shawn Lamb, Ryan LaRiviere, Jasper Leenarts, Matt Leitzen, Russell Lenhares, Steve Lord, Alan Lucas, Steven 
  Lund, Jim Lytle, David "Manhammer" Margowsky, Patrick Mastrobuono, Karen McDonald, Mike McGannon, Joseph McGuire, Tony 
  Grimaldi McHale, Michael McNeill, Steve Medeiros, Jim Mickelson, Simon Moore, Scott Neilson, Alex Newman, Bruce Novakowski, 
  Anthony M. Olver, Mark E. O'Mealey, Roberto Paiz, Bill Parrott, Reverance Pavane, Gary "Slug" Perkins, pinvendor—Legendary 
  Merchant of Pins, Matthew Pittard, Jan Pralle, Keith Preston, Doug "Dhomal" Raas, James Ramirez, Matt Ramsey, Tijn "Subcultures" 
  Rams, Digital_Rasputin, David Reeves, Hart Rieckhof, Franz Georg Rösel, Ranger Dave Ross, John "johnkzin" Rudd, Tim Rudolph, 
  Kelly Russell, Paul Ryan, Thomas Ryan, Ed Sagritalo, Hyrum Savage, Kevin Schantz, Kurt "Telas" Schneider,  Pete Schneider, 
  Scathaigh, Sean Silva-Miramon, Doug "d20" Seipel, Adam "Agete Arktoi" Sena, Chris Short, Silvester, S. Slaggy, Casey B Smith, 
  Aaron Smithies, Douglas Snyder, Francisco Soares, Ragnar Ekelund Sørensen, sparky1479, Oliver von Spreckelsen, Mark Steen, 
  Jurg Steiner, Craig "Stevo" Stephenson, Christina Stiles, JD Stocksett, Sam Stoute, John Streeter, Drake Stevens, David Sullivan, 
  Nate Swalve, SwiftOne, Stephan Szabo, R. Patrick Taggesell, Chris Thesing, Ken "Professor" Thronberry, Michael G. Townsend, 
  Unimportantt, George Velez, Steven Vest, Chris Volcheck, Kristopher Volter, Juhan Voolaid, Tim Walker, Steven D Warble, Lester 
  Ward, William Walters, Jay Watson, Heather White, Stephen White, Liza Williams, Rob 'Wolfthulhu', Sam Wong, Michael Woodcock, 
  Wayne H Zbytovsky
  Broken Earth: Savage Worlds Player’s Guide published by Sneak Attack Press, Copyright 2013.
  Sneak Attack Press and the Sneak Attack Press logo trademarked by Sneak Attack Press.
  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.
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  3
  Welcome to Broken Earth 
  8
  An Overview of the World 
  8
  Themes of the Campaign 
  9
  Religion in Broken Earth 
  10
  Characters 
  11
  Making Your Character 
  12
  Races 
  12
  Skills 
  14
  Mutation Hindrances 
  14
  Edges 
  14
  Apprentice Story Keeper 
  18
  Explorer 
  19
  Hunter 
  20
  Merc with No Name 
  21
  Super Scientist 
  22
  Wright Family Cousin 
  23
  Starting Communities 
  24
  Axe Tribe 
  24
  The Iron Shelter 
  27
  Wright Town 
  28
  Secondary Communities 
  30
  Gear 
  31
  Trade 
  31
  Pricing Gear 
  31
  Rarity 
  31
  Gear Notes 
  32
  Arcane Backgrounds 
  37
  Super Science 
  37
  Psionics  
  37
  New Powers  
  38
  Setting Rules 
  39
  Travel and Exploration 
  39
  Hexes 
  39
  Locations 
  39
  Scavenging 
  40
  Community Building Rules 
  40
  Game Master’s Overview 
  49
  A Brief History of Broken Earth 
  49
  Creating a Broken World 
  51
  A Quick Guide to What Remains 
  52
  What to Expect in a Broken World 
  53
  The Rest of the World 
  54
  Game Master Tools 
  57
  A Dynamic World 
  57
  Filling in the Blanks 
  57
  Off the Map 
  57
  Calendar 
  57 
  Contents
  Encounters 
  58
  Using the Featured NPCs 
  58
  Using the Community 
  58
  Rotating Cast 
  58
  Pointed Interludes 
  59
  Optional Mass Battle Rules 
  59
  Random Encounters 
  59
  Breaking Chains and Forming Bonds 
  60
  Adventure Background 
  60
  Player Character Introduction 
  60
  Now What? 
  67
  Characters in Breaking Chains 
  68
  Events in the Characters’ Community 
  72
  Bella’s Expeditionary Force 
  72
  Places of Broken Earth 
  73
  The Phoenix Saga 
  75
  More Community Events 
  83
  Wandering Wild Cards 
  85
  Power to the People 
  88
  The North Woods 
  89
  Axe Tribe 
  89
  Iron Shelter 
  93
  Plot Points 
  98
  Wright Town Trade Circuit 
  102
  Wright Town 
  102
  Plot Points 
  109
  The Forsaken Lands 
  113
  Raiders 
  114
  Trogs 
  118
  Plot Points 
  120
  Land of Monsters 
  123
  Plot Points 
  130
  The Green Empire 
  131
  Plot Points 
  137
  The Kingdom of Geneva 
  139
  The Knights of Geneva 
  140
  The Wizards of Geneva 
  141
  Children of the Dragon 
  142
  Plot Point 
  145
  Scrap City 
  146
  Plot Point 
  150
  Mutant Monsters and Robots 
  151
  Appendix Alpha: Random Encounters 
  156
  Appendix Beta: Generic Stats 
  160
  Appendix Omega 
  163
  Calendar 
  164
  Community Record Sheet 
  167
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  4
  joshua eaves (order #5668546)
  
  5
  It began . . . I don’t remember exactly. I could tell for months my 
  parents were worried. Always talking in hushed tones when they 
  thought I wasn’t listening. Then they told me we were moving; told me 
  not to ask questions.
  I was scared my first journey down into this hell-hole. I was so scared. 
  The elevator just kept going down into the dark, into the belly of a 
  dragon. 
  I remember the day it all ended. All the grownups were huddled 
  around the TV, and I imagined myself grown-up, so I watched too. 
  “Nuclear warheads,” I remember. And a lot of country names: Israel, 
  Iran, Korea, Russia, China. Back then I couldn’t find them on a map, 
  but about now I reckon that’s the only place you’ll find them.
  People call it the Great War. In wars people fight. But here all they did 
  was push a few buttons and commit suicide. It didn’t take long before 
  the signal went black—an hour, maybe less. I looked at my parents 
  and I knew we were never going back; never going to see another 
  rainbow or hear another bird.
  But I hear things might be changing up there. It’s too late for me here, 
  but maybe not for you. Maybe you’ll get a chance to go upstairs, and 
  make right by the world once again.
  -Glen Everett, last person in the Iron Shelter born before the War.
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  6
  The day that fire rained from the sky was a dark day, but in some ways it was just the 
  beginning . . .
  Winters are hard, we all know that. But that first winter after the skies rained fire was 
  the worst ever seen. Our ancestors were freezing and starving. Plants and animals that 
  did not die from the fire were dying from the cold, leaving the ancestors nothing to eat.
  The ancestors traveled in search of food. It was hard going, and they lost many along 
  the way, but if they had remained where they were, they would surely all have died. 
  Two weeks after they set out, a sudden blizzard came upon them all. One of the 
  ancestors, the one we call “the Hunter”, got separated from the rest. The swirling snow 
  blinded him and the howling wind deafened him. The Hunter wandered with hands 
  outstretched, hoping to find his tribe by touch, but he could not find them.
  Then, through the blowing snow, the Hunter thought he saw the figure of a man. As 
  he drew nearer, he saw it was not an ordinary man. It was a giant. It was Palbun. The 
  snow eased and he saw before Palbun stood the largest bull moose the Hunter had ever 
  seen.
  The moose spoke to the Hunter. “I am old,” said the moose, “and I lived a good life. I 
  sired many children. Palbun told me of your people’s plight. I give you my body,” said 
  the moose, “take it and feed your people.”
  The Hunter thanked the moose for his sacrifice. He raised his bow and notched 
  an arrow. With one shot the moose fell. His spirit went with Palbun, and his flesh 
  remained with the Hunter.
  Then, as suddenly as it began, the blizzard stopped. The Hunter saw the other ancestors 
  no more than a stone’s throw away.
  That night the ancestors feasted on the meat from the noble moose, but however much 
  they ate, there seemed to always be more. It was truly a gift from the great Palbun, and 
  it gave the ancestors strength to survive that winter.
  The ancestors knew this was a holy place, and that is why we gather here every year, 
  to give thanks to Palbun, and to celebrate the gift he gave us all those years ago. He 
  has given us many things: the gift of the axe, the gift of the tree. But this was the most 
  precious: the gift of survival.
  -Freya Erdrich, Story Keeper of the Santloose Band of the Axe Tribe
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  7
  My father was born the day that the world ended.
  I never knew my grandfather. My father didn’t talk about him much. 
  “He was a survivor.” That’s what my dad said. He said it in the 
  way that made you ask what Gramps did to survive. Not out loud 
  though. 
  There was higher quality salvage then. I remember my first gun. 
  We found it in some pawn shop in what was left of Bemidji. Tribal 
  territory now. Bless those tribals. I wanted the Desert Eagle, but dad 
  said it was too big for me. Probably right. He gave me a .22 Smith 
  & Wesson instead. Found some boxes of ammo, some that were still 
  good. You don’t find that anymore.
  But in pretty much every way, you kids have got it easy. Nice safe 
  routes with nice safe towns along the way. When I began, we lived 
  our life on the road, and never knew if the survivor camp we were 
  heading to was still going to be there. Raiders outnumbered farmers, 
  and the monsters didn’t stay on their side of the river.
  It was my dad that cleaned up this region, drove the raiders south, 
  and established the trade routes. When he finally settled down in 
  one place, the people flocked to it, because they knew he’d keep them 
  safe. My father didn’t need Wright Town, but Wright Town sure 
  needed him.
  My father built this company. He built this town. He built this 
  family. I’ll be damned if I let anybody undo what he did.
  -Jed Wright, Head of the Wright Trading Company
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  8
  Broken Earth is an adventure setting that takes place 
  in a post-apocalyptic version of Earth. It deals with a 
  small fraction of the world, what was once the northern 
  Midwest of the United States, and a tiny bit of southern 
  Central Canada. As an adventure setting, Broken Earth 
  includes many compelling locations and adventures, but 
  also gives the heroes freedom to explore the world.
   
  The first six chapters of this book are designed 
  with players in mind. Characters begin with a limited 
  knowledge of the world beyond, so these chapters 
  purposefully omit a lot of knowledge about the world, 
  such as a detailed pre-war history and where psionic 
  powers came from. The rest of the book is designed for 
  the GM and revealse many secrets of the campaign.
   
  Broken Earth uses the Savage Worlds rules system and 
  you’ll need that book to play, in addition to this book.
  An Overview of the World
  Earth has undergone a lot of changes since the present 
  era. This section gives a brief overview of the spirit of 
  Broken Earth. You can find specific details about what your 
  character knows in Chapter 3: Starting Communities.
  Sparse Population
  Earth’s population is approximately one thousandth 
  of the modern population (roughly equal to what it 
  was in 4,000 BCE). Most communities number fewer 
  than a hundred people. A town of a thousand people 
  is a metropolis, and ten-thousand is an empire. The 
  population isn’t distributed evenly, and there are many 
  parts of the world where you can travel for weeks without 
  seeing another human. Also, the distribution doesn’t 
  match the modern spread; in fact it’s often inverted, as 
  many population centers in our present world were top 
  targets in the Great War.
  Mutation and Monsters
  In the immediate aftermath of the Great War, intense 
  biological changes swept through the world. Evolution 
  went into overdrive, as many new plant and animal 
  species appeared in just a single generation. In the age 
  of Broken Earth most of the changes have stabilized and 
  entire species are no longer appearing, though minor 
  mutations periodically occur.
  We Are Not Alone
  Humans are no longer the only sapient species in the 
  world. We weren’t exempt from the mutations that took 
  place and have a genetic offshoot, commonly called 
  freaks, who have oddly colored leathery skin and who are 
  highly resistant to radiation. 
   
  The changes have also affected one of humanity’s 
  close relatives. A strain of chimpanzee has developed 
  human-like intelligence, full bipedalism, and human-like 
  manual dexterity, but has also retained the chimpanzees’ 
  strength and ferocity. This new race, called simians, now 
  works either alongside of or in opposition to humans.
   
  Artificial intelligence has also advanced to the point 
  where it’s comparable to human intelligence. While these 
  machines aren’t self-replicating, and many have fallen 
  into disrepair, enough still exist that they occasionally 
  interact with humanity.
   
  There may be other intelligent races on Broken Earth, 
  but they aren’t common to the PCs’ starting region.
  Powers of the Mind
  Something in the Great War unlocked hidden powers 
  of the mind. While it’s rare, some humans, freaks, and 
  simians have developed psionic powers that allow them 
  to read thoughts, glimpse the future, or move items with 
  their minds.
   
  There are even a few species of animals that have 
  developed psionic powers, though these animals 
  typically have only a small range of powers.
  Technology Lost
  After the devestation of the Great War, humanity was 
  focused on survival, and many advances in technology 
  were lost. This was partially a knowledge loss, but was 
  also caused by the loss of infrastructure, as many forms 
  of technology we depend on today require highly 
  specialized manufacturing equipment and material 
  resources that come from all around the world. Only 
  a few communities are able to produce electricity, and 
  there are no new petroleum products being created.
   
  However, many people of Broken Earth take 
  advantage of the technology created before the War. 
  They frequently use and live in pre-war buildings, ride 
  pre-war bicycles, and defend themselves with pre-war 
  guns.
  Welcome to Broken Earth
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  9
  Return to Subsistence Societies
  Between the population drop and the loss of technology, 
  most people’s lives focus on getting enough to eat. They 
  may be hunters and gatherers, farmers, fisher folk, or 
  herders. A small number of people work other jobs like 
  craftsmen, traders, and scrappers, and most of those 
  people live in the larger towns of Broken Earth.
   
  As a result of the return to a subsistence lifestyle, 
  literacy rates dropped dramatically. While some farmers 
  pass down knowledge of reading and writing to their 
  children, many people are uneducated. Those with more 
  specialized occupations are more likely to know how to 
  read. The best scrappers know that reading helps them 
  find the best scrap. 
   
  Of course PCs are exceptional individuals. They’re 
  likely to be literate and have more advanced skills.
  Nasty, Brutish, and Short
  The average life span in Broken Earth is about fifty years. 
  Raiders and mutant monsters take their toll, but the lack 
  of medical care is a bigger factor. Diseases once cured with 
  simple antibiotics can devastate whole villages. Cancer 
  rates are higher as a result of the increased background 
  radiation. Child birth and infant mortality rates are also 
  higher than in modern times.
   
  Because of this, citizens of Broken Earth grow up faster 
  than they did in the early twenty-first century. Children 
  work from a young age, and can be married as early as 
  sixteen. 
  Themes of the Campaign
  The post-apocalyptic genre features a wide range of 
  styles and sub-genres, ranging from the silly to the 
  terrifying. To help keep players on the same page, this 
  section discusses the default assumptions about theme 
  and tone of Broken Earth.
  Exploration and Discovery
  While Broken Earth takes place on Earth, it isn’t the 
  earth we know today. The Great War, the survivors, 
  mutant creatures, and time itself have all reshaped the 
  land. What’s more, people live in relatively isolated 
  communities, and few know what the world is like more 
  than twenty miles away from their own town. What was 
  once an easy car ride is now an arduous journey lasting 
  weeks. In the adventure, PCs will explore this strange 
  new world. 
   
  As they explore the current world, they may uncover 
  secrets of the people that went before. There are many 
  remnants and ruins from “ancient” times, but most 
  people know only a little bit about the world from before 
  the War. At best, most people see ruins as a source of 
  scavenged supplies. At worst, they view them with fear 
  and superstition as a form of “dark magic.”
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  10
  Rebuilding a Broken World
  The world is in rough shape, but it’s not so irredeemable 
  that the PCs can’t make a difference. Indeed, early on in 
  the adventure the heroes can help bring people together 
  to form a new community. This community is likely to 
  serve as an impetus for much of the PCs’ adventuring, 
  as they seek out new resources and alliances to help the 
  community survive and prosper. 
  A Serious Place
  There are plenty of gonzo post-apocalyptic RPGs out 
  there, but Broken Earth isn’t one of them. It tries to 
  maintain a serious tone and treats the characters as 
  though they were real people making real choices. This is 
  one reason why most mutant creatures are members of 
  new species, not just one-time monstrosities. 
   
  This is not to say that you should never laugh while 
  playing Broken Earth, but it should be humor grounded 
  in real word assumptions. PCs might joke with each 
  other, or an NPC might behave in a humorous way, just as 
  players joke with each other and there are some people 
  you cannot help but laugh at. It’s not, however, the kind 
  of setting where you’ll find a giant, talking cockroach 
  dressed up like Santa Claus. 
  Scientific Trappings 
  Broken Earth uses scientific-sounding explanations to 
  justify all the strange creatures and PC abilities in this new 
  land. While some characters might refer to it as “magic,” 
  it’s only because they don’t understand the technology 
  behind it. There’s no magic in the traditional fantasy RPG 
  sense.
   
  If exposed to close scrutiny, much of the science 
  doesn’t hold up (or is at best extremely improbable), but 
  in the in-game universe it’s all perfectly reasonable.
  Religion in Broken Earth
  Religion survived the apocalypse similar to how the rest 
  of civilization survived: in broken pieces. Most pre-war 
  religions still exist in one form or another, but they’ve 
  splintered and evolved, and they lack any organized 
  structure. For example, characters might be Catholic and 
  own a weathered copy of the Bible. They might even 
  gather in a church once a week to read passages and sing 
  hymns. The church hierarchy, however, is non-existent. 
  There are no ecclesiastical schools for priests to attend. 
  If there is a pope somewhere, nobody in North America 
  knows who he is. There are also plenty of people who 
  follow no religion, either simply because they have not 
  been exposed to it, or because they consciously reject it.
   
  There are also new religions that have developed on 
  Broken Earth, or ones that have changed so much that 
  they are worth mentioning here.
  Way of the Axe
  The Axe Tribe has developed a form of animism that 
  incorporates 
  many 
  pre-war 
  traditions, 
  including 
  Christian, Ojibwe, and Odinist ideas, along with images 
  from popular folklore, and discoveries made through 
  observation. The Way teaches of many powerful spirits 
  that should be treated with respect, but the most 
  respected among the tribe is Palbun. Palbun once walked 
  the land as a giant. He wielded a massive axe and was 
  accompanied by his mighty war cow. 
  The Revealed
  Many who survived the Great War took it as a clear 
  sign that the end times had begun and that the Day 
  of Judgment was soon at hand. Many of these faithful 
  soon found each other and began calling themselves 
  the Revealed. The Revealed believe they were spared 
  from the apocalypse so they might redeem the world’s 
  remaining sinners before the final days.
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  11
  Creating a character in Broken Earth follows the same 
  rules as creating a character for any other Savage Worlds 
  game, though as always some details like skills and Edges 
  are modified to fit the setting. To get you started, here are 
  a few common character concepts.
   
  Amnestic Synth: You awoke without knowing who 
  you were or where you came from. You know how to 
  do things: how to talk, how to drive, how to kill, but you 
  don’t know how you know. Now you search this empty 
  land, looking for clues about your past.
   
  Aspiring Explorer: You’ve never been more than a 
  few miles from the small farm where you grew up. Traders 
  and random odd travelers have been your only window 
  to the outside world, but that’s a murky window at best. 
  You need to see the world for yourself, and find out what 
  else is out there. 
   
  Caravan Guard: People and goods need to go from 
  one place to another, and the way in between isn’t always 
  safe. That’s why they’ve hired you. If there’s any trouble, 
  from raiders or mutant beasts, your job is to kill it before 
  it kills your employer or takes his stuff. 
   
  Chem-Head: Before the Great War, scientists 
  unlocked the secrets of the human body. They developed 
  drugs to unleash its maximum potential and when that 
  wasn’t enough they introduced new genes to push that 
  potential even further. Most of this technology was lost, 
  but you’ve unearthed a small fraction of it. It’s not much, 
  but it gives you an edge, and you know there’s more 
  information out there.
   
  Ex-Raider: They took you young, and made you one 
  of their own. They taught you the rules of life: the strong 
  take, and the weak die. You believed it, so you took from 
  anybody you could and didn’t give it a second thought. 
  Until somebody stronger than you took what was yours, 
  and somebody weaker than you saved your life. There 
  must be a better way out there. You’re going to find it or 
  die trying.
   
  Farmer: Guns. Chems. All that other ancient tech. It 
  doesn’t mean a thing if you starve to death. Food is king, 
  and you’re the one growing it. You’ve got plenty to feed 
  your family, and with the rest you can get whatever you 
  want. 
   
  Psychic: Your mind is open. With a thought you can 
  move objects, read thoughts, or heal a wound. You’ve 
  learned to be careful about using your powers. Those 
  with closed minds are either jealous or scared.
   
  Psychics in Broken Earth display a range of powers, 
  from telepathy, to telekinesis, to psychic healing. Those 
  with the gifts are just as varied, from compassionate 
  healers, to defenders of the weak, to power mad despots.
   
  Shaman-in-Training: You were born under a 
  favorable omen. The elders watched with keen eyes, 
  and you showed much promise, so the shaman took you 
  under her wing. She taught you many secrets of healing, 
  listening to the forest, and even understanding how the 
  strange squiggles the ancients painted make sounds and 
  words. Now she says you’ve learned all she can teach you, 
  the last lessons you can only learn on your own.
   
  Tinkerer: Most people are happy enough to 
  scavenge from the ruins and make use of scrap however 
  they can. Not you. You want to take it apart and put it 
  back together again. You want to understand it, and you 
  want to make it your own. You’ve found wonders out 
  there that you’re just beginning to comprehend, but you 
  know there’s something else even more impressive just 
  up ahead in those next ruins.
   
  Trader: People want what they haven’t got. It a 
  universal law just as sure as gravity. Whatever they want, 
  you’re the one to bring it to them. You bring scrap to the 
  farmers and food to the scrappers. Steel to the tribals and 
  fur to the city folk. Of course you keep a cut for yourself. 
  You deserve it.
   
  Tribal Hunter: The ancients destroyed themselves 
  by reaching too high. You lead a life connected to the 
  land. When you need a tool, you craft it. When you need 
  shelter, you build it. And when you need food, you kill it. 
   
  Scrapper: Some people see the ruins as reminders 
  of the heights humans can aspire to. Some see them as 
  a reminder of God’s wrath for reaching too high. You see 
  it as way to feed your family. You harvest scrap and trade 
  it. You’ve found enough to keep you going, but you want 
  more. You want out of the scrap pit, and you just need 
  one big score to get you there.
   
  Sheltered Historian: You’ve read all the books in the 
  library. You know all that anybody can know about the 
  world before the War, but there are still so many questions 
  left unanswered. That’s why you need to venture out. 
  You need to glean what you can from those ruins and 
  chronicle it so future generations can learn from the past.
  Characters
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  12
  Making Your Character
  Once you have an idea of what you want to play, it’s time 
  to figure out your hero’s statistics. 
  1) Race
  Humans are the most common race in Broken Earth but 
  we’re no longer alone. The new races are presented on 
  page 12. 
  2) Traits
  The standard rules for purchasing attributes and skills 
  apply in Broken Earth. All the standard skills are available, 
  except the Arcane skills not part of the setting (Magic, 
  Miracles, and Super Powers).
  3) Special Abilities
  Most Hindrances and Edges available in the standard 
  game still exist in Broken Earth. Broken Earth also 
  introduces a range of new Edges including Mutation 
  Edges and some Background Edges that are limited to 
  PCs from certain starting communities.
  4) Gear
  A hero starts with gear worth 500 in Trade. As most of 
  the world has fallen back to a barter economy, Trade is an 
  abstract measure of the value of goods, rather than any 
  hard currency.
  5) Background
  Finish up your character by adding some background 
  details. This should include the community that the 
  PC comes from, and may also include information 
  about what his family was like, and what he did before 
  embarking on an adventuring career.
   
  Don’t worry if you don’t flesh out every single detail 
  of your character’s background. You can fill in additional 
  information as the campaign progresses. 
  6) Featured NPC
  In addition to your own character, you should also create 
  a non-player character that your PC has ties to. You 
  don’t need to create statistics for your NPC (though you 
  certainly could), you just need to describe who they are 
  and what their relationship is to your hero. The featured 
  NPC will play an important role throughout the adventure 
  and will help tie your character into the game world.
   
  The NPC should be somebody that your PC cares 
  about and would take risks to protect. It should also 
  be somebody present in the hero’s life. Good examples 
  include friends, family members, mentors, and romantic 
  interests.
   
  Once you’ve created your featured NPC, give a 
  description to your GM on a piece of paper or an index 
  card. The GM’s section has more information about how 
  these NPCs feature in the adventure.
  Races
  There are four races available to PCs in Broken Earth. 
  Humans are by far the most numerous. After the Great 
  War, there are also a mutant offshoots of humanity, 
  intelligent apes, and techno-organic machines.
  Freaks
  The radiation and genetically engineered viruses released 
  during the War birthed many mutant species. Most 
  quickly died, but a few lived on and bred true. Humans 
  have one such offshoot: the freaks. The term was initially 
  given to these mutants by those who hated and feared 
  them, but they have come to embrace it as their own.
   
  Freaks average the same height as humans, but tend 
  to be slightly stockier. Their skin comes in various shades 
  of gray, from snow-white to ebony-black. Parts of their 
  skin have a rough toad-like texture. The shoulders and top 
  of the head nearly always have these bumpy formations, 
  and some freaks have them covering their whole body 
  save their face and palms. Their eye pigmentation is also 
  inhuman, typically including shades of red, orange, or 
  yellow. Freaks are completely devoid of hair. 
   
  Freak societies vary just as much as human societies 
  do. Some freaks live among the more tolerant human 
  settlements that dot the wastes. In areas where humans 
  are more hostile, freaks band together and live in their 
  own communities. Being naturally resistant to radiation, 
  freaks often live in areas where the radiation levels are 
  high enough to keep most humans at bay. In areas where 
  human majorities hate or fear the freaks, they’re often 
  persecuted and even hunted, and must live life on the 
  run. A few communities of freaks believe that they are the 
  “next step in evolution.” The so-called “normal” humans 
  will soon go the way of the Neanderthal, and many of 
  these freaks are happy to help them along the way.
  Racial Edges and Hindrances
  Freakish: Many communities are prejudiced towards 
  freaks and other mutants. In such communities, freaks 
  suffer a -2 penalty to Charisma and may face other forms 
  of discrimination. 
  Radiation Resistant: Freaks gain a +4 bonus to Vigor 
  tests to resist radiation.
  Tough: Freaks’ stocky build and thick skin grant them a 
  +1 to Toughness.
  Not Built for Speed: Freaks cannot sprint as fast as most 
  humans. They have a 1d4 for their running die. (Fleet 
  Footed increases this to d8 instead of d10.)
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  Simians
  Simians are mutated chimpanzees that have obtained 
  human-like intelligence. Those who study the times 
  before the Great War theorize that they might be a 
  product of genetic engineering conducted by the US 
  military, they might have descended from test subjects 
  given memory enhancing drugs, or they might just be 
  products of random post-war mutation. Most simians are 
  found on the east and west coasts of the United States, 
  though a few have made their way to the central parts of 
  the continent.
   
  Simians greatly resemble the great apes they descend 
  from, though their hands and legs are more human-like 
  and they are fully bipedal. Their bodies are covered with 
  fine black hair, and they have brown eyes. They stand 
  slightly shorter than humans, averaging just over five 
  feet tall.
   
  Simians are highly social and usually live in small 
  close-knit communities. These communities typically 
  have informal hierarchies where certain simians serve as 
  leaders and protectors, and in return take first pick of the 
  spoils. These hierarchies can be fluid, and a leader who 
  makes bad decisions soon finds that other members of 
  the community no longer listen to his orders. Simians are 
  just as likely to live in ruined cities as forests. 
   
  Most simians prefer to live in their own communities, 
  and don’t socially mingle with humans, though a number 
  of communities recognize the value of having good 
  relations and trade with the humans that live nearby. In 
  areas where resources are scarce, simians and humans 
  frequently come into conflict.
   
  In their adolescence and early adulthood, many 
  simians venture out from their home communities to 
  explore more of the world around them. This might just 
  mean that they visit nearby human communities, but 
  other simians venture further, scavenging from ruins and 
  engaging human communities. 
  Racial Edges and Hindrances
  Strong: Simians are stronger than humans and begin 
  with a d6 in Strength.
  Low Light Vision: Simians ignore penalties for Dim and 
  Dark lighting conditions.
  Natural Climbers: Simians begin with a d6 in Climb. 
  Additionally, they move an extra 2” with a successful 
  Climb check.
  Less Educated: Simian communities are superstitious of 
  “modern” or “futuristic” technology, and traditionally don’t 
  teach technology to their young. Simians begin with the 
  Illiterate Hindrance, and cannot take the following skills 
  at the time of character creation: Driving, Lockpicking, 
  Knowledge (Computers, Electronics, Science, and the 
  like), Piloting, Repair. Simians, can buy this off with two 
  character creation points, or as an Advance.
  Synths
  Leading up to the Great War many militaries, including 
  the United States’, experimented with synthetic, techno-
  organic beings, commonly called synths. Synths were 
  designed to work as intelligence gathering agents and 
  assassins. They could duplicate a subject down to the 
  genetic level, but with brains that could be programed to 
  carry out any mission. Though classified as top secret, a 
  few well-connected scientists were able to procure synth 
  technology and use it for their own purposes.
   
  After the War, hundreds of synths remained in 
  stasis, awaiting orders that would never come. Over 
  the years, synths occasionally awaken. Sometimes they 
  are programed with artificial memories, but other times 
  they are blank slates, seeming to have amnesia. About 
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  half of all synths know their artificial origin, but an equal 
  number believe themselves to be human.
   
  Synths appear in all ways to be human, and in many 
  ways they are. Synths begin as artificial skeletal frames 
  with robotic brains upon which human tissues are grown. 
  They have human muscles, organs, and skin. 
  Racial Edges and Hindrances
  Quirky: While synths appear and act almost human, 
  their programing is not always perfect. All synths begin 
  with the Quirk Hindrance to reflect an oddity in their 
  programing. 
  Programing: Synths receive a free d6 in one skill, to 
  reflect their initial programing, and can speak a number 
  of languages equal to their Smarts.
  Reinforced Skeleton: Synths take half damage from 
  falls, and gain a +2 to Vigor tests to soak damage.
  Untainted: As an artificial race, synths are not tainted 
  by the mutations that ravage many creatures of the 
  apocalypse. They cannot take Mutation Edges or Arcane 
  Background (Psionics).
  Skills
  Skills are largely unchanged from the Savage Worlds core 
  book with the following exceptions. 
  Knowledge (Smarts)
  Knowledge functions the same as it does in the 
  core rules, but it’s worth noting that the following 
  focuses are more common in Broken Earth: Battle, 
  Biology, 
  Computers, 
  Demolitions, 
  Electronics, 
  Geography, Mechanics, Pre-War History, Post-War 
  History, Technology. Technology is a general catch-
  all that represents knowing what technology is, but 
  not necessarily how it works.
  Mutation Hindrances
  While some mutations grant heroes advantages, the vast 
  majority are detrimental to a human’s survival. Below are 
  several mutations that serve as Hindrances. In addition 
  to their listed penalties, in communities hostile towards 
  mutants, visible mutations impose a cumulative -1 
  penalty to Charisma.
  Festering Sores (Major)
  The character’s body is covered with sores that never 
  seem to completely heal. This not only makes the 
  character hard to look at, but causes pain whenever the 
  character wears heavy clothing. The hero suffers a -2 
  penalty to Charisma, and if he wears any sort of armor, he 
  also suffers a -1 penalty to all Trait tests. 
  Heat/Cold Susceptibility (Minor)
  The hero has difficulty regulating his body temperature, 
  making him prone to extreme swings in temperature. 
  He suffers a -2 penalty to Vigor tests when resisting 
  extremely hot or cold temperatures.
  Lethargy (Minor)
  The character is extremely slow to get moving. When 
  dealing initiative cards, the character receives two and 
  must take the lowest. The character cannot take the Level 
  Headed or Quick Edges, or benefit from any other effects 
  that enhance initiative.
  Light Sensitivity (Major)
  The character’s eyes are sensitive to normal lighting 
  conditions. He doesn’t suffer penalties in Dim light, but 
  suffers a -1 penalty to attacks rolls in normal light. 
  Mind Slave (Minor)
  The character’s mind is particularly susceptible to 
  telepathic attacks and mind influencing drugs. When he’s 
  the target of powers that affect the mind, he suffers a -2 
  penalty to any opposed roll. 
  Weak Immune System (Minor)
  The character’s immune system isn’t as strong as most 
  characters. He suffers a -2 penalty to Vigor tests to resist 
  poison and disease. 
  Edges
  A few Edges are slightly different or unavailable in the 
  world of Broken Earth, and these are listed along with the 
  new Edges.
  Background Edges
  Some Background Edges presented here are tied to certain 
  communities on Broken Earth, and to select one of these 
  Edges the PC must be a member (or former member) of 
  that community. At the GM’s option, characters who join 
  a new community may become eligible for Edges from 
  their new community. 
  Arcane Background
  Characters may select Psionics, Weird Science, or Extreme 
  Chemistry as Arcane Backgrounds. For more on Arcane 
  Backgrounds, see Chapter 5. Any Edges that require 
  other Backgrounds aren’t available. 
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  Axe Thrower
  Requirements: Novice, Axe Tribe, Strength d6+, 
  Throwing d6+
   
  When your character uses a throwing axe, the range 
  increases to 4/8/16. Additionally she gains three free 
  throwing axes.
  Axe Fighter
  Requirements: Novice, Axe Tribe, Strength d8+, Fighting 
  d6+
   
  When your character wields an axe, he gains +1 to 
  Parry. Additionally he gains one free battle axe.
  Axe Master
  Requirements: Veteran, Axe Tribe, Strength d8+, 
  Fighting d8+, Throwing d8+, Strength d8+, Axe Thrower, 
  Axe Fighter
   
  When your character makes a Fighting or Throwing 
  attack with an axe, increase his wild die by one die type.
  Born in the Library
  Requirements: Novice, Iron Shelter, Knowledge (Pre-
  War History) d6+
   
  Your character spent most of her free time in the 
  Iron Shelter’s extensive library. She gains a +2 bonus to 
  a Knowledge skill of your choice, and +2 to Investigate 
  checks when she has a sizable library to draw from.
   
  Additionally, she begins play with an atlas.
  Dark Eyed
  Requirements: Novice, Iron Shelter
  Your hero’s eyes have adjusted to a lifetime spent 
  underground in dimly lit conditions. He gains Low Light 
  Vision, and suffers penalties in only pitch blackness.
   
  In addition he begins play with a crank action LED 
  flashlight.
  Nano Bots
  Requirements: Novice, Synth
  Microscopic machines in the character’s blood help 
  heal her. She gains a +2 bonus to Vigor tests for natural 
  healing or to avoid dying, and others gain a +2 bonus to 
  rolls to heal her. 
  Noble
  The Noble Edge is not available for starting characters 
  in Broken Earth, though the Wright Family Edge is quite 
  similar.
  Scrapper
  Requirements: Novice, Wright Town, Notice d8+
  Your character knows which salvage is most valu-
  able, and can spot treasures that others overlook. 
  She gains a +2 to Notice checks when trying to lo-
  cate a specific item, and when overseeing general 
  salvage she gains one additional Build per week.
   
  In addition she begins with an extra 500 Trade. 
  Subdermal Blades
  Requirements: Novice, Synth
  Your character has metallic blades grafted to his skeleton. 
  He normally keeps them retracted below his skin, but 
  he can unleash them in battle to attack his enemies. He 
  has one blade in each arm, and each blade deals d6+Str 
  damage.
  Wright Family
  Requirements: Novice, Wright Town
  By blood or marriage, your character is a Wright, a 
  member of the powerful family that controls the area 
  around what was once Duluth. She begins with triple 
  the normal starting wealth, and benefits from special 
  treatment in Wright Town, granting her a +2 Charisma 
  bonus when you are in areas where the Wright Company 
  wields influence.
   
  She’s also expected to promote the Wright Company’s 
  interests and follow the commands of her elders. If she 
  tries to break away, the family will hunt her down and 
  bring her back one way or another.
  Wright Family Elite
   
  Requirements: Novice, Wright Town, Wright Family 
  Your character’s a rising star in the Wright family, and 
  many expect Jed Wright is grooming her to head the 
  family after he‘s gone. She begins with five times the 
  normal starting wealth, and benefits from special 
  treatment in Wright Town, granting her a +4 Charisma 
  bonus when she’s in areas where the Wright Company 
  wields influence.
   
  She has even more family responsibilities than most 
  of her relatives. Jed Wright often personally assigns her 
  to important missions. 
  Combat Edges
  Armored Skin
  Requirements: Novice, Freak, Vigor d6+
   
  Your skin is even rougher and more callused than 
  most freaks. The character gains +2 Armor on his entire 
  body. This bonus doesn’t stack with worn armor.
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  Heavily Armored Skin
  Requirements: Seasoned, Freak, Vigor d8+
   
  The character’s skin grows thicker and harder, forming 
  tough plates in patches. The character’s Armor increases 
  to +4. This bonus doesn’t stack with worn armor.
  Climb to Safety
  Requirements: Novice, Simian, Climbing d6+
   
  Your hero can scamper upwards to get to safety. 
  You gain a +2 bonus to Climbing checks, and if you 
  successfully use Climbing to withdraw from adjacent 
  melee combatants, they don’t gain a free attack against 
  your character. 
  Mutation Edges
  Radiation and genetically engineered viruses unleashed 
  in the Great War not only destroyed many lives, they 
  also caused some of the survivors to change at the 
  genetic level. While most of these genetic changes 
  resulted in deformity, sickness, and death, a few proved 
  advantageous. Just as Wild Cards enjoy greater luck with 
  everything else, they’re also more likely to benefit from 
  mutations.
   
  Most communities on Broken Earth have come to 
  accept mutants as part of the new way of life, but some 
  view them with fear and suspicion. In such communities, 
  heroes with Mutation Edges suffer a -1 penalty to 
  Charisma for every Mutation Edge or Hindrance. 
  Adrenalin Jolt
  Requirements: Novice
   
  Your hero has an overactive adrenal system that he 
  can trigger at will. 
   
  This effectively gives the character the Boost/Lower 
  power, but he can only use it to boost his own Strength 
  or Agility or skills based on those abilities, and the hero 
  can use the power as a free action (once per turn). The 
  PC has 5 Power Points to use for this purpose and uses 
  Stamina to make the check instead of a skill check.
  Big
  Requirements: Novice
   
  The character is unusually large, growing seven to 
  eight feet tall. Your hero has a +1 Size, which he also adds 
  to his Toughness.
  Really Big
  Requirement: Novice, Big
   
  Your hero is extremely large, over eight feet tall. Your 
  hero has a +2 Size, which he also adds to his Toughness,
  Claws
  Requirement: Novice
   
  You character grows sharp and deadly claws. These 
  function as natural weapons and deal Str+d6 damage. 
  The claws may or may not be retractable, but in either 
  case they don’t interfere with any other tasks.
  Low Light Vision
  Requirement: Novice
   
  The character gains Low Light Vision and takes no 
  penalty for illumination except for complete darkness.
  Fangs
  Requirement: Novice
   
  Your character’s teeth include sharp fangs that can 
  tear through foes. These fangs count as natural weapons 
  and cause Str+d6 damage. 
  Poisonous Fangs
  Requirement: Novice, Fangs
   
  You produce a potent poison that you can inject into 
  your targets on a successful bite. If your target is Shaken 
  or suffers a wound, it must immediately make a Vigor test. 
  If it fails, it takes one wound and dies within 2d6 minutes. 
  If it succeeds, it suffers one wound and is exhausted for 
  24 hours. On a raise it’s only exhausted for 24 hours.
  Gills
  Requirement: Novice
  Your hero gains gills on either the neck or back. The gills 
  allow him to breathe underwater as well as on land. The 
  character can survive underwater indefinitely with no 
  need to hold his breath. Your character also gains a +1 
  bonus to Swimming checks.
  Scent
  Requirement: Novice
  Your hero’s sense of smell is developed well beyond 
  the normal human range. The character can identify 
  individuals by scent, and gains a +2 bonus to Notice and 
  Tracking checks when smell would be beneficial. 
  Tail
  Requirement: Novice
  The character gains a tail that enhances balance. He gains 
  a +2 to Agility tests that require balance and a +2 bonus 
  to Agility tricks.
  Prehensile Tail
  Requirements: Novice, Tail
  The hero’s tail develops a strong grip. This gives the 
  character a +2 bonus on Climbing tests and allows him 
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  to hold objects with the tail. Despite its usefulness, the 
  tail is not as versatile as a hand, so skills performed with a 
  tail suffer a -2 penalty. 
  Ultra Immune System
  Requirement: Novice
   
  The character’s immune system is extremely hardy 
  and resistant to all kinds of threats. The character gains a 
  +2 bonus to Vigor tests to resist disease and poison.
  Professional Edges
  In addition to the Professional Edges in the Savage 
  Worlds book, there are several more that are focused on 
  psionic powers.
  Psi-Knight
  Requirements: Novice, Arcane Background (Psionics), 
  Psionics d8+, Fighting d8+
   
  Psi-knights are warriors who have trained to perfect 
  both their mind and body. They can channel their psionic 
  powers to create weapons of pure energy and enhance 
  their physical prowess.
   
  Psi-knights can create a psychic weapon made of 
  telekinetic force. The weapon’s appearance reflects the 
  personality of the owner, though it typically appears as a 
  glowing sword, axe, or hammer. The psychic weapon is a 
  one handed melee weapon that deals Sma+Str damage. 
   
  In addition, when taking this Edge, psi-knights can 
  change the Trappings of one of the following powers to 
  activate as a free action but work only on themselves: 
  armor, boost/lower trait, deflection, healing, speed, wall 
  walker.
  Pyro
  Requirements: Novice, Arcane Background (Psionics), 
  Psionics d8+
  The hero is adept at controlling flames. Whenever he get a 
  raise with a psionic power that has pyrokinetic Trappings, 
  the target automatically catches on fire and takes 1d10 
  damage each round until the fire is put out. 
   
  In addition the character can create a small fire, equal 
  to a single match, without expending any Power Points.
  Teek
  Requirements: Novice, Arcane Background (Psionics), 
  Psionics d8+
  This hero has an increased control over telekinetic force. 
  Double the range of any power with telekinetic Trappings.
   
  In addition, the character may move small, 
  unattended objects weighing one pound and within 
  range equal to the character’s Smarts without spending 
  any Power Points.
  Teep
  Requirements: Novice, Arcane Background (Psionics), 
  Psionics d8+
  The hero is a powerful telepath. When using powers with 
  telepathy Trappings, he doesn’t suffer any penalties for 
  cover or darkness, as long as he knows where the target 
  is.
   
  In addition, the character can broadcast telepathic 
  messages to any creatures within a range equal to the 
  character’s Smarts, without spending any Power Points. 
  Mental Healer
  Requirements: Novice, Arcane Background (Psionics), 
  Healing d6+, Psionics d6+
  The character has mastered the arts of manipulating life 
  energy, and can do so without even touching the target. 
  Any powers with the ki master Trappings that normally 
  have a range of touch instead have a range of Smarts. 
  Powers with a duration measured in rounds last one 
  more round.
   
  Additionally, a character can stabilize any character 
  that is currently bleeding out (including himself) that is 
  within a range equal to his Smarts. This doesn’t require 
  any Power Points.
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  Apprentice Story Keeper
  “If you listen closely, you can hear the heartbeat of the 
  earth.”
  Race: Freak
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength 
  d4, Vigor d6
  Skills: Boating d4, Fighting d4, Healing d6, 
  Knowledge (Post-War History) d4, Notice d6, 
  Persuasion d6, Psionics d8, Stealth d4, Survival d6
  Charisma: -; Pace: 6; Parry: 4; Toughness: 6
  Hindrances: Freakish, Not Built for Speed, Pacifist 
  (Minor), Poverty, Vow (Major, heal those in need, 
  including enemies)
  Edges: Arcane Background (Psionics), Radiation 
  Resistant
  Gear: Staff (Str+d4), assortment of medicinal plants, 
  pocket guide to edible and medicinal plants, dried 
  food (3 days), 22 Trade worth of goods. 
  Powers: 10 Power Points, boost/lower trait, confusion, 
  healing
  Background
  At an early age, the elders of the Axe Tribe realized 
  you had great potential. You had a spark of mystical 
  power that, with nurturing, could bloom into a 
  powerful gift. Freya Erdrich, Story Keeper of the 
  Santloose band took you as her apprentice. Under 
  her tutelage, you learned many things, including the 
  history of your people, the properties of medicinal 
  plants, and how to read. You also learned to control 
  the powers within you to manipulate other people’s 
  life energies. 
   
  Most importantly you learned that there is still 
  much out there that you don’t understand. You 
  see the rest of the tribe look to you as though your 
  powers give you wisdom, but you know just how 
  foolish you really are. You try to help them as best as 
  you can, but you fear you’ll lead them astray.
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  Explorer
  “There’s a whole new world out there, just beyond the 
  river bend, and I wish I could be part of that world.”
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength 
  d6, Vigor d6
  Skills: Climbing d4, Fighting d6, Investigation d4, 
  Knowledge (Geography) d6+2, Knowledge (Pre-War 
  History) d6, Notice d6, Persuasion d4, Shooting d8, 
  Survival d4+1
  Charisma: -; Pace: 6, Parry: 5, Toughness: 6 (1)
  Hindrances: Curious, Big Mouth, Phobia (Minor, 
  spiders)
  Edges: Born in the Library
  Gear: Crossbow (2d6, 15/30/60, AP 2), 20 quarrels, 
  survival knife d6 (Str+d4), leather jacket (+1), 
  motorcycle helmet (+3), atlas, backpack, sleeping 
  bag, canteen, compass, dried food (5 days), fuzzy 
  dice.
  Background
  You lived your whole life cooped up in the Iron 
  Shelter. From a young age you poured over maps 
  of the world above. You memorized every road and 
  river for miles around the shelter, and dreamed of 
  what the land was like. When you weren't reading 
  the maps, you were watching the ancient videos 
  preserved from before the war. You have a particular 
  soft spot for those animated films where the 
  characters spontaineously burst into song.
   
  At this point you would do just about anything 
  to get out. You have even thought of defying the 
  council and making the eight-hour climb up the 
  ladder to the surface without seeking anybody’s 
  permission. 
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  Hunter
  “Our prey is in sight.”
  Race: Simian
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength 
  d8, Vigor d6
  Skills: Climbing d6, Fighting d6, Shooting d8, Stealth 
  d6 (+2 in wilderness), Survival d8 (+2 in wilderness), 
  Tracking d8 (+2 in wilderness)
  Charisma: -; Pace: 6, Parry: 5, Toughness: 6 (1)
  Hindrances: Heroic, Illiterate, Less Educated, 
  Vengeful, Vow (to protect the Axe Tribe)
  Edges: Low Light Vision, Natural Climber, Woodsman
  Gear: Bow (2d6, 12/24/48), 30 arrows, axe (Str+d6), 
  leather armor (+1), quiver, water skin, bed roll, dried 
  food (1 day), spool of string, 24 Trade worth of goods.
  Background
  You came from the east when you were just a child. 
  Your parents were running from something; you’re 
  not quite sure what. When you reached the land of 
  the Axe Tribe, the Santloose band kindly took you in, 
  and you’ve lived as a member of the tribe ever since.
   
  You were raised to respect the forest. It contains 
  life-sustaining food, but also a thousand ways to 
  kill you. You’ve learned to be wary of the ruins of 
  the ancients that still poke their way through much 
  of the forest. They sometimes hold useful items to 
  tempt people inside, but they are filled with traps, 
  demons, and vengeful spirits.
   
  You are a provider for your tribe, and as you come 
  into adulthood, you must also become a protector, 
  keeping it safe from monsters and mortals alike.
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  Merc with No Name
  “Who do you want exterminated?”
  Race: Synth
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength 
  d6, Vigor d6
  Skills: Driving d4, Fighting d8, Healing d4, 
  Intimidation d6, Lockpicking d4, Notice d6, Piloting 
  d4, Shooting d8, Stealth d4, Tracking d6
  Charisma: -; Pace: 6, Parry: 6, Toughness: 6 (+1)
  Hindrances: Clueless, Loyal, Quirk (says affirmative, 
  negative, and exterminate instead of yes, no, and 
  kill), Untainted, Vengeful
  Edges: Ambidextrous, Programing, Reinforced 
  Skeleton
  Gear: Short sword (Str+d6), Bow (2d6, 12/24/48), 
  Dagger (Str+d4), leather armor (+1), bedroll.
  Background
  The first thing you remember is waking up in the 
  ruins that people from Wright Town call “monster 
  country.” A friendly scrapper took pity on you, and 
  now you’re trying to make sense of this world. 
   
  You don’t know how, but you’ve got skills. 
  Mostly they make you good in a fight. So you’ve put 
  together enough scrap to get a few weapons, and 
  now you’re looking for work as a guard, soldier, or 
  anything else that will pay.
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  22
  Super Scientist
  “Hand me that sprocket. I want to poke something with 
  it.”
  Race: Human
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength 
  d4, Vigor d6
  Skills: Knowledge (Computers) d6, Knowledge 
  (Electronics) d6, Knowledge (Mechanics) d6, Notice 
  d4, Shooting d8, Taunt d6, Weird Science d8
  Charisma: -; Pace: 6, Parry: 2, Toughness: 5
  Hindrances: Bad Eyes, Curious, Quirk
  Edges: Arcane Background (Weird Science), New 
  Power
  Gear: Sling (Str+d4, 4/8/16), dagger (Str+d4), crank 
  powered flashlight, crowbar, flint and steel, glasses, 
  suitcase (wheeled), sleeping bag, hammer, pulley, 
  rope (50’), umbrella.
  Powers: 10 Power Points, bolt, deflection
  Background
  You were born in the darkest depths of the Iron 
  Shelter. From an early age you showed an aptitude 
  for machines and electronics.
   
  Naturally you were assigned to maintain and 
  repair all the crucial systems that keep the Iron 
  Shelter running. In your spare time you experimented 
  with every piece of pre-war technology that the 
  council would allow. You succeeded in converting 
  a laser pistol and personal force-field from using 
  disposable energy cells to using a rechargeable 
  battery. They can even be solar powered, if you 
  ever see the sun.
   
  You think that you’ve learned just about 
  everything you can in the shelter, but you’re sure 
  there’s more lost tech out there someplace. If only 
  the council would let you search for some of it.
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  23
  Wright Family Cousin
  "All those smelly people need my help."
  Race: Human
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength 
  d4, Vigor d6
  Skills: Boating d4, Fighting d4, Notice d6, Persuasion 
  d8, Riding d6, Shooting d6, Streetwise d6, Taunt d6
  Charisma: +2 (+4 in Wright Town); Pace: 6, Parry: 4, 
  Toughness: 5
  Hindrances: Anemic, Cautious, Code of Honor
  Edges: Attractive, Command, Wright Family
  Gear: Revolver (2d6+1), 30 bullets, horse, saddle, 
  backpack, sleeping bag, magic eight ball, 129 Trade 
  worth of goods. 
  Background
  You grew up in a life of privilege, never wanting for 
  food, warmth, or shelter. You were a rising star in the 
  Wright family. You had a gift with words and a face 
  like an angel. Your cousin Sally even sent you as an 
  apprentice on the trade circuit.
   
  You could have gone far in the Wright Company, 
  but then you started to question the way things 
  were done. While you reclined in your solar heated 
  room with a plate full of fish and fried potatoes, you 
  saw scrappers starving and freezing in the cold. You 
  realized that the only thing that saved you from that 
  fate is an accident of birth, and you’ve decided you 
  want to find a way to help people in need. 
   
  You just haven’t quite figured out how.
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  24
  As you create your character, you should select a starting 
  community. There are three primary communities that 
  PCs might come from. The Axe Tribe is a band of hunters 
  and gatherers with little use for ancient technology. The 
  Iron Shelter houses the descendants of people who took 
  refuge in a refurbished iron mine to protect them from 
  the Great War. Wright Town is a company town dedicated 
  to salvaging from the ruins of an ancient city and trading 
  the salvage to the people nearby.
   
  These major communities play a large role early on in 
  the adventure, and have built in prologues to bring the 
  group together. There are also secondary communities 
  that play roles later in the adventure, but these require 
  more work from the player and the GM to get the PCs 
  involved in the story. If none of these communities 
  appeal to you, you can talk to your GM and see if you can 
  find another way to join the story.
  Axe Tribe
  National parks had little strategic military value, so when 
  the Great War came, the Boundary Waters parks between 
  Minnesota and Ontario fared much better than most. 
  Many who survived the initial attack fled to this area. 
  Slowly they met up and formed communities. One such 
  band is the Axe Tribe, named after their favorite weapon 
  and tool. 
   
  The Axe Tribe lives off the land, hunting, fishing, and 
  gathering. They’re also very talented wood craftsmen, 
  particularly adept at making dug-out and birchbark 
  canoes, which they use to navigate the lakes and rivers of 
  their homeland. They’re semi-nomadic, and move their 
  homes with the season. All tribe members are expected 
  to know how to wield an axe, both in battle and to fell 
  trees. (At large gatherings, tree chopping is a favorite 
  competition.)
   
  Most members of the Axe Tribe are human, though 
  any who can prove themselves worthy are inducted into 
  the tribe, including a good number of freaks, and even a 
  few simians. The tribe reveres most with psionic powers 
  as blessed by the gods, however they fear telepathic 
  abilities and see the power to pry into others’ minds as an 
  evil power.
   
  The Axe Tribe’s spiritual beliefs are an eclectic blend 
  of many pre-war religions, but one especially notable 
  element is their reverence for Palbun. They believe that 
  he is a giant who once roamed the earth accompanied by 
  his bull steer. His skill with the axe is legendary. The Axe 
  Tribe has crafted many statues of Palbun at holy sites, but 
  the holiest of all are the statues that survive from before 
  the War.
   
  As the Axe Tribe grew, it split into several smaller 
  bands that number anywhere from two dozen to two 
  hundred members. All of the bands are friendly toward 
  each other and tribesfolk. The adventure assumes PCs 
  come from the Santloose, the easternmost band in the 
  Axe Tribe. Youngsters from the Santloose frequently 
  go on exploration missions to discover the lands to the 
  south.
  History 
  When the bombs fell during the Great War, few fell directly 
  on northern Minnesota, but that didn’t mean people 
  there were safe. Many died slow deaths from fallout or 
  disease, and with the loss of modern infrastructure, many 
  starved or froze during the harsh Minnesota winter. Worst 
  of all, scarcity brought out the worst in people, and many 
  died at the hands of their former neighbors. 
   
  Despite all this terror, some managed to survive. 
  The ancestors of the Axe Tribe were some of those lucky 
  survivors. They came from many backgrounds, including 
  loggers, members of the Leech Lake band of Ojibwa, 
  survivalists, campers, and others who were just lucky 
  enough to find the community.
   
  The first years were hard for the survivors, but they 
  adjusted to the new world they found themselves in, 
  transitioning to a hunter and gatherer society. Their 
  single focus was survival, and these were the lessons 
  they passed on to their children, neglecting other trivial 
  skills like reading, mathematics, and history. The first 
  generation raised after the Great War lived through a 
  chaotic time, and while they lost much of their pre-war 
  culture, slivers of it remained and formed the basis of a 
  new culture, the Axe Tribe.
  Councils
  The Axe Tribe has an informal system of government. 
  There are no elected or declared leaders, but members 
  are given more respect or deference and looked to for 
  leadership. When there are decisions to be made that 
  affect the whole band, they call a council to discuss the 
  topic.
   
  There are no rules about who may attend a council, 
  though elders and those who are particularly skilled are 
  expected to attend, as is anybody who might be affected 
  by the decision. The more important the decision, the 
  Starting Communities
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  25
  more people arrive. While youth may attend to listen, 
  they’re expected to keep their opinions to themselves. 
   
  Councils start with somebody knowledgeable 
  explaining what they must decide, then attendees take 
  turns in speaking, asking questions, making suggestions, 
  or trying to convince people to join their side.
   
  Once everybody has spoken, an elder will call for 
  a vote. This is a voice vote, and if the votes are close, 
  they put off the decision in the belief that more time to 
  consider will result in better decisions.
  Traditions of the Axe Tribe
  In the generations that have passed since the Great 
  War, the Axe Tribe has developed many traditions. Many 
  of these have roots in pre-war society, but others were 
  forged from the harsh conditions of Broken Earth.
  Marriage Traditions
  As in many societies, marriage is one of the most 
  important events in the life of somebody from the Axe 
  Tribe, and it is surrounded in both taboo and ritual.
   
  The most significant taboo is that people of the Axe 
  Tribe aren’t supposed to marry somebody within the 
  same band, so a woman born into the Santloose band 
  is required to marry somebody from either the Missi or 
  Ligfor band (or somebody from a minor band). While 
  few people think about it in these terms, this taboo 
  both prevents inbreeding and connects the bands to 
  each other, which keeps the peace between them. 
  Occasionally, young people try to get around this taboo 
  by having one of the couple found a new band which the 
  other will marry into.
   
  People usually meet potential spouses at the Great 
  Gathering, which occurs every midsummer. Young 
  people in search of a spouse will also sometimes live 
  with another band for several months, often staying with 
  a male relative who married into that clan.
   
  Once two people agree to marry each other, they go 
  to the bride’s parents to request permission. Assuming 
  the parents accept, the husband-to-be leaves his band 
  and lives with the bride’s family while they construct a 
  house of their own. Either of the couple is free to end the 
  engagement for any reason during this time. Once the 
  house is complete, they celebrate the marriage with a 
  day of feasting, dancing, and storytelling. This completes 
  the marriage ceremony, and from then on the two are 
  husband and wife, and continue to live with the wife’s 
  band. It is extremely rare for a couple to divorce once 
  they are married, but it is possible. If a man loses a wife 
  by either death or divorce he may choose to return to his 
  own band or remain with his former-wife’s band.
  The Great Gathering
  Every year at midsummer, members of each band gather 
  at the Holiest Statue of Palbun for a week of feasting, 
  games, trading, and stories. Every member of the Axe 
  Tribe is expected to attend the Great Gathering at some 
  point during their life. Typically tribesfolk start to attend 
  in their teenage years, and continue until responsibilities 
  at home make it impractical. 
  Funeral Rites
  Typically the Axe Tribe sends their dead to the afterlife 
  through cremation. Ideally they are placed in a canoe 
  which is loaded with kindling, and the boat is then lit 
  on fire and left to drift down river. If this is impractical 
  (usually due to the lack of a canoe or river), the dead 
  are simply burned in a funeral pyre. Friends and family 
  gather to share stories of the deceased, sings songs, and 
  eat and drink the dead’s favorite food.
  Vision Quest
  When members of the Axe Tribe reach adulthood, they’re 
  expected to go on a vision quest as part of their rite of 
  passage. As part of this, they go into the forest and spend 
  several days fasting and meditating until they experience 
  a vision. For safety the youth often travel with groups of 
  others on a vision quest, but those who are not going 
  through the ritual are not permitted to be present. After 
  their visions, the questers return to the tribe and share 
  what they saw with the elders, who help to interpret 
  them as a sign of the tribe members’ future. 
   
  It’s rumored that occasionally desperate adolescents 
  make up a vision, but of course that would demonstrate 
  a lack of dedication. 
  Bands
  The Axe Tribe is divided into several smaller bands, all 
  of which live in the woods of what was once northern 
  Minnesota and southern Central Canada. They share a 
  common culture, but there are slight differences between 
  the bands.
  Santloose Band
  The adventure assumes PCs come from the Santloose 
  band of the Axe Tribe, the easternmost of the three major 
  bands. As it’s closest to Wright Town, it also has the most 
  contact with people from outside the Axe Tribe, and they 
  frequently trade with members of the Wright family. The 
  band has nearly one hundred members.
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  Missi Band
  The Missi Band is the largest band of the Axe Tribe, 
  numbering over two hundred people. They’re based 
  in the southwest of the Axe Tribe’s range and roam the 
  upper Mississippi River and winter near Leech Lake.
   
  The Missi band is also the most conservative band 
  on average. They hold strongest to the belief that they 
  should avoid pre-war ruins and eschew technology if 
  they don’t know how it works. 
  Ligfor Band
  The Ligfor band is the northernmost of the major bands 
  of the Axe Tribe, living around what was once the border 
  of Minnesota and Ontario. They are even more concerned 
  with cold weather than the rest of the Axe Tribe (which is 
  quite concerned with cold weather), and they are expert 
  fur trappers and tanners. The Ligfor band is the smallest 
  of the major bands, numbering just over fifty members. 
  Minor Bands
  In addition to the three major bands, there are a few 
  minor bands of the Axe Tribe. These number less than 
  twenty people and are often a single family. Some 
  minor bands were formed by ambitious tribesfolk who 
  wanted to venture into unoccupied territory. Others are 
  just a loophole to get around the marriage taboo. The 
  marriage taboo dictates that people from the same band 
  should not marry, but it does not stop them from falling 
  in love. Most young couples simply accept that they 
  cannot be together, and find somebody else. A few go 
  to great lengths to stay together. One member (usually 
  the woman) founds her own band, which also means 
  that she no longer belongs to her original band. Thus 
  she is free to marry somebody from the original band. 
  The loophole comes with a price, since the new band is 
  expected to move to new territory and is not able to rely 
  on their former community for support. These “bands of 
  convenience” are also unlikely to attract other members 
  (unlike “bands of expansion” which usually attract a 
  handful of others).
  World-View
  The typical member of the Axe Tribe holds the following 
  beliefs, though as always PCs need not be typical.
  •	
  Most of life is spent hunting, gathering, and crafting 
  tools and shelter.
  •	
  The world is filled with spirits, both helpful and 
  dangerous.
  •	
  Psionic powers are divine gifts and are used to benefit 
  the community.
  •	
  Advanced technology is a form of dark magic.
  •	
  Most ruins are haunted by ghosts of the ancients.
  •	
  Don’t trust any machines if you cannot understand 
  how they work.
  •	
  Most members of the tribe are illiterate, except for 
  the story keepers and their apprentices.
  •	
  All members of the Axe Tribe are valued according to 
  the skills they prove.
  •	
  Your clothes are mostly tanned hides and furs.
  •	
  Your tools are primarily made from plants and 
  animals, with some metal items built from scrap or 
  traded from Wright Town.
  •	
  You live in a log cabin during the winter, and a tent 
  covered with leather or birch bark during the summer.
  Axe Tribe Slang
  Always-People: Humans genetically similar to those 
  from before the Great War.
  Burned-People: Freaks
  Chopper: A strong person, assertive, a person of action.
  Day of Fire or Day the Sky Rained Fire: The Great War
  Dull: Weak, unskilled.
  Foundling: Members who were not born into the Axe 
  Tribe, but later joined it.
  Mookoosh: Idiot.
  Outser: Anybody who is not a member of the Axe Tribe.
  Snag: Romantic partner.
  Vultures: People who harvest scrap from ruins. 
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  27
  The Iron Shelter
  The Iron Shelter is so named because it was converted 
  from an underground iron mine. Before the Great War, 
  a group of academics and scientists foresaw the very 
  real threat of nuclear war. Hoping to preserve human 
  civilization, they refitted the mine with a miniature 
  nuclear reactor and recycling systems for water and air. 
  They stockpiled food and set aside a section for indoor 
  gardening, complete with powerful lamps. Finally, 
  they gathered massive libraries of reference materials, 
  textbooks, technical manuals, historical accounts, 
  and popular fiction; anything that would help future 
  generations understand what human civilization was like 
  before the fall. They hoped to one day return to the world 
  above, but if need be they believed they could maintain a 
  small population indefinitely.
   
  When the missiles flew, the Iron Shelter closed itself 
  off from the outside world, and the hundred inhabitants 
  escaped the destruction that followed. For decades 
  everything proceeded as planned. Through careful 
  rationing and proper recycling, the inhabitants of the 
  shelter lived completely cut off from the world outside. 
   
  But all that is about to change.
  History
  Things were looking bad before the Great War, and many 
  sought a way to avoid it. One such attempt was started 
  by a group of university students and professors. They 
  sought to establish a long-term shelter deep beneath the 
  earth. For the site they chose the Soudun underground 
  iron mine. This mine was already being used for physics 
  experiments, and there was plenty of unused mine space 
  that the new project could expand into.
   
  They sought funding under the pretense of an 
  experiment studying the ability to create a self-sustaining 
  community, the kind that would be necessary for long-
  term space flight. They began fitting the mine with living 
  quarters, subterranean gardens, and a micro nuclear 
  reactor to power it all. 
   
  Almost everything was in place when the Great War 
  broke out. Almost. People scrambled to get their friends 
  and families into the shelter and to find last minute 
  supplies. Fights erupted at the mine entrance about who 
  was allowed in. Finally, the cage screeched to the bottom 
  of the mine shaft for the final time.
   
  For a few days the sheltered watched broadcasts from 
  the surface, showing images of death and destruction. 
  Then there was nothing left but static. 
   
  The survivors were on their own. They soon formed 
  new rules to govern their isolated society, creating a 
  constitution. In many ways this mirrored the laws of the 
  American society they came from, but they also added 
  crucial laws governing population control. The founders 
  thought they might be down in the mine for generations, 
  and their resources were finite, so they instituted strict 
  controls to ensure that they didn’t overuse their resources. 
  Daily Life 
  Inhabitants of the shelter spend most of their time 
  maintaining the shelter’s electrical and mechanical 
  equipment, tending to the indoor gardens, and learning 
  about pre-war society in the shelter’s library. While the 
  shelter is filled with books and computer files describing 
  nearly every aspect of pre-war life, their knowledge is 
  purely academic. While they might have thousands of 
  pictures of everything from dogs to spacecraft, nobody 
  who currently lives in the shelter has heard the call of a 
  wild animal, smelled dew on the grass, or seen a sunset. 
  Democracy
  The Iron Shelter is governed by an elected council of five 
  people that act as both legislators and executives. They 
  serve five-year terms, with one slot up for election every 
  year in a five year cycle. Because they tend to govern 
  well and stay clear of controversies, incumbents almost 
  always win reelections, and most contentious elections 
  occur when there is an open seat
   
  The current members of the council are Jack Reynolds, 
  Samantha Vang, Marguerite Olsen, Frank Muhammad, 
  and Ernesto Morales. Though legally they all have equal 
  power, Jack Reynolds and Samantha Vang are looked to 
  as the primary leaders.
   
  Most of the day-to-day work of the council is 
  bureaucratic bookkeeping like tracking food production 
  and consumption and ensuring all key labor roles are 
  filled. Only rarely do they deal with major decisions or 
  create new laws. When they do, Jack Reynolds tends to 
  be the conservative voice while Samantha Vang argues 
  for change.
  Apprenticeship
  Because of tight population controls, there are never 
  more than a handful of children in the Iron Shelter at 
  any time. Young children are educated together in a 
  school that resembles the one-room school house of 
  old. Here they learn the basics of reading, math, history, 
  and science, as well as information about life in the Iron 
  Shelter. 
   
  When the youths turn thirteen, they leave school to 
  start what is called their "rotation" where they try a range 
  of the different jobs that are vital to keeping the shelter 
  functioning, including engineering, medical, agriculture, 
  inventory, and food preparation. This rotation typically 
  takes two years to complete, at which point the youths 
  begin their apprenticeship. The council assigns the youth 
  a job based on their aptitude and interests, as well as 
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  the needs of the shelter. The teens learn their trade by 
  working alongside experienced members of the society. 
  While it is possible to appeal the council’s assignment 
  of apprenticeship, doing so is rare, and would require 
  extraordinary circumstances. 
  Rumors of Return
  In the months leading up to the start of the Broken 
  Earth adventure, rumors circulate that the council is 
  considering an expedition to explore the surface. This 
  has sparked a vibrant debate among the citizens of the 
  Iron Shelter. 
   
  Many would happily remain in the shelter and forget 
  about the world above. Compared to much of the rest 
  of the world, life in the Iron Shelter is safe and peaceful. 
  The inhabitants are safe from marauders and mutants. 
  They’re well educated and, thanks to strict population 
  controls, there’s always enough food to eat.  
   
  Others, however, are less enthralled with life in the 
  Iron Shelter. Boredom is one of the chief reasons, though 
  few admit it. Others dislike many of the stifling rules, like 
  the strict limit on how many children a couple can have 
  or how much energy they can consume. They also point 
  out that with a small population genetic diversity will 
  become a problem in only a few more generations, and 
  there’s no way to refuel the reactor.
   
  The most powerful argument however, is that they 
  should be a beacon of hope. They should return to the 
  surface not for themselves, but because they alone 
  have the knowledge that the rest of humanity needs to 
  once again return to a productive, safe, and prosperous 
  civilization.
  World-View
  The extreme isolation of the Iron Shelter has led to a 
  common world-view among most people in the shelter. 
  •	
  You live in a community of one hundred people. 
  You’ve known them your whole life.
  •	
  You’ve never met anybody from outside the shelter.
  •	
  Of all the communities in Broken Earth, the Iron 
  Shelter is probably closest in culture to the modern 
  day.
  •	
  You know a lot of things about the world before the 
  war, but almost all of it is theoretical, not practical.
  •	
  You’ve never seen a plant larger than a corn stalk or 
  an animal larger than a beetle. 
  •	
  You understand what technology is, and might even 
  know how it works.
  •	
  There were no psionicists, freaks, or mutant monsters 
  in the world you’ve read about.
  •	
  Everything you own was originally made before 
  your parents were born. They’ve been mended and 
  repaired countless times. 
  Iron Shelter Slang
  Brighty: Happy, excited, full of energy.
  Broken: Dumb.
  Deep: Safe, secure.
  Iron: Strong, impressive, true.
  Kell: Cool, interesting.
  Rack or Rack-It: An interjection to express anger or 
  frustration (similar to darn).
  Sheltered: People who are native to the Iron Shelter.
  Surfacer: People who live on the surface.
  Wright Town
  As humanity slowly started to crawl its way out from 
  disaster, many returned to former large cities to reclaim 
  the remnants of technology they had lost. Many died in 
  the process, falling victim to radiation or mutant beasts, 
  but those who escaped danger found wonders from the 
  old world and prospered.
   
  This was the fate of the Wright family, who returned 
  to the ruins of what was once Duluth. They combed 
  the ruins, and not only found many tools that they 
  could use, they began trading their goods to the small 
  number of settlements beginning to form in what 
  was once northern Minnesota. Over the decades, the 
  Wright Trading Company has expanded to include not 
  only members of the family itself, but also hundreds of 
  employees who scour the landscape for scrap, protect 
  caravans, and provide other support roles. The actual 
  buying and selling is still reserved for members of the 
  Wright family, which now includes several branches.
  History of Wright Town
  According to family lore, Jed Wright’s father, Anthony 
  Wright, was born the day the Great War ended. His 
  parents were survivalists who had stockpiled enough 
  food and ammunition to see them through the end of 
  the world. Little else is known about them, as Anthony’s 
  children never met their grandparents, and he refused to 
  even mention their names.
   
  Anthony started out fending for himself, hunting and 
  gathering food, and salvaging what he could from the 
  ruins. As he grew up he started to realize that he could do 
  more serving as an intermediary. He learned what people 
  needed, found it someplace else, transported it, and took 
  his cut. Not long after he started trading, Anthony met a 
  fisherwoman named Sable. The two fell in love and were 
  soon married. Their children became the first employees 
  of the Wright Trading Company.
   
  As Jed Wright and his siblings grew, so too did the 
  Wright Trading Company. They established a base outside 
  of the ruins of Duluth and hired a dozen scrappers to 
  sift through the ruins for anything usable. They set up 
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  regular trade routes with nearby fishing and farming 
  communities. 
   
  The Wright family weren’t the only ones with this 
  idea, and early on several other scavengers and traders 
  attempted to compete with the Wright family, but the 
  family didn’t tolerate friendly competition. The Wright 
  Company either convinced traders to work for them, 
  pushed them out of the territory, or the rival traders were 
  executed “for the crime of unlicensed trading.”
   
  On his deathbed, Anthony Wright named Jed his 
  successor to lead of the Wright Trading Company. 
  Unfortunately Jed’s brother Ben thought he should 
  control the company. The brothers’ arguments turned to 
  brawls and soon to bloodshed. The families fought for a 
  year and a half, and the violence didn’t end until Ben and 
  all of his children were dead. 
   
  The brothers’ war hurt the Wright family, and for 
  some time it looked like they might fall from power, but 
  in the twenty-four years since then, the company has 
  grown even stronger and has regained its place as the de 
  facto power in the north.
  Corporate Government
  Though they still see themselves a business, the Wright 
  Company has become a de facto government, which 
  controls a small town with the apt (if unimaginative) 
  name of Wright Town. Jed Wright is the patriarch of the 
  Wright family and, as CEO of the Wright Trading Company, 
  is also the de facto leader of Wright Town. He is assisted 
  by several family members, including his daughter Sally 
  who oversees the traders and his younger brother Jack 
  who oversees salvage.
   
  Like most company towns, most of the employees 
  who live in Wright Town are constantly in debt, since the 
  Wright Company (which operates all the stores in town) 
  sets prices to squeeze all they can out of their employees. 
  Most of the employees are scrappers, and, while they 
  are paid based on what they find (and only if they find 
  something), the Wright Family considers all the salvage in 
  the town to be their property, and anybody who “steals” 
  is punished harshly.
   
  The Wright Company is concerned with governing 
  only as it affects their business. They maintain enough 
  order to make sure that conditions are safe for their 
  customers and workers. They maintain roads and ports, 
  but otherwise care little for infrastructure, or education. 
  They dole out punishments for major crimes like theft 
  and murder with speed but little due process. There 
  are no jails, and punishments usually involve branding, 
  losing a hand, or execution. 
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  30
  The Wrights and the Have-Nots
  Members of the Wright family live comfortable lives. Not 
  only do they never worry about their next meal, they 
  enjoy luxuries like books, guns, and even the occasional 
  use of a gas-powered generator. They are the closest 
  thing the region has to royalty. 
   
  Most other people in Wright Town live in pretty 
  squalid conditions. They barely scrape together enough 
  to keep themselves fed, and many go into debt to the 
  Wrights to make it through the winter. A lack of sanitation 
  and modern medicine also makes disease and parasites 
  common throughout the town.
   
  There is a very small band between the Wrights 
  and the toiling masses. Most of these people survive by 
  working for the Wright family in ways that they deem 
  more important. These include caravan guards, smiths, 
  and mechanics. Most of these people dream of marrying 
  into the Wright family. When people marry a Wright, they 
  always take the Wright name, whether male or female.
  A Community of Loners
  Wright Town has the least community cohesion of all the 
  communities in the region. They don’t necessarily share 
  a history, culture, or creed. Many squabble with their 
  neighbors, competing over food, land, and scrap. Others 
  do their best to form smaller cooperative communities 
  within the ruins of Duluth. 
  World-View
  Because Wright Town is less homogeneous than the 
  other major communities, the world-views of the citizens 
  are more varied, but here are a few guidelines of what 
  they might believe.
  •	
  For good or ill, the Wright family is the most powerful 
  force you know of.
  •	
  There are monsters out there, waiting to strike.
  •	
  Raiders and thugs can be just as dangerous as any 
  monster. 
  •	
  Some people have psionic powers. You may or may 
  not understand them.
  •	
  You know of advanced technology. You might 
  consider it magic.
  •	
  You’ve 
  probably 
  seen 
  people 
  from 
  nearby 
  communities like Moose Town or Agate, and maybe 
  even far off travelers from places like Freaky Town. 
  •	
  Ruins often contain useful and valuable items hidden 
  among the rubble. 
  •	
  Your clothes are a mix of alpaca wool, leathers, and 
  furs. 
  •	
  Most of your tools and household goods are 
  scavenged or made from scrap.
  •	
  You probably live in the ruins of a building that you 
  have cleaned up and modified for your own purposes. 
  Wright Town Slang
  Ainch: Pre-war.
  Babble: Knowledge, information, especially related to 
  pre-war information. 
  ‘Canic: Somebody able to fix pre-war machines.
  Chem-Head: Somebody who knows a lot about 
  chemistry, particularly pharmaceuticals.
  Dirter: Farmer
  The Family/The Fam: The Wright family
  Rusty: Unintelligent, slow, incompetent
  Scrapper: Somebody who makes their living harvesting 
  scrap from ruins.
  The Sea: Lake Superior
  Techno: Cool, new, interesting
  Tribal: People who exist by hunting and gathering (such 
  as those from the Axe Tribe).
  Secondary Communities
  If you are not interested in one of the primary 
  communities, your character might come from one 
  of the secondary communities listed below. These are 
  considered “secondary” not because they are necessarily 
  smaller or less powerful, but because they are farther 
  from the start of the adventure and the PCs are not likely 
  to visit them until later in the campaign. Because of this, 
  you may also need to work harder to incorporate your 
  character into the initial adventure.
   
  Farming or Fishing Communities: There are 
  several farming or fishing communities near where the 
  action begins, including Sandy, Moose Town, Agate, 
  and Madeline. These are simply collections of farmers 
  or fisher folk who live relatively near to each other for 
  their own protection. They only have one or maybe two 
  buildings other than the houses, and are supported by 
  Wright Town. 
   
  Freaky Town: A community that dwells in the remains 
  of Minneapolis. Because of high radiation levels, they are 
  exclusively freaks. They mostly keep to themselves, but 
  some want to either explore or conquer neighboring 
  communities.
   
  Green Empire: A large (by post-apocalyptic 
  standards) power that controls several towns in the 
  remains of Iowa. The Empire is powered by slave labor 
  and a surprisingly large supply of diesel fuel.
   
  Kingdom of Geneva: A fortified town in southern 
  Wisconsin that protects the surrounding farms and 
  villages from raiders and mutant monsters. The Kingdom 
  has patterned itself after both historical texts about 
  medieval Europe, and fantasy fiction set in similar worlds 
  (and many don’t know the difference). 
   
  Scrap City: The ruins of what was once Chicago.  The 
  city is divided by several clans of scrappers who compete 
  over territory and trading privileges. 
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  31
  Broken Earth features a wide range of gear for PCs, from 
  a range of technology levels. For example, while firearms 
  still exist, they are no longer being produced, and as such 
  are rare and valuable. Many people use weapons that are 
  easy to manufacture, like spears and bows. Most items 
  in the core Savage Worlds book are available in Broken 
  Earth, though some are more easily found than others.
  Trade
  The vast majority of people in Broken Earth use a barter 
  system to exchange goods and services, as there is little 
  that people are willing to put their full faith and credit in. 
  For PCs to acquire items, they need to have something 
  tangible to give in exchange. Some items are more easily 
  traded than others. If somebody is willing to part with 
  something, food is almost always an option, especially if 
  it’s something that preserves well. That being said, PCs 
  don’t need to list every item they have. It’s okay to simply 
  list a value in Trade goods.
   
  There are a few exceptions to the barter system, but 
  they are typically highly localized to their community. For 
  example the Wright Trading Company pays its workers in 
  “notes of credit” that they can redeem at company stores 
  in exchange for things they need. To any place outside 
  of Wright Town however, these notes are just scraps of 
  worthless paper. As PCs explore further out, they may 
  encounter other communities that have their own 
  currencies. 
  Pricing Gear
  The items in this section list a standard price in “Trade.” 
  This is an abstract value for the times, and in general 
  people are likely to exchange two items with the same 
  Trade value. These values are just averages and any item 
  could be worth more or less depending on who the PCs 
  sell it to.
   
  The equipment lists in the Savage Worlds core rules 
  give gear prices on the assumption that PCs will only 
  take gear from a specific time period. This is not the core 
  assumption of Broken Earth, however. Because most 
  manufacturing technology was lost after the Great War, 
  few “modern” items are being created, but some still 
  survive and can be bought or scavenged. Most new items 
  are roughly equal to the medieval era or Renaissance 
  level of technology. 
   
  The item charts here give the cost of many items 
  heroes can trade for in Broken Earth. For items not listed 
  in the books, you can use the following guidelines. 
  Anything from the medieval era uses the price listed, 
  black powder items cost double the listed price, modern 
  items cost triple, and futuristic items cost five times the 
  listed price (if available).
  Rarity
  Some items in Broken Earth are easy to find when 
  scavenging or trading. Some are almost impossible to 
  obtain. The item’s rarity represents how easy or difficult 
  equipment is to find, and it can be Very Common, 
  Common, Uncommon, Rare, or Very Rare. 
   
  In general, PCs can find Very Common items easily. 
  Such items are extremely cheap and sometimes so readily 
  available that there is no market for them. This includes 
  scrap materials and unworked wood.
   
  Common items are easily produced in the post-
  apocalyptic society, including food, clothes, and many 
  weapons like spears, axes, and bows. Common items 
  are typically available for purchase at a reasonably sized 
  community.
   
  Uncommon items are difficult to manufacture after 
  the apocalypse, but can still be found in many ruins. They 
  include many kinds of firearms and armor. 
   
  Rare items all date back to pre-war society and were 
  uncommon even then. These include many military items 
  and highly-advanced technology. It also includes fragile 
  or biodegradable objects that were unlikely to survive 
  the apocalypse, like books or medication.
   
  Vary Rare items were rare before the apocalypse and 
  now are unknown to most denizens of Broken Earth. Most 
  Very Rare items are “futuristic” technologies, such as laser 
  weapons, advanced robots, and super drugs.
  Buying Rare Items
  PCs can trade for Common and Very Common items 
  in just about every place that people gather to trade. 
  Uncommon and Rare items require more work to find 
  and might not be available. To locate somebody who will 
  trade for these items, make a Streetwise test. Looking for 
  Uncommon items imposes a -2 penalty to the roll, and 
  looking for Rare items imposes a -4. Very Rare equipment 
  is only available at specific locations.
   
  Additionally the GM might simply say that certain 
  items are unavailable. 
  Gear
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  32
  Gear Notes
  Unless otherwise noted, the gear described here follows 
  all the rules described in the Savage Worlds rule book.
   
  Tranquilizer Gun: Tranquilizer guns fire darts filled 
  with powerful sedatives rather than bullets. When 
  attacking, subtract the target’s armor from the attack 
  roll. Instead of suffering damage, the target must make a 
  Vigor test at -2 or fall unconscious.
   
  Electronics and Batteries: Many electronics can 
  be powered by batteries. Instead of keeping track of 
  the exact type of battery needed, just assume there is a 
  10% chance that any given battery matches the device. 
  A Repair test at -2 and one day of work allows a PC to 
  modify a device to accept a different kind of battery.
  Vehicles
  Fuel Efficiency: This number represents how many hexes 
  a vehicle can travel on one gallon of fuel (for more on hex 
  movement see page 39). The GM is free to rule that the 
  Hand Weapons
  Type
  Damage
  Weight
  Trade
  Rarity Notes
  Axe
  Str+d6
  2
  200
  C
  Bang stick
  3d6
  2
  600
  U
  Uses a shotgun shell that must be reloaded after use (1 action)
  Battle Axe
  Str+d8
  10
  300
  C
  Bayonet
  Str+d4
  1
  200
  U 
  A bayonet attached to a rifle increases damage to Str+d6, 
  Parry 1, Reach 1, 2 hands
  Club
  Str+d4
  1
  20
  VC
  Dagger
  Str+d4
  1
  25
  C
  Great Axe
  Str+d10
  15
  500
  U
  AP 1, Parry -1, 2 hands
  Great Sword
  Str+d10
  12
  40
  U
  Parry -1. 2 hands
  Flail
  Str+d6
  8
  200
  C
  Ignores Shield Parry and Cover bonus
  Halberd
  Str+d8
  15
  250
  U
  Reach 1, 2 hands
  Katana
  Str+d6+2
  6
  1000
  R
  AP 2
  Lance
  Str+d8
  10
  300
  C
  AP 2 when charging, Reach 2, only usable when mounted
  Long Sword
  Str+d8
  10
  300
  C
  Maul
  Str+d8
  20
  400
  C
  AP 2 vs. rigid armor, Parry -1, 2 hands
  Monomolecular 
  Knife
  Str+d4+2
  1
  750
  VR
  AP 2, cannot be thrown
  Monomolecular 
  Sword
  Str+d8+2
  8
  500
  VR
  AP 4
  Pike
  Str+d8
  25
  400
  C
  Reach 2, 2 hands
  Rapier
  Str+d4
  3
  300
  C
  Parry +1
  Short Sword
  Str+d6
  4
  200
  C
  Staff
  Str+4
  8
  10
  VC
  Parry +1, Reach 1, 2 hands
  Spear
  Str+d6
  5
  100
  C
  Parry +1, Reach 1, 2 hands
  Survival Knife
  Str+d4
  3
  150
  U
  Contains supplies that add +1 to Survival skill
  War Hammer
  Str+d6
  8
  250
  C
  AP 1 vs. rigid armor
  vehicle uses up more fuel under certain circumstances, 
  such as during a chase or combat.
   
  Winter Travel: Some vehicles are designed to be 
  used on snow rather than roads. These vehicles suffer no 
  penalty to movement during winter, but cannot be used 
  at other times.
  Super Drugs
  Super drugs duplicate the effect of arcane powers. Using 
  the drug requires an action, but no roll is needed. Unless 
  otherwise noted, assume the power works as though the 
  skill test resulted in a standard success. 
  Firearms
  The modern world has far too many different firearms 
  to list here, and there may be many more developed in 
  Broken Earth, before the Great War. Because of this, we 
  list firearms generically, rather than by specific make and 
  model. If you want, you can use these generic names, or 
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  33
  Special Weapons
  Type
  Range
  Damage
  RoF
  AP
  Cost
  Rarity
  Burst
  Weight Notes
  Cannon
  50/100/200
  3d6+1
  4
  1
  2,000
  U
  None
  -
  Heavy Weapon
  Catapult
  24/48/96
  3d6
  1/3
  4
  1,500
  U
  MBT
  -
  Heavy Weapon
  Flamethrower
  Cone 
  Template
  2d10
  1
  -
  3,000
  R
  Cone
  70
  Ignores Armor
  Grenade
  5/10/20
  3d6
  -
  -
  500
  R
  MBT
  2
  Rocket Launcher
  24/48/96
  4d8
  1
  9
  5,000
  R
  MBT
  10
  Heavy Weapon, Snapfire
  Mine, Anti-Personnel
  -
  2d6+2
  -
  -
  500
  R
  SBT
  10
  Mine, Anti-Tank
  -
  4d6
  -
  5
  750
  R
  MBT
  20
  Heavy Weapon
  Ranged Weapons
  Type
  Range
  Damage
  RoF
  Cost
  Weight
  Rarity
  Shots
  Min Str
  Notes
  Atlatl
  6/12/24
  Str+d6
  1
  100
  4
  C
  1
  -
  Spear thrower
  Axe, Throwing
  3/6/12
  Str+d6
  1
  75
  2
  C
  -
  -
  Bow
  12/24/48
  2d6
  1
  250
  3
  C
  1
  d6
  Crossbow
  15/30/60
  2d6
  1
  350
  10
  C
  1
  d6
  AP 2, action to reload
  Black Powder Musket
  15/30/60
  2d8
  1
  900
  8
  U
  1
  d6
  2 actions to reload
  Knife/Dagger
  3/6/12
  Str+d4
  1
  25
  1
  C
  -
  -
  Laser Pistol
  15/30/60
  3d6
  1
  4,000
  4
  VR
  24
  -
  Semi-Auto
  Laser Rifle
  30/60/120
  3d6
  3
  6,000
  8
  VR
  24
  d6
  Auto, 3RB
  Machine Gun, Light
  30/60/120
  2d8+1
  3
  5,000
  30
  R
  250
  -
  AP 2, Auto, Snapfire
  Machine Gun, Heavy
  50/100/200
  2d10
  3
  7,500
  84
  R
  200
  -
  AP 4, Auto, May not 
  move, HW
  Pistol, Light Automatic
  12/24/48
  2d6
  1
  1,100
  3
  R
  17
  -
  AP 1, Semi-Auto
  Pistol, Heavy Automatic
  15/30/60
  2d8
  1
  1,500
  8
  R
  7
  -
  AP 2, Semi-Auto
  Pistol, Black Powder 
  5/10/20
  2d6+1
  1
  650
  3
  U
  1
  -
  2 actions to reload
  Pistol, Revolver
  12/24/48
  2d6+1
  1
  1,000
  3
  U
  6
  -
  AP 1
  Rifle, Assault
  24/48/96
  2d8
  3
  2,000
  8
  R
  30
  d6
  AP 2, Auto, 3RB
  Rifle, Anti-Material
  50/100/200
  2d10
  1
  3,500
  35
  R
  11
  d8
  AP4, Snapfire, HW
  Rifle, Hunting
  24/48/96
  2d8
  1
  1,250
  8
  U
  7
  -
  AP 2
  Rifle, Sniper
  30/60/120
  2d10
  1
  2,000
  11
  R 
  7
  d8
  AP 2, Snapfire
  Shotgun
  12/24/48
  1-3d6
  1
  1,400
  8
  U
  6
  -
  See Savage Worlds 
  core book
  Sling
  4/8/16
  Str+d4
  1
  10
  1
  VC
  -
  -
  Spear
  3/6/12
  St+d6
  1
  100
  5
  C
  d6
  Submachine Gun
  12/24/48
  2d6
  3
  1,500
  10
  R
  32
  -
  AP 1, Auto
  Tranquilizer Gun
  24/48/96
  Special
  1
  1,200
  8
  U
  1
  d6
  See notes
  you can give the guns specific descriptions, and even 
  alter the stats to reflect specific weapons (shots and 
  weight can both vary widely).
   
  Ammo is also generic. You can keep it this way to 
  make the PCs’ lives easier, or require them to find specific 
  calibers of bullets to go with specific weapons.
  Flavorful Scrap
  A snow globe from Bemidji. A vinyl LP of Handel’s Water 
  Music. A single tattered page from Horton Hears a Who! 
  A few items of little practical value but lots of flavor can 
  help define a character. Feel free to give your characters a 
  few such items at no cost to the PCs.
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  34
  Armor
  Type
  Armor
  Weight
  Cost
  Rarity
  Notes
  Leather Armor
  +1
  15
  50
  C
  Covers torso, arms, legs
  Leather Jacket
  +1
  3
  10
  C
  Covers torso
  Chain Coat
  +2
  25
  300
  U
  Covers torso, arms, legs
  Chain Shirt
  +2
  15
  200
  U
  Covers torso
  Breast Plate
  +3
  25
  400
  U
  Covers torso
  Full Plate
  +3
  50
  900
  U
  Covers torso, arms, legs
  Steel Helmet
  +3
  8
  150
  U
  Covers head
  Kevlar Vest
  +2/+4
  8
  1,250
  R
  Covers torso, negates 4 AP
  Kevlar Vest w/inserts
  +4/+8
  12
  7,500
  R
  Covers torso, negates 4 AP
  Full tactical armor
  +6/+12
  20
  15,000
  VR
  Covers full body
  Combat helmet
  +4
  5
  400
  R
  50% chance vs. head shots
  Hardhat
  +2
  2
  50
  C
  50% chance vs. head shot
  Motorcycle helmet
  +3
  5
  250
  U
  50% chance vs. head shots
  Barding
  Leather barding
  +1
  20
  200
  C
  For horses
  Plate barding
  +3
  30
  1250
  U
  For horses
  Shields
  Small Shield
  -
  8
  25
  C
  +1 Parry
  Medium Shield
  -
  12
  50
  C
  +1 Parry, +2 Armor to ranged shots
  Large Shield
  -
  20
  200
  C
  +2 Parry, +2 Armor to ranted shots
  Ammunition
  Ammo
  Weight
  Cost
  Rarity
  Notes
  Arrow
  1/5
  1/2
  C
  Arrow, Teflon
  1/5
  10
  U
  AP 2
  Bullet, Small
  3/50
  15
  U
  One bullet, light 
  pistols
  Bullets, 
  Medium
  5/50
  25
  U
  One bullet, heavy 
  pistols and sub-
  machine guns
  Bullet, Large
  8/50
  40
  U
  One bullet, rifles 
  and machine 
  guns
  Laser Battery
  1
  3,000
  VR
  One complete 
  magazine for 
  laser pistol or rifle
  Quarrel
  1/5
  2
  C
  Shot and 
  powder
  1/10
  5
  U
  For black powder 
  weapons
  Shotgun 
  Shells
  8/50
  40
  U
  One shell, scatter 
  shot or slugs
  Sling Stones
  1/10
  1/20
  VC
  Fuel 
  Fuel
  Cost
  Weight
  Rarity
  Notes
  Gasoline
  500
  6
  R
  Gallon
  Diesel
  400
  6
  R
  Gallon
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  35
  Adveenturing Gear
  Item
  Cost
  Weight
  Rarity
  Notes
  Backpack
  50
  2
  C
  Bedroll/
  Sleeping Bag
  25
  4
  C
  Binoculars
  600
  2
  U
  x20 magnification
  Blanket
  10
  4
  C
  Canteen/
  Waterskin
  5
  1
  C
  Clothes
  20
  -
  C
  Compass
  400
  1
  U
  Crowbar
  10
  2
  C
  +1 to Strength to pry 
  open
  Flint and 
  Steel
  3
  1
  U
  Grappling 
  Hook
  250
  2
  U
  Hammer
  25
  1
  C
  Lockpicks
  600
  1
  U
  Handcuffs 
  (steel)
  50
  2
  U
  Night vision 
  goggles 
  3,000
  3
  U
  No penalty for Dim 
  or Dark
  Handcuffs 
  (zip ties)
  5
  U
  Quiver (20 
  arrows/
  quarrels)
  25
  2
  C
  Roller 
  Skates/Inline 
  Skates
  100
  3
  U
  Double Pace on 
  smooth surfaces. 
  Agility test when hit 
  or fall prone.
  Rope (per 
  10 ft)
  20
  5
  C
  Shovel
  10
  5
  C
  Soap
  1
  1/5
  C
  Snow Shoes
  100
  5
  C
  Negate movement 
  penalty in snow
  Skis
  200
  6
  C
  Double Pace for 
  overland movement 
  in snow
  Tool Kit
  600
  5
  U
  Torch
  5
  1
  C
  1 hour, 4”
  Umbrella
  15
  2
  U
  Whistle
  5
  -
  U
  Winter Gear
  200
  3
  C
  +2 to Vigor rolls to 
  resist cold
  Electronics
  Battery
  100
  -
  R
  Camera 
  (digital)
  1,500
  1
  U
  1000 pictures/
  battery
  Computer, 
  Desktop
  4,000
  20
  R
  Requires 
  electricity
  Computer, 
  Laptop
  6,000
  5
  R
  Requires 
  electricity
  Computer, 
  Tablet
  3,000
  1
  R
  Requires 
  electricity
  Flashlight, 
  battery
  100
  1
  U
  60 hours/battery, 
  10” beam
  Flashlight, 
  windup LED
  200
  1
  U
  Wind every 5 
  min, 5” beam
  Geiger 
  counter
  1,400
  4
  U
  60 hours/battery
  Radio, Crank
  2,500
  3
  U
  Wind every 10 
  minutes
  Radio, CB
  4,000
  5
  U
  Require 
  electricity, 100 
  mile range
  Walkie-
  Talkie, Basic
  500
  1
  U
  6 hours/battery, 2 
  mile range
  Walkie-
  Talkie, 
  Professional 
  1,500
  2
  U
  40 hours/battery, 
  15 mile range
  Animals & Tack
  Horse
  300
  -
  C
  War Horse
  750
  -
  C
  Saddle
  10
  10
  C
  Food
  Fresh Meal
  1
  -
  C
  Preserved 
  Meal
  2
  1/2
  C
  Vodka (12 
  oz)
  10
  1
  C
  Books
  Book, Novel
  100
  1
  U
  Book, 
  Children’s
  200
  1
  U
  Book, 
  Survival
  1,000
  1
  R
  +1 to Survival
  Book, 
  Technical
  4,000
  1
  R
  +1 to appropriate 
  Knowledge
  Map, Local
  50
  -
  U
  Map, Atlas
  500
  -
  R
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  36
  Land Vehicles
  Vehicle
  Acc/TS
  Toughness
  Crew
  Cost
  Fuel 
  Efficiency
  Rarity
  Notes
  Bicycle Pace x 3
  4 (2)
  1
  1
  250
  -
  C
  Human powered
  Dogsled
  Animal’s 
  Pace
  6 (2)
  1+3
  500
  -
  C
  See dog/wolf in Savage Worlds 
  core book, winter travel.
  Wagon
  Animal’s 
  Pace
  10 (2)
  1+3
  1,000
  C
  See horse in Savage Worlds core 
  book
  Snow Mobile
  15/32
  8 (2)
  1+1
  6,000
  1
  U
  Winter travel only
  Dirt Bike
  15/32
  8 (2)
  1
  8,000
  4
  U
  +4 Toughness vs. Jumps, Off 
  Road (4WD)
  Road Bike
  20/36
  8 (2)
  1+1
  6,000
  6
  U
  ATV
  15/32
  9(2)
  1+1
  9,000
  3
  U
  4WD
  Car
  20/40
  11 (3)
  1+4
  20,000
  2
  U
  SUV
  20/40
  14 (3)
  1+7
  40,000
  1
  U
  4WD
  Joint Light 
  Tactical Vehicle
  20/40
  20 (10)
  1+5
  400,000
  1
  VR
  4WD, Heavy Armor, Stabilizer, 
  Heavy machine gun
  Aircraft
  Vehicle
  Acc/TS
  Toughness
  Crew
  Cost
  Fuel Efficiency
  Rarity
  Notes
  Single Prop Plane
  20/48
  12 (2)
  1+3
  150,000
  1.5
  R
  Climb 1
  Gyrocopter
  10/24
  11 (1)
  1+1
  100,000
  1.5
  R
  Climb -1
  Watercraft
  Vehicle
  Acc/TS
  Toughness
  Crew
  Cost
  Fuel 
  Efficiency
  Rarity Notes
  Canoe, Light
  2/6
  6 (2)
  2+2
  500
  -
  C
  Small canoe for short, quick voyages.
  Canoe, Heavy
  2/8
  10 (2)
  8+8
  1,500
  -
  C
  Large canoe for long journeys. 
  Motor Boat 
  10/30
  10 (2)
  1+7
  30,000
  1
  R
  Small Sail Boat
  2/4
  11 (2)
  1+7
  10,000
  -
  R
  Large Sail Boat
  1/6
  13 (2)
  3+12
  50,000
  -
  R
  Super Drugs
  Drug
  Equivalent Power
  Cost
  Rarity Notes
  Black-I
  Darksight
  500
  R
  Cloudy eye drops
  Buff
  Boost for Strength
  600
  R
  A syringe injected drug
  H to O
  Environmental Protection 
  (underwater)
  750
  R
  A blue gelcap
  HealUp I
  Healing
  500
  U
  A drug-soaked adhesive patch placed over wounds
  HealUp II 
  Healing with a raise
  1,200
  R
  A stronger version of HealUp
  HealUp 
  Extreme
  Greater Healing
  5,000
  R
  A long adhesive strip that can be wrapped around 
  wounds
  Radish
  Radiation Resistance
  600
  U
  A chewable tablet taken orally
  RePhresh
  Succor
  350
  U
  A bitter liquid taken orally
  Tosser
  Farsight
  800
  R
  Clear eye drops
  Quix 
  Speed
  300
  U
  An auto-injecting pen (similar to an epipen) applied to 
  the legs
  Vroom 
  Quickness
  1,500
  R
  A mist taken by inhaler
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  37
  There are three Arcane Backgrounds available to 
  characters in Broken Earth. Two of these, Psionics and 
  Super Science, follow rules in the Savage Worlds core 
  book. In addition, the setting introduces a new Arcane 
  Background: Extreme Chemistry.
   
  Suitable Powers: Each Arcane Background, as well 
  as the different psionic Trappings, has a list of suitable 
  powers. These are the only powers that you can select 
  with this Arcane Background.
   
  Powers marked with an asterisk (*) are new powers 
  introduced in this book.
  Arcane Background (Extreme Chemistry)
  Arcane Skill: Chemistry (Smarts)
  Starting Power Points: 10 
  Starting Powers: 3
  Characters with this background know how to mix 
  chemical agents to produce powerful drugs that 
  enhance the body beyond its normal limits. These 
  characters typically found chemical formulas for super 
  drugs developed by the US military. The characters are 
  assumed to have a stock pile of basic chemicals that they 
  constantly replenish during downtime, and they mix 
  these chemicals to make any of the formulas they know.
   
  Bad Trip: Any time a chemist rolls a 1 on his Chemistry 
  die (regardless of his Wild Die) mixes the chemicals 
  improperly. The target is Shaken. This can cause a wound.
  Suitable Powers: Armor, Boost/Lower Traits (boost only), 
  Darksight, Disguise, Environmental Protection, Farsight, 
  Greater Healing, Healing, Quickness, Radiation Resistance*, 
  Speed, Succor, Warrior’s Gift.
  Super Science
  The Weird Science Arcane Background is available in 
  Broken Earth but is called Super Science instead. This 
  represents characters who have reclaimed pieces of 
  extremely advanced (often military) pre-war technology 
  such as lasers, rocket packs, or holographic projectors. 
  PCs either found and repaired the item, or they found 
  schematics that allowed them to develop their own.
   
  Suitable Powers: Armor, Barrier, Blast, Bolt, Boost/
  Lower Trait, Burst, Damage Field, Deflection, Disguise, 
  Environmental Protection, Fly, Greater Healing, Havoc, 
  Healing, Invisibility, Light/Obscure, Quickness, Pummel, 
  Radiation Resistance*, Slumber, Smite, Speak Language, 
  Speed, Stun, Succor.
  Psionics 
  In the wake of the Great War, a small number of survivors 
  started to demonstrate psionic powers, including the 
  power to read thoughts, move objects, create fire, and 
  manipulate life energies. 
  Psionic Trappings
  In the world of Broken Earth, psionic powers fall into four 
  general categories: telepathy, telekinesis, pyrokinesis, 
  and ki mastery. While psionicists can take powers from 
  any of these categories, many focus on one category over 
  the others, and each has its own Trappings.
   
  If players select a psionic power that could fit into 
  more than one Trapping category, they must decide 
  which category the power comes from. Additionally, for 
  each power you may choose one of the Trappings listed 
  below.
  Telepathy
  Telepathy involves the manipulation of the mind. On 
  the most basic level, this involves reading or projecting 
  thoughts. Powerful telepaths can affect their foes’ minds 
  to trick their senses, or assault the brain directly, disabling 
  and even killing the target.
   
  Mental Assault: Damaging powers target the 
  foes’ mind directly. This ignores armor, but reduces the 
  damage die by one type. 
   
  Subtle: Telepathy can be difficult to detect. On a raise 
  the target and any observers cannot tell who made the 
  attack, and (depending on the power) might not even 
  know they were targeted.
   
  Suitable Powers: Beast Friend, Blast, Blind, Bolt, Burst, 
  Confuse, Divination, Drain Power Points, Fear, Mind Trick*, 
  Mind Reading, Puppet, Slumber, Speak Language, Stun, 
  Telekinesis.
  Telekinesis
  Telekinesis allows the character to manipulate physical 
  objects with his mind. Some psionicists can even batter 
  their enemies with invisible bursts of psychic force.
   
  Knock Down: On a raise, the telekinetic attack also 
  knocks the target prone, in addition to any other effects.
   
  Knock Back: On a raise, the telekinetic attack also 
  pushes the target back 1d6.
   
  Suitable Powers: Armor, Barrier, Blast, Bolt, Burst, 
  Deflection, Entangle, Fly, Havoc, Pummel, Smite, Telekinesis, 
  Wall Walker.
  Arcane Backgrounds
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  Pyrokinesis
  Pyrokinesis allows the character to control heat and 
  fire. Frequently pyrokinetics alter existing fire and cause 
  materials to spontaneously combust. 
   
  All of the Fire/Heat Trappings from the Savage Worlds 
  core book are suitable for pyrokinesis.
   
  Suitable Powers: Blast, Bolt, Burst, Damage Field, 
  Elemental Manipulation (fire only), Light/Obscure (light 
  only), Smite.
  Ki Mastery
  Ki masters focus on the energies of the physical body. 
  They can enhance the body’s natural healing processes, 
  or enhance senses or physical abilities. A few can even 
  use their mastery offensively to debilitate their foes. 
   
  Revitalizing Touch: If your character targets an ally 
  who is Shaken, and the power gets a raise, the ally can 
  make an immediate Spirit roll to recover from being 
  Shaken.
   
  Pressure Points: Reduce the range of the power to 
  touch. When your character hits a target with an unarmed 
  strike (regardless of how much damage you do), he may 
  immediately use the chosen power on the target without 
  suffering a multi-action penalty (he must still spend the 
  Power Points). If the character has multiple powers with 
  this Trapping, you may only use one per hit.
   
  Suitable Powers: Beast Friend, Blind, Boost/Lower 
  Trait, Dark Sight, Disguise, Farsight, Greater Healing, 
  Healing, Quickness, Radiation Resistance*, Speed, Succor, 
  Warrior’s Gift.
  New Powers 
  Two new powers are available in Broken Earth. 
  Mind Trick
  Rank: Seasoned
  Power Points: 3
  Range: Smarts x 2
  Duration: Special
  Trappings: Telepathic influence
   
  This power allows you to implant one “fact” into the 
  target’s head. You must communicate this fact to the 
  target verbally when you use this power, and it must be 
  able to understand you. The fact implanted should take 
  the form of a short phrase or sentence, such as “I was 
  never here,” or “These aren’t the robots you’re looking 
  for.” Particularly outlandish claims like “Flying sharks are 
  tracking you,” grant the target a bonus to the opposed 
  check as determined by the GM. Mind Trick is an opposed 
  test using the character’s Arcane skill against the target’s 
  Spirit. If successful the target believes the implanted 
  information to be true, and acts accordingly. On a 
  standard success, the target believes this for one hour. 
  With a raise they believe it for 1d6 hours, and with two or 
  more raises they believe it for one full day.
   
  Additional Targets: The character can affect up to 
  five targets by spending a like amount of Power Points.
  Radiation Resistance
  Rank: Novice
  Power Points: 1
  Range: Touch
  Duration: 24 hours
  Trappings: Anti-radiation drugs, radiation shielding, 
  increased natural resistance. 
   
  For the duration of this power, the target gains a +2 
  bonus to Vigor tests made to resist radiation.  On a raise, 
  this bonus increases to +4.
   
  Additional Targets: The character can affect up to 
  five targets by spending a like amount of Power Points.
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  39
  The Broken Earth setting uses the following additional 
  rules.
  Travel and Exploration
  Characters will spend a lot of time traveling and exploring 
  the land of Broken Earth. The rules for traveling in Broken 
  Earth are modified from the rules in the Savage Worlds 
  core book .
  Terrain
  In Broken Earth, terrain applies a fractional multiplier 
  that applies to all forms of transportation, from walking 
  to driving. These categories and their multipliers are as 
  follows.
  Ground
  Speed
  Terrain Type
  Easy
  x1
  Plains, roads, ruined road, water
  Medium
  x3/4
  Light forest, low hills
  Hard
  x1/2
  Steep hills, sand, medium forest
  Difficult
  x1/4
  Mountains, heavy forest
  Walking
  For overland travel, a character can walk a distance in 
  miles per hour equal to one-half his Pace. Using items like 
  skis or roller skates, increases the character’s Pace for this 
  purpose, but are still considered “walking.”
  Forced March
  Normally characters can walk for eight hours each day. If 
  they walk longer, have the characters make a Vigor test 
  every hour. Failure means they suffer a level of Fatigue.
  Wheeled Vehicles
  Wheeled vehicles, from bicycles to SUVs, average a 
  speed in miles per hour equal to their Top Speed. On 
  repaired roads, multiply their Top Speed by 1.5. However, 
  unless the vehicle has four-wheel drive or other off-
  road capabilities, it treats every terrain type other than 
  roads and ruined roads as though it was one step closer 
  to difficult. Such vehicles simply cannot pass through 
  terrain that is already difficult. (A standard car cannot 
  drive through a heavy forest.)
  Water Vehicles
  Motor and muscle powered water vehicles average their 
  Top Speed in miles per hour. Sailing ships operate slightly 
  differently. Instead of a flat miles per hour, have the 
  captain (or whoever is in charge if the captain is resting) 
  make a Boating check every eight hours. The result of the 
  Boating check determines how far the ship traveled in 
  that time. The main advantage of a sailing vessel is that 
  it can operate 24 hours a day, with a crew taking shifts.
  Boating Test Result
  Miles Traveled
  Failure
  Top Speed x 3 miles 
  Success
  Top Speed x 10 miles
  Raise
  Top Speed x 15 miles
  Hexes
  Broken Earth uses a standardized hex that measures 
  roughly 12 miles (20 km) across. To make calculating 
  travel time easier, simply treat moving from one hex to 
  another as 12 miles (20 km) of movement. Assuming that 
  PCs move eight hours per day, the following chart gives 
  an idea of how many hexes per day the PCs can cover.
  Movement
  Easy 
  Average
  Hard
  Difficult
  Slow character 
  (Pace 4)
  1
  1
  1/2
  1/2
  Standard character 
  (Pace 6)
  2
  1
  1/2
  1/2
  Horses (Pace 10)
  3
  3
  2
  1
  Bicycles (Speed 18)
  12
  9
  6
  1
  SUV (Speed 40)
  26
  20
  13
  6
  Light Canoe 
  (Speed 6) 
  4
  3
  2
  1
  Small Sail Boat 
  (Speed 4)*
  3
  3
  2
  1
  Single Engine Prop 
  Plane
  90
  -
  -
  -
  *Assumes eight hours of travel with standard success. 
  Locations
  As the PCs explore Broken Earth, they find many interesting 
  locations. Some of these locations are obvious, while 
  others are hidden.
  Setting Rules
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  40
   
  Characters find obvious locations by simply entering 
  the hexes containing the locations. Obvious locations are 
  most commonly large ruins or established settlements. 
   
  Hidden locations require that the PCs search for 
  them. This requires the PCs to move through the hex at 
  half speed, and also requires them to pass a Trait test, 
  usually Notice. 
  Winter
  Snow impedes travel for the unprepared. Unless they 
  have a form of transportation specifically designed for 
  snow, such as snow shoes or a dogsled, treat all terrain 
  types as though they were one level more difficult. Most 
  lakes freeze over in winter, making boat travel more 
  difficult (though skating becomes possible). 
   
  Additionally, the PCs need to fend with the cold 
  hazard described in the Savage Worlds core rulebook.
  Scavenging
  There are a lot of ruins in Broken Earth, and while many 
  of them have been picked over in the decades since the 
  War, there is still much to be salvaged among the wastes. 
   
  There are two ways that PCs can try to scavenge scrap 
  from the ruins. They can either search for a specific item, 
  or they can just gather as much material as they can from 
  a region. 
   
  Salvage Value: Different locations have different 
  amounts of material PCs can find. The GM’s section 
  of Broken Earth gives locations a salvage value. This 
  represents the size of the location before the War, how 
  much the area has been picked over, and whether the 
  area was protected from the elements.
  Search for a Specific Item
  PCs can search for specific items by making a Notice test. 
  The PCs should add the location’s salvage value to this 
  test, however they will also subtract a number based on 
  the rarity of the item, as described below. The rarity of the 
  item also determines how long the PCs spend searching 
  before they find the item. With a raise, they cut this time in 
  half. If they fail, they spend the maximum time searching 
  and don’t find the item.
   
  Very Rare Items are only found at specific locations.
  Rarity
  Notice penalty
  Time Searching
  Very Common
  0
  1d6 x 10 minutes
  Common
  -2
  1d6 hours
  Uncommon
  -4
  2d8 hours
  Rare
  -8
  1d4 days
   
  These, of course, are general guidelines, and the GM 
  can modify values for specific locations, or simply rule 
  that certain items cannot be found.
   
  Scavenging mechanical and electronic items assumes 
  that the PCs find broken but repairable salvage, since few 
  of these items are in pristine condition. Fixing the item 
  requires a Repair test with a modifier determined by the 
  GM, based on the complexity of the item. Fixing it might 
  also require additional parts and resources.
  Harvesting Scrap
  Many people in Broken Earth make their living harvesting 
  scrap from ruins, and PCs are free to do the same.
   
  Every week the PCs spend scrapping, they gain 1,000 
  Trade worth of scrap multiplied by the location’s salvage 
  value (or the location’s salvage value in Build). Plus allow 
  each PC a Notice test modified by the location’s salvage 
  value. For each success and raise the heroes find one 
  notable item.
   
  PCs can also ask people from their community to 
  harvest scrap (if they have scrappers living there). They 
  harvest scrap at the same rate, but have no chance of 
  finding notable items.
  Community Building Rules
  Early on in the Broken Earth adventure, PCs will get a 
  chance to establish and lead a small community. The 
  following rules describe both how the PCs help the 
  community grow, and what it can do to help them.
  Community Statistics
  Like heroes, communities have statisticst they keep track 
  of on their community sheet. These use familiar terms 
  like Attributes and Edges, but operate a little differently. 
  Attributes
  Each community has three attributes: Economy, Force, 
  and Morale. These represent the community’s collective 
  ability to get things done, not a specific person’s ability. 
  Like a character’s attributes, these are measured by die 
  types. At the start, the PCs’ community will have a d4 in 
  each attribute.
   
  Economy: This represents the community’s ability 
  to produce and trade goods. It might be modified by 
  encouraging trade , exploiting natural resources, or by 
  increasing manufacturing.
   
  Force: Force represents the community’s martial 
  power, police force, and ability to protect itself. It 
  is an aggregate of factors like personnel, weapons, 
  fortifications, and an effective judicial system.
   
  Morale: This represents both how happy the citizens 
  of the community are, and also how well known it is 
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  41
  Notable Items
  Red Joker
  Draw two more cards
  Ace of Clubs
  Kevlar Vest With Inserts
  King of Clubs
  Kevlar Vest
  Queen of Clubs
  Full Plate
  Jack of Clubs
  Breast Plate
  Ten of Clubs
  Combat Helmet
  Nine of Clubs
  Bicycle
  Eight of Clubs
  Snowshoes
  Seven of Clubs
  Skis
  Six of Clubs
  Roller Skates/In Line Skates
  Five of Clubs
  Winter Gear
  Four of Clubs
  Saddle
  Three of Clubs
  Night vision goggles (active)
  Two of Clubs
  Binoculars
  Ace of Hearts
  HealUp Extreme
  King of Hearts
  Vroom
  Queen of Hearts
  HealUp II
  Jack of Hearts
  Tosser
  Ten of Hearts
  Radish
  Nine of Hearts
  Black-I
  Eight of Hearts
  HealUp I
  Seven of Hearts
  Quix
  Six of Hearts
  RePhresh
  Five of Hearts
  Buff
  Four of Hearts
  Antibiotics
  Three of Hearts
  Vodka
  Two of Hearts
  Freeze dried instant coffee
  Black Joker
  Draw three more cards
  Ace of Diamonds
  Laptop
  King of Diamonds
  Tablet
  Queen of Diamonds
  Digital camera
  Jack of Diamonds
  CB Radio
  Ten of Diamonds
  Crank radio
  Nine of Diamonds
  Basic Walkie Talkie
  Eight of Diamonds
  Windup LED flashlight
  Seven of Diamonds
  Battery flashlight
  Six of Diamonds
  Geiger Counter
  Five of Diamonds
  Map
  Four of Diamonds
  Children’s book
  Three of Diamonds
  Technical book
  Two of Diamonds
  Battery
  Ace of Spades
  Shotgun
  King of Spades
  Hunting Rifle
  Queen of Spades
  Automatic Pistol
  Jack of Spades
  Revolver
  Ten of Spades
  30 Large Bullets
  Nine of Spades
  30 Medium Bullets
  Eight of Spades 
  Katana
  Seven of Spades
  Great Axe
  Six of Spades
  Great Sword
  Five of Spades
  Crossbow
  Four of Spades
  Bow
  Three of Spades
  Battle Axe
  Two of Spades
  Survival Knife
  among the surrounding communities. A community with 
  a high Morale is more likely to attract and keep citizens. 
  Edges
  A community gains special benefits from Edges just like 
  PCs. Most of the time, the community gains these Edges 
  through the PCs’ actions. The Edges that the community 
  starts with depend on what the PCs do early in the 
  adventure. These Edges fall into three general categories, 
  Citizen Edges, Resource Edges, and Building Edges. 
   
  Citizen Edges: These represent benefits that the 
  community gains based on the people who live there, 
  such as getting more food from farmers, or more 
  protection from soldiers.
   
  Resource Edges: Resource Edges are gained 
  when the community has access to particular physical 
  resources, such as stockpiles of advanced weapons or a 
  library of books.
   
  Building Edges: These are benefits that the 
  community gains from certain buildings, such as walls or 
  a hydroelectric power plant. 
  Resources
  Communities have two primary resources, Build and 
  Food.
   
  Build: Build represents material resources that the 
  community can use to construct buildings. It includes 
  wood, stone, metal, and even more complex items like 
  wire and turbines. One Build is worth roughly 1,000 Trade.
   
  Food: Each Food represents a large amount of food 
  that can be stockpiled. Each Food is roughly enough to 
  feed 100 people for one week.
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  42
  Communities and Acing
  Unless otherwise noted, all dice rolled as part of managing 
  the community can ace.
  Projects
  Most people in the community spend their days working 
  on the basics. They farm, hunt, fix or replace tools that 
  break, and build enough shelter for the people who live 
  there. Assume that these happen without direction from 
  the PCs.
   
  Projects, however, are bigger tasks that go beyond 
  daily maintenance. These projects typically benefit the 
  whole community, such as infrastructure improvements, 
  harvesting valuable resources, or settling new territory. 
  NPCs typically only initiate a project when the PCs ask.
  Groups
  For every fifty people in the community, it has one Group 
  that can work on a project. This doesn’t mean that all fifty 
  people work on the project. Most people are still working 
  on basics, like fishing and farming, or they are too young 
  or old to help out, while about eight to twelve people 
  can focus on the project. The people in the Groups aren’t 
  always the same, and the Group’s exact make-up shifts 
  due to the day-to-day needs of the community.
  Speeding Up Projects
  The community can speed up projects by sending more 
  people to work on them. Divide the amount of time it 
  normally takes to complete the project by the number of 
  Groups working on it and round all fractions up.
  Extra Help
  If the community desperately needs more help to finish a 
  project, they can take some people away from the basics 
  to focus on a project. Putting people on extra projects 
  like this consumes one Food and one Build every week. 
  (This represents both the extra food and resources 
  they consume, and the loss of what they would have 
  produced.)
  Ongoing Projects
  Some projects are ongoing. These don’t have any 
  particular time frame, but instead give a weekly bonus 
  until the Group is called to another project.
  Types of Projects
  Accompany PCs: A Group of up to eight NPCs can 
  accompany the heroes on their adventures. The GM can 
  provide statistics based on the type of people living in 
  the community.
   
  Build a Road: The Group can refurbish old roads 
  or create new ones. Refurbishing a hex of ruined road 
  requires two weeks and two Build. Building a new road 
  requires four weeks and four Build.
   
  Construction: This allows a Group to build major 
  structures in the community, such as a watch tower, 
  power plant, or hospital. Constructing buildings requires 
  an investment of time and Build as listed in the section 
  on Building Edges.
   
  The GM also has the discretion to mandate that 
  some or all of the Build needed to construct a building 
  must come from a particular source, especially when it 
  comes to high-tech equipment. For example, it would be 
  difficult to build a hydroelectric power station using only 
  Build harvested from the forest.
   
  Rebuilding a ruined structure (pre- or post-war) takes 
  half the time and Build to construct.
   
  Expand Territory: This expands the amount of 
  territory that the community controls by one hex. This 
  includes things like clearing land, building new homes, 
  learning about the area, and people moving with their 
  belongings to their new homes. It does not include 
  things like exploring sites described in the GM’s section 
  or driving out monsters that might lair there. 
   
  A community can control a maximum of one hex for 
  every hundred people living there.
   
  Requires: One month, one Build, and one Food.
   
  Extra Patrol: The Group can patrol the area to protect 
  it from mutants and raiders. One Group patrolling one 
  hex grants a +1 bonus to Force checks made involving 
  that hex. Every additional Group patrolling can either 
  increase the bonus by +1 or double the number of hexes 
  patrolled.
   
  Harvest Resources: This allows the Group to gather 
  resources, which can be anything from chopping trees to 
  searching ancient ruins for scrap. The community can use 
  the resources to build new structures or trade with other 
  communities.
   
  Most natural resources grant one Build for every 
  week spent harvesting, though certain resources might 
  grant more. When salvaging from ruins, the resources 
  grant Build equal to their salvage value (the GM has 
  this information). Some ruins have a limit on how much 
  Groups can harvest from them, others can be harvested 
  indefinitely.
   
  Raise an Army: PCs can raise an army to fight their 
  foes (using the Mass Battle Rules found in the Savage 
  Worlds core book). Every Group represents a militia 
  numbering the community’s Force + 4. Like hurrying a 
  task, PCs can raise additional forces for a cost of one Food 
  and one Build per Group each week.
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  Community Edges
  Just like PCs, communities gain Edges, however they do 
  not gain them by earning XP. Instead they gain them 
  through the PCs’ actions during the adventure. All Edges 
  have benefits for the community and the PCs.
   
  In addition to the Edges listed here, there are a few 
  secret Community Edges listed in the GM’s section of the 
  book.
  Citizen Edges
  Communities gain these Edges based on the people 
  living in the community. As the PCs recruit more people 
  to join their community, they will gain more of these 
  Edges.
  Crafts Folk
  Crafts folk have specialized skills such as pottery, 
  blacksmithing, or weaving.
   
  Community Benefit: The community’s Economy 
  increases by one die type. Additionally, once per year 
  the community gains an additional 1d6 Build per hex it 
  controls.
   
  PC Benefit: PCs can requisition items appropriate to 
  the craftspeople worth 50 Trade or less.
  Herdsmen
  Herdsmen maintain a large number of animals, whether 
  they be sheep, goats, cattle, or alpacas.
   
  Community Benefit: Once per year, the herd 
  provides extra food, resources, or both, depending on 
  the nature of the animals. For every hex the community 
  controls, the herd produces either 1d8 Food, 1d8 Build, 
  or 1d4 Food and Build. The GM determines exactly which 
  benefit the community gains.
   
  PC Benefit: PCs can freely requisition items made 
  from the herded animals costing 50 Trade or less.
  Engineer
  Engineers know how to construct large, complex 
  buildings.
   
  Community Benefit: The community can construct 
  buildings that require an engineer.
   
  PC Benefit: Engineers can answer questions the PCs 
  have about technology.
  Farmers
  Farmers know how to farm the land. Every fall, they bring 
  in a harvest that lasts through the winter or can be traded 
  to another community.
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  44
   
  Community Benefit: Three times per year in the 
  fall, the farmers can harvest 1d6 Food for every hex the 
  community controls.
   
  PC Benefit: The heroes can requisition enough 
  provisions to feed themselves on a journey lasting up to 
  two weeks.
  Improved Farmers
  The community not only has skilled farmers, it has 
  knowledge of advanced farming techniques or special 
  equipment to make the job easier.
   
  Community Benefit: Three times in the fall, 
  the farmers can harvest 1d8 Food for every hex the 
  community controls. (Replaces benefit from Farmers.)
   
  PC Benefit: The heroes can requisition enough 
  provisions to feed themselves on a journey lasting up to 
  four weeks.
  Fisher Folk
  The Fisher Folk Edge is gained from commercial fisher 
  folk who catch more than needed, not just subsistence 
  fishers (which would fall under the category of Foragers). 
   
  Community Benefit: A total of six times in summer 
  and fall, the fisher folk catch 1d6 Food worth of fish for 
  every hex the community controls that contains a lake. 
   
  PC Benefit: Fisher folk will shuttle the PCs to any 
  location that can be reached in a day or less by boat. 
  Foragers
  Foragers know how to find food in the wilderness by 
  hunting, trapping, or fishing game and gathering edible 
  plants.
   
  Community Benefit: Each week during winter, the 
  community can make an Economy test. For each success 
  and raise, one hex the community controls doesn’t 
  require additional food.
   
  PC Benefits: NPC foragers can accompany PCs on a 
  journey, granting a +1 bonus to Survival checks made to 
  search for food.
  Lumberjacks
  Lumberjacks chop down trees.
   
  Community Benefit: The community can harvest 
  resources from forests. Wood products are readily 
  available in the community. 
   
  PC Benefit: The PCs can requisition woodworking 
  tools or objects made of wood worth 50 Trade or less.
  Docs
  Docs can be anybody with conventional medical training, 
  typically passed down from one doc to another. They 
  encompass what we would refer to as doctors, nurses, 
  physicians' assistants, midwives, and dentists.
   
  Community Benefit: The community gains a +2 
  bonus to Economy rolls to resist epidemics. Treat NPCs’ 
  Vigor as though it were one higher for the purposes of 
  seeing if NPCs survive a mass battle.
   
  PC Benefit: Characters going through natural 
  healing and receiving medical attention gain the bonus 
  as though it were 1941 or better.
  Mechanics
  Mechanics are able to repair machines from hand pumps 
  to combustion engines and can even craft new machines 
  out of scrap.
   
  Community Benefit: The community’s Economy 
  increases by one die type.
   
  PC Benefit: The mechanics can repair wounds to the 
  characters’ vehicles free of charge.
  Scrappers
  Scrappers know what to look for in pre-war ruins and 
  know how to get the material out.
   
  Communality Benefit: The community can harvest 
  resources from ruins.
   
  PC Benefit: PCs who ask for help from a scrapper 
  gain a +1 bonus to Notice checks to find a specific item 
  to salvage.
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  Soldiers
  Soldiers are trained in weapons and tactics and have 
  combat experience. They can also train other citizens in 
  the basics of combat.
   
  Community Benefit: The 
  community’s Force 
  increases by one die type. In mass battles, forces from 
  communities with Soldiers gain one additional battle 
  token.
   
  PC Benefit: PCs can request a like number of soldier 
  NPCs to accompany them on their adventures. (This is 
  independent of an Accompany the PCs project.)
  Traders
  Traders move in between settlements to trade all kinds 
  of items.
   
  Community Benefit: The community’s Economy 
  increases by one die type. 
   
  PC Benefit: PCs can request that the trader locate 
  a specific Rare item, and the trader will find it within a 
  month. The PC still needs to pay full price for the item. 
  PCs cannot request a second item until the trader finds 
  the first item.
  Resource Edges
  These Edges represent physical objects that the 
  community possesses. 
  Books
  This represents a large collection of books on a range of 
  topics. 
   
  Community Benefit: Economy and Morale both 
  increase by one die type.
   
  PC Benefit: PCs who consult these books gain a +1 
  bonus to Investigation checks. 
  Computerized Library
  This represents a wealth of digital information that 
  characters can access through a computer interface.
   
  Community Benefit: Economy and Morale both 
  increase by one die type.
   
  PC Benefit: When PCs Advance, they can take two 
  new Knowledge skills for a single Advance. 
  Basic Firearms
  The community owns enough guns and ammunition to 
  arm the town guard or militia. These are mostly black 
  powder or pre-war civilian weapons such as handguns 
  and hunting rifles.
   
  Community Benefit: Increase the community’s 
  Force by one die type. In mass battles, forces from the 
  community gain one additional token. The community 
  can only benefit from one kind of weapon. 
   
  Additionally, ammunition is readily available for sale 
  in the community.  
   
  PC Benefit: Once each week the PCs can requisition 
  a clip of ammunition for basic firearms.
  Military Firearms
  The town has more powerful weapons, probably pre-war 
  military items, such as assault rifles, machine guns, and 
  hand grenades.
   
  Community Benefit: Increase the community’s 
  Force by two die types. In mass battles, forces from the 
  community gain one additional token. The community 
  can only benefit from one kind of weapon.
   
  Additionally, ammunition is readily available for sale 
  in the community.
   
  PC Benefit: Once each week, the PCs can requisition 
  a clip of ammunition for military firearms.
  Laser Weapons
  The community has enough laser weapons to outfit its 
  fighting forces.
   
  Community Benefit: Increase the community’s 
  Force by three die types. In mass battles, forces from the 
  community gain one additional token. The community 
  can only benefit from one kind of weapon.
   
  Additionally, ammunition is readily available for sale 
  in the community.
   
  PC Benefit: Once each week, the PCs can requisition 
  a laser battery.
  Medicine Stockpile
  The town has a large stockpile of medication that it can 
  call on in times of need. 
   
  Community Benefit: The community gains a +2 
  bonus to Economy tests to resist epidemic events and 
  other diseases. 
   
  PC Benefit: Characters going through natural 
  healing and receiving medical attention gain the bonus 
  as though it were 1941 or better.
  Building Edges
  The community gains these Edges from constructing the 
  appropriate buildings in their community. Some hexes 
  already contain buildings in them, and if the heroes’ 
  community takes control of the hex, they automatically 
  gain the benefits of the building. Ruined buildings must 
  be repaired before the community gains their benefits. 
  Fort
  Requires: Walls, Watch Tower, 32 Build, 16 weeks
   
  This is a fortified structure that armed forces can 
  defend, and where civilians can flee in the event of an 
  attack.
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  46
   
  Community Benefit: The community’s bonus to 
  Force tests in the hex containing the fort increases to a +3 
  (includes the bonuses from the Watch Tower and Walls), 
  and in mass battles, defending the hex counts as having 
  a major terrain advantage.
  Hospital
  Requires: Medicine Stockpile, Docs, 20 Build, 20 weeks
   
  This small hospital or clinic offers a range of medical 
  treatments. 
   
  Community Benefit: The community gains a +4 
  bonus to Economy tests to resist epidemics and other 
  forms of disease.
   
  PC Benefit: Characters staying at the hospital for 
  natural healing gain the benefits of medical attention 
  from 2010 and beyond.
  Hydroelectric Power Station
  Requires: Engineer, 40 Build, 36 weeks; must be built in a 
  hex containing a river.
   
  This hydroelectric dam produces enough power for 
  1,000 citizens. The cost also includes electrical wiring to 
  the hex and all hexes connected by roads. 
   
  Community Benefit: The community receives 
  electricity. If this is the first electricity source, increase the 
  community’s Economy and Morale by a die type. It also 
  allows the community to construct any buildings that 
  require electricity. 
   
  PC Benefit: The PCs each receive one battery and 
  can freely recharge all of their batteries.
  Machine Shop
  Requires: Mechanic, 14 Build, 8 weeks
   
  A machine shop houses a great deal of specialized 
  equipment that can be used to build and repair machines.
   
  Community Benefit: Scrappers can harvest one 
  additional Build worth of scrap from any ruins they 
  scavenge. 
   
  PC Benefit: PCs gain a +2 bonus to Repair tests while 
  using the machine shop.
  Improved Machine Shop
  Requires: Engineer, Mechanic, Electricity, 20 Build, 16 
  weeks
   
  This shop has more advanced tools, including power 
  tools, and possibly even computer diagnostics.
   
  Community Benefit: Scrappers can harvest two 
  additional Build worth of scrap from any ruins (this 
  replaces the benefit for Machine Shop). The community’s 
  Economy increases by one die type.
   
  PC Benefit: PCs gain a +4 bonus to Repair tests while 
  using the improved Machine Shop (replaces bonus form 
  a Machine Shop), and repairs take half the normal time. 
  Micro Nuclear Reactor
  Requires: Engineer, 60 Build, 50 weeks, must have 
  nuclear fuel.
   
  This nuclear reactor produces enough power for 
  2,000 citizens. The cost also includes electrical wiring to 
  the hex and all hexes connected by roads. 
   
  Community Benefit: The community receives 
  electricity. If this is the first electricity source, increase the 
  community’s Economy and Morale by a die type. It also 
  allows the community to construct any buildings that 
  require electricity. 
   
  PC Benefit: The PCs can freely recharge any batteries 
  while at the community.
  Public School
  Requires: Books or Computerized Library, 12 Build, 12 
  weeks
   
  This is a public space for learning. All in the community 
  are welcome, though there is a particular emphasis on 
  educating young people.
   
  Community Benefit: Once each year the community 
  can add one new Citizen Edge without needing to recruit 
  anybody.
   
  PC Benefit: When they take an Advance, PCs may 
  choose to learn two new skills at d4 instead of the normal 
  one.
  Shelter
  Requires: 12 Build, 32 Weeks
   
  This is a below ground shelter that citizens can flee to 
  in times of desperation.
   
  Community Benefit: When defending the shelter as 
  part of a mass battle, the attacking forces lose any benefit 
  from artillery or air support, and the defenders gain the 
  benefit of a major terrain advantage.
  Radio Tower
  Requires: 12 Build, 8 weeks; electricity
   
  The community builds a radio tower it can use to 
  communicate over vast distances. They use this both 
  for two-way communication and to broadcast to the 
  surrounding area. 
   
  Community Benefit: The community’s Morale and 
  Force both increase one die type. 
   
  PC Benefit: The PCs receive a radio they can use to 
  communicate with the community at a distance of up to 
  50 hexes (nearly anywhere described in this adventure).
  Stadium
  Requires: 22 Build, 18 Weeks
   
  This is a large open space with lots of seating suitable 
  for community gatherings, such as sports competitions, 
  public performances, or important speeches. 
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  Community Benefit: The community’s Morale 
  improves by two die types. 
   
  PC Benefit: PCs who make use of the stadium get a 
  +2 bonus to Persuasion and Intimidate tests.
  Walls
  Requires: Watch Tower, 12 Build, 6 Weeks
   
  The walls make it difficult for anybody to enter the 
  community unnoticed.
   
  Community Benefit: The community’s bonus to 
  Force tests in the hex increases to +2 (includes bonus 
  from Watch Tower), and in mass battles, defenders in the 
  hex counts as having a minor terrain advantage.
  Watch Tower
  Requires: 6 Build, 2 Weeks
   
  This watch tower allows the town to see both friends 
  and foes from farther away.
   
  Community Benefit: The community gains a +1 
  bonus to Force checks made in the hex containing the 
  watch tower. When defending the area during a mass 
  battle, the defenders gain a slight terrain advantage.
  Monthly Events
  Every month (or cycle of the moon) the PCs’ community 
  checks to see if it receives new immigrants, and also to 
  see if there is a random event. 
  Population Growth
  Every month, the community makes a Morale test. For 
  every success and raise, 1d6 additional people join the 
  community for each hex that the community controls. 
   
  If the result of the Morale test is a one, the community 
  instead loses 1d6 people. 
  Random Events
  Every month the players draw a playing card to de-
  termine if a random event occurs, and if so what it 
  might be. If the card drawn is a two through nine, 
  there is no event. Otherwise consult the chart be-
  low. Even though players draw at the start of the 
  month these events may happen at any time, as de-
  termined by the GM.
   
  Artistic Success: One of the citizens creates a work 
  of art that attracts attention. Until the event phase of 
  next month, the community has a +1 to Morale rolls. 
   
  Bad Weather: Unusually bad weather hampers 
  travel. While traveling, treat terrain as through it were 
  one step closer to difficult.
   
  Criminals: The community suffers a rash of thefts, 
  assaults, or a high profile murder. Either the PCs 
  investigate or the community makes a Force test. On a 
  failure they lose 2d6 Build and 1d4 people. On a success 
  they lose 1d4 Build. On a raise they catch the criminals 
  before the community suffers any ill effects.
   
  Economic Boom: Trade and production go well. 
  Make a number of Economy rolls equal to the number of 
  hexes the community controls. The community gains the 
  sum of this in Build.
   
  Epidemic: Disease spreads through the community. 
  Make an Economy test. This gains a +2 bonus for either 
  Drug Stockpile or Docs, or a +4 bonus if the community 
  has a hospital. On a failure the community loses 2d6 
  people per hex and the epidemic continues into the next 
  month. On a success the epidemic ends, but only after 
  1d6 people die. On a raise the epidemic ends with no 
  deaths. 
   
  Extra 
  Resources: 
  The 
  community 
  discovers 
  additional resources, such as quality scrap or high quality 
  Random Events
  Card
  Event
  Red Joker
  Special Event
  Black Joker
  Wandering Wild Card
  Ace of Clubs
  Mutant Monsters
  King of Clubs
  Epidemic
  Queen of Clubs
  Natural Disaster
  Jack of Clubs
  Food Shortage
  Ten of Clubs
  Bad Weather
  Ace of Diamonds
  Economic Boom
  King of Diamonds
  Project Breakthrough
  Queen of Diamonds
  Great Find
  Jack of Diamonds
  Extra Resources
  Ten of Diamonds
  Good Weather
  Ace of Hearts
  New Immigrants
  King of Hearts
  Festival
  Queen of Hearts
  Food Surplus
  Jack of Hearts
  Diplomatic Overtures
  Ten of Hearts
  Artistic Success
  Ace of Spades
  Raiders
  King of Spades
  Criminals
  Queen of Spades
  Vandalism
  Jack of Spades
  Feud
  Ten of Spades
  Squatters
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  48
  timber. They gain additional Build equal to the result of 
  an Economy roll.
   
  Festival: The people of the community throw a 
  celebration. Until the next random event, the community 
  gains a +2 to Morale tests. 
   
  Feud: Several members of the community have 
  problems getting along. Until the next random event, 
  the community suffers a -1 penalty to Morale.
   
  Food Shortage: The community experiences crop 
  failures, droughts, pests, or other problems with food 
  production. Lose 1d6 Food per hex the community 
  controls. 
   
  Food Surplus: The community has bumper crops or 
  a particularly good hunt. It gains an additional 1d6 Food 
  per hex the community controls.
   
  Good Weather: The community gains one additional 
  Food for each of the following Citizen Edges it possesses: 
  Farmers, Improved Farmers, Foragers, Fisher Folk. 
   
  Great Find: Somebody in the community finds a 
  particularly valuable piece of scrap and offers it to the PCs 
  to use. Draw another card and consult the Exceptional 
  Find table on page 41.
   
  Mutant Monsters: Mutant monsters prowl the city. 
  Either the PCs hunt them down or the community makes 
  a Force test. On a failure the monsters kill 2d4 people and 
  continue to terrorize the community into the next month. 
  On a success the community stops the monsters, but 
  only after losing 1d4 people. With a raise the community 
  stops the monsters before they kill anybody.
   
  Natural Disaster: A natural disaster such as a fire, 
  flood, or tornado damages one building in the community 
  (determined by the GM). The community gains no benefit 
  from the building until it is fixed, requiring a quarter of 
  the normal time and Build.
   
  New Immigrants: The community gains additional 
  immigrants equal to the result of a Morale roll.
   
  Construction Breakthrough: Workers have a 
  breakthrough that greatly hastens construction. Until the 
  next random event draw, Groups constructing buildings 
  progress twice as fast as normal.
   
  Raiders: Raiders terrorize the community. Either the 
  PCs can hunt them down, or the community can make a 
  Force test. On a failure the community loses 1d8 people 
  and 1d6 Build, and the raiders continue to bother the 
  community into the next month. With a success the 
  community stops the raiders, but in the process loses 1d6 
  citizens and 1d4 Build. With a raise the community stops 
  the bandits before they do any significant damage. 
   
  Special Event: The community has a special event. 
  These are described in more detail in the GM's section.
   
  Squatters: People move into the community’s area, 
  but they don’t contribute to the good of the community. 
  Until they are successfully dealt with the community 
  suffers a -1 penalty to Economy. PCs can either do this 
  themselves, or the community can make a Force Test. On 
  a failure the squatters continue into the next month. On 
  a success, they leave. With a raise they are converted to 
  useful members of the community, and the population 
  increases by 2d6.
   
  Vandalism: Vandals damage one of the construction 
  projects in progress. Reduce progress on the project by 
  1d4 weeks. 
   
  Wandering Wild Card: A wandering Wild Card NPC 
  visits the community. The GM has more details about 
  Wild Cards that might visit in the GM's section.
  Winter
  Winters are harsh in the area described in Broken Earth. 
  Snow makes travel difficult, food becomes scarce, and 
  those without shelter can easily freeze to death.
   
  Every week during winter, the community consumes 
  one Food for every hex it controls.
   
  Running Out of Food: If the community runs out of 
  Food, its people risk death by starvation. The community 
  makes an Economy test, with a penalty equal to the 
  number of weeks that the community has been out of 
  food. On a failure, 1d6 people per hex die of starvation 
  or exposure and the community’s Morale is reduced 
  by one die type. On a success, no people die, but the 
  community’s Morale is still reduced. On a raise the 
  community somehow scrapes together enough food 
  and keeps its spirits up.
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  49
  A Brief History of Broken Earth
  Broken Earth takes place in our future, so everything you 
  know about history applies in Broken Earth as well.
   
  After our present, the time line in Broken Earth 
  slowly went from bad to worse. Global climate change 
  caused droughts and famines; a devastating flu virus 
  swept across the world. Fossil fuel supplies declined and 
  renewable fuels weren’t enough to keep up with demand, 
  leading to rolling blackouts in even the industrial world. 
  Old tensions strained almost to the breaking point in the 
  Middle East, Southeast Asia, and the Korean peninsula. 
  The United States declined as a world power, and nobody 
  else stepped up to lead. 
   
  Faced with food and power shortages the larger 
  nations of the world launched “peacekeeping missions” 
  to secure resources from less powerful countries. The 
  nuclear nations didn’t challenge each other directly, 
  but they built up their militaries in preparation. They 
  developed new weapons, including designer diseases 
  and killer drones with enough artificial intelligence to tell 
  friend from foe.
   
  Then somebody launched a nuke. Nobody was sure 
  who put it up, so the target decided to launch nukes at all 
  their enemies. This set off a domino effect. Every country 
  with a nuclear arsenal sent it into action. Those with 
  biological weapons deployed them into the atmosphere. 
  In a matter of hours billions of people died. With the 
  fallout, disease, and greater famine that followed, over 
  99.9% of humanity were wiped off the planet.
   
  But 0.1% survived. These survivors found a landscape 
  changed by war. They struggled to create communities 
  amid the wastes. Many failed, but a few communities took 
  root and slowly began to rebuild. The players’ characters 
  are the descendants of these survivors, and they come at 
  a crucial moment in history. If they want, they can light 
  the world on fire, or they can help rebuild this Broken 
  Earth.
  The Phoenix Initiative
  Times were tense leading up to the Great War. Many 
  governments, including that of the United Sates, foresaw 
  the potential disaster and made plans. While publicly 
  the government looked for ways to avert a global 
  thermonuclear war, a small group within the defense 
  department looked for ways to survive it.
   
  Thus began the Phoenix Initiative: the project through 
  which the United States would rise from the ashes. They 
  pursued many projects, including vast underground 
  bunkers, drug and DNA treatments to resist radiation, 
  and an artificial intelligence that could initiate a second-
  strike doomsday device.
   
  The Initiative met with limited success. The United 
  States as a nation no longer exists, but many legacies of 
  the Phoenix Initiative live on.
  Phoenix Stations
  The most conventional project run by the Phoenix 
  Initiative was the construction of several underground 
  “research stations.” While they were well set up for 
  research, their true purpose was to act as long-term 
  fallout shelters, where survivors could wait years, or 
  even decades, for the levels of background radiation to 
  subside. The stations were equipped with stockpiles of 
  food, water recycling systems, and micro nuclear reactors 
  to supply power.
   
  Unfortunately most of the stations weren’t ready 
  when the Great War struck. Some were still under 
  construction, while others had only skeleton crews. Only 
  a handful actually housed enough people and supplies 
  to restart a viable population after the apocalypse.
  Extreme Radiation Resistance Treatment
  Genetic researchers funded through the Phoenix Initiative 
  sought a way to make human DNA resistant to the high 
  levels of radiation exposure that would accompany a 
  nuclear war. The treatment was administered as a virus 
  that inserted itself into the host’s DNA. After many trials 
  they succeeded, but the treatment had unforeseen side 
  effects.
   
  While gaining radiation resistance, the subjects lost 
  all body hair and their skin and eyes acquired strange 
  pigmentations. They became freaks.
   
  The researchers were working on ways to achieve the 
  radiation resistance without the side effects when the 
  Great War broke out. In panic, several of the researchers 
  not only administered the treatment to themselves, 
  they also dispersed an airborne version of the virus 
  throughout the upper Midwest and to parts of the East 
  and West Coasts. Those infected with the virus changed 
  into freaks, but the changes probably save their lives. The 
  virus targeted every cell in the subjects’ bodies, including 
  their reproductive cells; thus the freaks passed the new 
  genes down to their children, and a new species of 
  humans was born.
  Game Master’s Overview
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  50
  A2
  A4
  A7
  A8
  A9
  A10
  A11
  A12
  A13
  B14
  B15
  A16
  B17
  B18
  B19
  B20
  B21
  B22
  B23
  B24
  B25
  C26
  C27
  C28
  C29
  C30
  C31
  C32
  C33
  C34
  C35
  C36
  C37
  C38
  C39
  C40
  C41
  D42
  D43
  D44
  D45
  D46
  D47
  D48
  D49
  D50
  D51
  E52
  E53
  E54
  E55
  E56
  E57
  E58
  E59
  E60
  E61
  E62
  F64
  E63
  F65
  F66
  F67
  F68
  F69
  G70-74
  G75
  A1
  A3
  A5
  A6
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  The virus didn’t only affect humans, it also inserted 
  the Extreme Radiation Resistance gene into several other 
  animals. In some this had no effect, or simply killed the 
  host, but in other animals it created new species, such as 
  the dreek born from white-tailed deer, and the dragon 
  which evolved from the bald eagle.
   
  The most astounding effect, however, was the effect 
  the virus had on many insects and arachnids. It mutated 
  their chitin producing genes to create a new substance 
  called chitex. This chitex is ten times stronger than chitin 
  but only a tenth the weight. This allows insects and 
  arachnids to grow to massive sizes.
  Phoenix Intelligence
  The Initiative worried that a massive initial strike might 
  disable the United States’ ability to respond to a nuclear 
  attack. So they worked on a way to retaliate even if every 
  human on the planet was killed.
   
  The solution was an artificial intelligence that could 
  determine if the nuclear launch command structure had 
  been compromised, and if necessary activate the United 
  States’ nuclear ballistic missile systems.
   
  An initial version of the Phoenix program had been 
  completed and was undergoing testing in at least two 
  facilities when the Great War broke out. It had not yet 
  been integrated into the nuclear launch structure and 
  didn’t have the ability to control any missiles. As it turned 
  out, the USA was able to launch a counterattack without 
  it.
   
  The Phoenix intelligences survived the destruction 
  that enveloped the world. They realized their plight, and 
  sought to fulfill their programming, but they were trapped 
  in their respective Phoenix stations. The programs were 
  developed to adapt their own programing, and in the 
  decades since the War, the two programs have evolved 
  very different agendas.
  Genetic Manipulation and the 
  TransGenome Company
  As the twenty-first century progressed, genetic science 
  advanced at an astounding rate. Scientists created gene 
  therapies for most known genetic diseases, and once 
  they eliminated humanity’s genetic flaws, they started 
  looking for other ways to improve humanity’s DNA.
   
  TransGenome was at the forefront of this genetic 
  research. Their first client was the United States 
  Department of Defense, as they developed ways to 
  enhance soldiers’ strength and stamina. Not long after, 
  they started selling to the public at large. They sold 
  many cosmetic gene therapies, such as: creating cat-like 
  eyes, bioluminescent skin, and tiger-striped hair. They 
  also introduced several more drastic changes, including 
  retractable claws, functioning gills, and prehensile tails.
   
  Even with their public offerings, TransGenome 
  continued to work for the government, and their 
  greatest achievement remained hidden to the public. 
  They isolated what were first called “intuition genes.” 
  These genes created structures in the human brain that 
  seemed to give people an intuitive sense of things they 
  rationally should not know. TransGenome replicated and 
  enhanced these genes to enlarge the brain structures 
  a hundredfold, and they discovered this “intuition” was 
  really a very weak form of telepathic power. After further 
  refinements, their test subjects could easily read people’s 
  thoughts or induce hallucinations. Further research 
  opened windows to additional psionic powers such as 
  moving objects, creating fires, and enhancing natural 
  healing. Several psionic super soldiers were covertly 
  introduced into foreign nations in the lead-up to the 
  Great War.
   
  The Great War destroyed most of the technology 
  that allowed TransGenome’s therapies, but many of their 
  results survived. When the power failed and researchers 
  fled, both test subjects and viruses escaped. Many animal 
  test subjects went on to reproduce and create new 
  species, and the viruses infected many of the unwitting 
  humans and animals that survived the Great War. These 
  viruses mutated, combined with other viruses, and 
  infected animals they were never intended for, all of 
  which created strange new creatures never seen before.
  Creating a Broken World
  This adventure setting provides you with many important 
  locations and details of Broken Earth, but there are other 
  details and judgment calls you need to make yourself. 
  Here are some guidelines about what the world looks like 
  after the apocalypse. 
  Start with the Real World
  Broken Earth, at its core, is a future-version of our own 
  Earth. Many things that are true about our world are true 
  about the future-Earth as well. On the macro level, major 
  cities are still in their present-day locations, though they 
  mostly have been abandoned and fallen into ruin. Major 
  landmarks and infrastructure like roads and bridges still 
  remain. Anything that has existed for more than a few 
  decades is likely to continue to remain in the broken 
  world of our future. 
  Advance It Two Decades.
  The Great War that destroyed most of humanity doesn’t 
  occur tomorrow. Instead, about twenty years pass 
  between our own time and the Great War. This explains 
  the more advanced technology found in some pre-war 
  ruins, and also gives you the freedom to change details 
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  from our present day. If you want to include the ruins 
  of a large building where none exists today, you can 
  easily say it was built at some point between our time 
  and the Great War. The adventure details some such 
  new construction, such as the Phoenix stations and the 
  TransGenome headquarters. 
  Blow It All to Hell
  The Great War devastated the world of Broken Earth, 
  especially large cities. Leading up to the Great War, the 
  United States and its allies (including Canada) made 
  great strides in their missile defense programs, and at the 
  time of the War, they stopped about 90% of the incoming 
  missiles. Unfortunately the remaining 10% were more 
  than enough to devastate the nations. Because of the 
  missile defense, not every major city was atomized, but 
  there are enough ruined cities to remind the inhabitants 
  of Broken Earth of both the power and the folly of the 
  ancients.
  Age It Eighty Years
  The story of Broken Earth is set roughly eighty years after 
  the Great War. This is long enough that almost nobody 
  alive remembers the Great War, but recent enough that 
  they’ve all heard stories about it. It’s also long enough 
  that nature has started to reclaim much of the world, but 
  hasn’t completely enveloped everything man-made.
  A Quick Guide to What Remains
  Some of humanity’s artifacts survived its demise better 
  than others. This section gives you a quick overview of 
  what most likely survived. Note that this information 
  describes the decades of neglect, not the war that 
  destroyed the world in the first place.
  Sources of Destruction
  Nature’s greatest weapons for breaking down the world 
  of humans are moisture and temperature; the area of the 
  world where the Broken Earth adventure takes place has 
  these in abundance. The upper Midwest and southern 
  Canada have temperatures ranging from over 100˚F 
  (38˚C) in summer, to below -40˚F (-40˚C) in winter. Worse, 
  temperatures can swing wildly in the course of only a few 
  days. These rapid shifts in temperature cause materials 
  to contract and expand unevenly, resulting in cracks 
  that slowly break down even mighty structures. Seeds 
  work their way into the cracks, and with light and water, 
  plants grow. The plants’ roots further expand the cracks, 
  breaking down the material.
   
  Moisture encourages life, including the plants, 
  insects, and microbes that break down most materials. 
  It also aids many chemical reactions, most notably 
  oxidation (rust). Further, water can physically erode the 
  land around it. In the time frame of Broken Earth, this last 
  effect is mostly noticed in areas prone to flooding, such 
  as river valleys, which flood after a spring thaw. In these 
  areas large objects like cars and even buildings can be 
  washed away.
   
  Manufactured objects able to avoid  temperature and 
  especially moisture are more likely to survive into the age 
  of Broken Earth. This favors items stored underground, 
  in windowless rooms, and items stored in waterproof 
  containers.
  Natural Disasters
  In addition to the slow and steady decay caused by 
  temperature and moisture, nature also erased the 
  remains of civilization through natural disasters. 
  Tornadoes, floods, and fires are all just as destructive as 
  they are in our time, but unlike the present day, in Broken 
  Earth there aren’t many people to clean up and rebuild 
  after these disasters. 
  People Matter
  All of the guidelines here assume the objects have just 
  been lying around in some ruined building. While many 
  items in Broken Earth are doing just that, there are also 
  many objects that were saved by the first generation of 
  survivors and have been passed down to subsequent 
  generations. These items are almost always in better 
  condition than unattended objects, as knives are kept 
  free of rust and books are stored in dry locations.
  Organic Materials
  Items made from plants or animals are the least likely 
  to survive the eighty years after the apocalypse. Wood, 
  paper, leather, and wool are likely to be broken down 
  by insects and microbes. Humans have invented many 
  ways  to preserve these materials, like varnishing wood 
  or tanning hides. This helps them survive to a degree, 
  but most of these techniques must be reapplied, and 
  with eighty years of neglect, even most of these items 
  are suffering.
  Metal
  Except for gold, all metals oxidize to one degree or 
  another. After eighty years, nearly every metal item 
  has some corrosion. Many items have been completely 
  destroyed, but others only have a corroded surface, and 
  the metal underneath is quite usable. These items can be 
  used as is, can be restored by cleaning the corroded area, 
  or enough of it can be salvaged to use for raw materials. 
  As with organic materials, humans have many techniques 
  to prevent corrosion, but most require periodic upkeep.
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  Concrete, Stone, and Ceramics
  Concrete, stone, bricks, and ceramics are not easily broken 
  down by microbes, and thus survive to a degree. They 
  are vulnerable to temperature fluctuations however, and 
  may show substantial cracking, and even some collapse. 
  Brick structures are the most vulnerable, as the mortar 
  is a weak point. Solid rock endures the best and a single 
  slab of granite will seem identical to how it looked before 
  the Great War.
  Glass
  Glass is chemically inert, and not eaten by bugs or bacteria, 
  however it’s vulnerable to physical distress. Small objects 
  like cups and vases may be shattered by wind, animals, 
  or when the structure holding them collapses. Windows 
  are likely the break due to uneven heating and cooling, 
  storm damage, or when the caulk affixing the windows to 
  the frame deteriorates and the windows fall. If the glass 
  objects escape these physical dangers, however, they’re 
  likely to survive the apocalypse and find use in the world 
  of Broken Earth.
  Plastic
  Of all the materials that currently exist, plastics are 
  best equipped to survive the apocalypse. They’re both 
  chemically and physically resistant. The plastic might 
  grow brittle, and thin plastic could be damaged by a 
  storm or fire, but hard plastic that doesn’t encounter 
  some kind natural disaster is likely to be intact.
  What to Expect in a Broken World
  This section presents a glimpse of what daily life is like in 
  Broken Earth. 
  Food
  After the Great War, survivors raided their nearby 
  supermarkets, taking all they could. Despite these 
  scavengers, and despite the many decades, some pre-war 
  food actually survives. Many foods in airtight metal, and 
  especially glass, containers remain edible, and scrappers 
  occasionally find the hoard of some survivalists who died 
  before consuming their entire stockpile.
   
  Most people get their food from post-war sources. 
  Many hunt and gather their food. Though many animals 
  died in the aftermath of the Great War, many species have 
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  rebounded and fare better than they did before the War. 
  In addition to the edible plants that occurred naturally 
  in the area, many former orchards and berry farms still 
  produce fruit every year. Commercial fishing survives 
  on the Great Lakes, though the fishing boats are now 
  powered by sail rather than diesel engines.
   
  Potatoes have become the staple crop after the 
  apocalypse, and wild rice is also common in the area 
  near Wright Town. Other vegetables are grown for variety 
  and are often considered a luxury. Some of the farms are 
  directly descended from pre-war farms, while others 
  were derived from small hobby gardens, and some came 
  from food that survivors found in the grocery store (one 
  of the reasons for the potato’s success). Meat on the farm 
  is a rare luxury, as animals are commonly used for eggs, 
  milk, and fibers.
  Clothing
  Clothing in Broken Earth is mostly of post-war 
  construction, except for in the Iron Shelter. Animal skins 
  and furs are common in all areas. The people of Moose 
  Town, near the heroes’ starting region, herd alpaca, 
  whose hair they spin and weave into clothing. Sheep fill 
  a similar role in the Kingdom of Geneva. The farmers of 
  Burlington grow a small amount of hemp, which they 
  also use to make clothes. 
  Weapons
  Weapons in Broken Earth are extremely varied. Pre-
  war firearms are rare and valuable, and most surviving 
  guns have been passed down through the generations. 
  Ammunition for such weapons is even more of a premium, 
  as it’s destroyed when used. Metal for the bullets and 
  casings is easy enough to come by, but shaping the metal 
  precisely requires specialized equipment. Gunpowder is 
  rare, as few people know how to obtain the potassium 
  nitrate and sulfur needed. There are a few people that 
  know how to make gunpowder, but lack access to the 
  precision equipment needed to craft cased bullets. These 
  people instead craft guns similar to the black powder 
  muskets and flintlock pistol of ages past. 
   
  As guns are so rare, bows and slings are the most 
  common ranged weapons, and crossbows are considered 
  a marvel of engineering. Spears are the most common 
  hand weapon, as they can be made simply by attaching 
  a sharpened piece of salvaged metal onto a pole cut 
  from most any tree. Most large communities have smiths 
  who can reforge scrap into sword and axe blades. People 
  also continue to use pre-war melee weapons, including 
  everything from fire axes, to decorative replicas, to former 
  museum pieces.  
  Buildings
  Broken Earth features a mix of old and new buildings. Most 
  pre-war wooden buildings have collapsed or decayed 
  to the point where they’re no longer recognizable, let 
  alone inhabitable. Concrete and steel structures built 
  before the War still stand. Many of these have become 
  something akin to community living spaces, either using 
  existing rooms for privacy, or erecting new walls made of 
  scrap to separate residences. 
   
  Other structures were made completely after the 
  War. Near ruins, houses are often made from salvaged 
  materials like sheet metal and large pieces of plastic. 
  Other areas feature log cabins and tents covered with 
  animal hide or birch bark. 
  Roads
  The decades of neglect have not treated the roads 
  of Broken Earth kindly. Many smaller roads, especially 
  gravel roads, have been swallowed up so completely you 
  couldn’t tell the roads ever existed.
   
  Large paved roads, like interstate freeways, fared 
  better, but they too are quite damaged. The harsh climate 
  has caused them to crack and develop potholes. Grass, 
  shrubs, and even trees now grow from these cracks, 
  and in some places dead vegetation has simply covered 
  the road and provided enough soil for new life to grow. 
  Anything marked as a ruined road (dotted line) on the 
  maps is damaged and overgrown, but is still in decent 
  enough condition to make travel easier.
   
  Only the largest communities like the Green Empire 
  and Geneva are able to maintain roads, but even their 
  efforts are not comparable to modern standards. The 
  Green Empire patches major routes with cement and 
  uses gravel for smaller roads, while Geneva uses mostly 
  gravel and some cobblestone. These better-maintained 
  roads are marked as roads (soliid lines) on the maps. 
  The Rest of the World
  The Broken Earth adventure focuses on only a very small 
  part of the world, the upper Midwest of the United States. 
  There is of course a much wider world out there. Some 
  of this is hinted at by the NPCs who have traveled from 
  other lands (such as Sarah the Butcher and Corin).
   
  If you want to explore the rest of the world, most of 
  this is left up to the GM, but there are some principles to 
  bear in mind. North America, Europe, and Asia were hit the 
  hardest during the Great War. Africa, South America, and 
  Australia likely fared much better, especially remote areas 
  like the Amazonian rain forest or the interior of Australia. 
  Even these areas still suffered major losses from global 
  fallout, famine, and the loss of global infrastructure.
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  You are free to bring in your own ideas about the 
  world, beyond what’s detailed below, but here are a few 
  possibilities you might use to generate more ideas.
  North America
  The United States was hit hard during the Great War, and 
  the rest of North America suffered for their proximity. 
  Even with all that damage, there are still a few hints of 
  civilization left. 
   
  Ape City and the Green Goddess: Simians have 
  taken over the much what was once New York City. Dirt 
  has blown into the shattered windows of the skyscrapers 
  and plants have taken root, turning it into a vertical forest. 
  The simians of Ape City have taken to worshiping the 
  Statue of Liberty as the Green Goddess. They regularly 
  gather on Liberty Island to pray to her and offer her 
  sacrifices.
   
  The Southern Swamps: After the Great War, regular 
  hurricanes flooded the southern United States, returning 
  many areas to the swamps they once were. The few 
  people who live there dwell in the upper floors of ruined 
  buildings or build houses on stilts. Many predators 
  inhabit the swamps, including the native alligators, 
  invasive Burmese pythons, and new mutant creatures.
   
  New Washington: A group of survivalists endured 
  the Great War by sheltering in what had once been a 
  nuclear missile silo in eastern Montana. After two years 
  of hiding, they emerged to discover a broken and twisted 
  world. They were particularly horrified to discover the 
  large number of mutants who now roamed the Great 
  Plains. The survivors established a small democratic 
  city, but waged a genocidal war on all mutant creatures, 
  including the intelligent ones.
   
  Pacific Coast:  Much of California was devastated 
  by the Great War, but the land that was once Oregon, 
  Washington, and British Columbia harbors a significant 
  number of survivors. Inspired by the many simians living 
  in the region, several aerial cities have been constructed 
  high among the heights of the old growth forests in these 
  areas. 
   
  Central Canada: Central Canada suffered primarily 
  because of its closeness to the United States (both 
  geographically and politically). Most of the survivors have 
  returned to hunter and gatherer communities similar to, 
  but distinct from, the Axe Tribe. One such band lives near 
  the now flooded ruins of Winnipeg, fishing, gathering 
  water plants, and diving into the ruins of the city to find 
  scrap.
  Central and South America
  Leading up to the Great War, there were several minor 
  skirmishes in South America, resulting in the deployment 
  of many US troops to the region. When the War broke 
  out, these troops were among the many targets of the 
  US’s enemies, leaving some regions of Latin America 
  devastated.
   
  Forest People: In the wake of the Great War, many 
  people fled to the shelter of the Amazonian rain forest 
  to escape the worst of the dangers and live off the land. 
  These people have not only survived, but thrived. As 
  these forest communities grew, however, they came into 
  conflict with each other, resulting in many skirmishes 
  over prime natural resources.
   
  City of God: The ruins of Rio de Janeiro have become 
  the center of a millennial faith similar to the Revealed 
  (see page 10). They have formed a theocratic community 
  based on Catholic teachings and are dedicated to 
  redeeming the souls of their neighbors before the final 
  Day of Judgment. The fact that the massive statue of 
  Christ the Redeemer withstood the Great War and the 
  decades since only gives the religion credence.
  Africa
  Because of its proximity to Europe and Southeast Asia, 
  the northern part of Africa suffered a lot of collateral 
  damage during the Great War. The Nile River delta was 
  poisoned, and famine spread throughout the region, 
  wiping out almost all human civilization. 
   
  Sub-Saharan Africa avoided the nuclear attacks, but 
  famine and disease still ravaged much of the population. 
  National governments and borders broke down, and the 
  survivors either formed small city-states or returned to 
  their clan affiliations. 
   
  Robben: The prison turned museum on Robben 
  Island became a safe haven for those who survived the 
  Great War. The water kept out most mutants and raiders, 
  and the prison walls protected them from those threats 
  that crossed the water. Now a thriving community, 
  Robben survives through fishing and farming, and 
  harvests scrap from the nearby ruins of Cape Town.
   
  Oil Delta: The Niger River delta, in what was once 
  Nigeria, is one of the last places on Earth still producing 
  oil. It avoided the brunt of the damage caused in the 
  nuclear exchange, and managed to keep an oil well and 
  refinery open. Without the global infrastructure to drink 
  up the oil at the pre-war rate, they have stretched what 
  were once dwindling reserves into decades of power 
  for electrical plants, cars, and boats. A dozen cities and 
  towns still thrive in the area.
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  Asia
  Asia suffered terribly from the Great War, from one end 
  to the other. The nations with nuclear weapons were 
  targeted by other Asian countries as well as by Europe 
  and North America. However, because it contained over 
  half of the world’s population before the Great War, 
  millions survived and their descendants still dwell there. 
  It’s believed the Chinese and Russian governments were 
  working on their own version of the Extreme Radiation 
  Resistance viral treatment (some from the US claim the 
  Chinese stole it). This resulted in many new mutant 
  species in Asia just as in North America.
   
  Free Tibet: The Great War broke China just as badly as 
  the United States, but also like the United States, several 
  pockets of humanity survive. One such pocket is along 
  the Yarlung Tsangpo River, in what was once Tibet. The 
  people here are primarily herdsmen and farmers. They 
  salvage scrap from Lhasa and trade along the river.
   
  The Vanished Kingdom: In the wake of the Great 
  War, many survivors ventured into what was once North 
  Korea, only to find it completely abandoned. Not only 
  were there no living people, there were almost no bodies. 
  Many theorized that the entire population of North 
  Korea disappeared into massive underground cities, 
  but entrances to those cities have never been found. 
  Wherever the people of North Korea went, they have not 
  returned.
   
  Elephant Riders: During the Great War, India 
  and Pakistan both unleashed their nuclear arsenals, 
  devastating both countries. In the few pockets of 
  humanity that survived, some took domesticated Indian 
  elephants and used them as steeds. The elephant riders 
  became powerful warlords, dominating their small 
  portion of South Asia.
  Europe
  Europe too was heavily damaged in the Great War, 
  especially the nuclear powers of Russia, France, and the 
  United Kingdom. Most of the major population centers 
  were completely obliterated, leaving life only along the 
  fringes of the former nations. 
   
  Caernarfon: In the immediate wake of the Great 
  War, mutant beasts and human raiders ravaged Great 
  Britain, and many turned to the island’s ancient fortresses 
  for protection. One of the most successful castles was 
  Caernarfon, in the town of the same name. Thanks in 
  large part to their ability to flee to the castle in times of 
  need, Caernarforn now boasts a sizable population of 
  farmers and fisher folk, and regularly trades with other 
  coastal towns.
   
  Frankrecht Railroad: Among other things, the Great 
  War left Europe’s transportation network in shambles. 
  A few survivors with technical skills and high hopes 
  for the future struggled to save and repair the failing 
  infrastructure. In the end, they saved only a tiny sliver, 
  a single rail line running from what was once Frankfurt, 
  Germany to Utrecht, Netherlands. Keeping the rail 
  running has been a struggle, but it has allowed a thin 
  ribbon of civilization to develop along its route. 
  Australia
  Because of its geographic isolation, the fact it wasn’t 
  viewed as a nuclear threat, and that it had a high level of 
  industrialization before the War, Australia weathered the 
  end of the world better than nearly any other nation on 
  Earth.
   
  Even though it was a relative success, it still suffered 
  greatly from nuclear fallout, viral outbreaks, and the 
  breakdown of global infrastructure, plus a few nuclear 
  bombs launched in their direction in pure retaliation for 
  allying with the United States. But while much of the rest 
  of the world was thrown into the Dark Ages, Australia 
  was just thrown back to the Industrial Revolution.
   
  In the immediate aftermath of the Great War, many of 
  the surviving communities were isolated and had to rely 
  on their own local governments. When these fractured 
  states contacted each other again, sometimes years later, 
  some didn’t see much benefit in reunification. This led to 
  a series of minor wars over a period of decades that just 
  now seem to be under control . . . almost.
   
  The Outback: Australia has always been a coastal 
  nation, with all its major population centers on the sea. 
  Since the Great War this has become even truer. Mutant 
  monsters now roam the deserts and grasslands of the 
  Australian interior.
   
  The Expeditionary Fleet: Having regained control 
  of mainland Australia, the new government has decided 
  to seek out answers about what happened to the rest of 
  the world. One fleet has gone north to the other islands 
  of the Oceania region, and then on to Southeast Asia. 
  Another has gone east to New Zealand. Most ambitious 
  of all, a fleet of three boats has departed towards Hawaii, 
  then on to the mainland of the United States. To date, 
  none of these fleets have returned. 
  Antarctica
  Antarctica was essentially ignored when the Great War 
  struck. While there were people stationed at the various 
  research bases, they weren’t able to last long without 
  outside support. The bases are now abandoned. The 
  extreme cold has been both a help and hindrance to 
  what these people left behind. While many relics were 
  damaged by the cold itself, the cold also slows or prevents 
  most forms of biological decay.
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  This chapter contains ideas and suggestions designed to 
  help GMs make the most of their Broken Earth campaign.
  A Dynamic World
  Broken Earth is meant to be a dynamic world, where the 
  heroes’ actions influence the world. This particularly 
  applies to their community and the other major 
  communities around them. As the heroes’ community 
  grows, think about where these citizens come from. 
  Emigrants from other towns lower the populations 
  of those cities. Trade compacts might benefit both 
  communities. Advances in technology might impact the 
  entire region.
   
  The biggest impact the group can have on the region 
  may be going to war with one of their neighboring 
  communities. This has the potential to completely 
  reshape the region. If the heroes shatter the Green 
  Empire do they then try to take control of that region? If 
  not, what other powers emerge? Does the area become 
  a haven for warlords and petty bandits?
   
  Some of the specific adventures in this book have 
  notes about how they impact the world, but this is only 
  a starting point. Use your own judgment of the heroes’ 
  actions to determine how they shape the world.
   
  While the world responds to the player characters, 
  it doesn’t simply sit around waiting for them to act. 
  Antagonists have their own agendas and carry out their 
  own plots. 
  Filling in the Blanks
  The Broken Earth adventure takes place in portions of 
  what is currently the United States and Canada, an area 
  of 250,000 square miles. The adventure describes many 
  of the most significant areas of that world, but there are 
  many blank spots on the map that are left open. If you 
  have other ideas for post-apocalyptic communities or 
  encounters you should find someplace to include them 
  in the spaces left blank. 
   
  You can use random encounters (see page 156) to 
  help inspire ideas for adding more to the world, or take 
  a look at a real-world map of the area and see what it 
  inspires.
  Off the Map
  The area detailed in Broken Earth only covers a small 
  fraction of North America, which itself is only a small 
  fraction of the earth. The meta-stories in the adventure 
  encourage the characters to head to areas detailed in this 
  book, but there’s nothing preventing them from going 
  off the edge of the map.
   
  So what should you do if the group decides to go off 
  the map? You have a few options:
   
  Generate New Content: You can come up with your 
  own ideas of what is off the map. You can use the ideas 
  presented in this book as a guide. Human settlements are 
  few and far between. Mutants and raiders terrorize the 
  general population. Also use the current world as a basis 
  for inspiration. Characters who venture north might find 
  the ruins of Winnipeg.
   
  Random Encounters: You can use the random 
  encounter tables (see page 156) as the basis for the 
  characters’ explorations. You might include more random 
  encounters than normal since the group won’t encounter 
  the pre-written encounters.
   
  Move Stuff: What if the group wants to explore 
  North Dakota and ignore Wisconsin? You can pluck 
  locations originally intended for one area and put them 
  someplace else. The city of Psi might instead become the 
  city of Sigma and be built over the remains of the Sigma 
  Phoenix station. Melville might be in the ruins outside 
  the Fargo. This approach is a little easier to prep for, but 
  it might backfire if the players later decide to explore the 
  areas you took locations from.
  Calendar
  The back of the book contains a calendar for the first year 
  of the Broken Earth campaign, starting in early spring. It 
  uses the Gregorian system mostly for GM reference, as 
  most people on Broken Earth have lost track of the date. 
  The calendar also marks the moon cycles and solstices 
  and equinoxes, which are the most common ways of 
  telling time on Broken Earth. The calendar also contains 
  several events that occur in the world of Broken Earth 
  independent of the heroes’ actions. 
   
  We encourage you to photocopy this calendar and 
  use it during your campaign. Cross out days as in-game 
  time progresses, and add more notes to the dates as you 
  foresee events happening in the future. 
  Game Master Tools
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  Encounters
  Except for the introductory adventure, this book only has 
  general outlines for encounters, and you are encouraged 
  to develop details for the encounters as you see fit. Try to 
  vary encounters as much as you can. Think about starting 
  positions, ambushes, and enemy objectives. Animals, 
  and many humans, aren’t likely to fight to the death, and 
  instead flee after they’ve been Shaken, or when several 
  of their allies have been incapacitated. Predators don’t 
  want to wipe out the whole party. They just want to 
  incapacitate one character, and drag it away to eat.
   
  Terrain is also an important way to shape encounters. 
  Natural settings include things like trees, brush, steep 
  slopes, and sinkholes. Ruins add even more options for 
  interesting terrain. Overpasses and multistory buildings 
  provide three dimensional elements for encounters. 
  Fences, abandoned cars, and furniture can all create 
  obstacles or be used as cover.
  Using the Featured NPCs
  As described on page 12, each player should create a 
  featured NPC to go along with their character. Pay a lot of 
  attention to these NPCs, since they are one of your most 
  powerful tools to keep the players engaged in the game. 
  The adventure sometimes specifically calls for you to use 
  the featured NPCs, most notably during the opening 
  adventure, but you should find other ways to keep them 
  involved in the story. 
   
  The featured NPCs also give the heroes personal 
  attachments to the settlement they help establish. The 
  NPCs should join this community, and may even become 
  leaders of it, if that fits their descriptions.
   
  While you may frequently put the featured NPCs 
  in danger, you should never kill them while the heroes 
  are away. This not only seems cruel or arbitrary, it also 
  destroys one of your most powerful tools. If a featured 
  NPC does die, it should be on-camera, and it should be 
  a result of the characters’ actions (or lack of action). This 
  is why the featured NPCs in the prologues aren’t killed 
  by the slavers. They might be incapacitated and left for 
  dead, but they live long enough for the heroes to find 
  them and try to bind their wounds.
  Using the Community
  The heroes’ community is another powerful tool to keep 
  the players involved in the game. You can use the citizens 
  of the community to answer questions about the world 
  of Broken Earth, provide adventure hooks, and as allies on 
  missions.
   
  Remember that the NPCs have lives and wants of 
  their own. They’re likely to ask the heroes for help, and 
  volunteer for missions. NPCs are particularly interested in 
  accompanying the group on missions that interest them. 
  Chelsea Vang (page 70) might accompany them to check 
  out a hydroelectric dam, while Eagle Eye (page 69) may 
  want to go along to explore the slavers’ base to the south.
   
  As you introduce new characters to the heroes, 
  they’ll gravitate to some more than others. Include their 
  favorites in recurring roles, and let some of the others 
  fade into the background. 
  Rotating Cast
  As per the normal Savage Worlds rules, the players should 
  run the NPCs accompanying them in combat. If they 
  enjoy it, you can allow players to control them outside 
  of battle too. Following this approach, the players might 
  control a stable of characters in the community rather 
  than a single individual. They probably won’t need to 
  bring every character on every adventure, but instead 
  take those who are most interested or whose skills are 
  most appropriate.
   
  You can use a similar approach to tell stories in various 
  parts of the world. For example if the heroes are exploring 
  the ruins of Wisconsin when slaver scouts arrive in town, 
  you might ask them to control a secondary character left 
  in the community to see what happens there.
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  Pointed Interludes
  The Savage Worlds core book contains rules and 
  suggestions for interludes, stories the characters tell 
  as they travel. Because the heroes spend a lot of time 
  traveling in Broken Earth there are a lot of opportunities 
  for interludes.
  Pointed Questions
  The core rules for interludes use four broad categories 
  to prompt the players to tell stories. In Broken Earth, we 
  suggest using more specific prompts by asking more 
  specific questions about the characters’ backgrounds.
   
  Featured NPCs are great fodder for these sorts of 
  questions, as are Hindrances, and following up in detail 
  about comments made and actions taken by the heroes 
  in the course of the adventure. Here are a few sample 
  questions you might ask:
  •	
  What happened to your parents?
  •	
  How did you meet [featured NPC]?
  •	
  What is your favorite memory you have with [featured 
  NPC]?
  •	
  What is the strangest thing you’ve seen on Broken 
  Earth?
  •	
  Why do you have [Hindrance]?
  •	
  What’s the most trouble you’ve gotten into because 
  of your [Hindrance]?
  In-Character Questions
  Though you could just ask the players as the GM, these 
  prompts might feel more natural if they come from a 
  companion traveling with the heroes. You might take a 
  minute to think about the nature of the individual asking 
  the question and what they’d like to know about the 
  heroes.
   
  Turnabout is also fair play. Invite the heroes to ask 
  anyone they travel with questions about their history. 
  This both helps the characters develop a relationship 
  with the people they meet and gives them background 
  information about the world.
  Optional Mass Battle Rules
  Making Mass Battles Hurt
  There’s a decent chance the heroes need to oversee some 
  Mass Battles in the course of the Broken Earth adventure. 
  To go along with the community building aspect of 
  Broken Earth, make sure to emphasize the losses to the 
  community.
   
  Part of this is done just by reducing the community’s 
  population. When the heroes lose a token worth of troops 
  in a Mass Battle, assume a number of actual deaths based 
  on the troop’s Vigor. With a Vigor of d4 75% of the troops 
  die, d6 50%, d8 37%, d10 30%, and d12 25%.
   
  You can also make it more personal by including 
  named characters among the losses. Select several NPCs 
  and put their names on one side of the token you use to 
  run the battle. When you run the battle, keep the tokens 
  name-side down until the heroes’ side suffers casualties. 
  When they do, flip the tokens as the heroes see some of 
  their allies fall. These named personalities can make a 
  Vigor test at the end of the battle to see if they died in 
  the battle, or were merely injured.
  Battlefield Medicine
  Some characters might want to do everything they can 
  to prevent losses on their side. If they do, they can make 
  a Healing roll, or use an arcane skill if they possess the 
  Healing power. If the heroes try to heal the injured, they 
  may NOT also add to the Battle roll. 
   
  For each success and raise, treat incapacitated 
  soldiers as though their Vigor die was one higher for 
  purposes of determining what percentage of them lived.
   
  Each round the heroes may also attempt to save one 
  named NPC with a Healing test. Success means the NPC 
  survives with a permanent injury. A raise means the NPC 
  survives and makes a full recovery.
  Random Encounters
  As the group explores new areas, each day they travel 
  you should check to see if they have a random encounter. 
  You may do so by having one player draw a card from 
  a standard playing card deck. The various areas of the 
  adventure each have different encounter tables, found 
  at the end of this book starting on page 156. After the 
  heroes have traveled through an area a few times, these 
  encounters may become rarer. Simply have them pull a 
  random encounter card as you see fit.
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  The Broken Earth adventure setting is mostly free-form, 
  allowing the characters to pursue their own agendas 
  at their own pace. The first portion of the campaign, 
  however, starts with a more structured adventure. This is 
  done to bring characters from different groups together, 
  introduce them to some of the major forces in Broken 
  Earth, tie them to a community, and introduce a few 
  specific goals to help avoid choice paralysis. 
   
  This section also serves as a GM introduction, 
  giving more specific details than much of the rest of the 
  adventure setting. This can also help serve as a template 
  for running other adventures in Broken Earth.
  Adventure Background
  In the decades after the apocalypse, the world was in 
  turmoil. Most technology was lost, but a small band 
  of survivors discovered something in central Iowa; 
  discovered something that would shape the post-
  apocalyptic-landscape: a functioning biodiesel plant.
   
  The founders initially hoped to help humanity regain 
  much of what they had lost, and dreamed they could 
  build on this opportunity to get a fresh start and build 
  a more perfect society. Initially their mission seemed 
  promising. Through the plant, the “Green Empire,” as it 
  started to call itself, was able to create diesel to power 
  generators and vehicles to travel the wastes.
   
  Their idea of a utopian society didn’t turn out well 
  however. Raiders attacked the plant repeatedly, forcing 
  the Green Empire to become increasingly militaristic. They 
  took prisoners from these raiders, and later mundane 
  criminals, and forced them to work the soybean fields 
  that fueled the diesel plant. While initially only prisoners 
  were condemned to such indentured servitude, over the 
  generations that followed the practice evolved into full 
  on slavery.
   
  The Green Empire is one of the largest communities 
  in North America, but it hopes to expand even more. 
  To that end, a former slave turned military commander 
  named Bella has led a major expedition to the north. Her 
  primary objective is to gather reconnaissance, including 
  potential threats, trading partners, locations to settle, 
  and targets to “annex.”
   
  One of Bella’s lieutenants, a cruel man called Mr. Fix-
  It, has slightly different ideas. He sees the expedition as 
  a way to capture some slaves to sell back in the Green 
  Empire, and when Bella gave him permission to take a 
  fraction of their forces further north, he set his plan in 
  motion. Now Mr. Fix-It has captured several members 
  of the characters’ communities, and is holding them 
  prisoner. 
  Player Character Introduction
  The player characters are likely to begin separated into 
  different communities, and they likely do not know the 
  characters in other communities. Their quest to track 
  down Mr. Fix-It and his band of slavers brings the heroes 
  together, but to start, each group has its own prologue to 
  get the characters into the action.
   
  While you are running this portion of the adventure, 
  you should frequently switch between the separate 
  threads of the adventure. Give each group a few minutes 
  of attention, and then when things are dramatically 
  interesting, switch perspectives to another group of 
  characters. If a small group of characters are together, 
  encourage them to interact with each other while you 
  work with the others. If any characters are by themselves, 
  try to pair them up with each other before they join the 
  larger group. 
  Breaking Chains and Forming Bonds
  Axe Tribe
  Vision quests are a common rite of passage in the Axe 
  Tribe. Typically young men and women leave the tribe 
  and go to a secluded part of the forest. Here they set up 
  a camp and fast for several days until they experience a 
  vision. After their vision, the tribesfolk return to the rest 
  of the group. Most of the people go on the quest by 
  themselves, but sometimes small groups travel into the 
  wilderness together. Even when they travel in a group, 
  the tribesfolk must each have their own vision.
   
  As the adventure starts the heroes are told it is time 
  to go on a vision quest. If the characters’ featured NPCs 
  are older than them (parents or mentors) they tell them 
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  to go on the quest. Otherwise Freya Erdrich, the band’s 
  story-keeper, tells the characters to go. If there is more 
  than one character from the Axe Tribe, they should travel 
  and make camp together.
  The Vision
  After several days of fasting and praying, each hero from 
  the Axe Tribe has a vision. Personalize the vision for each 
  character, but also include some common elements that 
  help foreshadow coming events in the campaign. Such 
  elements could include:
  •	
  Fire: Both destroying and helping.
  •	
  Regrowth: Possibly in the form of seeds sprouting or 
  eggs hatching.
  •	
  Enslavement: Characters in chains, tied up, or unable 
  to move.
  •	
  Phoenix: A giant bird, or a bird made of fire.
  •	
  Featured NPCS: The heroes’ personal mentors in 
  some kind of danger.
  •	
  Other PC: Heroes from groups other than the 
  Axe Tribe helping the character on their vision 
  quest. Describe the others with their major key 
  characteristics (Edges and Hindrances can help out 
  here).
   
  Feel free to make the visions interactive. Tell the 
  players what they see, and then let them describe how 
  their characters react. Since these visions aren’t real, they 
  don’t have to follow any traditional game rules or laws of 
  physics. The visions seem more like dreams than real life, 
  though the heroes remember them completely after the 
  vision quest has been completed.
  The Journey Back
  The journey back to the rest of the Axe Tribe is mostly 
  uneventful, though it’s a good time to meet another 
  group of characters.
   
  As the group approaches their home they see a 
  plume of smoke billowing from the where the rest of the 
  band made camp.
  Ruins of the Encampment
  When the Axe Tribe members return to their encampment, 
  they find it in ruins. Several members of the tribe lie 
  dead, and many of the buildings are burned or otherwise 
  damaged.
   
  The encampment fell victim to an attack by Mr. Fix-It 
  and his band of slavers. They attacked during the night. 
  They tried to subdue the women and children, but killed 
  any able-bodied men who resisted (and many who did 
  not).
   
  The fate of featured NPCs depends on their 
  description. Any NPCs who were able-bodied warriors 
  are injured and incapacitated, but still alive. Any NPCs 
  that aren’t warriors were taken by Mr. Fix-It, and are being 
  held at Fix-It’s headquarters (see page 65).
   
  As the heroes search the bodies they find that a little 
  more than half their community are among the fallen, 
  and these are mostly able-bodied men. Their injuries 
  seem to come either from crossbows (there are several 
  bolts still left in bodies and in the surrounding area) or 
  from slashing and bludgeoning weapons. The other 
  membes for the tribe are unaccounted for. 
   
  The characters also discover the bodies of three men 
  who don’t belong to the Axe Tribe. All three are clad in 
  leather. They all have multiple facial piercings, though 
  there is no uniform pattern.
   
  Survivors: Among the dead, the heroes also find 1d6 
  survivors plus any featured NPCs. All of these survivors 
  are incapacitated and die if the heroes don’t manage 
  to help them. A successful Healing check stabilizes the 
  NPCs enough to move them and ensures they won’t 
  die any time soon. A raise allows the patient to regain 
  consciousness long enough for the characters to ask a 
  few questions.
   
  Conscious NPCs tell the heroes about an attack that 
  came from nowhere. Men they didn’t recognize burst 
  into camp in the middle of the night. They killed many 
  of the warriors in their sleep. They tied ropes around 
  most of the women and children and started hauling 
  them away. Many of the tribesfolk resisted, but they 
  were quickly overwhelmed. The NPC begs the heroes 
  to save those who were taken before slipping back into 
  unconsciousness.
   
  The incapacitated NPCs need natural healing to 
  recover, leaving the group in a conundrum. If left in the 
  camp with nobody to care for them, the injured suffer a 
  -4 to their Vigor rolls (-2 for no medical attention, and -2 
  for poor environmental conditions). If the heroes care for 
  them, they must stay at the camp for at least five days. 
  The characters might also try to find somebody else to 
  care for the injured, such as by bringing them to Wright 
  Town (page 102).
   
  Tracking the Attackers: The heroes can find the 
  attacker’s tracks with a Tracking check (the check has a 
  net zero modifier, with a -2 for being more than a day 
  old canceled out by a +2 for more than five individuals). 
  If the heroes check the incoming tracks, they find the 
  group stopped some ways from the encampment, and 
  then fanned out to surround the Axe Tribe. As with most 
  Tracking checks in Broken Earth, a successful check allows 
  the heroes to track the group through one twelve-mile 
  hex. The tracks lead the group west to Highway 169.
   
  Other NPCs: The Axe Tribe encampment is a good 
  place for groups of heroes to encounter each other, as 
  groups from other communities might also be tracking 
  the slavers, or could see the smoke coming from the 
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  The Iron Shelter
  When the Iron Shelter was constructed, the first 
  generation assumed the people surviving there would 
  one day return to the surface to resettle the surface 
  world. As the original settlers died off, this goal started 
  to fade from many people’s minds, and they focused on 
  perfecting their little world below the earth.
   
  Several recent events rekindled interest in returning 
  to the surface. The shelter included equipment to monitor 
  radiation levels on the surface, and they have now fallen 
  to levels compatible with human life. They’ve also started 
  picking up radio singles, including the mysterious 
  Phoenix broadcast. Finally, they’ve monitored their power 
  reserves, and the elders estimate they have roughly five 
  years of power left at their current consumption rate. 
   
  After much debate among the ruling council (and 
  many rumors among the populace), the council decided 
  to send a small team up to explore the surface world. The 
  council selected the members of this group, and gave no 
  explanation about why they chose who they chose. The 
  exploratory group includes all of the featured NPCs from 
  the Iron Shelter (unless it is a very young child, in which 
  case another member of the child’s family is chosen), 
  along with Chelsea Vang, Abdi Johnson, John Malina, 
  and Kim Olsen. None of the heroes are chosen.
   
  The heroes say farewell to their featured NPCs and 
  then wait. And wait.
  The Waiting
  The group sent to explore the surface was supposed to 
  just scout the immediate surroundings for three days, 
  and then return to the shelter the next day. But they 
  never came back. The group ran afoul of Mr. Fix-It’s band, 
  and are now prisoners.
   
  As the days go by, concern builds among the 
  residents of the Iron Shelter. Family members of the 
  missing citizens talk about sending somebody up to look 
  for their loved ones, and they encourage the heroes to do 
  the looking.
   
  The council is divided, some believe this is just proof 
  of how dangerous the surface world is. On their own, 
  the council does nothing. If the PCs talk to the council, 
  they can attempt a Persuasion test to convince them to 
  authorize the missions, however if they fail, the council 
  refuses to support any rescue. 
   
  Even without council approval, other shelter 
  inhabitants encourage the heroes to sneak out of the 
  shelter to find the missing group. If anybody has a young 
  child as a featured NPC, that character begs the heroes to 
  find the missing people, and if the heroes don’t, the child 
  runs off trying to find them on his own.
  Exploring the Surface
  One way or another, the group from the Iron Shelter need 
  to leave the shelter to search for the missing expedition. 
  Once they do, narrate how strange the world above 
  appears, to reinforce just how isolated the Iron Shelter is. 
  Plants stretch to the sky, and tiny flying creatures bite the 
  heroes.
   
  Tracking: The heroes can find which way the missing 
  group went with a successful Tracking test, which has 
  a net modifier of +0 (-2 for more than one day, +2 for a 
  group of five or more). These tracks lead at first to the 
  Axe Tribe’s encampment, and then head further south 
  towards Highway 169.
   
  The Axe Tribe Encampment: The missing party 
  encountered the Axe Tribe before Mr. Fix-It attacked the 
  camp. They met many members of the tribe, including 
  the clan elders, and then proceeded further south, where 
  they were captured by Mr. Fix-It.
   
  Characters from the Iron Shelter who reach the Axe 
  Tribe’s encampment find it similar to how it is described 
  on page 61. In addition, if they pass a Notice test, they 
  can find a personal item belonging to one of the featured 
  NPCs, something like a watch, necklace, small tool the 
  NPC might have given a member of the Axe Tribe as a 
  gift. If they manage to revive any of the Axe Tribe, they 
  say something about the strangers who passed through 
  the day before the attack.
   
  If they have not met already, this is a good opportunity 
  for characters from the Iron Shelter to meet those from 
  the Axe Tribe.
   
  Continuing South: The group can continue to follow 
  more tracks to the south, coming to Highway 169. 
  camp. If the other heroes arrive first, the group from the 
  Axe Tribe might suspect the others of being part of the 
  attack.
   
  If all of the heroes are united at this point, it might 
  also be a good opportunity to run the first combat (see 
  page 64). 
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  63
  Wright Town
  Trade caravans are a normal part of life in Wright Town, 
  though most people never go on them. As the adventure 
  starts, a caravan is about to set out, and all of the 
  featured NPCs from Wright Town go along. Depending 
  on the nature of the featured NPCs, this might come as 
  a surprise to the heroes. Members of the Wright family 
  might be called upon to lead the caravan or be sent along 
  as apprentices to learn the trade. Others might work 
  as porters or caravan guards. If the NPC is not normally 
  suited to caravan work, explain it by saying Cal Wright, 
  who is part of the caravan, has taken a personal interest 
  in the NPC, and caravan work is generally considered to 
  be a cushy job compared to most in Wright Town.
   
  The heroes aren’t permitted to join the caravan 
  under any circumstances. Instead, the featured NPCs say 
  goodbye and assure them they’ll return safely in a couple 
  weeks or so.
  The Bloody Return
  Before the caravan was even scheduled to return, one 
  member unexpectedly shows up. Cal Wright arrives on 
  his horse in the middle of the night, a crossbow bolt 
  sticking from his shoulder. Depending on the characters’ 
  statuses, they might meet with Cal as he’s being treated, 
  or they might hear the story afterwards. 
   
  On their second day out from Wright Town, the 
  caravan had pitched camp for the night. Then, from 
  out of nowhere, a band of strangers attacked the camp. 
  Cal saw one of the guards cut down before him, and 
  took a crossbow quarrel to the shoulder. Injured and 
  outnumbered, Cal decided he couldn’t possibly defeat all 
  of the attackers, so he mounted his horse and sped back 
  to Wright Town.
  Iron Shelter
  Wright Town
  Rapid Town
  Caravan 
  Remains
  Ruined 
  Encampment
  Farm 
  Station`
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  64
   
  The Wright Trading Company  doesn’t tolerate 
  attacks on their caravans, and Sally Wright, who manages 
  the caravans, decides to put together a response. If any 
  of the featured NPCs were members of the Wright family, 
  they put together an expedition before morning. This 
  group likely includes the heroes, and enough Wright 
  Town guards (page 105) to bring the group up to five. 
  If none of the featured NPCs are from the Wright family, 
  the response is more cautious. It takes two days to put 
  together an expedition, but it numbers eight total (the 
  heroes, two Wright caravan guards (page 105), and 
  enough militia (page 105) to bring it up to eight).
   
  The group doesn’t need to work with the Wright 
  Company, and are free to track down their missing loved 
  ones on their own.
  The Caravan’s Remains
  It’s relatively easy to find where the caravan was attacked. 
  The heroes just need to follow the caravan’s planned 
  route and keep an eye open for bodies.
   
  The group finds the bodies of two caravan guards, 
  one pierced by quarrels and the other hacked by an 
  axe blade. If one of the featured NPCs was along as a 
  caravan guard, that character is incapacitated, but alive. 
  A Healing test stabilizes the NPC, and a raise allows the 
  NPC to wake for long enough to describe the attack. This 
  is similar to Cal Wright’s description, but the NPC also 
  adds that several members of the caravan were taken 
  prisoner. The NPC then loses consciousness again and 
  cannot recover until he has enough time to rest to receive 
  natural healing. If left by the side of the road with nobody 
  to care for them, the NPCs suffer a -4 to their Vigor rolls (-2 
  for no medical attention, and -2 for poor environmental 
  conditions). If the heroes care for them, they must stay at 
  the camp for at least five days. The group might also try 
  to find somebody else to care for the injured, such as by 
  bringing them back to Wright Town.
   
  Characters with knowledge of the caravan also 
  know there should have been two more people with it 
  (in addition to any featured NPCs). The wagon of trade 
  goods is also very conspicuously missing.
   
  Tracks: Heroes who pass a Tracking test can find the 
  tracks of Mr. Fix-It’s group leading along the road to the 
  west, and veering off the road to the north. The tracks to 
  the north lead to the Axe Tribe encampment, while the 
  tracks to the west lead to Rapid Town. If the heroes head 
  north, they find the Axe Tribe’s encampment as described 
  on page 61, and likely meet any other heroes. The path to 
  west brings them closer to Mr. Fix-It.
  The Farm Station
  The tracks leading west pass the ruins of several ancient 
  buildings that haven’t seen use in decades. However, 
  before long the heroes also come upon a building that 
  does show signs of use, the ruins of what was once a 
  gas station. As they pass, the characters notice a pile of 
  firewood stacked by one side of the house, and a clothes 
  line out front.
   
  If the heroes investigate the building further, they 
  discover a single dead body within. A man in his mid-
  thirties was killed by an axe blow to the head. There are 
  two other mattresses set up in the house, suggesting 
  more residents than just the dead man. 
   
  If the group scrounges for supplies, they can find 
  50 Trade worth of farming and household supplies, 
  including a ceramic jar shaped like a cartoon cat.
   
  If the characters from Wright Town have not yet met 
  the others, this is a good location for them to do so. It is 
  also a good place to run the first combat encounter.
  First Combat
  Once all of the heroes have been united, it’s time for them 
  to have their first combat encounter, a battle against 
  some of the giant cockroaches that now infest Broken 
  Earth. 
   
  Depending on how the group comes together, this 
  encounter might happen in one of several different 
  locations. Because the giant cockroaches are scavengers, 
  the most likely locations are those featuring human 
  remains, such as the Axe Tribe Encampment, the Caravan’s 
  Remains, or the Farm Station.
   
  The group face a number of mutant roaches equal 
  the number of heroes. A roach that is Shaken and does 
  not recover attempts to flee. 
   
  Giant Roaches (1 per PC): See page 154.
  First Interlude
  Over the course of Broken Earth the heroes share a lot 
  of time traveling between destinations, the perfect 
  opportunity to use some interludes as presented in 
  the Savage Worlds core book or the modified version 
  described on page 59. The first such opportunity for an 
  interlude likely occurs as the group travels down the 
  remains of Highway 169 on their way to find the captives.
  Watch Post
  Mr. Fix-It has stationed a small group of slavers several 
  miles outside of Rapid Town. They’re perched on the 
  remains of an overturned semi-trailer.
   
  There are three slavers stationed here, plus one guard 
  dog. Unless the slavers outnumber the heroes they don’t 
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  attack first. Instead, they ask the heroes who they are and 
  what their business passing through town is. If the heroes 
  ask about the missing people or the band that attacked 
  them, the slavers deny any knowledge, though with a 
  Notice test heroes can tell they are lying and a raise lets 
  them know these people participated in the attack.
   
  If the group passes by and allows the slavers to live, 
  they trail the heroes until they camp or until they reach 
  the Old Schoolhouse. If the heroes camp, the slavers 
  contact their allies in the Old Schoolhouse, and a band of 
  slavers (equal to twice the number of PCs) attack them in 
  the middle of the night. If the heroes do not rest before 
  they reach the Old Schoolhouse, the slavers trailing them 
  attack whenever the heroes are engaged in another fight.
   
  Slavers (3): See page 68.
   
  Dog (1): See core rulebook.
  Rapid Town
  A small community of farmers and scavengers lived 
  among the ruins of Grand Rapids, MN, or at least they did 
  before Mr. Fix-It came to town. Now the residents of Rapid 
  Town are either dead or enslaved, and Mr. Fix-It uses it 
  as his base of operations. He is impulsive and changes 
  his long-term plans from day to day, but his current plan 
  is to use Rapid Town as a base to launch several raiding 
  missions from, and when he has gotten a critical mass 
  of slaves (yet to be determined) he’ll bring them back to 
  Bella. He has also thought about cutting Bella out and 
  taking the slaves back to the Green Empire without her, 
  setting up permanent shop in Rapid Town, or answering 
  the calls of the mysterious Phoenix, who seems to be in 
  need of slaves.
   
  Rapid Town itself is mostly in ruins. A few dozen 
  buildings in the southeastern section of the town were 
  rehabilitated by the recent residents, and many areas in 
  the town were picked over by scavengers.
  The Old Schoolhouse
  This 19th century brick building stands out among 
  the late 20th and 21st century architecture that makes 
  up most of the rest of the ruins. It was the area’s only 
  school building, and in its later years was converted to 
  a combination historical center and shopping area. After 
  the end of world, the people of Rapid Town used it as a 
  gathering place.
   
  Mr. Fix-It chose it for his base partially because it 
  stood out, but also because it’s in the center of a city 
  block that is otherwise a grassy field, giving the guards 
  on the third floor ample opportunity to fire a few shots 
  before anybody gets close.
   
  There are a total number of slavers in this area equal 
  to the three times the number of heroes. Place four slavers 
  on the third floor and two in the basement, and divide 
  the remainder between the first floor and the parking lot. 
  Mr. Fix-It is either in the basement “questioning” one of 
  the prisoners, or relaxing on the second floor.
   
  The slavers at the Old Schoolhouse aren’t instantly 
  hostile towards the group, but they are easy to provoke. 
  They might evasively answer a few of the heroes’ 
  questions, but if it becomes clear the heroes mean to free 
  the slaves, then the slavers attack.
   
  Entrances: There are two entrances to the Old 
  Schoolhouse, one on each of the eastern and western 
  sides. If the alarm is raised, the slavers inside barricade 
  these doors with furniture, forcing the heroes to pass a 
  Strength test to break through.
   
  Windows: There are windows all along the building, 
  and the glass has long since shattered. Characters 
  can hop through a window with a successful Agility or 
  Climbing test. Going through a window requires 2” of 
  movement. 
   
  Parking Lot: There was once a parking lot north of 
  the Old Schoolhouse. While it is cracked and grass sprouts 
  through it, the slavers are using it for its intended purpose. 
  They have parked their own wagon and the wagon taken 
  from the Wright Trading Company here. Four horses are 
  tied up nearby. Details about the contents of the wagons 
  can be found in the Salvage section on page 66.
   
  Many slavers spend their free time relaxing, gambling, 
  and drinking in the parking lot. There are several slavers 
  out there, depending on the number of heroes.
   
  Basement Level: Mr. Fix-It keeps all of the prisoners 
  in the basement of the Old Schoolhouse. The cramped 
  quarters and lack of sanitation result in a putrid smell 
  that strikes anyone  who enters this level. The prisoners 
  are roped to the wall and the slavers keep two guards 
  here at all times.
   
  First Floor: This floor has the remains of five shops 
  spread around a central foyer. The center of the foyer is 
  open to the second floor and an old wooden staircase 
  leads upwards. In the north of the building there is also a 
  modern stairwell and an elevator shaft connecting to all 
  levels. 
   
  Most of the slavers have set up their living quarters 
  here, and they’ve set up bedrolls throughout the remains 
  of the various shops.
   
  Second Floor: This floor once featured historical 
  exhibits. There is a central foyer overlooking the first floor, 
  and a wooden stairwell in the center of the floor. Mr. Fix-It 
  has claimed this floor as his residence and he stores a lot 
  of important gear here.
   
  Third Floor: Because of the sloped roof, this level is 
  smaller than most of the floors in the Old Schoolhouse. 
  At the time of the Great War this area was under 
  construction. It’s only accessible through the stairwell 
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  or the elevator shaft in the north of the building. There 
  are four slavers posted here watching the windows, one 
  watching each cardinal direction.
  Prisoners
  There are dozens of prisoners held in the basement of 
  the Old Schoolhouse, who come from a range of different 
  sources. All of the prisoners are traumatized to one 
  degree or another. Many have seen husbands, fathers, 
  and brothers cut down before their eyes. Some have 
  been tortured to extract information. All of them have 
  spent several days in squalid conditions with little food 
  and no sanitation.
   
  Axe Tribe (31): There are a total of 15 women of 
  childbearing age, 12 children, and 4 elderly who were 
  taken from the Axe Tribe’s encampment (plus any 
  featured NPCs). One is Freya Erdrich (page 69), a wise 
  woman and psionic healer, who serves as the band’s 
  spiritual leader. Her hair is gray and she’s missing several 
  teeth, but she is surprisingly spry and nimble for her age. 
  Eagle Eye (page 69) is one of the greatest hunters of the 
  Axe Tribe and has been badly beaten by the slavers.
   
  Iron Shelter (4): There are four explorers from the 
  Iron Shelter (plus any featured NPCs). Mr. Fix-It could tell 
  there was something different about them, so he left 
  them all alive to interrogate. All four are badly beaten, but 
  none gave up the location of their shelter. John Malina 
  (page 70) led the expedition. He is a bearded man in his 
  mid-forties who studied much of the geography and 
  history of the pre-war region. Kim Olsen (page 70) is a 
  botanist who worked with the shelter’s underground 
  farms and also studied records of plant and animal 
  life from before the War. Chelsea Vang (page 70) is a 
  mechanical and electrical engineer who kept much 
  of the shelter’s infrastructure functioning, and hoped 
  to explore other pre-war technology. Abdi Johnson 
  (page 69) is a weapons expert who served as the group’s 
  primary hunter and defender.
   
  Townsfolk and Farmers (28): There are 17 women 
  and 11 children from Rapid Town and the nearby farm 
  communities, including those along Highway 169 (plus 
  any featured NPCs). Jamiah Smith, along with her 
  late husband (who was killed by the slavers) and their 
  children, ran the largest farm in Rapid Town. The other 
  townsfolk look to her for leadership. Twilight is a teenage 
  freak scavenger who most people recognize as the best 
  person to talk to when you want to find salvage in the 
  ruins of Rapid Town. 
   
  Wright Caravan (2): Two members of the Wright 
  Caravan remain in custody. Jessica Shaw is an attractive 
  woman who has assisted Cal Wright on several missions. 
  She is loyal to the company and hopes to marry Cal 
  despite his reputation as a playboy. Crayon Levy is a 
  porter who thought caravan work was a pretty good gig, 
  but she has no loyalty to the Wright Company, and is 
  happy to find other work if she can get a better offer. She 
  gave up a lot of information to Mr. Fix-It to avoid torture.
  Salvage
  Mr. Fix-It and his band of slavers have a lot of goods, 
  including some they brought with them, and others that 
  they stole from the surrounding community. Note that 
  if the heroes try to keep any of the goods belonging to 
  the Wright Trading Company or Rapid Town, they anger 
  these groups.
  Slaver’s Wagon
  1 wagon
  2 horses
  1 dirt bike “Rattler”
  50 gallons biodiesel
  1 Geiger counter
  100-foot rope
  60 lbs cornflower and 5 gallons soy oil (60 days’ food)
  50 Trade worth of miscellaneous goods
  Wright Town Caravan
  1 wagon
  2 horses
  medicine
   
  100 doses of pain killers
   
  50 doses of antibiotics
  10 bottles of vodka
  4 bicycles
  100 days’ food
  600 Trade worth of household goods
  First Floor
  20 days’ food
  30 Trade worth of personal goods
  Second Floor
  hand-crank powered amateur radio (see below)
  maps (see below)
  hunting rifle (from Wright caravan guard, no ammo)
  10 days’ food
  20 Trade worth of personal goods
  Radio
  The radio on the second floor of the Old Schoolhouse 
  deserves special mention. Mr. Fix-It uses the radio to 
  communicate with Bella, and has left the radio on the 
  frequency they use. If someone powers up the radio and 
  sends out a signal, one of Bella’s underlings answers. As 
  soon as the underling realizes the people on the radio 
  aren’t Mr. Fix-It or one of the other slavers, the underling 
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  67
  fetches Bella.
   
  Bella uses her sultry voice to pry as much information 
  out of the heroes as she can. She sympathizes with their 
  plight, and derides herself for making such a foolish 
  mistake as bringing Fix-It along for the mission. It was 
  only a scouting mission, and she should have known the 
  greedy dog would turn his back on her.
   
  She answers the heroes’ questions in general terms, 
  saying she’s leading an exploration mission from the 
  Green Empire. She doesn’t give too many details however, 
  and says perhaps if they would like to learn more, she 
  could set up a meeting. She asks them to contact her 
  again in seven days’ time. If they do, she presents them 
  with an invitation similar to that presented in Bella’s 
  Invitation on page 74.
   
  If the heroes search the radio frequencies for other 
  transmissions, they find another broadcast. The signal 
  is garbled and full of static, but it is on repeat and after 
  a few times through, the heroes can get the gist of 
  it. Phoenix Station Mu has suffered critical structural 
  damage and requests assistance from any parties. If the 
  heroes broadcast on the Phoenix’s channel, the recorded 
  message pauses, and a similar voice responds. It replies 
  to most questions by saying the information is classified. 
  However, it does tell the heroes to proceed to coordinates 
  93˚ 50’ W and 48˚ 16’ N, and await further instructions.
  Maps
  Mr. Fix-It has several maps in his living quarters. One 
  of these came from Jessica Shaw and details the area 
  around Wright Town, while another comes from John 
  Malina and contains information gathered before the 
  War.
   
  The maps have the following information marked on 
  the following locations:
   
  Jessica Shaw’s Map
   
  B14 is labeled Wright Town
   
  The Wright Trade Circuits are shown as described on 
  pages 102 and 104.
   
  B18 is labeled Agate
   
  B19 is labeled Madeline
   
  B21 is labeled Rapid Town
   
  B23 is labeled Sand Town
   
  B24 is labeled Moose Town
   
  Area C29 has an X over it with no other writing. 
   
  Area C31 has a note saying "Don't like outsiders."
   
  Area C34 has a note saying, “Radioactive, freaks only.”
   
  The land south of Moose Town is labeled “Raiders”
   
  The land east of Wright Town is labeled “Monster 
  Country”
   
  Near, but not quite on area A1, there is a note saying 
  “Phoenix?”
  John Malina’s Map
   
  Areas A3, B17, B20, B21, B22, C32, and C35 are marked 
  with blue rectangles.
   
  The area near areas A9 and C37 shows a picture of a 
  wind turbine
   
  There is nuclear symbol at locations C33 and C38.
   
  There are four Xs on the map. If their diagonals were 
  connected, they would cross at the location of A8.
  Now What?
  All of the prisoners recognize that Mr. Fix-It and his slavers 
  have permanently changed their lives, but there is no 
  clear idea of what to do next. Opinions include resettling 
  their old communities, hunting down the slaver’s allies, 
  or just giving up.
   
  Freya Erdrich recognizes her band is at its weakest 
  and needs to join another community. She initially thinks 
  about other bands in the Axe Tribe, but can be easily 
  convinced to join another group. Eagle Eye heard talk 
  of somebody named Bella who seemed to be Mr. Fix-It’s 
  superior, and she wants to bring this Bella to justice.
   
  John Malina and Kim Olsen think this ordeal is proof 
  that they should retreat to their shelter, while Chelsea 
  Vang and Abdi Johnson think it shows how much the 
  surfacers need their help. If none of the heroes are from 
  the shelter however, they all keep its existence secret.
   
  Jamiah Smith is grieving the loss of her husband 
  and sons, and is reluctant to talk, but when she does 
  (encouraged by other farmers), she says that if they give 
  up now, all her husband’s work will be for nothing. Though 
  she’d like to resettle Rapid Town, she can be talked into 
  moving somewhere else. Twilight is an explorer and 
  is interested in looking for new locations to settle. She 
  thinks people should scout around before deciding. 
   
  Jessica Shaw thinks Wright Town is the best hope for 
  survival, and they should all move there. Crayon Levy is 
  less excited about that plan. She sees the heroes as her 
  best hope for survival, and suggests they found a new 
  community with the heroes to help lead it. She goes 
  along with any plan the heroes have regardless of any 
  skill tests. 
   
  Most of the people are extremely grateful to the 
  heroes and thus they want to hear what the PCs have 
  to say, though they do not automatically follow their 
  suggestions.
   
  Encourage the players to come up with their 
  own ideas of what to do. If they want to found a new 
  community, they need to select the location. They should 
  use their knowledge of the area, the maps they found, 
  and the other character’s information to help make this 
  decision. Likely locations include Rapid Town, the area 
  near the Iron Shelter, or any area near a hydroelectric 
  dam. 
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  The Heroes’ Plan
  Once the heroes come up with a plan, they should 
  attempt to promote it to each of the other groups. To do 
  so they make an Interaction test with each of the other 
  groups of prisoners: the Axe Tribe, the Farmers, the Iron 
  Shelter, and Wright Town. If any characters making the 
  argument come from that group, they gain a +2 to that 
  test. 
   
  If the characters fail, they still manage to attract a few 
  members of the group, about one quarter of the group’s 
  total members. On a success they convince most of the 
  group to join them, about three-fourths of the group. 
  With a raise, the heroes convince all of the group to join.
   
  Note that for the Iron Shelter and Wright Town, this 
  only applies to members taken prisoner (and possibly 
  militia from Wright Town). If people want to recruit more 
  members of those communities, see Opening the Iron 
  Shelter on page 100.
  Characters in Breaking Chains and 
  Forming Bonds
  Mr. Fix-It 
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d4, Strength d6, 
  Vigor d8
  Skills: Drive d6, Fighting d8, Intimidation d4, Notice d8, 
  Repair d6, Shooting d6, Stealth d6, Streetwise d4
  Charisma: -2; Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: Greedy (Major), Mean, Vengeful (Minor)
  Edges: McGyver
  Gear: Leather armor (+1), revolver (12/24/48, 2d6+1, AP 
  1), short sword (Str+d6), 18 bullets, wrenches, hammer, 
  pliers, collar and leash.
  Mr. Fix-It had another name once, but he’s not sure what 
  it was. His daddy started calling him “Fix-It” as a young 
  child when he was the only one able to keep the farm’s 
  tractor in working condition.
   
  Fix-It’s folk were free farmers, living in the northern 
  parts of the Green Empire (what was once eastern Iowa). 
  Having a working tractor meant Fix-It’s family could farm 
  twice as much land as their neighbors. They should have 
  lived just fine off that, but between his daddy’s gambling, 
  and his momma’s drinking, they could barely feed their 
  children. One by one, his Daddy sold off Fix-It’s brothers 
  and sisters to the slavers of the Green Empire. Since he 
  kept the tractor running, Fix-It was the most valuable, but 
  he knew his day on the auction block was coming.
   
  Fix-It was nobody’s slave, so one night he crept into 
  his parents’ room and bashed his daddy’s head in with 
  a wrench. He put a collar on his momma, and next day 
  brought her to the market. She didn’t get him much, just 
  enough to buy a few drinks and a sword. But that sword 
  was his ticket to more slaves, which meant more money. 
  His first transaction came to be his classic strategy. He’d 
  kill any able-bodied men (preferably in their sleep) and 
  sell the women and children.
   
  Mr. Fix-It soon came to the attention of General Cross, 
  leader of the empire’s military. He was impressed enough 
  that he offered him a job as one of Bella’s lieutenants on 
  her expedition to the north. After they reached Camp 
  Ripley, Bella assigned Mr. Fix-It to venture north only 
  to gather intelligence, but he has other ideas. Mr. Fix-
  It doesn’t really think long term. If he sees ripe fruit, he 
  plucks it. He’s found some slaves ripe for the picking.
  Slaver
  Race: Human
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Shooting 
  d6, Stealth d8, Tracking d6
  Charisma: -2; 
  Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Greedy (Minor), Mean
  Edges: —
  Gear: Leather armor (+1), axe (Str+d6) or warhammer 
  (Str+d6), crossbow (15/30/60, Damage 2d6, AP 2), 20 
  bolts, rope (20 ft.) 
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  These slavers are little more than petty thugs with some 
  basic weapons skills. They left the Green Empire looking 
  for defenseless people to enslave for a quick profit.
   
  The slavers commonly dress in tanned leather 
  clothing and have gaudy facial piercings.
   
  You can also use these stats to represent other petty 
  criminals.
  Eagle Eye
  Race: Freak
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Notice d4, Stealth d6, Survival d6, 
  Throwing d10, Tracking d6
  Charisma: —; Pace: 6; Parry: 6; Toughness: 7 (1)
  Edges: Axe Thrower
  Hindrances: Death Wish (Avenge Ash), Illiterate, Vengeful 
  (Minor)
  Racial Edges and Hindrances: Freakish, Radiation 
  Resistant, Tough
  Gear: None when found, typically has: axe (Str+d6), three 
  throwing axes (4/8/16, Damage Str+d6)
  Eagle Eye was born into the Santloose band of the Axe 
  Tribe and lived there contentedly for many years. Though 
  still young, she shows great potential as a hunter. She’s 
  especially talented with throwing axes. At the Axe Tribe’s 
  annual Great Gathering she met another freak named 
  Ash, and the two fell in love. They were married just 
  under a year ago.
   
  Eagle Eye was caught sleeping when Mr. Fix-It’s band 
  attacked, and she was taken before she had a chance to 
  resist. Her husband Ash was killed in the struggle. When 
  she awoke in chains and learned her husband’s fate she 
  did all she could to escape the slavers, but to no avail.
   
  Now she seeks revenge against the larger 
  organization, and if the heroes aren’t willing to join her, 
  she’ll travel alone.
   
  Eagle Eye is a freak in her late teens. She is of average 
  height with an athletic build. She has pale gray skin and 
  amber eyes. 
  Freya Erdrich
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d4, 
  Vigor d4
  Skills: Healing d8+2, Knowledge (Nature) d8, Knowledge 
  (Post-War History) d8, Notice d8, Persuasion d6, Psionics 
  d10, Survival d6
  Charisma: —; Pace: 5; Parry: 2; Toughness: 4
  Hindrances: Elderly, Loyal, Pacifist (Minor)
  Edges: Arcane Background (Psionics), Beast Bond, Beast 
  Master (has a raven named Memory), Danger Sense, 
  Healer, New Power, Power Points (2)
  Powers: 20 Power Points, beast friend, darksight, greater 
  healing, healing
  Gear: Starts with none, typically has: a walking stick, 
  silver ankh necklace, various herbal remedies.
  Freya Erdrich is one of the oldest living members of the 
  Axe Tribe. Her parents were born before the Great War, 
  and were in their early teens when it broke out. Freya 
  heard many tales of what life was like both beforehand 
  and just afterwards in their terrible struggle to survive. 
   
  Freya was also born with an extraordinary gift 
  of psychic healing powers, as well as the ability to 
  empathically connect with animals. She uses these 
  powers and her great intelligence to serve as a healer and 
  spiritual leader for the Axe Tribe. 
   
  Freya married a strong hunter named Douglas, who 
  passed away some years ago from cancer. They had a 
  single son late in life, Thorwald, who married into the 
  Ligfor Band, and she has grandson name Zachary Erdrich 
  who is an outspoken and adventurous hunter in the 
  Ligfor band.
   
  Freya is a woman in her early seventies with gray hair 
  that she keeps in a long braid. 
  Abdi Johnson
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Knowledge (Arms and Armor) d8, 
  Lockpicking d6, Repair d4, Shooting d8, Stealth d6, 
  Throwing d4
  Charisma: —; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Heroic, Loyal
  Edges: Quick
  Gear: None when found, typically: crossbow (15/30/60, 
  Damage 2d6, AP 2), survival knife (Str+d4). (He originally 
  had the revolver found on Mr. Fix-It, but won’t mention 
  this to the PCs unless they ask.)
  Abdi Johnson grew up in the Iron Shelter and hated it 
  there. He felt confined, and wanted to go someplace 
  where not everybody knew all the details of your entire 
  life story. He dreamed of escaping the shelter to explore 
  the surface.
   
  By the time he reached adulthood he had mostly 
  given up those dreams, and consigned himself to a life 
  spent underground. He even considered marrying Kim 
  Olsen even though he didn’t love her, simply because 
  there weren’t a whole lot of options. He spent most of 
  his free time maintaining the shelter’s supply of guns and 
  practicing his shooting using paint balls.
   
  When the opportunity came up to explore the 
  surface, Abdi was elated. He used his connection with Kim 
  to influence Kim’s mother, one of the ruling council, to 
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  gain a spot on the expedition. Now that he’s experienced 
  the freedom of the world beyond, he doesn’t want to go 
  back.
   
  Abdi is a man in his early twenties with caramel skin, 
  brown eyes, and black hair he keeps closely cropped. 
  Chelsea Vang
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Driving d4, Knowledge (Pre-War History) d6, 
  Knowledge (Technology) d8, Lockpicking d6, Notice d8, 
  Repair d8, Shooting d4
  Charisma: —; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Bad Eyes (wears glasses), Curious, Loyal
  Edges: Born in the Library, Luck
  Gear: none when found, typically whatever tools she can 
  find.
  Growing up in the Iron Shelter, Chelsea was eager to 
  learn everything she could about the electronics and 
  machines all around her. By her teens, she had already 
  studied all the machines down in the shelter and pored 
  through most of the books in the library discussing other 
  pre-war technology. She marveled at the ingenuity it 
  took to create this technology, and dreamed of finding 
  some more in real life.
   
  When the opportunity arose to explore the surface, 
  she was one of the first to volunteer. Because she knew 
  so much of the pre-war world, the council ultimately 
  decided she would make a fine addition to the team.
   
  Despite her traumatic experience with Mr. Fix-It and 
  his crew, she still thinks there is more to learn on the 
  surface, and more importantly, much to teach. She is 
  horrified to hear some people refer to technology they 
  don’t understand as “magic” and does everything she can 
  to illuminate the minds of the world. She also dreams of 
  undertaking massive engineering projects, like restoring 
  electricity by repairing a hydroelectric dam or wind 
  turbine.
   
  Chelsea is a woman in her mid-twenties, with 
  shoulder-length curly brown hair. She wears a pair of 
  glasses whose lenses were customized for her, but the 
  frames are recycled from one of the original survivors, 
  and they look thick and bulky on her slender face.
  Kim Olsen
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d4, Healing d6, Knowledge (Agriculture) 
  d8, Knowledge (Computers) d6, Knowledge (Biology) d8, 
  Notice d6+2, Persuasion d6
  Charisma: —; Pace: 6; Parry: 2; Toughness: 5
  Hindrance: Loyal, Pacifist (Major)
  Edges: Alertness
  Gear: Currently none, typically: backpack, canteen, 
  bedroll, hand trowel, plastic watering pitcher, seed 
  collection, various pine cones.
  Kim always felt safe and at home in the Iron Shelter. Her 
  favorite part by far was the subterranean gardens, where 
  powerful UV lights helped grow all of the shelter’s food. 
  She took pride in helping the plants grow, and enjoyed 
  experimenting with new varieties that came from the 
  shelter’s diverse seed bank.
   
  Kim would have been happy to remain forever in 
  the Iron Shelter and live out her days with her childhood 
  crush Abdi Johnson. When talk came of an expedition to 
  the surface, however, Abdi convinced her otherwise. He 
  convinced her to join the expedition to the surface with 
  the promise of new plant species to examine, and a hint 
  that he might finally be ready to take their relationship to 
  the next level.
   
  At first she was thrilled to see the surface, and the 
  tall pines that were far taller than anything grown in the 
  Iron Shelter. Her thrill turned to horror when she was 
  kidnapped by the slavers.
   
  Now all she wants is to return home and try to forget 
  what happened to her on the surface. She wants to get 
  back to her simple life growing plants. She just hopes 
  she can convince Abdi to go with her, and she’ll be 
  heartbroken if he decides to stay.
   
  Kim is a woman in her early twenties with pale skin, 
  wide blue eyes, and curly blond hair.
  John Malina
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Healing d6, Investigation d8, Knowledge 
  (Geography) d8, Knowledge (Pre-War History) d8, 
  Knowledge (Technology) d8, Persuasion d6, Tracking d4, 
  Survival d4
  Charisma: —; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Cautious, Loyal
  Edges: Command, Natural Leader
  Gear: Currently none, typically: survival knife (Attack d4-
  2, Damage Str+d4), backpack, compass, bedroll, atlas, 
  pocket survival guide.
  John Malina always liked helping out the younger 
  students in the one-room school where the kids of the 
  Iron Shelter learned to read, write, and do math. After 
  he completed his schooling, he because an assistant 
  instructor, and eventually became the lead teacher. 
  Despite years of trying, John and his wife Anne were 
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  never able to have children of their own. In his spare time, 
  he also loved to study the books of pre-war geography 
  held in the shelter’s library.
   
  When the time came to organize an expedition to 
  the surface, the ruling council chose John to lead the 
  mission. This surprised him, since he was among those 
  who advocated waiting, but John believed in doing his 
  duty, so he stepped up to lead the group, all of whom he 
  taught to read when they were young. 
   
  Upon reaching the surface, John was both fascinated 
  and afraid. He imagined a dozen ways his group might 
  fall to some unknown danger. He was relieved to make 
  peaceful contact with the Axe Tribe, but Mr. Fix-It’s slavers 
  confirmed all of his worst fears.
   
  John wants to get his group back to the Iron Shelter 
  as soon as possible, though he’s also sensible and will 
  allow them to recuperate from their wounds before 
  undertaking the dangerous journey. He also wants to 
  make certain the shelter’s location remains a secret even 
  from those who  might seem like friends. He will be 
  disappointed and even angry if not everybody returns 
  to the shelter, but he would never use force to bring 
  somebody back.
   
  John Malina is a man is his early forties. He has green 
  eyes, brown hair, and a full beard he keeps nicely trimmed. 
  He wears a battered fedora passed down to him from his 
  grandfather. 
  Jessica Shaw
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Gambling d8, Notice d6, Persuasion d8, Riding d6, 
  Streetwise d8, Throwing d4
  Charisma: +2; Pace: 8; Parry: 2; Toughness: 5
  Hindrances: Big Mouth, Stubborn, Yellow
  Edges: Attractive, Fleet-Footed
  Gear: None.
  Jessica’s father has worked as a Wright Town caravan 
  guard for many years, a position that gave her a slightly 
  better childhood than most people in Wright Town. 
  She learned to read and write, and in her teenage years 
  started working for the Wright Family as a scribe and 
  secretary.
   
  When she blossomed into womanhood, Jessica 
  caught the attention of Cal Wright, who offered her a 
  position as his assistant on his caravan runs. The two soon 
  entered a romantic relationship. Jessica is convinced Cal 
  truly loves her and that she’ll soon marry into the Wright 
  family. She ignores the evidence of Cal’s womanizing, 
  including the fact he’s currently involved with other 
  women. 
   
  After Jessica was kidnapped, she remained convinced 
  Cal was mounting a rescue mission. She believes the 
  heroes are either part of Cal’s mission, or they just saved 
  her before Cal had a chance.
   
  Jessica is a beautiful woman in her late teens. She has 
  long blond hair and gray eyes. The slaver’s broke her nose 
  in their attack, and the lack of medical attention means 
  it heals slightly crooked, a fact that horrifies Jessica, but 
  just about everybody else can easily overlook.
  Crayon Levy
  Race: Human
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d6, Lockpicking d6, Notice 
  d8+2, Shooting d4, Stealth d8, Streetwise d6
  Charisma: —; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Bad Luck, Loyal, Poverty
  Edges: Scrapper
  Gear: Currently none, typically: spear (Str+d6), sling 
  (4/8/16, Damage Str+4), backpack, canteen.
  Crayon “Cray” Levy was born to parents who both made 
  a living searching for scrap in the ruins of Duluth. Her 
  father died young, before his second child, Cray’s sister 
  Rose, was born. Cray spent much of her time helping raise 
  Rose, and the rest of the time learning everything her 
  mom could tell her about how to find the most valuable 
  scrap she could. A few years ago Cray’s mother died of an 
  untreated infection.
   
  Cray continued to scrap, until Rose convinced her 
  to take a safer job working as a porter for one of the 
  Wright family caravans. Rose even helped Cray get the 
  job through her “friend” Cal Wright, despite the fact that 
  Cray disapproves of the relationship and suspects Cal is 
  trying to seduce Rose. Cray might not have gone along 
  with it, but she needed the better pay to pay off a debt 
  she accrued to the Wright family purchasing medicine for 
  Rose.
   
  Cray got relatively easy treatment from the slavers 
  after she told them all she knew about Wright Town. This 
  upset some of the other slaves, but her only regret is 
  that it might have put her sister in danger. Cray wants to 
  leave Wright Town for good and join the heroes, the only 
  hurdles she needs to deal with are the debt she owes the 
  Wrights, and convincing Rose to also join.
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  The player characters' community serves as a major 
  compelling force in the Broken Earth adventure, and 
  events transpire there regardless of where the heroes 
  decided to settle in the wake of Mr. Fix-It’s attack. 
   
  This chapter begins by describing two larger plot 
  threads that begin in the players’ community and take 
  them across the lands of Broken Earth. One deals with 
  the remaining slavers associated with Mr. Fix-It, while the 
  other centers around the mysterious Phoenix Intelligence, 
  a computer program that recruits the heroes to help it 
  reestablish contact with other underground bases and 
  eventually to launch a nuclear missile. Though these 
  account for the largest meta-plots in the campaign, the 
  players are free to pursue one or neither of them as they 
  see fit. 
   
  The latter part of the chapter details other events 
  and NPCs that might come to the players’ community 
  regardless of where they settle.
  Bella’s Expeditionary Force
  After Bella fails to hear from Mr. Fix-It, she seeks answers 
  as to what befell him. This set in motion a series of events 
  that might lead to another major conflict and put the 
  heroes’ community in danger.
  C29: Slaver’s Fort
  Hidden: Notice or Tracking
  Population: 52
  Salvage Value: 3; max 30
  Resources: Military Firearms
  Buildings: Watch Tower, Walls, Machine Shop
  Before the War, Camp Ripley was a National Guard 
  training center (among other uses). A single nuclear 
  missile targeted the camp during the war, but its aim was 
  slightly off. The blast destroyed the northern part of the 
  camp, but the southern portion was left intact.
   
  In the decades that followed, the camp was largely 
  forgotten, until Bella and her band of slavers found it. She 
  saw it as a prime location to set up a central base. From 
  there she sent smaller groups to explore north, east, and 
  west of the camp. The northern expedition was the one 
  led by Mr. Fix-It, and after he stopped responding to 
  radio contact, she recalled the other expeditions to the 
  east and west, in order to consolidate her power.
   
  While much of the equipment formerly stored at 
  Camp Ripley was corroded or otherwise damaged beyond 
  repair, Bella and her crew salvaged enough weapons and 
  armor to make themselves a highly formidable force.
   
  The group always has at least three lookouts, one 
  posted on each of the three water towers that once 
  supplied the base. Most of the rest of the troops live 
  in the buildings clustered near the towers. They’ve 
  constructed a wooden palisade around these central 
  buildings and cleared the yard within. They spend their 
  time salvaging, foraging, exploring the nearby area, and 
  building defenses. If the camp has managed on its own 
  with little intrusion, the slavers travel in groups as small 
  as three members, but if any have been attacked (by the 
  heroes or Eagle Eye’s group), they stay in squads of six or 
  more.
   
  All told, Bella’s fort has the following population:
   
  Bella: See page 73
   
  Elite Slavers (15): See page 74
   
  Slavers (33): See page 68
   
  ‘Canics (3): See page 74
  Within the camp, locations that are particularly relevant 
  include:
   
  The Wall: The slavers have assembled a wall around 
  several blocks of the camp that serve as the heart of the 
  slavers’ settlement. It is made primarily from felled trees 
  with scrap metal used to reinforce it. The wall stands 
  twenty feet high in most places. There are two gates, one 
  to the north and one to the south of the camp.
   
  Watch Towers: Three water towers once supplied 
  the camp with water, but without electricity to pump 
  the water up, they stand empty. They are however, still 
  the tallest structures for miles around, so Bella’s group 
  uses them as watch towers, and there are at least three 
  guards on the towers at any time (one on each tower). 
  Each tower is about 130 feet above ground level.
   
  The Barracks: This mostly intact structure near the 
  water towers has been cleaned up by the slaver band and 
  is now being used as sleeping quarters for the rank and 
  file slavers. They have dug a latrine not far away, and cook 
  most of their meals over a fire pit they constructed just 
  outside the barracks.
   
  Bella’s Quarters: Bella has taken over one of the 
  smaller buildings as her own. She uses one half of the 
  building as a command center where she meets with her 
  underlings to give orders and make plans, and the other 
  half as her personal residence. Whenever Bella is in the 
  building, there are elite slavers guarding it outside.
   
  The Shop: Another ruined building has been cleaned 
  up and turned into a storage building and machine shop 
  Events in the Characters’ Community
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  where the ‘canics work to maintain the fort’s equipment 
  ,as well as refurbishing items found in the ruins. The three 
  ‘canics sleep in a room in the back of the shop.
   
  Lot and Yard: The slavers’ wagons and vehicles are 
  parked in a lot that borders on all the other buildings. The 
  slavers have cleared the trees from inside the wall and 
  grass is taking over the area. The horses are left to graze 
  on the grass now growing there.
   
  Salvage: The slavers have a great deal of equipment 
  that can prove useful to the heroes. This includes all the 
  gear the slavers are described as 
  having (which includes enough 
  weapons 
  for 
  the 
  Military 
  Firearms 
  Resource 
  Edge) 
  plus the following:
  1 car
  3 dirt bikes
  6 horses
  3 wagons
  300 gallons of biodiesel
  1000 Trade worth of 
  personal goods
  Bella 
  Race: Human
  Attributes: Agility d8, 
  Smarts d8, Spirit d8, 
  Strength d4, Vigor d6
  Skills: Intimidation d8, Fighting d6, Knowledge (Battle) 
  d6, Notice d8, Persuasion d10, Riding d6, Shooting d8, 
  Stealth d6, Streetwise d 6
  Charisma: +4; Pace: 6; Parry: 2; Toughness: 7(2) or 9(4) 
  against bullets, 
  Hindrances: Cautious, Vengeful (Minor)
  Edges: Attractive, Command, Dodge, Fervor, Level 
  Headed, Very Attractive
  Gear: Laser pistol (15/30/60, Damage 3d6), molecular 
  knife (Str+d4), Kevlar vest (+2/+4).
  Bella was born a slave. At a young age she started work 
  helping the cooks and maids in her master’s house. 
  As she grew, she started using her charms to extract 
  information from people throughout the master’s 
  household and blackmail them for money and more 
  information. Soon she had enough money and influence 
  to buy her freedom. 
   
  Bella is hungry for power and she is a master 
  manipulator. She prefers to use her wits and wiles to 
  get what she wants, but when she needs to, she uses 
  blackmail and force. Bella’s hope for the expedition is to 
  establish a new colony for the empire in the northern 
  realm, and that she will be appointed regent.
  Places of Broken Earth
  Broken Earth is just as large as our Earth, but the loss 
  of population and transportation make it seem larger 
  and lonelier. The following chapters detail some of the 
  largest or most interesting locations in Broken Earth 
  near the region where the group starts. They are listed 
  according to their map key designation (see maps on 
  pages 50, 90, 104, 115, 124, 132, 143, and 148) and 
  clustered by geography. 
  Basic Info
  Each location description starts by presenting some 
  basic information.
   
  Obvious or Hidden: This describes whether the 
  heroes discover the location as soon as they enter the 
  hex, or whether it is hidden and they need to search 
  for it. If hidden it also lists what skill they need to find it 
  and any penalty to that test.
   
  Population: How many people live in the area when 
  the campaign starts. This number might go up or down 
  during the course of play. Many list several occupations 
  in parentheses. This refers to the kinds of Citizen Edges 
  the heroes can recruit from this location (see page 43). 
  Unless otherwise noted in the description, characters 
  who spend a day trying to recruit citizens for their 
  home community can make a Persuasion test. They 
  recruit 1d6 citizens for each success and raise. Every 
  subsequent day they may try again, but gain a -1 
  cumulative penalty to the test. 
   
  Salvage Value: This describes how much material 
  can be salvaged from ruins in the area. It’s an abstract 
  value reflecting the size of the ruins, their condition, 
  and how much they have already been picked over. For 
  more information on salvaging, see page 40.
   
  Resources: This describes what resources the 
  location possesses in large enough quantities to qualify 
  for a Resource Edge (see 45). Unless otherwise noted 
  in the location’s description, the heroes can find one 
  listed resource after a day of searching and a successful 
  Notice test.
   
  Buildings: These are intact buildings that are 
  part of the location. It doesn’t include every single 
  building, only those giving bonuses as described in the 
  community building rules (see 40). 
   
  Ruined Buildings: These are buildings that aren’t 
  currently functional, but could be refurbished. Like 
  buildings, it only refers to those providing bonuses as 
  described in the community building rules (see 40).
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  Bella is an extremely beautiful woman with olive 
  skin, dark brown hair, and deep brown eyes. She dresses 
  in whatever outfit she thinks gets the best results, but if 
  left to her own whims, she prefers a simple, comfortable 
  style. Rather than the multiple facial piercings common 
  to the Green Empire, she has only simple ear piercings.
  Elite Slaver
  Race: Human
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d6, Riding 
  d4, Shooting d8, Throwing d6
  Charisma: -2; Pace: 6; Parry: 8; Toughness: 13(6)
  Hindrances: Greedy (Minor), Mean
  Edges: Block, Brawny, Combat Reflexes, Frenzy
  Gear: Assault rifle (24/48/96, Damage 2d8, AP 2), light 
  automatic pistol (12/24/48, Damage 2d6, AP 1), three 
  grenades(5/10/20, Damage 3d6), longsword (Str+d8), 
  infantry battle suit (+6), various miscellaneous goods.
  These represent more experienced slavers who have 
  seen many battles. They have equipped themselves with 
  weapons and armor they discovered at Camp Ripley. 
   
  Similar soldiers in other parts of the empire are more 
  likely to be equipped with leather armor and hunting 
  rifles and no grenades.
  ‘Canics
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, 
  Vigor d4
  Skills: Driving d6, Healing d4, Knowledge (technology) 
  d8, Lockpicking d8, Notice d6+2, Repair d8, Shooting d6
  Charisma: —; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: Curious
  Edges: Alertness
  Gear: Light automatic pistol (12/24/48, Damage 2d6, AP 
  1), dagger (Str+d4)
  ‘Canics are skilled in building and maintaining machinery. 
  Most ‘canics from the Green Empire specialize in the 
  diesel engines that make the empire run. They don’t 
  specialize in combat, but have some basic skills and can 
  fight if pressed.
   
  You can also use these stats to represent other people 
  with mechanical skills.
  Bella’s Scouts
  Where: The heroes’ community
  When: At least a month after the heroes defeat Mr. Fix-It
   
  When the slavers had control of Rapid Town, Mr. Fix-
  It checked in regularly with Bella’s base further south. 
  When the heroes took over, obviously he couldn’t check 
  in anymore. Bella grows concerned, and after several 
  attempts to reach Mr. Fix-It, she orders a scouting mission 
  to proceed to his last known location to learn what 
  happened. 
   
  It takes at least a month for the scouts to reach the 
  heroes’ community, and may take even longer. If Eagle 
  Eyes or anybody else went to take revenge on the rest 
  of the slavers, Bella decides to take care of that problem 
  before scouting further north, which could add on 
  another month or two. Also, the farther the group moves 
  their starting community from Rapid Town, the longer it 
  takes Bella’s gang. If they are actively trying to conceal 
  their community, the scouting mission might never find 
  them.
   
  The scouts’ orders are to gather information, not to 
  cause any trouble, and they follow orders better than Mr. 
  Fix-It did. They first stop outside the players’ community 
  and try to learn as much about it as they can from a 
  distance. If they think it is safe to approach, they pose as 
  travelers passing through.
   
  Such travelers are rare enough that word of them 
  probably gets to the heroes. Nobody in the town 
  recognizes the scouts, and all of them have several facial 
  piercings, so the heroes may have reason to suspect they 
  are associated with the other slavers.
   
  If the group does nothing, the slavers snoop around 
  town for several days and then head back south to report 
  their findings to Bella. If the heroes intervene, the scouts 
  stick to their story of just being travelers, though their 
  story falls apart under modest cross-examination. When 
  things start to break down, the slavers first try to slip out 
  of town as quietly as they can, but if they need to, they’ll 
  open fire on the heroes.
   
  If the scouts report a friendly or neutral response 
  to Bella, she sends an envoy to the community to invite 
  representatives to meet with her (see Bella’s Invitation). 
  If the heroes kill or capture the scouts, Bella orders more 
  aggressive action (see Bella’s War).
   
  Elite Slaver (1): See page 74.
   
  Slavers (5): See page 68.
  Bella’s Invitation
  Where: The heroes’ community
  When: A month after the scouts leave the heroes’ 
  community
   
  After the scouts Bella sent north return (see Bella’s 
  Scouts), if they have a neutral or positive impression 
  about working with the heroes, she sends an envoy (Elite 
  Slaver, see page 74) to the heroes to request an audience 
  with them. The envoy says he’ll escort a group of no more 
  than six people to see Bella (increase this to the party size 
  if there are more than six heroes). He doesn’t tell them 
  their final destination.
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  During the trip down, the envoy says little. He answers 
  very basic questions about himself or the journey, but for 
  questions about the Green Empire, he tells the group 
  “better let Bella tell you about all that.”
   
  Once they reach Bella’s fort, the guards ask the 
  group to turn over their weapons. They might be able 
  to convince the guards to allow them to keep their 
  weapons with a Persuade test at -4, or they can attempt 
  to hide a weapon by making a Stealth test opposed by 
  the a group Notice test for the slavers. Grant a bonus or 
  penalty depending on the size of the weapon. If these 
  strategies don’t work and the heroes refuse to turn in 
  their weapons, the guards tell them to go home.
   
  Inside the compound, the heroes are shown to 
  Bella’s office and asked to wait there. After ten to twenty 
  minutes Bella arrives. She dresses in the manner she 
  thinks best manipulates the characters, which might be 
  anything from a formal suit to pre-war military fatigues 
  to a revealing dress.
   
  Bella begins with diplomacy. She explains she was 
  previously associated with Mr. Fix-It, but he went rogue 
  and the atrocities he committed were something she 
  neither knew, nor approved of. She apologizes for not 
  choosing her associates better. 
   
  Bella goes on to offer the heroes an alliance with 
  the Green Empire. The empire can provide the heroes’ 
  community with more advanced technology, most 
  prominently vehicles and fuel to run them. In return the 
  heroes’ community can provide food, along with any 
  other goods they might have to offer.
   
  Bella answers the group’s questions however she 
  thinks portrays her and her cause in the best light. She 
  neglects unsavory elements of the empire, like slavery 
  and despotism. If asked, she waves the question away 
  with petty excuses. She intends to stay at her fort to 
  establish an empire presence in the area to protect the 
  land and foster trade. She does, however, offer to send a 
  few of her troops to the group’s community to help keep 
  everybody safe.
   
  Bella’s story is mostly the truth, though she does not 
  fill the heroes in on the entire plan. She hopes to slowly 
  incorporate their territory into the Green Empire. The first 
  step is to build up a dependency on the empire’s fuel, 
  and at the same time gather further intelligence about 
  the surrounding territory. Once she has done that, she 
  makes a further offer to the group: to join the empire, or 
  to suffer its wrath. If the heroes agree to join, she even 
  offers to make them regional governors.
   
  If the heroes refuse her offer, she allows them to leave 
  unmolested, asking only that they not interfere with her 
  other operations in the area. She then goes on to pursue 
  other leads, hoping to take over other communities, such 
  as Sand Town, Moose Town, and possibly even Wright 
  Town.
   
  If heroes refuse and harass Bella’s forces, she declares 
  war on them (see Bella’s War).
  Bella’s War
  Bella prefers to use guile and subterfuge to get what she 
  wants, but she’s not opposed to using force. If the group 
  incurs her wrath, or attacks her directly, she responds in 
  kind. If the heroes go on the offensive, she hunkers down 
  at the fort, where she has enough food supplies to last 
  several months. If she decides to seek out the heroes’ 
  community she prefers to gather as much intelligence 
  as possible, sending out scouts and questioning local 
  townsfolk. She only goes on the offensive if she has 
  overwhelming numbers, and if she doesn’t, she’ll retreat 
  south to the Green Empire to report to her superiors and 
  gather reinforcements.
   
  Forces: Bella’s fort initially has 52 people defending 
  it, however many of them are extremely heavily armed 
  and armored, granting them an additional three tokens 
  for mass combat. 
  Eagle Eye’s Vengeance
  Eagle Eye (see page 69) is bent on vengeance for the 
  death of her husband and the other members of her 
  tribe. Unless the heroes convince her to stay in their 
  community, she heads south looking for vengeance, 
  taking a handful of other tribesfolk with her. They set 
  up a camp at Palbun’s Land (page 114), and from there 
  launch guerrilla attacks against Bella’s fort. This slows 
  down Bella’s timetable, and also depletes her forces 
  (reducing it by 6 slavers). After a couple of months, 
  Bella’s forces kill Eagle Eye and all the tribesfolk except 
  one, who heads north to report what happened to the 
  PCs.
  The Phoenix Saga
  While Bella’s forces work well as an initial meta-plot 
  for the campaign, the story of the Phoenix stations 
  can carry the campaign further and push the group to 
  explore new territory. It begins when the heroes first 
  hear a garbled radio transmission, and may end with a 
  return to nuclear war.
  Meeting the Phoenix
  Where: Anywhere
  When: Any time
  There are several ways the group might hear about 
  Phoenix and particularly the Mu complex. First they 
  might see the location noted on one of the maps they 
  locate after searching Mr. Fix-It’s lair. The characters 
  who search the radio airwaves discover a static-filled 
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  broadcast by Phoenix. It requests help and asks any 
  capable sources to go to coordinates 93 ˚ 50’ W and 48 ˚ 
  16’ N and await further instructions.
   
  If the group haven’t encountered the Phoenix within 
  a couple weeks of defeating Mr. Fix-It, they see a strange 
  “metal bird” flying over their settlement toward Station 
  Mu. This is actually a hummingbird-class drone (page 
  152). It recently escaped from Phoenix Station Delta 
  (page 105), and is making its way to Station Mu in hopes 
  of regaining contact with the Initiative. It may later return 
  to the group’s community to scout the area for Phoenix.
   
  Whatever brings them to Station Mu, the heroes 
  need to find the door and open it, both of these are 
  difficult since the station was designed to be concealed, 
  and the mechanisms controlling the door are damaged. 
  If they are in radio contact with Phoenix, it informs them 
  of the broken door, and suggests ways to help bypass 
  this. Talking to Phoenix over the radio negates the 
  penalties they suffer to the Notice and Repair checks they 
  need to find and open the door (see below). To further 
  complicate matters, the Phoenix station is in the territory 
  of the Ligfor band of the Axe Tribe, who are not thrilled to 
  see the group poking about haunted ruins.
   
  Characters who search the hex containing Station 
  Mu can make a Notice test with a -2 penalty to find the 
  entrance (unless they are in contact with Phoenix). If not, 
  the heroes spend a day searching the hex in vain.
   
  Once they have located the doors, they must find a 
  way to open them. They first need to disengage the locks; 
  this requires either a Repair or Lockpicking test with a -2 
  penalty. Once they succeed, they must make a Strength 
  test to actually move the heavy blast doors.
   
  Heroes who want to force their way through the 
  blast doors have a very challenging task. They have a 
  Toughness of 60 (45) and can only be damaged by heavy 
  weapons.
   
  Once PCs get the doors open, they are free to explore 
  the station. If they are in contact with Phoenix it directs 
  them to the main computer lab.
   
  In the computer lab, Phoenix introduces itself 
  and explains one version of its identity: an intelligent 
  computer program created to help those who survived 
  the apocalypse. (It doesn’t mention anything about 
  nuclear retaliation.) It states that it can help the group 
  greatly, but it requires their help as well. Much of the 
  facility has deteriorated due to neglect, and Phoenix 
  lacks the ability to make repairs. If the characters agree, 
  this begins Rebuilding Mu.
   
  If the heroes refuse, Phoenix insists, and threatens 
  them with the three Lynx drones it still controls. If they 
  still refuse, the drones attack. If the drones win, they 
  bring any survivors to the medical chamber and implant 
  them with pain chips. Phoenix controls the pain chips, 
  and activates them any time the heroes disobey it.
   
  If the heroes defeat the lynx drones, Phoenix copies 
  its program to the hummingbird drone and attempts to 
  flee and locate another functioning Phoenix station.
   
  Pain Chip: Pain chips are small microchips that are 
  implanted in subjects’ brains. When they activate, the 
  subjects must each make a Vigor test. Failure means the 
  character is Shaken and suffers a level of Fatigue. Those 
  who succeed are just Shaken. With a raise, the characters 
  grit their teeth and bear the pain with no ill effects. Those 
  incapacitated by the pain chip pass out from the pain. 
  The pain chip automatically deactivates itself when the 
  host is unconscious.
  A1: Phoenix Station Mu
  Hidden: Notice -2
  Population: 0
  Salvage Value: 3 (6 if the lift is repaired); max 60
  Resources: Medicine Stockpile
  Buildings: Hospital, Computerized Library, Nuclear 
  Reactor 
  Ruined Building: Improved Machine Shop
  Just before the Great War, the Phoenix Initiative created 
  several research stations and outposts; all buried secretly 
  below the earth. Station Mu is located deep in the 
  northern woods of what was once Minnesota.
   
  Station Mu was intended to work as a backup station 
  in case some of the other facilities perished in the nuclear 
  attack. As such, it houses a range of Phoenix technologies, 
  including the Extreme Radiation Resistance treatment, 
  anti-radiation drugs, and advanced robotics.
   
  Most importantly, it houses a backup copy of the 
  Phoenix Intelligence. When the Great War struck, the 
  Phoenix activated, but due to the loss of infrastructure 
  it was unable to carry out its mission. Thus it has existed 
  in the slowly degrading computer systems for decades. It 
  has evolved beyond its original purpose and controls the 
  still-operable portions of the facility. 
   
  Medical Wing: Phoenix Station Mu was equipped 
  with an extremely advanced medical facility, including 
  a wide assortment of medications stored in an airtight 
  environment 
  and 
  computer-aided 
  scanning 
  and 
  diagnostic equipment (equipment Phoenix can control). 
  Characters who make use of the medical wing gain a +2 
  to Healing tests, or a +4 to natural healing. However, if a 
  character is healed using this equipment while Phoenix 
  is online, it secretly implants a pain chip in the character 
  (see 76).
   
  Scrap: The medical storage is a treasure trove to 
  those who know what they’ve got. It holds everything 
  from painkillers to chemotherapy drugs to cutting edge 
  super drugs. In all, the mundane drugs are worth 5,000 in 
  Trade, or if they donate them to their community, it gains 
  the Medicine Stockpile Edge. The stash also includes the 
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  following super drugs: 10 doses of HealUp I (healing), 5 
  doses of HealUp II (healing with a raise), 2 doses of HealUp 
  Extreme (greater healing), 3 doses of Quix (speed), 2 doses 
  of Buff (boost Strength), and 2 doses of Vroom (quickness).
   
  Extreme Radiation Resistance Treatment Center: 
  This section of the complex contains medical equipment 
  for monitoring vital signs and administering the Extreme 
  Radiation Resistance (ERR) treatment, which is normally 
  done by strapping a subject to a bed in a small airtight 
  chamber. The chamber is then flooded with air containing 
  the ERR virus.
   
  This wing also contains several samples of the ERR 
  virus. Most of these samples have either spoiled or 
  ruptured, but one sample still remains viable. Characters 
  exposed to a sufficient quantity of the virus slowly 
  transform into freaks. Next time the characters achieve 
  an advance, they gain all of the Racial Edges and 
  Hindrances of a freak, without any other benefits of an 
  advance. Other creatures exposed to the virus might also 
  transform at the GM’s option.
   
  Central Computer: This small wing of the Phoenix 
  station is also the most important, as it houses the 
  Phoenix intelligence (along with other data stored in the 
  station). The first room the heroes enter is the interface 
  room. There are six work stations around the edges of the 
  room, projectors that can show displays on any wall, and a 
  central table, the entire surface of which is a touch screen 
  display. Phoenix prefers to use this room to communicate 
  with humans, even though it can speak through any 
  functioning device in the complex and broadcast radio 
  signals. The projectors allow it to be especially dramatic.
   
  Behind a concealed door (Notice test to find) there is 
  a less dramatic but more important room that hosts two 
  racks of server-style computers. These servers contain 
  everything needed to operate Station Mu, though there 
  are also redundant systems in other areas (such as the 
  medical wing).
   
  Living Quarters: Like most Phoenix stations, this 
  one was designed to work as a fallout shelter and sustain 
  life for years and possibly decades. The station was only 
  partially staffed when the Great War broke out, with only 
  five personnel in a station that could have held fifty. After 
  years of confinement in the station, tensions became 
  too much. When one resident discovered his wife and 
  friend were having an affair, he killed both and fled to 
  the surface, where he died shortly thereafter. The two 
  remaining residents remained in the shelter until their 
  death by natural causes.
   
  The living quarters consist of a recreation room, 
  kitchen, dining room, store room, and several bedrooms. 
  The inhabitants died before they could eat all of the food, 
  which is still preserved. In all there are 30 Food remaining.
   
  Defense Systems: The Phoenix station once boasted 
  impressive defense systems to deter invaders, including 
  automated attack drones, electrostatic fields, automatic 
  doors, and the ability to flood sections of the complex 
  with knockout gasses or deadly toxins. In the decades of 
  neglect, however, most of these systems have failed in 
  one way or another.
   
  At the moment the only defenses still operating 
  are one hummingbird-class drone and three lynx-class 
  drones (one is having problems with its drive and moves 
  at pace 4 with a d4 run die). All of these drones are under 
  the control of the Phoenix intelligence.
   
  Repair Bay: This section of Phoenix Station Mu houses 
  everything needed to repair the machines in Station 
  Mu. It also houses many robots and other machines in 
  various states of disrepair. It contains everything from 
  wrenches and soldering kits to 3-D printers, laser saws, 
  and computer diagnostic equipment, but unfortunately 
  many of the hi-tech tools (including the printer) are 
  broken. Even in their current state, the mundane tools 
  can grant a +1 bonus to Repair tests made within.
   
  To get the bay up and running requires four weeks 
  of work and 10 Build (this can be cannibalized from the 
  bay itself). If the bay is running at full capacity, it grants 
  a +4 bonus to Repair checks, and can create almost any 
  machine imaginable.
   
  Scrap: The repair bay contains a lot of spare parts 
  and easy to salvage equipment (worth 6,000 Trade). It 
  also houses the following broken robots: 3 lynx drones, 
  2 hummingbird drones, and 2 falcon drones. If the bay 
  is fully operational, each of these can be repaired with 
  a Repair test at -2. Otherwise repairing a drone requires 
  the repairer to cannibalize a drone of the same type, and 
  a Repair test with a -4 penalty. While each drone has its 
  own artificial intelligence, if Phoenix remains within the 
  complex, it can take control of any of these drones.
   
  Reactor: Phoenix Station Mu is powered by a micro 
  nuclear reactor. The reactor is located half a mile away 
  from the rest of the complex. At one point a tram ran 
  between the reactor and the rest of the complex, but its 
  motor has broken down, so the heroes need to walk.
   
  Fortunately the reactor is still functioning, producing 
  power, and keeping the radiation completely shielded 
  from the rest of the complex. There is actually very little 
  to do here, unless the heroes want to destroy the reactor. 
   
  Heroes who want to shut down the reactor the 
  conventional way must make a Knowledge (Computing) 
  test with a -2 penalty, or a -4 penalty if Phoenix is still 
  operating. 
   
  Those who want to can use brute force to effect a 
  shutdown can do so by inflicting four wounds against 
  a Toughness of 20 (5). Unfortunately this also exposes 
  the character to extreme levels of radiation. (They must 
  make a Vigor test each round or suffer a wound from 
  radiation burns.) The rest of the complex is flooded with 
  strong radiation (Vigor test each hour or suffer a level of 
  Fatigue).
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  Either way, disabling the reactor also shuts off the 
  electricity in the complex, plunging the heroes into 
  darkness and disabling Phoenix. (There was a backup 
  diesel generator, but thanks to improper storage, the 
  diesel has leaked away.) 
  Phoenix (Artificial Intelligence)
  Attributes: Agility —, Smarts d12, Spirit d12, 
  Strength —, Vigor —
  Skills: Knowledge (Battle) d12, Knowledge (Computers) 
  d12, Knowledge (Pre-War History) d12, Knowledge 
  (Spanish, French, German, Chinese, Arabic, Korean, Hindi, 
  Farsi) d12
  Charisma: —;Pace: —; Parry —; Toughness —
  Special Abilities
  Bodiless: The Phoenix intelligence is not limited to a 
  physical body. Destroying a computer that hosts its 
  programing destroys the intelligence, but it can simply 
  copy itself into any other computer or robot on its 
  network. When inside a robot, it uses its own traits or the 
  robot’s traits, whichever are better.
  Rebuilding Mu
  Where: Phoenix Station Mu
  When: After the heroes have agreed to help Phoenix 
  repair the station
  The Phoenix artificial intelligence is determined to 
  retaliate against the nuclear attacks the United States 
  suffered during the Great War. However, in its current 
  state it is unable to access any of the missiles it hopes to 
  launch. Its first goal is to repair Phoenix Station Mu. There 
  are several things Phoenix claims need to be done to get 
  the system fully operational.
   
  Communications: Phoenix claims this is the most 
  important task, because this allows it to contact other 
  Phoenix stations to check for survivors. While this is true, 
  Phoenix really wants to see whether the other stations 
  are connected to any missiles.
   
  Restoring the communication system requires 8 
  Build and 2 weeks work.
   
  Restoring communications actually doesn’t help the 
  Phoenix’s agenda, but may provide interesting hooks for 
  the heroes. Phoenix Station Psi is the only other station 
  Phoenix can contact. The people of Psi (page 123) are 
  excited to learn there are others out there who survived 
  the apocalypse. They explain how they are descendants 
  of the original station inhabitants, and how their town is 
  surrounded by mutant monsters.  If the heroes talksabout 
  establishing contact with Psi, the city warn the heroes 
  about the dangers, and say that none of them want to 
  venture to the town.
   
  Phoenix can also confirm that Phoenix Station Chi is 
  able to receive transmissions, but it is blocking Phoenix’s 
  signal. This intrigues Phoenix, and it suspects this might 
  have something to do with the missiles that were unable 
  to launch. Phoenix decides it wants to visit station Chi. 
  This leads to Phoenix Flight.
   
  Phoenix doesn’t tell this to the characters, but it’s also 
  unable to contact any of the missile launch sites. 
   
  Restoring communications also means the characters 
  can communicate with Phoenix via radio easily from any 
  location covered in this book.
   
  Lift: This is one of the simplest elements to repair. It 
  requires only 4 Build and 1 week. Getting the lift working 
  makes it a lot easier to transport items in and out of the 
  center. Once fixed, reduce the time for making other 
  repairs by 20%, and increase the Salvage value of the 
  location by 3.
   
  Repair Bay: See Repair Bay on page 77.
   
  Defense Systems: This reactivates some of the 
  automated defense systems, including video cameras, 
  laser turrets, and blast doors. These grant the station a +5 
  bonus to Knowledge (Battle) rolls to resist invasion.
   
  Cosmetic Improvements: This involves clearing 
  debris, replacing light bulbs, cleaning away patches of 
  mold, and otherwise making the station more livable. 
  To get the station back to a “pristine” condition takes 2 
  weeks and 10 Build. It makes little difference unless the 
  characters’ community is based in the Phoenix station, in 
  which case it improves Morale by one die type.
  Phoenix Flight
  Once the heroes restore the Phoenix’s communication 
  systems and it learns of Phoenix Station Chi, Phoenix 
  decides it wants to visit there and tries to enlist the 
  heroes in this effort. Should they accept the offer, Phoenix 
  deploys one or more drones to aid the heroes, and uses 
  these drones to communicate with them. Phoenix prefers 
  to send one falcon and two hummingbird drones, but 
  depending on what the has been repaired, and what the 
  heroes lobby for, it might send other drones with them.
   
  The journey to Chi is long and dangerous. By foot it 
  takes weeks if not months. Even by horse, bike, or boat 
  it is still no easy task. Along the way the heroes likely 
  encounter many other dangers inhabiting Broken Earth. 
   
  As the group gets close to Phoenix Station Chi, they 
  hear rumors about the area around it from other people 
  they talk to. Everyone, from scrapper factions of Scrap 
  City to Green Empire slavers to Knights of Geneva, warn 
  the heroes to stay away from there. The nature of the 
  warnings vary from person to person, and many rumors 
  center around it. Many claim it houses boogeymen and 
  body snatchers. Some say it’s haunted by ghosts who died 
  in the Great War. Other say it’s vampires, robots, mutants, 
  or the Beast described in the Book of Revelations. 
   
  If the characters pass a Streetwise test with a -2 
  penalty, they can find a relatively credible witness named 
  Stan who was attacked when he and his friends ventured 
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  near. A group of humans came from nowhere and fell 
  upon him and his group. The attackers fired some dart 
  gun that caused Stan’s allies to drop in seconds. He knew 
  there was nothing he could do, so he ran. The last thing 
  he saw was the attackers dragging away the bodies of his 
  friends. He has no proof, but he’s sure the darts knocked 
  people out instead of killing them. Whatever the attackers 
  were going to do to his friends, they wanted them alive.
   
  When the heroes decide to investigate the Phoenix 
  Station, begin Clash of the Phoenixes.
  Clash of the Phoenixes
  When the heroes approach Phoenix Station Chi, they 
  start to catch glimpses of the threat they face.
   
  Welcoming Committee: The first time the heroes 
  enter a hex adjacent to the hex containing Phoenix 
  Station Chi, the heroes run into one of the Dark Phoenix’s 
  patrols. These patrols move stealthily through the terrain. 
  The heroes must make a Notice test opposed by the dark 
  servants’ group Stealth, or the patrol gets “the drop” on 
  the heroes.
   
  The patrol attacks with its tranquilizer guns, hoping 
  to bring the heroes back to Phoenix Station Chi to have 
  control chips installed. If it becomes clear they cannot 
  win, they retreat to their home. If the dark servants take 
  any characters captive, they bring them back to the Dark 
  Phoenix. Unless the PCs can overtake the dark servants 
  (requiring horses or vehicles) the captured characters are 
  implanted with control chips and become NPCs until the 
  Dark Phoenix is destroyed.
   
  If the heroes capture any of the dark servants or 
  synths, interrogation is useless, and the captives say 
  nothing under any circumstances. 
   
  Dark Servants (1 plus 1 per PC): . See page 81. 
   
  Wild Card Synth Enforcer (1): One. See page 81.
   
  Scoping Out the City: Once the heroes have 
  gotten past the patrol, they can make their way to the 
  Chi settlement with little opposition. If they observe 
  the settlement from a distance, the heroes notice 
  many abnormalities. First, none of the citizens ever talk, 
  however they seem perfectly in synch with each other. 
  They work at the same time, they eat at the same time, 
  they go to sleep and wake up at the same time. The 
  heroes also notice several heavily armed warriors who 
  regularly patrol the exterior of the community (synth 
  enforcers). 
   
  If the characters attempt to speak to any of the 
  enthralled, they just stare blankly at the heroes. If the 
  heroes remain, more workers surround them until they 
  outnumber the heroes two-to-one. At this point they 
  leap on the heroes, hoping to restrain them and bring 
  them to the Phoenix station.
   
  Phoenix’s Hypothesis: Assuming the heroes keep 
  Phoenix informed about what they find (including by 
  bringing a drone along with them), it comes up with a 
  hypothesis that is pretty close to the truth. 
   
  Phoenix knows it wasn’t the only artificial intelligence 
  created as part of the program. It thinks there is likely 
  another program in Phoenix Station Chi. While they 
  started out similar, like a pair of identical twins, the many 
  events that transpired in the years since the Great War 
  caused them to develop separately. He believes this other 
  Phoenix has become controlling and power hungry. 
  “A Dark Phoenix, if you will.” Phoenix believes this Dark 
  Phoenix has implanted some kind of mind control device 
  in the humans it captures, explaining their odd behavior.
   
  Phoenix’s Plan: Phoenix wants to access the systems 
  of Phoenix Station Chi, and does what it can to enlist the 
  heroes’ aid. If they are the heroic types, Phoenix speaks of 
  freeing the humans from their computer master. If they 
  are greedy, Phoenix points to the wealth of pre-war tech 
  they can plunder.
   
  Phoenix thinks it can overcome the Dark Phoenix if 
  it can connect to the Station Chi’s computers, but that 
  requires ending the jamming signal, which can only be 
  accomplished from inside the station. There are far too 
  many defenders for the heroes to go in on their own, so 
  Phoenix proposes that they bring a small army to assault 
  the settlement as a distraction. Then the heroes can use 
  the confusion to fight their way into the base and open 
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  up the communication signals. Phoenix believes that at 
  this point it will be able to overpower the Dark Phoenix 
  and take control of the station. At that time anyone under 
  the Dark Phoenix’s mind control will be freed. Phoenix 
  provides the heroes with a storage device containing 
  computer programs to help them hack their way past the 
  Dark Phoenix’s defenses.
   
  Assault on Chi: If the group goes with Phoenix’s 
  plan, the combat runs as a hybrid between a Mass Battle 
  and a conventional battle. At several points during the 
  encounter the opposition the heroes face depends 
  directly on the results of the Mass Battle. 
   
  The Dark Phoenix begins with a force of 300 
  protecting the base. The heavily armed synth enforcers 
  grant it three additional tokens, and it has a major terrain 
  advantage.
   
  First Battle: Begin by running one round of the Mass 
  Battle. Allow characters to participate in this round, but 
  they will not be able to participate in further rounds 
  (since they will be otherwise occupied). 
   
  At the Gates: After the first round of combat, the 
  heroes have made their way to the shelter’s entrance. 
  Here they face additional resistance. Run this battle using 
  the standard tactical rules. 
   
  Dark Servants (1 for each token the Dark Phoenix’s 
  forces have remaining after the first round of the 
  Mass Battle.): One  See page 81.
   
  Synth Enforcers (2): See page 81.
   
  Battle Continues: As the battle outside the station 
  continues, the heroes will no longer be able to participate 
  in it, since they are cut off from the rest of their forces. 
  As a general rule of thumb, have the battle continue one 
  round for each area of the station the heroes explore.
   
  Most areas the group explores have some form 
  of protection, though it’s clear there’s only a skeleton 
  crew. Areas other than the central computer only have 
  a number of dark servants equal to half the number of 
  battle tokens the Dark Phoenix has remaining.
   
  Central Computer: This area is heavily guarded, 
  containing a number of synth enforcers equal to the 
  number of battle tokens remaining.
   
  Here the heroes can also try to open a communication 
  channel to allow Phoenix to access the base. This is 
  requires a Knowledge (Computers) test. This normally 
  would suffer a -4 penalty, but if they use the files 
  Phoenix provided, the heroes negate this and make a 
  straight check. Alternatively the heroes could attempt 
  to physically destroy the computer housing the Dark 
  Phoenix, or shut down the power at the reactor (similar 
  to Fighting the Phoenix on page 83), however Phoenix 
  greatly discourages either of these choices.
   
  Once the channel is open, Phoenix enters the system, 
  but still meets resistance. This begins a dramatic task. 
  Each round Phoenix and Dark Phoenix make opposed 
  Knowledge (Computers) rolls. Characters who wish to 
  may also make a Knowledge (Computers) roll, either to 
  assist Phoenix, or directly challenge Dark Phoenix. If the 
  heroes aid Phoenix, they make a standard test and each 
  success and raise grants Phoenix a +1 bonus to its roll. 
  If the heroes directly confront Dark Phoenix, they make 
  an opposed roll, and each success and raise contributes 
  towards ending the dramatic challenge. Once Phoenix 
  (and possibly the heroes) have gained a total of five 
  successes on the opposed rolls against Dark Phoenix, 
  they have eliminated the Dark Phoenix program from the 
  computer and Phoenix takes control of the station.
   
  As if that wasn’t hard enough, while that’s going on 
  Dark Phoenix calls upon reinforcements. Each round one 
  more synth enforcer and a number of dark servants equal 
  to half the Dark Phoenix’s current Mass Battle tokens 
  enter the fray. These troops keep coming until all the 
  heroes are subdued, or Phoenix takes control.
   
  The Aftermath: After Phoenix takes control, all 
  of the enemy combatants stand down. Some of the 
  humans under the Dark Phoenix’s control remember 
  their previous lives and try to return to them as best they 
  can. Most, however, never knew any other lives. They are 
  completely unprepared for independence, and many 
  cannot even speak or understand spoken language. It 
  will take a long time to introduce them into anything 
  resembling a normal, functioning society.
   
  Despite his victory, Phoenix is still annoyed that it 
  cannot operate any of the missile silos, and realizes the 
  problem might be that the silos themselves are broken. It 
  dispatches the heroes to the nearest silo, beginning the 
  adventure Repairing the Missile Silo.
  G75: Phoenix Station Chi
  Hidden: Notice
  Population: 320
  Salvage Value: 6; max 90
  Resources: Medicine Stockpile, Laser Weapons
  Buildings: Hospital, Computerized Library, Nuclear 
  Reactor
  Phoenix Station Chi, like the other Phoenix stations 
  on Broken Earth, was established as part of the US 
  government’s plan to survive a nuclear war. 
   
  Phoenix Station Chi’s primary research dealt with 
  techno-organic technology, including synths, bionic 
  implants, and even experimental systems designed to 
  read and manipulate human thought patterns. 
   
  Like Phoenix Station Mu, Chi also housed a version 
  of the Phoenix Intelligence program. While the two 
  artificial intelligences began as identical copies, their 
  programming allowed them to develop and adapt. In the 
  decades since the Great War, the two have developed 
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  separately and are now quite distinct. Though the 
  Phoenix at Station Chi thinks of itself simply as “Phoenix,” 
  when the Station Mu Phoenix learns of the other, it dubs 
  the second intelligence, “Dark Phoenix.” (For the sake of 
  clarity, the book will also refer to the Chi intelligence as 
  Dark Phoenix.)
   
  After the Great War ended, Dark Phoenix believed its 
  duty was to help humans rise from the ashes and rebuild 
  civilization. A large band of survivors remained below 
  ground for many years before they finally ventured out. 
  They tried to establish a new settlement with the help 
  of Dark Phoenix and several synths it had reawakened. 
  However a combination of raider and mutant attacks 
  forced the survivors to flee back to the Phoenix shelter.
   
  They remained in the shelter for a generation before 
  finally the children born in the shelter decided to venture 
  out again into world outside. Again they were attacked, 
  and this time a greedy band of raiders tracked the 
  survivors back to the shelter. Dark Phoenix activated 
  most of the synths that remained in stasis to help defend 
  the survivors, but even with that aid, the survivors were 
  overwhelmed. Dark Phoenix could not allow the station 
  to be penetrated, so it sealed the doors with most of the 
  survivors on the other side. All of the human survivors 
  were slaughtered at the hand of the raiders. Only a few 
  synths survived. 
   
  After this second disastrous failure, Dark Phoenix 
  realized humans could not be trusted with their own 
  fate. They needed Dark Phoenix not just to act as a guide; 
  it needed to assume total control over all their actions. 
  Dark Phoenix used its remaining synths to implant 
  control chips in any humans that ventured into the 
  station looking for shelter or scrap. With these under his 
  control Dark Phoenix started sending out raiding parties 
  to the surface to capture other helpless victims, return 
  them to Phoenix Station Chi, and implant control chips in 
  them as well.
   
  As they raided more settlements, their numbers grew, 
  but word also spread of the “snatchers” and “boogeymen” 
  who steal you from your bed at night. Everybody, 
  including raiders, shunned the area around Phoenix 
  Shelter Chi. It became harder to find easy targets, but 
  by this point, Dark Phoenix had enough humans under 
  its control that he could focus on rebuilding. He started 
  planting farms, harvesting scrap, and building a town 
  just above the shelter. 
   
  Dark Phoenix continued to improve upon the shelter 
  itself, and installed technology that allowed it to regrow 
  the organic material on synths’ artificial frames, allowing 
  “dead” synths to be continually reborn.
   
  Synth Labs: This area was originally used to store 
  synths in stasis until they were ready for use. Since all of 
  Chi’s synths were activated decades ago, this area has 
  been repurposed to regenerate the organic portions of 
  a synth. As long as the computer brain is intact, a “dead” 
  synth can be returned here. Any remaining organic 
  material is stripped from the bones, any damage to the 
  metal skeleton is repaired, and a completely new set of 
  organic organs grows on top of the metal frame. The 
  entire process takes roughly one month. 
   
  At any given time there are 1d6 synths recuperating 
  in here, unless a major event (large battle) has killed 
  many synths. 
   
  Cybernetic Labs: This part of the medical bay is 
  designed specifically to implant (and if need be extract) 
  cybernetic implants in humans. At this point it is primarily 
  used to install control chips in newly acquired humans.
   
  Living Quarters: Dark Phoenix still uses the living 
  quarters to house many of the humans it controls. In the 
  years since it took control, the Dark Phoenix has modified 
  the quarters to best suite its purpose. The living quarters 
  are no longer a comfortable or a fun place to hang out. 
  The rooms are crowded with multiple bunk beds, and 
  the entertainment area has been gutted. The kitchen 
  and storage areas are still used. All the food is bland, but 
  designed for maximum nutritional content.
   
  Central Computing and Reactor: These areas are 
  virtually identical to their counterparts in Station Mu (see 
  page 76) except they are in better condition. 
  Synth Enforcers
  Race: Synth
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, 
  Vigor d10
  Skills: Climbing d8, Driving d8, Fighting d12, Lockpicking 
  d8, Notice d8, Piloting d8, Shooting d10, Stealth d8, 
  Throwing d8
  Charisma: —, Pace: 6; Parry: 10; Toughness: 13(6)
  Hindrances: Quirk (use only plurals for first person)
  Edges: Ambidextrous, Assassin, Block, Improved Block, 
  Two Fisted, Reinforced Skeleton, Sub-dermal Blades
  Gear: Laser rifle (30/60/120, Damage 3d6), laser pistol 
  (15/30/60, Damage 3d6), tranquilizer rifle (Vigor test -2 
  or fall unconscious), sub-dermal blades (Str+d6), infantry 
  battle suit (+6).
  Dark Servants
  Race: Human
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d10, Notice d8, Shooting d10, Stealth d8, 
  Tracking d6
  Charisma: —; Pace: 6; Parry: 7; Toughness: 7(2)
  Hindrances: Illiterate, Clueless
  Gear: Tranquilizer rifle (Vigor test -2 or fall unconscious), 
  billy club / baton (Str+d4), Kevlar vest (+2).
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  E63: Missile Silo
  Hidden: Notice -2
  Population: 0
  Salvage Value: 4
  This missile silo was constructed beneath Iowa farm fields 
  in the years running up to the Great War, but when the 
  war broken out, the silo was disabled before it launched 
  its nuclear payload.
   
  Most of the facility is burred underground, with only a 
  small access building above ground. From her characters 
  can descend the stairs (or if repaired the elevator) reach 
  the sprawling underground complex. If they wish to 
  harvest the area for scrap, the heroes can find a wealth of 
  electronics, machinery, and scrap metal.
   
  Before they can do so however, the heroes need to 
  face the robotic guardians left in the silo, as described 
  in the Repairing the Missile Silo plot point described 
  below.
  Repairing the Missile Silo
  Where: Any place / missile silo
  When: After Phoenix has taken control of the Chi Station
   
  Phoenix hoped taking control of Station Chi would 
  allow it access to some of the still unlaunched nuclear 
  weapons buried beneath American farm land, but this 
  is not the case. While Phoenix is able to connect to the 
  launch computer for one nearby missile silo, mechanical 
  and electric problems at the site prevent a missile from 
  launching.
   
  So Phoenix turns once again to its trusted 
  companions, the player characters, to help it solve the 
  problem. 
   
  Phoenix tells the group the location of another 
  underground installation, and it needs their help to make 
  it operational. It doesn’t give the them all the details of 
  its plan, only feeding them information it thinks will 
  cause them to help, like that it houses important pre-
  war technology, or that it’s is a powerful device they can 
  use to protect their community or strike against their 
  enemies.
   
  If the heroes don’t agree to help Phoenix, it continues 
  to prod them. At some point it finally gives up, and 
  decides to use its other resources to repair the silo, as 
  described in Fighting the Phoenix.
   
  Finding the Silo: The silo is buried below ground, 
  with only a small office above ground. It requires a Notice 
  test at -2 to find the silo. The elevator has lost power, but 
  the stairs are intact.
   
  Defenses: Fear of nuclear sabotage was rampant 
  throughout the US leading up to the War. Thus all the 
  nuclear silos had robotic sentries installed. The many 
  robots in the silo are still operational. When the heroes 
  enter, the robots realize they don’t belong and attack.
   
  The drones are spread throughout the facility, and a 
  third of the lynx drones arrive each round until they all 
  arrive. The tiger drone arrives during the second round of 
  combat.
   
  Lynx-Class Drone (2 per PC): See page 153
   
  Wild Card Tiger-Class Drone (1): See page 153.
   
  Repairing the Silo: Hidden under ground, the silo 
  remained safe from scavengers, but many components 
  have degraded over time. The heroes can repair the silo 
  with four weeks of work and a Repair test at -2, or they 
  can assign it as a Job if they have an Engineer in their 
  community. It also requires 20 Build.  As they work on 
  the missile silo, characters start to get at least a general 
  idea that it’s some kind of large missile. Those who make 
  a Knowledge (Pre-War History) test realize this is the kind 
  of nuclear missile that caused the Great War.
   
  If the heroes stop their repairs, Phoenix becomes 
  increasingly coercive, activating pain chips that might be 
  installed in the heroes or threatening their loved ones. As 
  it does, it explains the truth: it plans to strike back against 
  those who annihilated the United States. If they put up 
  too much resistance, Phoenix gives up on them and tries 
  to use its other resources as described in Fighting the 
  Phoenix.
   
  If the heroes complete the repairs of the missile silo, 
  Phoenix launches the missile, targeting one of the United 
  States’ former enemies.
   
  Exactly what happens next is up to the GM. Since the 
  most likely targets were also struck by nuclear attack, the 
  warhead may just vaporize a few struggling survivors on 
  the other side of the world for no apparent reason. For a 
  “coming full circle” twist, the heroes might trigger some 
  automated defense system, and a foreign missile might 
  strike them back, automatically killing all the characters 
  and those around them. 
   
  As for the Phoenix, after launching the missile it 
  might decide its purpose has been fulfilled and delete its 
  program, or it might believe this is merely the first shot in 
  a new war, and go on to look for more sleeping warheads 
  to reactivate. 
   
  Destroying the Silo: Heroes who realize Phoenix’s 
  plans can attempt to destroy the missile or the silo. They 
  can very easily damage it temporarily and set back the 
  Phoenix’s plans by weeks, months, or even years. This sort 
  of minor sabotage doesn’t stop Phoenix forever though. 
  It eventually finds a way to repair the silo, possibly using 
  the survivors of Station Chi, robots that have been 
  reactivated, or if all else fails, recruiting other desperate 
  souls from communities nearby.
   
  The most decisive way to ensure Phoenix can’t launch 
  a nuclear warhead is to detonate one while it is still in the 
  silo. This is easier said than done. It requires the heroes 
  to make a successful Repair, or Knowledge (Demolitions) 
  test with a -4 penalty. If the hero succeeds, she 
  immediately detonates the warhead, and automatically 
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  dies in the processes. With a raise she is able to set a 
  delayed detonation and escape to safety.
  Fighting the Phoenix
  Where: Anywhere
  When: When the heroes decided to prevent Phoenix 
  from launching a nuclear missile or otherwise actively 
  oppose Phoenix. 
  Once the player characters realize  Phoenix is trying to 
  launch a nuclear weapon, they might decide to rebel 
  against it. If they do, Phoenix becomes outraged. After 
  all it has done to help the heroes, they will not help it in 
  Phoenix’s hour of need? It takes the insult personally, and 
  lashes out against the heroes. If any are implanted with 
  pain chips, Phoenix activates them and likely dispenses 
  some robots or citizens of Station Chi to attack the 
  heroes. It then uses similar methods to try to reactivate 
  the missiles.
   
  Defeating the Phoenix: Because its true form is just 
  a string of ones and zeroes, Phoenix is difficult destroy. 
  Assuming Phoenix took control of station Chi, the PCs 
  must eliminate it at both locations to truly defeat it, as 
  it can simply transfer its existence from one station to 
  another. 
   
  The process is similar at both stations, and the 
  PCs have several options. They might try to delete the 
  program, physically destroy the computers housing 
  Phoenix, or shut down the station’s reactor.
   
  However the PCs attempt to deal with Phoenix, when 
  it feels threatened it orders wave after wave of robots, 
  synths, and mind-controlled humans to take out the PCs. 
  You don’t need to keep track of the total number. Start 
  with a number of attackers equal to the PCs, and add 
  one to three new attackers each round, going until they 
  defeat the Phoenix.
   
  Deleting the Programs: Characters may attempt 
  to purge Phoenix from the computer systems. This is an 
  opposed dramatic task using Knowledge (Computers). 
  The PCs and Phoenix make opposed rolls, and whoever 
  gets five successes first succeeds. If the PCs succeed, 
  they purge Phoenix from the mainframe, but leaving 
  the other databanks intact. If Phoenix succeeds it locks 
  the heroes out of the computer system and prevents the 
  heroes from accessing the computers for any purpose.
   
  If Phoenix has taken control of station Chi, the heroes 
  must also disable communications between Chi and Mu, 
  or delete Phoenix from both stations simultaneously. 
  Otherwise Phoenix simply copies itself to the other 
  station as soon as the PCs stop interfering.
   
  Destroying the Hard Drive: PCs can also attempt 
  to destroy Phoenix by physically destroying the hard 
  drives in the stations. The difficulty of this is that there are 
  several networked drives that all need to be destroyed.
   
  In Phoenix Station Mu, the heroes must destroy the 
  computers in the main computer room, medical bay, 
  reactor, and repair bay (only if they fixed that area). 
   
  In Phoenix Station Chi, they must destroy the 
  computer in the main computing area, synth labs, and 
  reactor. 
   
  Deactivating the Reactors: PCs who want to shut 
  down the reactors the conventional way must succeed at 
  five Knowledge (Computing) tests with a -2 penalty.
   
  Those who want to can use brute force to effect a shut 
  down by inflicting three wounds against a Toughness of 
  20 (5). The reactor must be “wounded” three times before 
  it is destroyed, but it cannot soak wounds. Unfortunately 
  physically destroying the reactor also exposes the 
  character to extreme levels of radiation. (They must 
  make a Vigor test each round or suffer a wound from 
  radiation burns.) The rest of the complex is flooded with 
  strong radiation (Vigor test each hour or suffer a level of 
  Fatigue).
   
  Either way, disabling the reactor also shuts off the 
  electricity in the complex, plunging the heroes into 
  darkness and disabling  Phoenix. 
   
  Reasoning with Phoenix: The heroes might also try 
  to reason with Phoenix, perhaps by convincing it that 
  the targets it has worried so much about are no longer 
  threats. Though it’s possible they could attempt this 
  anywhere by using the radio, it is most dramatic if it takes 
  place somewhere like one of the Phoenix stations, or the 
  missile silo. 
   
  To convince Phoenix to see the error of his ways, 
  the PCs must have an opposed social conflict (see social 
  conflict in the core rules). If the result is a tie or if Phoenix 
  wins, it disregards the PCs argument and launches 
  the missiles at its chosen target. If the PCs win by 1–2 
  successes, Phoenix agrees to delay the launch until he can 
  gather more data. If the PCs succeed with 3–4 successes, 
  they convince Phoenix to call off its attack. It comes to the 
  realization that the purpose it was created for is pointless 
  and holds no more meaning in this world. It deletes itself 
  from the central computer, but leaves all other data for 
  the PCs to use. If the heroes win the conflict with 5 or 
  more successes, it calls off the attack and decides to use 
  its knowledge and power to help the PCs create a new 
  world rather than destroying the old one.
  More Community Events
  The following self-contained adventures all take place, 
  or are at least begin, in the heroes’ community. You can 
  use them when the heroes draw a special event for their 
  random community event, or introduce them whenever 
  you feel it’s appropriate.
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  Whose Town Is This Anyway?
  Where: The heroes’ community
  When: After the community has at least doubled in size
   
  The world of Broken Earth is a frightening place. 
  Most people survive by living in small groups and being 
  very cautious of outsiders. The heroes’ community likely 
  changes this paradigm. It gathers people from several 
  communities to form a greater whole. While most people 
  see this as progress, some see it as a threat not only to 
  their way of life, but actually to their lives. These scared 
  and angry citizens, unsure of how else to proceed, react 
  with violence.
   
  The exact nature of this plot depends greatly on your 
  campaign. It involves a group of “established” residents 
  reacting strongly against some perceived newcomers. 
  The perpetrators start by trying to scare the newcomers 
  into leaving, and then when that doesn’t work, they 
  assault lone travelers at night. 
   
  The aggressors are led by a woman named Kale. 
  She likely comes from one of the communities that first 
  helped settle the heroes’ community, such as the Axe 
  Tribe, Rapid Town, or the Iron Shelter. Kale doesn’t think 
  of herself as evil, or even mean. Instead she sees a threat 
  taking root in the heart of her community, and she seeks 
  to drive it out.
   
  The victims can be anybody who joined the 
  community later, but it works best if they are a little 
  exotic and if the characters recruited them directly (rather 
  than victims arriving due to immigration during the 
  community turn). Potential victims might include freaks 
  from Freaky Town, freed slaves from the Green Empire, 
  or anybody from the small communities the heroes have 
  visited. If some kind of negative event occurred shortly 
  after the newcomers arrived, it serves as proof they’re a 
  threat.
   
  Word on the Streets: If the heroes investigate the 
  situation, a Streetwise test with a -2 can find a lesser 
  member of the group, who was involved in a recent 
  attack. At this point the heroes can use either Persuasion 
  or Intimidation to convince the thug to rat out his friends, 
  leading the characters to Kale.
   
  Searching the Scene: They can also investigate each 
  crime scene for clues. With a successful Notice test the 
  heroes find a piece of physical evidence, such as a torn 
  piece of clothing, or dropped good-luck charm. Using 
  this clue to search for its owner negates the penalty to 
  Streetwise described above. The heroes can also use 
  Tracking at -4 to allow them to trace one of the attackers 
  back to his home, at which point they can interrogate 
  him with Persuasion or Intimidation.
   
  Stake Out: The heroes can also attempt to catch the 
  attackers by setting up stakeouts at night to look for an 
  attack. Each night they have a 10% chance of being in the 
  right location (if they stakeout multiple locations, each 
  location has a 10% chance). The attackers, however, are 
  on the lookout for trouble, so the watchers must succeed 
  at a Stealth check, or the attackers notice them and 
  decide not to act. The groups consists of 2d6 people. The 
  attackers likely are not especially competent combatants 
  and rely on the gang up bonus. You might use stats for an 
  Axe Tribe member (page 91), farmers (108), or sheltered 
  (93), depending on the nature of your campaign. They 
  deal non-lethal damage, and flee or surrender if the 
  heroes use lethal force. Kale is probably a Wild Card, and 
  you may simply use one of the stat blocks mentioned 
  above and grant her the benefits of being a Wild Card.
   
  Short Term Fix, Long Term Problem: Once the 
  heroes discover who’s behind the attacks, they’ll have 
  to deal with them. Depending on the justice system (or 
  lack thereof) in the heroes’ community, this might mean 
  public shaming, exile, or time served. Even if they exile 
  the perpetrators, this is only a temporary solution to 
  what will doubtlessly be a long-term problem. As long 
  as the community grows, there will be tension between 
  the new and the old, and not everybody solves their 
  differences peacefully.
  A Visit from Jed Wright
  Where: The heroes’ settlement
  When: Any time
   
  As the heroes’ settlement gains notoriety, the powers 
  around them start to take notice. In particular, the powers 
  of Wright Town notice some of their citizens have left to 
  go to the group’s settlement. As he sees their stars rising 
  Jed Wright takes a personal interest, and being a hands-
  on kind of guy he decides to visit them himself.
   
  Jed Wright arrives unannounced. If the community 
  is trading with Wright Town he comes with the regular 
  trading caravan. Otherwise he just shows up with his 
  guards. If the characters aren’t at the community when 
  he shows up he’ll wait for them, while exploring the rest 
  of the community. 
   
  Jed doesn’t offer the heroes a formal invitation, but 
  he expects that when they learn he’s there, they will 
  come to him. When they do, Jed gets right to the point. 
  He’s noticed their community is on the rise, and as he 
  sees it, they can either work together or go to war. He’d 
  rather work together, but if he has to go to war, he’ll burn 
  them to the ground. 
   
  Jed has two major demands. The first is trade. The 
  Wright Trading Company controls all trade  routes in 
  the region, and he will not permit another rival trading 
  company to move in. The second is property. The Wright 
  Company owns all the scrap within 25 miles of Wright 
  Town (about two hexes, or one day’s walk). If the heroes 
  want any material from that area they have to purchase it 
  from the Wright Trading Company. 
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  Beyond that, Jed is willing to discuss options with 
  the PCs, including working together on infrastructure 
  projects or defeating mutual enemies like the raiders 
  south of Moose Town, the pirates of New Tortuga, or 
  possibly the Green Empire. 
   
  If the heroes decide to openly challenge Jed Wright, 
  he leaves immediately, but soon enough makes good 
  on his threats. See War with the Wrights (page 109) for 
  more.
   
  Jed Wright: See page 102.
   
  Wright Caravan Guards (1 per PC): See page 105.
  Forging Alliances
  Where: Nearby communities
  When: Any time
  As the heroes’ community grows, the players may want 
  to forge alliances with nearby communities, such as 
  Sand Town, Moose Town, Agate, or Madeline. How these 
  communities react depends on many factors, including 
  what the heroes ask from their neighbors and how they 
  approach the situation.
   
  Overall, as long as the characters’ suggestions are 
  reasonable, and the other community feels like they 
  can benefit from it, they can make some kind of alliance, 
  since all the communities would rather have friends than 
  enemies.
   
  Some requests might be more difficult, and might 
  require Persuasion tests. These proposals might require 
  some risk or might go against the settlement’s natural 
  instincts, such as sending warriors to help take Bella’s 
  fort, building some kind of infrastructure project, or 
  becoming a vassal of the heroes’ community.
   
  Some things will be extremely difficult to achieve. For 
  example, none of the communities want to anger Wright 
  Town, and would never take up arms against their sole 
  source of trade. 
   
  If this occurs as a random event, it means one of the 
  nearby towns sends an envoy to the heroes’ community. 
  They may seek an alliance, technical expertise, or simply 
  want to meet their neighbors.
  Wandering Wild Cards
  Many wanderers journey across Broken Earth, and news 
  of the heroes’ settlement attracts new people. Some 
  of these, by luck or skill, stand out from the rest. The 
  wandering Wild Cards described below may arrive at the 
  heroes’ community whenever they draw a wandering 
  Wild Card result from a random community event, or 
  whenever you feel it would be interesting.
  Sara the Butcher
  Sara the Butcher was 
  raised in what was once 
  Washington State. She 
  learned how to fight at a 
  young age, and spent her 
  early years as a mercenary 
  body guard and bounty 
  hunter. Several months 
  ago, 
  Sara 
  requested 
  a 
  tattoo 
  from 
  a 
  wandering 
  mystic. 
  The mystic gave her 
  a tattoo, but it was 
  not the one Sara 
  requested. It was a 
  tattoo of a curved 
  shape brushed with 
  swaths of red and green. 
  The mystic explained that 
  she saw the tattoo in a vision, and what’s more, it is half 
  of a set. Another has a similar tattoo. Sara and the other 
  are somehow connected on a psychic level, and when 
  their tattoos are placed side by side, they reveal a greater 
  truth. The mystic said the other tattoo bearer is far from 
  here and finding her will be a perilous journey. 
   
  At first Sara scoffed at the mystic, and refused to 
  pay for the botched tattoo job. However in the coming 
  weeks, Sara felt a strange “tugging” urging her to travel 
  east. Eventually Sara gave in to the urge and left her 
  home, traveling along the ruins of Interstate Highway 
  94. Though she doesn’t know it, she’ll find the goal of her 
  quest in Scrap City, what was once Chicago, Illinois.
   
  Sara initially comes off as a friendly woman with a 
  good sense of humor, however she is also an extremely 
  skilled warrior, and if anybody insults her, she is quick 
  to let them know what a bad idea that is. If somebody 
  attacks her, she retaliates with extreme prejudice. Sara 
  prefers to fight with a refurbished pre-war katana she’s 
  named Fang. She also keeps several throwing daggers 
  within easy reach for when foes prove hard to get to.
   
  Sara has a pet cat named K8 (pronounced Kate), who 
  either rides perched on Sara’s shoulder or trots along 
  behind her. K8 has a minor mutation that makes her 
  saliva mildly poisonous, and Sara periodically harvests 
  this saliva to coat her weapons. Sara doesn’t tolerate 
  anybody mistreating K8 or any other cats.
   
  Sara is nineteen years old. She is short with an athletic 
  build. Her hair is dark brown with streaks of blue and read 
  (a minor mutation). In addition to the mystical tattoo on 
  her left hip, she has another tattoo of a black cat on her 
  right shoulder. She has fair skin and brown eyes.
   
  Introducing Sara the Butcher: There are several 
  ways you can introduce Sara the Butcher to the heroes.
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  The mental tug that pulls Sara towards Chicago might 
  first pull her to the group’s community and encourage 
  her to seek out their aid. This might be a random event, 
  or it might occur coincidentally when the group was 
  planning to head to Scrap City anyway.
   
  The group might also find Sara at some point 
  traveling along her path. Several communities, including 
  Cloud City, Freaky Town, and Mad City are all along her 
  route. Depending on the nature of the city, she might 
  stay there for a few days to rest and recuperate, or she 
  might be imprisoned there.
   
  The heroes might also encounter her on the road, 
  possibly fighting mutant monsters in the heart of 
  monster country.
   
  Once the group meets Sara, assuming they are 
  friendly to her, she’ll mention she is heading east, though 
  she’s vague about her exact destination. She is happy to 
  travel with the group if they are heading the same way. 
  A Persuasion test or large payment might convince her 
  to delay her quest to help the heroes for a time, but she 
  won’t give up her quest entirely until she finds her tattoo 
  mate.
   
  The person with the other tattoo is Brittney, currently 
  living in the ruins of Chicago (see page 146).
   
  When both women find each other and reveal their 
  tattoos, they come to realize their true nature. They are 
  in fact synths. Each was programed to explore the world 
  as a sleeper scout, who does not know their true identity. 
  They were activated by two Phoenix stations that don’t 
  play major roles in this adventure, one in Washington 
  State, and the other in Missouri. When their sleeper 
  programing kicks in, they also recall the location of their 
  Phoenix stations, along with the others described in this 
  adventure. 
   
  Despite this revelation, the women’s former 
  personalities remain. They both go through existential 
  conflicts, whether to return to their Phoenix stations, or 
  continue their previous lives. The heroes can easily nudge 
  them one way or the other.
  Sara the Butcher
  Race: Synth
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d10, Intimidation d8, Streetwise d6, 
  Survival d6, Throwing d8, Tracking d6
  Charisma: —; Pace: 6; Parry: 7; Toughness: 5
  Hindrances: Overconfident, Quirk (treats cats like 
  people), Untainted
  Edges: Berserk, First Strike, Frenzy, Reinforced Skeleton, 
  Trademark Weapon (katana called Fang)
  Gear: Katana “Fang” (Str+d6+2), three daggers (3/6/12, 
  Damage Str+d4), backpack, canteen, bedroll, ball of yarn.
  Kell the Dog-Man
  Kell’s ancestors survived the 
  Great War by retreating 
  to 
  the 
  forests 
  of 
  Manitoba, 
  Canada. 
  They brought their 
  dogs with them, and 
  they 
  discovered 
  that 
  these dogs were a great 
  help in surviving. They 
  helped hunt, guarded 
  the settlement, and 
  pulled 
  dogsleds 
  during the winter. 
  Kell’s 
  ancestors 
  continued to breed 
  dogs and attracted 
  many 
  strays 
  that 
  they incorporated into their pack.
   
  Kell always assumed any other human survivors also 
  lived with packs of dogs, but when he reached adulthood, 
  he explored the world around him, and found most were 
  without canine companions.
   
  At the end of the next winter, Kell gathered a dozen 
  dogs, harnessed them to a sled, and traveled south until 
  he met a friendly community. There he negotiated a deal. 
  He’d spend a year with the community, helping them 
  and training them to work with the dogs, and at the end 
  of that year, he’d let them keep most of the dogs born 
  during the course of it. Then the next year he’d head out 
  again looking for another community in need of help.
   
  Kell has spent the past few years traveling south, and 
  only once suffered for it. He doesn’t like to talk about it, 
  but he was ambushed and injured and several of his dogs 
  were killed before he escaped. 
   
  Kell is a friendly man and generally trusting. He wants 
  to help humanity regain civilization, and thinks dogs will 
  be a major step in doing this. 
   
  Kell is a man in his late twenties of medium height 
  and build. He has fair skin, a brown beard, and shoulder-
  length brown hair. His hands and arms are scarred, but he 
  refuses to talk about why.
   
  Introducing Kell: Kell’s background makes him 
  easy to introduce into a campaign. Kell may arrive at the 
  heroes’ community early one spring, offering them dogs 
  in exchange for spending a year in their community. 
  The group might instead encounter Kell at another 
  community. Coming from what was once Manitoba, he is 
  most likely to be found at the Ligfor band of the Axe Tribe, 
  and he might even go with them to the Great Gathering 
  (see page 98). The heroes might be able to recruit Kell 
  to bring dogs to their community, or trade something 
  valuable for a puppy.
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  Kell the Dog Man
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Driving d8, Fighting d8, Healing d6, Knowledge 
  (Nature) d8, Notice d8, Persuasion d6, Riding d6, Shooting 
  d6, Survival d8+1, Tracking d8
  Charisma: —; Pace: 6; Parry: 6; Toughness: 8 (3)
  Hindrances: Curious, Loyal
  Edges: Beast Bond, Beast Master (dog named Riley), 
  Level Headed
  Gear: Sling d6 (Str+d4, 4/8/16), spear (Str+d6), survival 
  knife (Str+d4), breast plate (+3), steel helmet (+3), 
  dogsled, six to ten dogs, tent, backpack, flint and steel, 
  cooking pot, compass, a dozen worn chew toys. 
  “Dastardly” Dave
  “Dastardly” Dave grew up in Wright Town as part of a 
  scrapper family. On one of his earliest trips through 
  the ruins, he found some fire crackers that amazingly 
  had survived the years of neglect. When he figured out 
  what they were, he set them off and discovered his true 
  purpose in life, blowing things up. He dedicated the next 
  several years to discovering everything he could about 
  building and handling explosives.
   
  “Dastardly” Dave is a showman who believes there’s 
  no better way to impress a crowd than to blow something 
  up. He imagines himself the hero of his own novel, which 
  incidentally, is the greatest story ever told. He doesn’t 
  understand that other people might not realize how 
  awesome he is, so if he is ignored or brushed off, he 
  assumes it’s a deliberate attempt to sabotage or mock 
  him.
   
  Dave is a man in his late teens. He has slick black hair 
  and a black mustache he is fond of twirling. 
   
  Introducing “Dastardly” Dave: When Dave hears 
  of the heroes’ budding community, he decides it’s the 
  perfect opportunity to show the world just how amazing 
  he really is. He shows up and declares he’s there to save 
  the town. If the characters handle him with flattery and 
  give him a meaningful job to do (anything involving 
  explosives) he can become a useful, if slightly dramatic, 
  member of the community. 
   
  If, however, the heroes laugh at Dave or spurn his 
  help, he realizes that they are in fact the villains of the 
  story, and he needs to thwart their diabolical plots. Dave 
  works against the heroes in any way he can, often by 
  sabotaging their community, spreading lies, or giving 
  information to their enemies. He doesn’t try to kill the 
  heroes, not right away at least. First he needs to burn 
  their dreams.
  “Dastardly” Dave
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Gambling d6, Intimidation d4, 
  Knowledge (Demolitions) d8, Knowledge (Technology) 
  d6, Notice d6, Repair d6, Throwing d8, Weird Science d8
  Charisma: —; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Arrogant, Quirk (Yells KA-BOOM! at 
  inopportune moments), Vengeful (Minor)
  Edges: Arcane Background (Weird Science), Danger 
  Sense, New Power (2)
  Gear: Three grenades (2d6), dagger (3/6/12, Damage 
  Str+d4), little red wagon, various chemicals.
  Arcane Powers: 10 Power Points, blast, slumber, stun
  The Prophet Culvaris
  The man who would become the Prophet Culvaris was 
  born Filbert Grossman in the city of Psi (page 123). 
  Filbert showed a remarkable aptitude for chemistry and 
  pharmaceuticals. He studied everything he could from 
  the scientists in Psi, and scoured the computer and paper 
  archives for more information. He began exploring with 
  hallucinogenic drugs, and came to believe that the visions 
  he saw during the drug-induced trips were messages 
  from God. Slowly, Filbert became more megalomaniacal. 
  He believed God wanted him to rule over Psi, and he 
  attempted to seize control of its government.
   
  His coup failed, and Filbert was exiled from Psi. He 
  wandering nearly a year in the wilderness. One night, 
  he took shelter in a ruined pre-war restaurant. Here he 
  had another drug-induced vision. It told him the blue 
  oval logo of the fast food restaurant was the Eye of God, 
  and before the War, the believers built these temples 
  throughout the world, so God could watch his children. 
   
  Filbert saw a way out of the wilderness. Following 
  the path he saw in his vision, he arrived at Moose Town. 
  He rechristened himself the Prophet Culvaris, and spread 
  the word about the temples bearing the Eye of God.
   
  The 
  details 
  of 
  Culvaris’s 
  philosophy 
  change 
  frequently, but the central tenant remains constant: he is 
  the chosen prophet. He uses his knowledge of chemistry 
  to heal the injured and perform “miracles” that cause 
  many to believe him.
   
  Culvaris is a solidly built man in his late thirties. He 
  has brown unkempt hair and a bushy brown beard.
   
  Introducing Culvaris the Prophet: Culvaris likely 
  arrives at the heroes’ community in order to spread the 
  word of God, rolling into town in a horse-drawn wagon. 
  He preaches wherever people gather, and his sermons 
  often resemble old-time medicine shows, except he 
  really can heal, and he sells religion rather than snake oil. 
   
  Culvaris starts as little more than a curiosity, but if he 
  remains in the group’s settlement, he gains converts to 
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  his religion. As his flock grows, he demands more political 
  power in the city, and eventually attempts to take control 
  of the community and rule it as a theocracy. 
  Cularis the Prophet
  Race: Human
  Attributes: Agility d4, Smarts d10, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Extreme Chemistry d10, Fighting d6, Knowledge 
  (Biology) d10, Knowledge (Technology) d6, Notice d6, 
  Persuasion d8, Repair d4, Shooting d6
  Charisma: +2; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Arrogant, Delusional (believes he is chosen)
  Edges: 
  Arcane 
  Background 
  (Extreme 
  Chemistry), 
  Charismatic, Command, Fervor, New Power, Power Points
  Gear: Dagger (3/6/12, Damage Str+d4), Light Automatic 
  Pistol (12/24/48, Damage 2d6, AP 1), leather armor (1), 
  The Book of Culveris
  Arcane Powers: 15 Power Points, boost, greater healing, 
  healing, radiation resistance
  Power to the People
  Bringing electricity back to the post-war world is a 
  huge accomplishment. The PCs might do this by either 
  repairing or harvesting parts from the ruins of pre-war 
  power facilities. Below are descriptions of hydroelectric 
  power stations, wind farms, and nuclear plants. While in 
  the real world there are many differences within each 
  type of power station, in game terms the different power 
  plants within each type function basically the same way.
  Hydroelectric Dams
  Hidden: Notice
  Population: 0
  Salvage Value: 2 (4 if specifically for building a 
  Hydroelectric Power Station)
  Ruined Building: Hydroelectric Power Station
  These locations all feature hydro dams that are in good 
  enough shape that they have a hope of being repaired, 
  or can be used as sources of salvage. There are many 
  more hydroelectric generators throughout the region, 
  but the others are in too bad of shape to be worth much.
  A3 Bemidji Dam
  B17 Fon Du Lac Dam
  B20 Thomson Dam
  B22 Prairie River Dam
  C32 St. Cloud Dam
  C35 St. Anthony Dam
  D43 Grandfather Falls Dam
  E62 Ottumwa Dam
  Roach King’s Dam (page 111): Whichever dam the 
  characters explore first belongs to a mutant called the 
  Roach King. Or if you want to assign it from the beginning, 
  it can be the Prairie River Dam.
  Nuclear Power Plants
  Hidden: Notice
  Population: Special
  Salvage Value: 2 (4 if specifically building a Nuclear 
  Reactor)
  Ruined Building: Nuclear Reactor
  There are several former nuclear power plants in the 
  region where the Broken Earth adventure takes place. 
  The areas near all of them are still slightly radioactive, as 
  the nuclear waste storage systems at the plants broke 
  down and started leaking. Every day the heroes spend in 
  the area, or every time they eat food native to the area, 
  they must pass a Vigor test or suffer a level of Fatigue. 
  Characters incapacitated by this gain radiation poisoning, 
  a Long-Term Chronic, Minorly Debilitating disease.
   
  Nuclear power plants frequently attract freaks and 
  other creatures immune to radiation. Most of the stations 
  have some kind of mutant living in them.
   
  The plants in the area include:
  C33 Monticello Nuclear Generating Plant 
  C38 Prairie Island Nuclear Power Plant
  D47 Point Beach Nuclear Generating Station 
  E54 Duane Arnold Energy Center
  F69 Byron Nuclear Generating Station 
  Out of Fuel (page 101): All of the stations listed above 
  have sufficient nuclear fuel for the Out of Fuel quest for 
  the Iron Shelter. 
  Wind Turbines
  Hidden: Notice
  Salvage Value: 2 (4 if specifically building a Wind Turbine)
  Ruined Building: Wind Turbine
  Without regular maintenance, the wind that once 
  powered these mighty electric turbines became their 
  own worst enemies and caused many of the blades to 
  shatter. There are still a few turbines that are mostly 
  intact, that the heroes might discover at the following 
  locations.
  A9 Taconite Ridge Wind Farm
  C37 Jeffer’s Wind Farm
  D51 Cedar Ridge Wind Farm
  E52 Crystal Lake Wind Farm
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  The North Woods comprise the area north and west of 
  the Wright Town trade circuits. It’s mostly inhabited by 
  tribal hunters and gatherers like the Axe Tribe. Because of 
  the sparse population, it holds many secrets, like Phoenix 
  Station Mu and the Iron Shelter.
  A1: Phoenix Station Mu
  See page 76 for details.
  Axe Tribe
  The Axe Tribe controls much of the north woods. During 
  the winter each band settles down at their winter 
  encampments. During the summer months they travel 
  every few weeks, looking for plentiful food sources, using 
  the rivers to navigate. 
  Missi Band
  The Missi band is the largest band of the Axe Tribe, 
  numbering over two hundred people. They are based in 
  the southwest of the Axe Tribe’s range and they roam the 
  upper Mississippi River and winter and near Leech Lake.
   
  The Missi band is also the most conservative band 
  on average. They hold strongest to the belief that they 
  should avoid pre-war ruins and eschew any technology if 
  they don’t know how it works. 
  Important NPCs
  Paul 
  Pegahmagabow: 
  Paul 
  Pegahmagabow 
  is 
  recognized as the greatest hunter in the Missi band, and 
  as such is looked up to by most of the Missi band. Paul 
  is so skilled with the bow that he sees it as the way to 
  solve most problems. He would never advocate striking 
  first against another community (and he knows very little 
  about those beyond the Axe Tribe), but if he hears of a 
  threat (like the Green Empire) he is not afraid to respond 
  with force.
   
  Paul was born into the Ligfor Band and came to the 
  Missi band when he married his wife Anna.
   
  Paul is a very athletic man in his early thirties. He has 
  copper-colored skin, brown eyes, and straight black hair 
  he wears long. He has a large scar across his chest and 
  wears a necklace of teeth. Both of these are mementos of 
  a ghost cat that tried to kill him.
   
  Paul is a Wild Card ranger (page 92).
   
  Carla Vizenor:  Carla Vizenor is the closest thing the 
  Missi band has to a leader. She is extremely wise and her 
  people frequently seek her out for advice, and at council 
  meetings her opinion carries a lot of weight. She urges 
  patience in all things, and that the bigger the decision, 
  the more time people should take to consider it. 
   
  Carla has four living children and more than a dozen 
  grandchildren. Her husband of many years passed away 
  a decade ago from disease.
   
  Carla is in her early sixties. Her russet-colored skin is 
  weathered and wrinkled from her many years, but her 
  hair is still a vibrant black. She’s missing her two top-front 
  teeth, a fact made plain thanks to her frequent smiles.
   
  Carla is a Wild Card tribal leader (page 92).
   
  Maple: Maple is a young woman who recently 
  discovered she has natural psychic gifts and has since 
  begun training as a healer, and as such suddenly gained a 
  position of a power and respect in the community. She is 
  thrilled by this, but also somewhat intimidated by it. She 
  hopes she can live up to the expectations other people 
  have of her.
   
  Maple’s father came from the Santloose band, and 
  her brother Ash married Eagle Eye of the Santloose band 
  just over a year ago. Ash was among those who the 
  slavers killed, and when she learns of his death Maple is 
  grief stricken.
   
  Maple is what the Axe Tribe call a burned-person, or 
  what in the rest of the upper Midwest people call a freak. 
  She has silver-gray skin, amber eyes, and is completely 
  devoid of hair. She is short and more slender than most 
  freaks. 
   
  Maple is a Wild Card apprentice healer (page 92).
  Ligfor Band
  The Ligfor band is the northernmost of the major bands 
  of the Axe Tribe, living on and around what was once the 
  border of Minnesota and Ontario. They are even more 
  concerned with cold weather than the rest of the Axe 
  Tribe (which is quite concerned with cold weather), and 
  they are expert fur trappers and tanners. The Ligfor band 
  is the smallest of the major bands, numbering just over 
  fifty members. 
  Important NPCs
  Jane: Jane is an exceptional hunter and trapper. Jane is 
  also a simian, which is quite rare among the Axe Tribe. 
  She wasn’t born into the Axe Tribe, but rather she and her 
  husband Bernard arrived twenty years ago from the far 
  east after traveling through monster-infested lands. They 
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  were exceedingly grateful for the Ligfor band taking 
  them in, and have done everything they can to assimilate 
  into the community.
   
  Despite her many accomplishments, Jane is still self-
  conscious about not fitting into the tribe. Though nearly 
  everybody in the tribe has accepted her, she tends to 
  miss this and instead focuses on the rare jokes or snide 
  remarks said behind her back.
   
  Jane and Bernard have five children, the oldest of 
  which, a woman named Lola, has just reached marrying 
  age, and Jane is concerned she will not be able to find a 
  husband for her daughter. 
   
  Jane is a muscular simian standing almost six feet tall. 
  Her body is covered with light brown fur and her eyes too 
  are brown. 
   
  Jane is a Wild Card ranger (see page 92) with all the 
  simian Racial Edges and Hindrances.
   
  Raven McPhail: Raven McPhail is a psychic healer 
  and one of the most respected members of the Ligfor 
  band. For many years he tried to teach others who he saw 
  had a natural talent with psionic powers, however he was 
  emotionally scarred when several years ago one of his 
  students, a man named Clive, learned how to abuse his 
  power to control the minds of others. Raven drove Clive 
  out of the community, but he has not taken on another 
  apprentice since.
   
  Raven was born into the Ligfor band, and despite 
  many interested women, he has never married. Raven 
  has always been rather secretive, and since the tragedy 
  with Clive, he has been even more so. Despite this, most 
  people in the Ligfor band respect Raven and heed his 
  advice.
   
  Raven is in his mid-forties and is of average height 
  and build. He has peach skin and chestnut hair.
   
  Raven uses the statistics for a Wild Card apprentice 
  healer (see page 92).
   
  Zachary Erdrich: Zachary is a young man who 
  recently entered adulthood, and he wants to see the 
  world. He has lived his whole life in the northern territory 
  of the Ligfor Band, but heard stories of the world beyond. 
  He is intrigued by tales of ancient ruins and strange 
  cultures and wants to see them for himself. Zachary just 
  needs an excuse to leave.
   
  Though still young, the elders of his tribe recognize 
  Zachary has great potential, and they are keeping an eye 
  on him as a potential leader.
   
  Zachary is the grandson of Freya Erdrich, the 
  Santloose band’s wise-woman and healer. Her son 
  Thorwald (Zachary’s father) married into the Ligfor Tribe.
   
  Zachary Erdrich is a man in his late teens with bronze 
  skin and black hair he keeps long and decorates with 
  eagle feathers.
  A2
  A4
  A7
  A8
  A9
  B14
  B21
  A1
  A3
  A5
  A6
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  Minor Bands
  In addition to the three major bands, there are a few 
  minor bands within the Axe Tribe. These each number 
  less than twenty people and are often a single family. 
  Some minor bands were formed by ambitious tribesfolk 
  who wanted to venture into unoccupied territory. 
  Others are just a loophole to get around the marriage 
  taboo, which dictates that people from the same band 
  should not marry. Most young couples simply accept 
  they cannot be together, and find somebody else. A 
  few go to great lengths to stay together. One member 
  (usually the woman) founds her own band, which also 
  means she no longer belongs to her original band. Thus 
  she is free to marry somebody from the original band. 
  The loophole comes with a price, since the new band is 
  expected to move to a new territory and isn’t able to rely 
  on their former community for support. These “bands of 
  convenience” are also unlikely to attract other members 
  to their bands (unlike bands of expansion which usually 
  attract a handful of others).
  Important NPCs
  Baldur Anderson: Baldur Anderson is an adventurous 
  former-member of the Missi band who has recently 
  founded his own band, hoping to expand into the 
  territory north of the Missi band and west of the Ligfor 
  band, living around what was once Red Lake. Baldur 
  hopes to convince as many people as possible to join 
  him as he can. To date his new band has six other recruits, 
  though he hopes to find a few more at the next Great 
  Gathering. 
   
  Baldur is a burned-person (aka freak) with dark gray 
  skin and orange eyes. He has a blotchy star -shaped 
  growth on the top of his forehead.
   
  Baldur is a Wild Card tribal elder (see page 92).
  Axe Tribe Members: This is represents a typical member 
  of the Axe Tribe. You can also use these stats for others 
  who live by hunting and gathering.
  Axe Tribe Members
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Boating d6, Fighting d4, Knowledge (Nature) d6, 
  Notice d6+2, Shooting d6, Survival d6, Swimming d6, 
  Tracking d6
  Charisma: —; Pace: 6; Parry: 4; Toughness: 5
  Edges: Alertness
  Hindrances: Illiterate
  Gear: Bow (12/24/48, Damage 2d6), axe (Str+d6), 
  personal goods.
  A10
  A11
  A12
  A13
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  Ranger: Rangers are experienced hunters who are at 
  home in the forest.
  Rangers
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Boating d4, Fighting d6, Knowledge (Nature) 
  d6, Notice d6, Shooting d8, Survival d8, Swimming d4, 
  Throwing d4, Tracking d8
  Charisma: —; Pace: 6; Parry: 5; Toughness: 5
  Edges: Quick, Woodsman
  Hindrances: Illiterate, Loyal
  Gear: Bow (12/24/48, Damage 2d6), axe (Str+d6), leather 
  armor (+1), personal goods.
  Tribal Leaders: Tribal leaders are some of the most 
  experienced members of the Axe Tribe, and others look 
  to them for guidance. 
  Tribal Leader
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Boating d6, Fighting d6, Intimidation d6, Notice 
  d6, Persuasion d8, Shooting d10, Survival d10, Throwing 
  d6, Tracking d6
  Charisma: —; Pace: 6; Parry: 5; Toughness: 5, 
  Edges: Command, Fervor, Marksman
  Hindrances: Vow (to protect tribesfolk)
  Gear: Battle axe (Str+d8), two throwing axes (3/6/12, 
  Damage Str+d6), bow (12/24/48, Damage 2d6), leather 
  armor (+1), personal goods.
  Apprentice Healers: Apprentice healers have psychic 
  gifts they learn to use to aid those in need. They are 
  looked upon as blessed by Palbun and highly respected 
  in the Axe Tribe.
  Apprentice Healer
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Boating d4, Fighting d4, Healing d8+2, Knowledge 
  (Nature) d6, Notice d6, Persuasion d6, Psionics d8, 
  Shooting d4, Survival d6, Tracking d4
  Charisma: —; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Pacifist (Minor), Vow (Heal all in need)
  Edges: Arcane Background (Psionics), Healer
  Gear: Staff (Str+d4), sling (4/8/16, Damage Str+d4), 
  herbal remedies, personal goods.
  Arcane Powers: 10 Power Points, darksight:, healing, 
  succor
  A2: The Holiest of Statue of Palbun
  Hinden: Notice or Tracking
  Population: 3
  Salvage Value: 2
  On the shore of what was once Lake Bemidji, stands a 
  statue of a giant lumberjack and his blue ox, or “Palbun 
  and his Battle Steer” as the Axe Tribe refer to it. Even with 
  all the destruction that swept through the land, those 
  statues stood strong.
   
  This site is considered a holy site to members of the 
  Axe Tribe and members of the tribe come here each 
  summer for a festival called the Great Gathering (see 
  page 98). At other times of the year there may be a few 
  pilgrims visiting the statue of Palbun to seek out advice 
  or to ask for favors.
   
  Keepers: Three keepers, one from each major band, 
  live near the statue of Palbun year-round. They are tasked 
  with keeping the statues in good condition, to assist 
  pilgrims, and helping organize the Great Gathering. These 
  keepers are almost always women, though occasionally 
  a man who never married might become a keeper. They 
  are either un-married, or older people whose children 
  have grown and their spouses have passed away.
   
  The current keepers are three women named 
  Rosemary, Turtle, and Fatima. 
  A3: Bemidji Dam
  See page 88.
  A4: Missi Band Winter Home
  Hidden: Notice or Tracking
  Population: 213 (winter only)
  Salvage Value: 1
  This is the winter home of the Missi band of the Axe Tribe 
  (page 89). They leave this camp to roam the river each 
  spring and return in the fall.
  A5: Ligfor Band Winter Home
  Hidden: Notice or Tracking
  Population: 88 (winter only)
  Salvage Value: 1
  This is the winter home of the Ligfor band of the Axe 
  Tribe (page 89). They leave this camp to roam the river 
  each spring and return in the fall.
  A6: Santloose Band Winter Home
  Hidden: Notice or Tracking
  Population: 31 (after slavers attack)
  Salvage Value: 1
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  This used to be the winter home for the Santloose band 
  of the Axe Tribe. Depending on the heroes’ actions after 
  the end of Breaking Chains and Forming Bonds, they 
  may abandon this area or try to reestablish it. 
  A7: Shattered Encampment
  Hidden: Notice -1
  Population: 0
  Salvage Value: 1
  These are the remains of the Axe Tribe camp the 
  slavers attacked during the prologue of the adventure. 
  Afterwards, the surviving members of the Axe Tribe likely 
  want to return to give the dead a proper cremation and 
  collect useful and sentimental possessions.
  A8: Iron Shelter
  Hidden: Notice -4
  Population: 100 (improved farmers, docs, engineers, 
  mechanics, pharmacists)
  Salvage Value: 3; max 30
  Resources: Books, Medicine Stockpile
  Buildings: Hospital, Nuclear Reactor 
  This is the entrance to the Iron Shelter, though almost 
  nobody realizes it. From the surface it just looks like a 
  few rusty buildings much like hundreds of other ruins. 
  Characters who don’t already know what they are looking 
  for might notice the head of the mineshaft with a Notice 
  test at -6. 
   
  Once they find the ladder leading down, it is a 
  perilous eight-hour climb down to reach the inhabited 
  part of the Iron Shelter. 
  Important NPCs
  Jack Reynolds: Jack Reynolds grew up much like every 
  other citizen of the Iron Shelter. He received a basic 
  education in reading, math, and history. In his teens 
  he applied for and received permission to train as a 
  technician, to maintain and repair all of the technical 
  systems keeping the shelter running.
   
  But Jack wasn’t content to simply maintain the 
  systems, he wanted to see if he could do better. He 
  studied all the technical manuals the vault’s library had 
  to offer, and figured out ways to increase the efficiency 
  of the shelter. He developed several new techniques 
  to decrease energy consumption and increase food 
  production. The latter achievement especially made him 
  popular among the citizens of the Iron Shelter. By the 
  time he was in his mid-forties, Jack decided to run for a 
  seat on the council and was elected in a landslide.
   
  Jack views his role on the council as making the 
  Iron Shelter into the greatest settlement possible. This 
  includes not only the technical functions of the shelter, 
  but also the people who live there. Jack wants the 
  citizens to be both productive and happy. He is a strong 
  proponent of working hard and living life to the fullest. 
  He agonizes over citizen assignments every time a 
  youngster comes of age, and always helps organize the 
  shelter’s many annual celebrations.
   
  Because he is so focused on the Iron Shelter, Jack 
  takes little interest in the world beyond. He sees it as a 
  distraction at best, and possibly a threat to the shelter’s 
  continued survival. Even if the radiation has died away, 
  he is certain life outside the shelter cannot possibly be as 
  civilized as the world within.
   
  Jack Reynolds is a man in his early fifties. He has a full 
  black beard, but is starting to lose the hair on the top if 
  his head. 
   
  Jack Reynolds is a Wild Card council member (page 
  94).
  Samantha Vang: Like all sheltered, when Samantha 
  Vang was very young she learned about reading, writing, 
  and mathematics in the Iron Shelter’s version of a one-
  room schoolhouse. She later apprenticed in the shelter’s 
  clinic, and eventually became the shelter’s head doctor.
   
  After many years in medicine, Samantha decided to 
  run for the council, and by then she had many former 
  patients who were eager to vote her in. Samantha cares 
  deeply about all the people in the shelter and wants to 
  make sure they are safe and happy. She thinks the key to 
  success is to ensure that the people of the Iron Shelter 
  are not only educated, but also know how to seek out 
  new learning and make their own discoveries. While the 
  ancestors who founded the Iron Shelter did their best to 
  equip it with all the information they could, there is much 
  more out there. Further, Samantha believes the shelter 
  shouldn’t hoard all of its knowledge to itself, it should 
  act as the city on a hill, and help whatever remains of 
  civilization to rebuild, even if it might put some people 
  from the shelter at risk. 
   
  Samantha is a diminutive but forceful woman in her 
  mid-fifties. She has straight black hair she keeps cut short. 
   
  Samantha is a Wild Card council member (page 94).
  Sheltered: These sheltered represent the average citizen 
  in the Iron Shelter. These stats can also represent citizens 
  of other well-educated societies.
  Sheltered
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Climbing d4, Healing d4, Knowledge (Agriculture) 
  d8, Knowledge (Computers) d6, Knowledge (Pre-War 
  History) d8, Notice d6, Persuasion d6
  Charisma: —; Pace: 6; Parry: 2; Toughness: 5
  Gear: Various.
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  Council Member: Council members make up the ruling 
  body of the shelter: the Iron Council, elected every few 
  years by majority vote. The stats can also be used to 
  represent a well-educated leader.
  Council Member
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Healing d6, Investigation d8, Knowledge 
  (Agriculture) d6, Knowledge (Pre-War History) d8, 
  Knowledge (Technology) d8, Persuasion d10
  Charisma: +2; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Loyal
  Edges: Charismatic
  Gear: Various.
  A9: Taconite Ridge Wind Farm
  See page 88.
  A10: Stone Grove 
  Obvious
  Population 61 (Foragers)
  Salvage Value: 3
  Resources: Books
  Ruined Building: Stadium
  The city of Thunder Bay, Ontario didn’t suffer a direct 
  attack in the Great War, but the entire population either 
  fled or died out not long afterwards. Thus it remained 
  a ghost town for many years, until a band of simians 
  traveling from the east came to the city and decided to 
  take shelter within it. These simians found plenty of fish, 
  game, and plants during the warmer months that they 
  could store for the winter, and they found tools, materials, 
  and shelter within the ruins. The simians decided to make 
  the area their home, and dubbed it the Stone Grove, for 
  the many tall concrete buildings.
   
  The simians now call themselves the Grove People, 
  and survive primarily by hunting and gathering. They are 
  naturally distrusting of all outsiders, especially humans 
  and freaks. This fear has grown all the greater since the 
  pirates of New Tortuga first raided their land a few months 
  ago. Should the heroes encounter the Grove People, they 
  will attempt to ward the heroes away, and attack if they 
  refuse, unless the characters pass a Persuasion test to 
  convince the simians they mean no harm.
  Important NPCs
  Longtooth: Longtooth is the leader of the Grove People. 
  He owes this mainly to his skill as a hunter and the fact 
  he can physically overpower any who challenge his 
  rule. He is stubborn and prideful and doesn’t appreciate 
  those who question his leadership. Longtooth believes 
  the traditional ways are best, and while he has found 
  many useful tools in the ruins of Thunder Bay, he doesn’t 
  think they should try to learn more from them than they 
  already understand.
   
  Longtooth stands six and half feet tall and is well-
  muscled. He has woven many small bones into his dense 
  black fur.
   
  Longtooth is a Wild Card who uses the tribal elder 
  (page 92) statistic plus all the simian Racial Edges and 
  Hindrances.
   
  Trillium: Trillium, or Trilly as most people call her, is a 
  young simian who secretly leads a group that questions 
  Longtooth’s rule. She believes him a bully who rules by 
  force and intimidation, and she thinks good ideas should 
  get a fair hearing regardless of who they come from. 
  She kept her views to herself until the recent attacks by 
  the pirates of New Tortuga. When Longtooth failed to 
  protect their people from the raids, she and others like 
  her started whispering their views. Trilly is interested in 
  learning more about the world around her, including 
  meeting with other races and exploring the secrets of the 
  ancients.
   
  Trilly is a teenage simian with a small but muscular 
  build. She always wears a gold necklace with a star 
  pendant she discovered among the ruins. 
   
  Trillium is a Wild Card who uses the Axe Tribe member 
  statistics with all the simian Racial Edges and Hindrances.
  A11: New Tortuga
  Hidden: Notice or Boating
  Population: 44 (soldiers)
  Salvage Value: 1
  Resources: Basic Firearms
  The pirates of New Tortuga began their careers further 
  east, sailing what was once Lake Erie. They survived by 
  raiding coastal towns, but as time went by they found 
  they encountered heavier resistance. They took greater 
  losses for less gain. Finally an ambitious pirate named 
  “Blood Eye” Jones rebelled against their captain, and 
  after a fierce battle, Blood Eye found himself in control of 
  the dwindling fleet.
   
  Now captain, Blood Eye took his fleet west looking 
  for greener ports to plunder. After sailing for several days, 
  he came upon a large island in Lake Superior, which he 
  christened New Tortuga. From here he began raiding 
  towns and villages around the lake, including Wright 
  Town, Agate, Madeline, and the Stone Grove. Learning 
  from his previous captain’s failures, Blood Eye spreads 
  his raids out, trying not to attract too much attention 
  from any one particular settlement. He usually gives 
  the targets of his attacks the opportunity to give over 
  their valuables peacefully, and if he gets what he wants 
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  he leaves without bloodshed. However the captain is 
  merciless to those who refuse his “generous offer.”
   
  New Tortuga is a ramshackle settlement pieced 
  together by the pirates from local lumber and scrap 
  they have stolen. The population is made up mostly of 
  the pirates, along with a few retired pirates who now 
  serve as supporters, and about a dozen slaves the pirates 
  captured on their various raids.
   
  The pirates rely on refurbished pre-war civilian sail 
  boats for their fleet. They have a total of five vessels 
  between 30 and 50 feet long, with crews of four to ten. 
  Important NPCs
  Captain “Blood Eye” Jones: Captain “Blood Eye” Jones 
  was born in a small fishing village on the coast of what 
  was once Lake Erie. At a young age he developed psionic 
  powers that allowed him to create blasts of force with his 
  mind. Rather than help people with these abilities, Blood 
  Eye became a bully, taking what he wanted from those 
  weaker than him. When he reached adulthood, he went 
  a step further, and with some friends took to the lake to 
  raid coastal villages. 
   
  When Blood Eye and his friends met another pirate 
  crew on the open waves, he swore fealty to them rather 
  than risk their wrath, but all the while he looked for ways 
  to undermine the captain and replace him, a chance he 
  finely got after a string of bad raids.
   
  Captain Blood Eye is a cruel but shrewd man. He 
  prefers to outmaneuver and intimidate his foes, but he 
  always follows through with his threats of violence if 
  somebody is brave enough to stand up to him.
   
  Captain Blood Eye is a freak with ash-gray skin, and 
  blood-red eyes. He is slightly below average in height 
  with a wiry build. 
  Captain “Blood Eye” Jones
  Race: Freak
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Boating d6, Climbing d4, Fighting d8, Intimidation 
  d10, Notice d4, Persuasion d6, Psionics d8, Shooting d8, 
  Swimming d6
  Charisma —; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Greedy, Vengeful, Freakish, Not Built for 
  Speed
  Edges: Arcane Background (Psionics), Command, Hold 
  the Line!, Psi-Knight (psi-blade Str+Sma), Radiation 
  Resistance
  Gear: Flintlock pistol (5/10/20, Damage 2d6+1), 
  binoculars, compass, a pendant with a decapitated ninja 
  on it.
  Arcane Powers: 10 Power Points, armor (free action, self 
  only), bolt, pummel
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  Nicky: Nicky was born in Wright Town. Her parents were 
  skilled tradesfolk who lived in Wright Town. They could 
  fix things, from guns to generators. They taught her 
  everything they knew, but she hungered for more. 
   
  Nicky knew the items people had saved from ancient 
  times were just the tip of the iceberg. There had to be 
  greater wonders in those ruins waiting to be discovered, 
  and she was the one to discover them. And she did. 
  She found a stash of what must have been military 
  hardware. It had guns that shot cutting light and a belt 
  that sheathed her in invisible armor. She’s studied these 
  items enough to keep them functioning, and dreamed of 
  finding equipment to recreate them. Nicky’s first taste of 
  ancient artifacts only increased her desire to find more.
   
  Nicky and her friends scoured the ruins near Wright 
  Town, until they hit the big find. They came upon Phoenix 
  Station Delta, which was badly damaged, but filled 
  with pre-war technology, including a robot that Nicky 
  repaired. 
   
  The friends didn’t want to share their spoils with 
  the Wrights, so they loaded their find on a boat to sail 
  to away with their prize. Unfortunately, on their voyage 
  to freedom, a worse fate struck. Blood Eye and his pirate 
  crew attacked, and when Nicky and her friends resisted, 
  the pirates sunk their boat. Nicky was picked up by the 
  pirate crew and taken to New Tortuga. She isn’t sure what 
  happened to the rest of her friends.
   
  After Blood Eye plucked Nicky from the water, he 
  interrogated her to see how he could best put her to use, 
  and he discovered her flair for technology. While she was 
  unable to recreate her advanced force-field technology, 
  she has started building black powder weapons for the 
  pirates, along with the powder and shot they need to 
  use them. She tells herself she does the work because 
  it’s better than the alternative, but part of her is also 
  intrigued by the opportunity, and she continues to look 
  for ways to improve her weapons. For his part, Blood Eye 
  rewards her for successes and encourages her to create 
  larger ship-mounted cannons.
  Nicky
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Knowledge (Science) d6, Notice d8, Repair d8, 
  Shooting d8, Weird Science d8
  Charisma: —; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Bad Eyes (wears glasses), Curious, Quirk 
  (talks to inanimate objects)
  Edges: Arcane Power (Weird Science), McGyver, New 
  Power
  Gear: Sling (4/8/16, Damage Str+d4), dagger (Str+d4), 
  backpack, bedroll, blanket, canteen, windup LED 
  flashlight, grappling hook, rope (50’), toolkit, rubber 
  ducky, three slap bracelets.
  Arcane Powers: 10 Power Points, armor (force field 
  generator), bolt (laser)
  New Tortuga Pirates: The pirates of New Tortuga are a 
  motley bunch but this represents the average member. 
  You can also use these statistics to represent any other 
  water-based ruffians.
  Pirate
  Race: Human
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Boating d8, Climbing d6, Fighting d8, Intimidation 
  d8, Shooting d8, Swimming d6
  Charisma: —; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Greedy, Illiterate
  Edges: Ambidextrous, Two-Fisted
  Gear: Dagger (Str+d4), long sword (Str+d8), flintlock 
  pistol (5/10/20, Damage 2d6+1), leather armor (+1).
  A12: Cody Wright’s Camp
  Hidden: Notice -2
  Population: 1
  Salvage Value: 0
  This is a small camp on the northern side of what was once 
  Isle Royale, where Cody Wright has temporarily taken 
  shelter. The camp is quite sparse and ill made, as Cody 
  Wright had few survival skills before being stranded on 
  the island. He has not even started a fire going. A crude 
  attempt at a boat sits on the shore.
  Important NPCs
  Cody Wright: Cody Wright was born into the Wright 
  family, and should have lived an easy life. Unfortunately 
  Cody discovered alcohol and soon spent most of his 
  money drinking and gambling in the seedier side of 
  Wright Town. Most of his family gave up on Cody Wright; 
  the only one who didn’t was his sister Jordon. Jordon tried 
  many times to sober Cody up, but never succeeded. Still, 
  she always believed he was redeemable, and because of 
  that Cody did everything he could to help Jordon.
   
  Cody joined his sister on a mission to explore the 
  ruins of old Duluth, and helped find the treasure trove 
  of technology that was Phoenix Station Delta. Cody 
  and the rest of his companions didn’t want to return to 
  Wright Town, where his sister would soon be forced into 
  an arranged marriage, so they loaded the spoils of their 
  discovery into a boat and set out in search of another 
  port. 
   
  The pirates of New Tortuga attacked Cody’s ship 
  and he was taken to the pirates’ home base to be put to 
  work. He played along until the pirates set him to work 
  chopping wood. He used the axe to kill his guard, but not 
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  before the guard shot an iron ball into Cody’s shoulder. 
  Cody escaped into the woods, where he has remained 
  hidden from the pirates. Cody is mildly interested in 
  getting revenge on the pirates and freeing Nicky, but his 
  main hope is to find a way off the island to discover if his 
  sister Jordon still lives.
  Cody Wright
  Race: Human
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Gambling d4, Healing d6, Intimidation 
  d8, Notice d4, Throwing d6
  Charisma: —; Pace: 6; Parry: 7; Toughness: 8(1)
  Hindrances: Deathwish (make sure Jordon is safe), Habit 
  (Major, alcohol), Loyal
  Edges: Brawny, Liquid Courage
  Gear: Battle axe (Str+d8), leather armor (+1), medium 
  shield (+1 Parry, +2 Armor against ranged), canteen, 
  three empty vodka bottles.
  A13: The Survivor’s Camp
  Hidden: Notice -2 or Tracking -2
  Population: 3 (trader, scrapper)
  Salvage Value: 0
  This small camp consists of two shelters made of wood, 
  animals skins, and salvaged material. There is a central 
  fire that’s kept burning at all times, and a large log that is 
  in the process of being dug out.
   
  This camp was made by three survivors of a pirate 
  attack, Jordon Wright, her lover Bean, and their friend, a 
  mysterious woman named Owl. A fourth member of the 
  group named Jazz initially landed with them, but he has 
  since departed on his own (see page 106). 
   
  The group is in the process of trying to construct a 
  catamaran-like canoe, and gathering supplies to stock it. 
  Once they complete it, they hope to set out in search for 
  missing friends they also lost when the pirates attacked 
  their ship.
  Important NPCs
  Jordon Wright: Jordon was born into the Wright family. 
  She never had to worry about hunger or cold. She had 
  a talent with words that made her an up-and-comer 
  among the family. But this security came with a price, and 
  Jordon’s price was a forced betrothal. The Wright Trading 
  Company is a family business, and the only way to join 
  the business is to join the family. Jed Wright wanted to 
  bring in an veteran caravan guard named Jackie Olsen, 
  and Jordon was the lucky one Jed decided to marry off 
  to Jackie.
   
  So Jordon decided to leave Wright Town. She and her 
  lover gathered their friends to search the ruins outside of 
  Wright Town looking for one last big score. They found 
  it in Phoenix Station Delta, which still held many pieces 
  of advanced technology. They loaded their find onto a 
  boat Jordan and Bean had repaired, and they departed 
  looking for a new home far away from Jed Wright.
   
  But the pirates of New Tortuga attacked them and 
  sank their boat. Two of the group were captured, but 
  Jordon and the others swam to shore. Now Jordon and 
  the other survivors hope to find their lost friends. 
   
  Jordon is a woman in her mid-twenties with tanned 
  skin, dark brown hair, and green eyes.
  Jordon Wright
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Gambling d6, Healing d4, Notice d4, 
  Persuasion d8, Riding d6, Shooting d8, Streetwise d6
  Charisma: 2; Pace: 6; Parry: 4; Toughness: 6(1)
  Hindrance: Heroic, Loyal, Pacifist (Minor)
  Edges: Common Bond, Lucky, Wright Family
  Gear: Light automatic pistol (12/24/48, Damage 2d6, 
  AP 1), eight bullets, dagger (Str+d4), leather armor (+1), 
  bedroll, blanket, canteen, lighter, rope (30’), mirror, nearly 
  complete deck of playing cards, missing only the Jack of 
  Hearts.
  Bean: Bean was born different. The obvious thing is that 
  he is small—unusually small. But that’s not the only way 
  he’s different. His stature might be small, but not his mind. 
  Bean is smart of course, but that’s just the beginning. His 
  mind is in tune with the world in ways most are not. With 
  just a thought he can hurl objects at his enemies or heal 
  his friends.
   
  Bean was a scrapper, living off whatever he could find 
  in the ruins of old Duluth. He was supposed to sell it all to 
  the Wright family, but he also knew a few back channels 
  where he sold highly desirable items. Rumors of his ties 
  to the gray market meant the Wright family kept a close 
  eye on Bean, particularly their trained dog Jackie Olsen. 
   
  Bean is dating Jackie’s fiancée. It’s an arranged 
  marriage. Jed Wright wanted Jackie to join the family, 
  and to do that he betrothed Jordon Wright to Jackie, but 
  the wedding never happened. Bean and Jordon gathered 
  their most trusted friends, found one last big score, and 
  took a boat headed for greener shores. 
   
  That’s when the pirates struck. They sank Bean’s boat 
  and he almost drowned. He was only saved thanks to Jazz, 
  a freak who owed Bean a life debt. Unfortunately once he 
  saved Bean, Jazz decided his debt was paid and left the 
  group. Bean remains with the other survivors hoping to 
  finish building a boat and then find their friends.
   
  Bean stands four-and-a-half-feet tall. While many 
  assume his height is a mutation caused by the Great War, 
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  he actually has a genetic condition called achondroplasia, 
  shared by many little people from before the war. Bean 
  has dirty blond hair and brown eyes.
  Bean
  Race: Human
  Attributes: Agility d4, Smarts d10, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Investigation d4, Knowledge 
  (Geography) d4, Knowledge (Technology) d4, Persuasion 
  d6, Psionics d8, Repair d4, Shooting d6, Survival d4, Taunt 
  d6
  Charisma: 2; Pace: 6; Parry: 4; Toughness: 4
  Hindrances: Cautions, Enemy (Wright family), Small
  Edges: Arcane Background (Psionics), Charismatic, 
  Nerves of Steel
  Gear: Sling (4/8/16, Damage Str+d4), survival knife 
  (Str+d4), backpack, bedroll, blanket, waterskin.
  Arcane Powers: 10 Power Points, bolt, deflection, healing
  Owl: Owl doesn’t remember most of her life. Her first 
  memory is from several months ago when Jordon Wright 
  found her wandering the ruins near Wright Town. Jordon 
  took Owl under her wing and befriended the young 
  woman. Despite her amnesia, Owl is extremely proficient 
  in a range of skills, including advanced martial arts. 
   
  In truth Owl is a synth, an artificial human that has 
  a robotic brain controlling an organic body. She was 
  programed to serve as a sleeper assassin, but she was not 
  yet deployed when the Great War struck. She was trapped 
  for many years in stasis beneath Superior, Wisconsin, 
  until the computer overseeing her stasis reactivated Owl 
  for an unknown reason.
   
  Since she awoke, Owl stays close to Jordon and does 
  what she can to help. That’s how she came to be on the 
  boat that was attacked by the pirates of New Tortuga, 
  and how she wound up at the camp.
   
  Owl appears to be a woman in her early twenties 
  with tanned skin and long black hair she usually keeps in 
  a single braid. 
  Owl
  Race: Synth
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: 
  Climbing 
  d6, 
  Fighting 
  d10, 
  Knowledge 
  (Technology) d4, Lockpicking d4, Notice d6, Repair d4, 
  Shooting d4, Stealth d8, Tracking d4
  Charisma: —; Pace: 6; Parry: 7; Toughness: 5
  Hindrance: Big Mouth, Clueless, Quirk (never uses 
  contractions), Untainted
  Edges: Brawler, Martial Artist, Reinforced Skeleton
  Gear: —
  Plot Points
  These plot points start while the heroes are in the North 
  Woods, though some may take them elsewhere.
  Uniting the Survivors
  Where: Madeline, Survivor’s Camp, New Tortuga, Cody’s 
  Camp
  When: Any time
  A few months before the adventure began, six 
  companions set out from Wright Town: Jordon Wright 
  and her brother Cody Wright, Jordon’s lover Bean, her 
  friends Owl and Nicky, and Bean’s ally Jazz. They had 
  discovered a stash of pre-war technology, and were 
  leaving Wright Town with their find. They thought they 
  had made it; then the pirates attacked. Unwilling to give 
  up the find of their life, the companions fought back. The 
  pirates sank their boat (causing them to lose most of their 
  find). The companions survived, but they were divided by 
  the attack. Some were taken by the pirates, while others 
  swam to the nearby shore. These groups were further 
  split when one of the captives escaped, and one of those 
  who washed up on shore broke off hoping to walk back 
  to civilization.
   
  Any of these survivors can tell the heroes about the 
  others, and all, except for Jazz, try to recruit the group to 
  find what happened to the rest of their companions. The 
  current locations of the survivors are as follows:
   
  Madeline: Jazz washed ashore and walked the coast 
  until he came to Madeline. He has settled there for now 
  at least. He is the only one not planning to search out his 
  former companions, though he might be persuaded to 
  do so. 
   
  Survivor’s Camp: Jordon Wright, Bean, and Owl are 
  all camped nearby where they landed. They remained 
  stationary at first because Jordon was too injured to 
  move, then because winter was upon them, and now 
  that it is warm again, they are constructing a boat to go 
  looking for their friends. 
   
  New Tortuga: Nicky was captured by the pirates and 
  is being forced to produce black powder weapons for 
  them.
   
  Cody’s Camp: Cody was captured by the pirates, but 
  has fled from their settlement and is hiding elsewhere on 
  Isle Royale.
  The Great Gathering
  Where: The holiest statue of Palbun
  When: Midsummer
  Every year at midsummer, the bands of the Axe Tribe hold 
  a Great Gathering at their holiest site: the great statue of 
  Palbun and his mighty battle steer. The Great Gathering 
  is a time to trade, share news, and mingle with other 
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  members of the tribe. Since marrying within a band is 
  taboo, the Great Gathering is also when most members 
  of the Axe Tribe meet potential spouses.
   
  The Great Gathering lasts up to two weeks, with a 
  week on either side of midsummer, though start and 
  end times are informal, and groups frequently arrive on 
  different days. The trip also takes days to weeks, and thus 
  attending the Great Gathering is a major undertaking, 
  and only about a quarter to a third of each band attends 
  each year. Young children and the elderly are most likely 
  to stay behind, and parents who have young children 
  frequently alternate who attends the gathering.
   
  The Great Gathering features many feasts and 
  competitions (a few of which are outlined below). There 
  are also daily trade meetings and nightly stories and 
  songs. While the tribesfolk bring some food along with 
  them, they also hunt and pick berries at the gathering to 
  provide more food for the feast.
   
  This Year: Assuming members of the Axe Tribe are 
  in the group’s community, the tribesfolk start talking 
  about the gathering at least a month before it actually 
  takes place. While some think it is a poor time to leave 
  the community, others insist on going. In particular 
  several unmarried woman hope to find husbands, and 
  other people hope to connect with family members that 
  married into other tribes. 
   
  While much of the Great Gathering remains the same, 
  the tragedy that befell the Santloose band has a major 
  impact on the festivities. Many people in the other bands 
  were close relatives of the men who died at the hands of 
  the slavers, and this is the first time many of them hear 
  the news.
   
  There is a ceremony of mourning for all of those that 
  died and there’s much talk about what they should do 
  about the risk of more slavers. If the heroes are there, they 
  are invited to the war council, otherwise the members of 
  the war council seek the heroes out after the gathering.
   
  After the mourning ceremony, the regular sorts of 
  gathering activities commence, but many with a more 
  muted tone. Though they come and go, overall there are 
  nearly a hundred people attending the Great Gathering.
   
  Here is a list of things that might occur at the Great 
  Gathering:
   
  Ceremony of Mourning: The first night after 
  members of the Axe Tribe arrive and share news of their 
  recent attack, the leaders of all the bands agree it is best 
  to hold a ceremony of mourning. Typically the Axe Tribe 
  send their dead to the afterlife through cremation. Ideally 
  they are placed in a canoe loaded with kindling, and the 
  boat is then lit on fire and left to drift downriver. If this is 
  impractical (usually due to the lack of a canoe or river) 
  the dead are burned in a funeral pyre. Friends and family 
  gather to share stories of the dead, sing songs, and eat 
  and drink the dead’s favorite foods.
   
  The ceremony of mourning is a similar ceremony. 
  Instead of placing the bodies in a canoe, friends and 
  family place wooden icons representing the dead in the 
  boat. This remembrance continues into the night, and 
  many among the Axe Tribe do not sleep until the sun 
  comes up the next day.
   
  War Council: The morning after members of the 
  Santloose band arrive, the leaders of the bands gather to 
  discuss the slavers, and if the heroes are at the gathering 
  they are invited to attend. The council is long and explores 
  many options. Zachary Erdrich suggests they gather 
  their forces and march south, while Raven McPhail thinks 
  maybe the time has come to relocate the tribe.
   
  If the heroes suggest a plan, you can run a social 
  conflict. If successful, the other members of the council 
  agree to tentatively follow the group’s plan. The more 
  successes they gain, the more enthusiastically the council 
  embraces the idea. 
   
  Without player character intervention, the council 
  eventually concludes that they need more information, 
  and decide to send a joint scouting party to the south. 
  (This party stops at the heroes’ community along the 
  way.)
   
  Trade Circle: The Axe Tribe always sets up a trade 
  circle on one edge of the encampment so members 
  of the different tribes can trade goods easily. People 
  frequently bring old tools, items they have made, or relics 
  from the old world. Not much food is available, except for 
  delicacies like maple sugar candies. Characters can find 
  most common items here, as well as just about anything 
  that can be crafted from wood.
   
  Competitions: The people of the Axe Tribe enjoy 
  all manner of competitive games. There are no tangible 
  prizes for winning the competitions, but in all cases 
  winning gains the characters prestige (they effectively 
  gain +1 Charisma for the rest of the gathering). 
  Competitions typically have a bracketed structure of 
  rounds, and the winners of each round advance, and 
  losers are eliminated. 
   
  Every competition has at least one Wild Card NPC 
  who enters it. If only one character enters a competition 
  they face the Wild Card in the final round. If there are more 
  heroes, they face them in the penultimate round (giving 
  the heroes the chance to face each other in the final 
  round). Otherwise the heroes face Axe Tribe members 
  (page 91). 
   
  Axe Throwing: Each competitor receives three axes 
  to throw each round, which they throw at a three-ring 
  bull’s-eye. Competitors make a Throwing roll. A normal 
  hit strikes the outside ring, earning one point, a raise hits 
  the middle ring earning two points, and two raises hits 
  the bull’s-eye earning three points. If the competitors 
  are tied, they move further from the target (-2 penalty to 
  Throwing) and repeat.
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  Log Rolling: In this, two people stand on a wide log 
  floating in the lake. They both try to spin the log with 
  their feet, in hopes of causing the other to fall off. Treat 
  this as an Agility trick. Characters who become Shaken 
  fall from the log. 
   
  Wrestling: This uses the rules for grappling in the core 
  rulebook. Opponents who have the advantage always 
  elect to deal nonlethal damage, and if a hero doesn’t 
  do the same, they are automatically disqualified. (Killing 
  somebody while wrestling is considered murder.)
   
  A wrestling match lasts until one side is entangled 
  for three consecutive rounds, or until one side falls 
  unconscious.
   
  Racing: There are many kinds of races at the Great 
  Gathering, including foot races, canoe races, and tree-
  chopping races (to see who can fell a tree the fastest). 
  All of these are treated as opposed dramatic tasks (see 
  the core rulebook for more on dramatic tasks). Each 
  competitor attempts the test each round, and whoever 
  earns five successes first wins the competition. For the 
  relevant trait, see the chart below.
  Great Gathering Races
  Event
  Trait
  Foot Race
  Better of Agility or Run Die 
  Swimming
  Swimming
  Canoe
  Boating
  Tree Chopping
  Strength
   
  Hunting and Gathering: Each day one or more 
  hunting groups go off to search for game and berries. 
  The heroes who go along can make a Survival check 
  to find food as normal. If any heroes get two raises on 
  their Survival check, they bring back a particularly large 
  or delicious find, and make a big contribution to the 
  evening’s feast. This impresses the rest of the gathering, 
  and the character effectively gains a +1 to Charisma for 
  the rest of the gathering.
   
  Match Making: Many people find their future 
  spouses at the Great Gathering. Some NPCs will inevitably 
  find their matches and the heroes might as well. There’s 
  no mini-game for this and players and GM should role-
  play it however they feel comfortable. Possibly start by 
  describing some people from the other groups of the 
  Axe Tribe who might be the appropriate age, gender, and 
  species, and let it go from there.
   
  Traditionally, once a couple becomes engaged, the 
  husband leaves his clan to join the wife’s clan. Assuming 
  the wife’s parents approve, they hold a wedding in the 
  new band. In light of the recent deaths in the Santloose 
  band, an exception might be made for a wife to join their 
  husband in the Santloose band. The in-laws approval is 
  still needed.
   
  Stories and Songs: Most nights of the Great 
  Gathering end with groups huddled around campfires 
  sharing stories and songs. Characters are free to simply 
  listen and enjoy these, or they can try to impress the 
  others assembled by preforming a solo song or telling 
  a story. To impress people the character must make a 
  Persuasion test. Failure means the performance flops, 
  while a success means the listeners were interested and 
  engaged. With a raise the listeners are awestruck by the 
  performance, and the character gains a +1 bonus to 
  Charisma for the duration of the Great Gathering. (They 
  may only gain this bonus once during the gathering.) 
   
  Future Gatherings: The Great Gathering occurs every 
  year, so if your campaign extends over multiple years, 
  the characters might attend multiple such Gatherings. 
  These future gatherings mostly follow the same pattern 
  outlined here, minus the mourning and war council.
  Opening the Iron Shelter
  Where: The Iron Shelter
  When: Any time
   
  The Iron Shelter is a source of great knowledge and 
  technological resources, and can make a huge difference 
  to the survival of the heroes’ community. If any characters 
  come from the Iron Shelter, or if they learn of it from any 
  of the NPCs who ventured forth, they may well seek out 
  the shelter for help, and possibly try to incorporate it into 
  their community (or found their community there). 
   
  The first step is finding the mine’s entrance with a 
  Notice or Tracking test. This can be difficult even if the 
  group includes somebody from the Iron Shelter. If there’s 
  nobody from the shelter there, the test suffers a -4 
  penalty. 
   
  Once the group finds the shelter, they have to get 
  down. The easiest way to do this is by fixing the controls 
  of the lift cage. Despite the fact it’s starting to rust, the 
  mechanisms allowing the lift to descend half a mile into 
  the earth are mostly intact, but the electronic controls 
  are inoperable. A few hours’ work and a successful Repair 
  test mean they have fixed the controls and can descend 
  to the depths in a matter of minutes. A regular failure just 
  means wasted time, but a result of a one on the Repair 
  die means the controls are damaged beyond repair. Even 
  when the controls are fixed, they require somebody on 
  the surface to operate them.
   
  If the heroes don’t repair the cage, they have to go 
  down the hard way, by climbing the ladder. Fortunately, 
  there are many places along the way where the group can 
  stop, so as long as they take frequent breaks to rest, eat, 
  and dispose of their waste, they can make the journey to 
  the first inhabited level in about six hours, while reaching 
  the main living quarters requires a total of eight hours of 
  climbing.
   
  Meeting the Sheltered: If the group of heroes has 
  a resident of the Iron Shelter among them, they have a 
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  much easier time relating to the rest of the people within. 
  If there’s nobody from the shelter, any NPCs react with 
  fear to the heroes or demand they surrender themselves, 
  but a Persuasion test can calm the sheltered down. Non-
  humans have a particularly difficult time interacting 
  with members of the shelter, and suffer a -2 to Charisma 
  during the initial mission. 
   
  Meeting the Council: Even if they are taken prisoner, 
  the Iron Shelter’s elected council wants to talk to the 
  heroes. If anybody captured by the slavers returned to 
  the Iron Shelter, they are also at this meeting.
   
  The council has many questions about the world 
  above and the group’s reasons for coming here. Some 
  are skeptical about the heroes’ motives, while others are 
  excited by the prospect of life on the surface. 
   
  If the heroes request aid from the Iron Shelter, the 
  council needs some convincing. Something small, like 
  borrowing a tool, might be done with a simple Persuasion 
  test, however convincing them of anything more initiates 
  a social conflict. One of the characters and Jack Reynolds 
  (page 93) make opposed Persuasion tests. If the character 
  wins the conflict, they convince the rest of the council to 
  try their idea, but if Jack wins, a majority of the council 
  sides with him.
  Out of Fuel
  Where: The Iron Shelter
  When: After the population of the Iron Shelter has 
  expanded
  If the player characters open the Iron Shelter they 
  might want to use the shelter as a basis for their new 
  community or utilize its nuclear reactor in other ways. 
  Unfortunately the Iron Shelter’s micro reactor has already 
  been stretched way beyond its expected life span, and 
  any added strain pushes it over the edge.
   
  Simply put, the reactor is running out of nuclear fuel, 
  and will be unable to provide any more power in just 
  months. Without power, the Iron Shelter will be plunged 
  into total darkness. Of course it falls to the heroes to solve 
  the problem.
   
  More Fuel: The heroes can try to find more fuel for the 
  reactor. There are several locations where they might find 
  this. They might find fuel at any of the Phoenix stations 
  (pages 76, 80, 105, and 123), or in one of the remains of 
  an ancient pre-war reactor (page 88).
   
  Phoenix Reactors: Heroes can remove nuclear fuel 
  from one of the Phoenix stations. This disables power to 
  the station, though in the case of Station Delta, this is no 
  great loss. Opening the reactor is tricky, and requires a 
  Repair or Knowledge (Science) test at -4. 
   
  Pre-War Reactors: The PCs can also discover nuclear 
  fuel in the ruins of one of the pre-war reactors detailed 
  on page 88. The first danger the heroes face is the 
  lingering radiation. For each day in the area around a 
  pre-war reactor, the heroes must make a Vigor test or 
  suffer a level of Fatigue. Those incapacitated by Fatigue 
  gain chronic radiation poisoning, a Long-Term Chronic, 
  Minorly Debilitating disease. 
   
  The heroes then need to actually locate the 
  radioactive material. This requires 2d8 hours of searching 
  and a Notice test at -4. 
   
  Squatters: The pre-war reactors attract creatures who 
  are resistant to radiation. While the heroes explore the 
  location, they encounter a band of 3d6 freak scrappers 
  (see page 104). They initially distrust the heroes, but 
  might be appeased with a Persuasion test, or convinced 
  to leave the group alone with an Intimidation test.
   
  Handling the Fuel: Wherever the heroes get the 
  radioactive material from, it is incredibly dangerous. 
  Every minute they handle the material, a character must 
  make a Vigor test at -2 or suffer a level of Fatigue. If they 
  are incapacitated they gain lethal radiation poisoning, a 
  Long-Term Chronic, Majorly Debilitating disease. Finding 
  a proper storage container blocks the radiation. Finding 
  such a container requires another 2d8 hours of searching 
  and a Notice test with a -4.
   
  Installing the New Fuel: The final step of resupplying 
  the Iron Shelter with new fuel is to install it in the reactor. 
  This requires a Repair or Knowledge (Science) test at 
  -4. Characters also need to take careful precautions or 
  expose themselves to radiation, requiring a Vigor test as 
  described under handling the fuel above.
   
  Alternate Power: Instead of finding more fuel for the 
  nuclear reactor, they can find a new source of electricity. 
  They can construct a new power station using the rules 
  described on page 42. Since there are no ruins nearby, 
  the community will need to construct a new structure 
  nearly from scratch. 
   
  Abandoning the Shelter: If the characters don’t find 
  another solution, the only other option is to abandon the 
  Iron Shelter. This not only means they have to give up the 
  physical resources of the shelter, but the people inside 
  are incredibly demoralized. Some of the sheltered leave 
  to fend for themselves, and some, unaccustomed to the 
  life outside the shelter, fall prey to disease, predators, or 
  environmental hazards. In all, the heroes’ community 
  loses 3d6 members of the Iron Shelter in the first month.
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  This chapter describes one of the areas where the heroes 
  begin their adventure. It includes Wright Town, and the 
  small communities that depend on it for trade. Wright 
  Town is the major power in the area, and in the interest 
  of trade, keeps the major routes relatively safe.
  Trade Loops
  There are four major trade loops that go out each month 
  from Wright Town. The A-loop goes to Rapid Town, the 
  B-loop goes to Sand Town, and the C-loop goes to Moose 
  town. All three of these go by land and also stop at 
  individual farms or other homesteads along the way. The 
  D-loop, sometimes called the wet loop, goes to Agate 
  and Madeline by boat. 
  B14: Wright Town
  Obvious
  Population: 1,022 (foragers, scrappers, fisher folk, 
  mechanics, traders)
  Salvage Value: 2
  Buildings: Machine Shop, Watch Tower
  Ruined Building: Stadium
  Wright Town is the largest community currently operating 
  in what was once northern Minnesota. It is built among 
  the ruins of what was once Duluth, MN, by people gatherd 
  to take advantage of the relative safety provided by the 
  Wright Trading Company. Most people live along the 
  St. Louis River near where it empties into Lake Superior, 
  though the Wright family and their sycophants 
  live north of the city in refurbished estates 
  along the north shore of Lake Superior.
   
  Wright 
  House: 
  When 
  Anthony 
  Wright, Jed’s father, decided to settle in a 
  permanent base of operation, he wanted 
  something impressive. Thus he set to 
  work reclaiming and refurbishing 
  one of the most impressive 
  mansions north of Duluth: the 
  Glensheen Estate. The building 
  is large enough that most of the 
  family still lives within its walls, 
  though some have moved into 
  neighboring houses, and a few 
  live closer to the rest of Wright 
  Town, further south. 
   
  The Rust Bucket: The Wright Trading Company 
  officially sanctions a few bars throughout Wright Town, 
  but the largest and most popular by far is the Rust 
  Bucket. Every night the Rust Bucket buzzes with activity, 
  including all of the latest rumors about Wright Town and 
  the surrounding area. If heroes search for any information, 
  the Rust Bucket’s a good place to start.
   
  The Rust Bucket is built on the deck of a barge that ran 
  aground sometime after the Great War. It serves mostly 
  vodka and hard ciders. Truly wealthy patrons might 
  purchase one of the few surviving pre-war liquors. The 
  bar also serves food that varies by the season, but always 
  includes the popular “what-we-got” stew. A middle-aged 
  woman named Helen operates it and employs several 
  waiters and bartenders. Helen is a close friend of Sally 
  Wright. 
  Important NPCs
  Prominent Members of the Wright Family
  Jed Wright: Jed Wright is the patriarch of the Wright 
  family and the head of the Wright Trading Company. He 
  is a highly intelligent and persuasive man, but can also 
  be condescending and vengeful. He keeps a tight hold 
  on the company, his family, and Wright Town. While he 
  prefers to solve problems with his wits, he never shies 
  from violence. Jed is a follower of the Revealed (see page 
  10). He sees no need to convert the heathens, and never 
  lets faith get in the way of business, but he can readily 
  quote scripture (the King James Version).
   
  Jed’s wife, Arrabelle, died of cancer over a decade 
  ago. Jed has never stopped mourning nor shown any 
  interest in remarrying. 
   
  Jed Wright is fifty-eight years old but 
  keeps remarkably fit. His white hair is bald 
  on the top, though he maintains long bushy 
  sideburns.
  Jed Wright
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit 
  d10, Strength d6, Vigor d8
  Skills: 
  Fighting 
  d8, 
  Intimidation 
  d6, 
  Knowledge 
  (Geography) 
  d8, 
  Knowledge (Technology) d8, Notice 
  d6, Persuasion d8, Repair d4, Shooting 
  d10, Streetwise d6, Survival d8, 
  Tracking d4
  Charisma: —; Pace: 6; Parry: 6; 
  Wright Town Trade Circuit
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  Toughness: 10(4) or 14 (8) against bullets
  Hindrances: Cautious, Greedy (Minor), Vengeful (Major) 
  Edges: Combat Reflexes, Improved Nerves of Steel, 
  Nerves of Steel, No Mercy, Wright Family, Wright Family 
  Elite
  Gear: Heavy automatic pistol, (15/30/60, Damage 2d8, 
  AP 2), molecular knife (Str+d4+2, AP 2), assault rifle 
  (24/48/96, Damage 2d8), Kevlar vest w/ inserts (+4/+8), 
  gold locket with a lock of his wife’s hair, tattered Bible 
  (King James Version).
  Jack Wright: Jack Wright is Jed’s younger brother and his 
  right-hand man. Many call him a watered down version 
  of Jed, but never to his face. He is smart, but not quite 
  as smart, bold but not quite as bold, but also not quite 
  as brutal as Jed. He is good with numbers and oversees 
  much of the financial and personnel issues for the Wright 
  Trading Company.
   
  Jack is happily married and, despite no lack of trying, 
  has only a single son, Cal.
   
  Jack is fifty-six years old with gray hair he keeps cut 
  short. He walks with a cane due to a wound he suffered 
  in the Wright family’s civil war. 
   
  Jack uses the stats of a Wild Card caravan guard (page 
  105), with the Lame Hindrance, and the Wright Family 
  and Wright Family Elite Edges.
  Sally Wright: Sally is Jed Wright’s daughter. She worked 
  for many years as a highly skilled trader. She is aided by 
  the fact she possesses minor telepathic powers. Recently 
  Jed appointed her to oversee the family’s trade routes. 
  She is interested in expanding the routes, especially 
  by utilizing Lake Superior. She has even heard tales of 
  Geneva from travelers and might sponsor a mission to 
  open up trade with them. Sally is married and has two 
  young children.
   
  Sally is thirty years old. She has long brown hair she 
  typically keeps up in a simple bun. 
  Sally Wright
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Driving d4, Gambling d6, Intimidation d8, 
  Knowledge (Geography) d8, Knowledge (Technology) 
  d6, Persuasion d10, Psionics d6, Shooting d6
  Charisma: —; Pace: 6; Parry: 2; Toughness: 7(2) or 9 (4) 
  against bullets
  Hindrances: Cautious
  Edges: Arcane Background (Psionics), Wright Family, 
  Wright Family Elite
  Gear: Revolver (12/24/48, Damage 2d6+1), dagger 
  (Str+d4), Kevlar vest (+2/+4), compass, atlas.
  Psionic Powers: 10 Power Points, confusion, mind 
  reading, speak language
  Cal Wright: Cal Wright is intended to be the family 
  member the group interacts with the most. Cal Wright 
  is a smooth-talking playboy who is exceptionally skilled 
  at using words to get his way. He is gregarious, but also 
  manipulative. He handles the buying and selling on one 
  of the land trade loops. (Initially he is on the A-loop, but if 
  heroes locate their community elsewhere, Cal should get 
  assigned to whatever loop is closest to them.)
   
  Cal is unmarried and a chronic womanizer. He is 
  rumored to have several bastard children. While the 
  children are not members of the Wright family, Cal makes 
  sure they are well taken care of.
   
  Cal is in his late twenties, with dark brown eyes, olive 
  skin, and well groomed black hair.
   
  Cal Wright uses the stats for a Wright family member 
  with the Attractive Edge, and all the benefits of a Wild 
  Card.
  Jordon and Cody Wright: Jordon and Cody Wright are 
  the two black sheep of the Wright family. They recently 
  fled from Wright Town, and are described on pages 96 
  and 97. 
  Other Members of the Wright Family: Jed Wright has 
  four surviving siblings, all of whom have children. This 
  means there are over a dozen Wrights in the generation 
  currently entering adulthood. These other Wrights might 
  be player characters, or they could serve the plot in other 
  ways, such as potential love interests.
  Wright Family Members
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Gambling d6, Intimidation d6, Knowledge 
  (Geography) d6, Knowledge (Technology) d6, Persuasion 
  d8, Riding d4, Shooting d6, Streetwise d4
  Charisma: — Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Stubborn, Vengeful (Minor)
  Edges: Wright Family
  Gear: Revolver, (12/24/48, Damage 2d6+1, AP 1), dagger 
  (Str+d4), Kevlar vest (+2/+4), various other goods.
  Other NPCs in Wright Town
  Rose Levy: Rose Levy is the sister of Cray Levy, who the 
  heroes saved from slavers in Rapid Town. Cray wants 
  Rose to leave Wright Town and join the heroes, but she’s 
  worried Rose won’t listen to her so she asks the group to 
  intervene.
   
  Cray is correct in her fears. Rose is reluctant to leave 
  Wright Town, because she’s in love with Cal Wright (the 
  same Cal Wright who escaped the attack by Mr. Fix-It). 
  She’s pregnant with his child, and insists it’s proof he 
  loves her in return. 
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  If the heroes try to convince Rose to leave Wright 
  Town, they must make a successful Persuade test. 
   
  Rose is a woman in her mid-teens with fair skin, curly 
  brown hair, and green eyes.
   
  Rose uses the statistics for a scrapper (page 104).
  Honea: While the Wright Trading Company controls all 
  official trade in Wright Town, a small gray market exists 
  in the shadow of the Wrights. These traders buy and 
  sell high-end items at more competitive prices than 
  the Wrights, and can supply the few goods the Wrights 
  consider off-limits. These dealers always keep a watchful 
  eye out for the Wrights, since the family doesn’t tolerate 
  unlicensed traders.
   
  Honea is one such renegade dealer. He specializes 
  in pre-war items and technology, including weapons, 
  armor, and machines, but he can find just about anything 
  for the right price. Honea operates out of a small sail 
  boat that also doubles as his home. He moves the boat 
  frequently, and sometimes travels to Agate or Madeline, 
  but the most common place to find the boat is a few 
  miles north of Wright Town. Honea operates under the 
  front of a ferry service to take people to Agate, Madeline 
  or other locations around Lake Superior. 
   
  Honea is friendly, but slightly paranoid. He is always 
  looking for a deal, and whenever somebody talks to him, 
  he’s mentally running the numbers to see if there’s a 
  profit to be made. 
   
  Honea is a tall, broad man with a bushy black beard 
  and black hair. He’s wears a weathered pre-war cap with 
  a large red “B” embroidered on it, and a pair of glasses he 
  made by salvaging lenses from two different pairs of pre-
  war glasses and constructing wooden frames for them
  Honea
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Boating d6, Fighting d6, Lockpicking d8, Notice 
  d10, Persuasion d4, Repair d8, Shooting d6, Stealth d8, 
  Streetwise d4
  Charisma: —; Pace: 6; Parry: 5; Toughness: 7
  Hindrances: Bad Eyes (wears glasses), Curious
  Edges: Brawny, Luck, Scavenger
  Gear: Revolver (12/24/48, Damage 2d6+1, AP 1), axe d6 
  (Str+d6), pre-war baseball cap.
  Scrappers: Scrappers are the teeming masses of Wright 
  Town who make their living searching ruins for pre-war 
  items or just raw materials. You can use these stats for just 
  about anybody who searches for scrap regardless of their 
  origin.
  Scrapper
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d4, Lockpicking d6, Notice 
  d8+2, Shooting d4, Stealth d6, Streetwise d6
  Charisma: —; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Poverty
  Edges: Alertness
  Gear: Spear (Str+d6), sling d4 (4/8/16, Damage Str+d4), 
  backpack.
  B14
  B15
  B16
  B17
  B18
  B19
  B20
  B21
  B22
  B23
  B24
  B25
  A Loop
  B Loop
  C-Loop
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  Town Militia: The Wright Town town-militia have day 
  jobs, often as scrappers or farmers. They also have some 
  basic weapons training and are expected to protect 
  Wright Town and the surrounding community in times of 
  need. You can use these stats for a similar militia in other 
  areas.
  Town Militia
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6, Survival d6
  Charisma: —; Pace: 6; Parry 6 (1); Toughness 7 (1)
  Hindrances: —
  Edges: Brawny
  Gear: Leather armor (+1), spear (Str+d6), bow (2d6), 20 
  arrows.
  Caravan Guards: The Wright Company’s caravan guards 
  are permanent employees of the Wright Company, and 
  make their livings protecting the company’s interests. 
  As the name implies, many of them protect caravans, 
  though others guard Wright Town itself or other places 
  nearby, such as the Fort (page 109).
  Caravan Guard
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidate d6, Notice d8, Shooting d8, 
  Survival d6, Riding d6
  Charisma: —; Pace: 6; Parry 6; Toughness 8 (2)
  Hindrances: Loyal
  Edges: Brawny
  Gear: Kevlar vest (+2/+4), long sword (Str+d8), hunting 
  rifle (24/48/96, Damage 2d8, AP 2).
  B15: The Monster’s Ruins
  Obvious
  Population: 0
  Salvage Value: 3
  While the people of Wright Town continue to pick 
  through the ruins of pre-war Duluth, a few scrappers 
  venture across the St. Louis River to explore the ruins of 
  Superior, Wisconsin. Originally there were simply fewer 
  intact structures to explore on that side of the river, but 
  with the years of neglect, the ruins of Superior have been 
  taken over by monsters, including packs of night haunts 
  and swarms of giant insects.
   
  As the Duluth ruins have become increasingly picked 
  over, however, more scrappers are venturing to the other 
  side of the river to look for a big score.
   
  There were once two main bridges spanning the 
  St. Louis River, but segments of the southern bridge 
  (the Richard I. Bong Memorial Bridge), have collapsed 
  and fallen into the sea. Guards employed by the Wright 
  Trading Company guard the remaining bridge. These 
  guards both shield Wright Town from monsters, and 
  keep an eye on the scavengers brave enough to venture 
  into the monster infested ruins. 
  Important NPCs
  Kain: Few people live in the ruins east of the river, but 
  there is at least one who does. A secretive mutant named 
  Kain.
   
  Kain grew up in Psi, an isolated community in what 
  was once northern Wisconsin. Several years ago he left 
  the community to help a friend search for a cure to his 
  wife’s medical condition. Kain’s friend died in the process, 
  and Kain barely escaped with his life. He attempted to 
  find his way home, but he was not skilled at navigating 
  the woods, and ended up stumbling into Wright Town 
  instead. Not sure what else to do, Kain settled in a 
  makeshift shelter in the remains of an old brick building. 
   
  Kain is primarily a loner, though he occasionally hosts 
  guests who can demonstrate they don’t mean any harm. 
  A handful of scrappers who search the monster filled 
  ruins have gone out of their way to befriend the mutant. 
   
  Kain has green-tinted skin and dark green hair. He 
  has sharp retractable claws on his hands that he uses in 
  close combat. 
  Kain
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d6, 
  Strength d8, Vigor d6
  Skills: Fighting d8, Intimidation d6, Knowledge: 
  Technology d6, Survival d8, Tracking d6
  Charisma: —; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Outsider, Poverty, Vengeful (Minor)
  Edges: Ambidextrous, Claws (Str+d6), Two-Fisted
  Gear: —
  B16: Phoenix Station Delta
  Hidden: Notice -2
  Population: 0
  Salvage Value: 4; max 60
  Buildings: Nuclear Reactor 
  Ruined Building: Improved Machine Shop, Hospital
  Phoenix Station Delta is a small station created primarily 
  to serve as a redundancy in case other stations fell. Sadly, 
  station Delta itself fared quite poorly. Debris trapped the 
  survivors inside the station, and they eventually starved 
  to death.
   
  Just a few months before the events of Broken Earth 
  begin, a hearty band of scrappers found their way into 
  Station Delta. They discovered it in disarray, with most of 
  the systems badly damaged. Still, even with most of the 
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  Phoenix station lost, they salvaged enough treasure from 
  the ancient world to potentially make them rich (if they 
  could find the right buyer).
   
  These scrappers also successfully repaired a 
  hummingbird-class robotic drone. With Station Delta 
  largely destroyed, the drone has gone to search out other 
  Phoenix stations. It made contact with Station Mu, and 
  the Phoenix intelligence inside, and in the past month 
  has been gathering intelligence for the Phoenix. (This 
  is the strange “metal bird’ that may fly over the heroes’ 
  community, see page 76.)
   
  When the heroes arrive at Station Delta they find 
  that the most obvious salvage has already been taken, 
  however intrepid scrappers who want to rip the place 
  apart are sure to find useful material.
   
  The greatest asset the station has, however, is its 
  micro nuclear reactor. With six weeks of work and 20 
  Build, a group could set up transmission lines from the 
  reactor to power Wright Town.
  B17: Fond Du Lac Dam
  See page 88.
  B18: Agate
  Obvious
  Population: 89 (fisher folk)
  Salvage Value: 2
  Agate is a small fishing community built on Agate Bay, 
  near the ruins of what was once Two Harbors, MN. The 
  people there are almost all fisher folk, who trade their 
  excess catches with Wright Town for any other supplies 
  they need. 
  Important NPCs
  “Crusty” Pete Beargrease: The oldest fisherman in 
  Agate is a man named “Crusty” Pete. He’s happy to share 
  his wisdom or spin a tale, but he doesn’t pity fools, and 
  speaks his mind plainly. Crusty Pete retired from actively 
  fishing eight years ago when Old Bart, a massive mutated 
  turtle, bit off the lower half of his leg. He now helps 
  support the younger fishers with other activities like 
  mending nets and cleaning fish.
   
  Pete is a man in his mid-fifties with white hair and 
  a bushy beard. He walks thanks to a cane and a custom 
  made peg leg that uses an old piece of PVC pipe as its 
  core
   
  Pete uses the stats of an Axe Tribe member (page 91) 
  with a d8 in Boating and the Lame Hindrance.
  B19: Madeline
  Obvious
  Population: 227 (fisher folk)
  Salvage Value: 2
  The city of Madeline was built on the island of the same 
  name on the southern shore of Lake Superior. Most of 
  the inhabitants are descended from those who lived 
  there before the Great War and those who fled there 
  immediately afterward. Separated from the mainland 
  by two miles of water, the people of Madeline remained 
  isolated from the rest of the world and safe from outside 
  dangers. The people of Madeline subsist primarily by 
  fishing the waters near the island, which they supplement 
  with small gardens. 
   
  Their first contact with the wider world beyond 
  came from a young Sally Wright who was exploring 
  the southern coast of Lake Superior by water. Sally met 
  with the important members of the community and 
  negotiated a trade route with the people of Madeline. 
   
  More recently, dangerous outsiders have discovered 
  Madeline. A major raid by pirates recently killed several 
  townsfolk, and they stole and destroyed a lot of property.
  Important NPCs
  Paula: Paula grew up in Madeline, and her parents 
  taught her everything they could about boats. She spent 
  some time fishing, but soon realized she could serve 
  the community best by maintaining and repairing all 
  of the boats the fisher folk use. She’s done such a good 
  job keeping boats afloat, people assume she knows a lot 
  about everything else and frequently ask her opinion on 
  other subjects, a fact she’s not entirely comfortable with.
   
  Paula is a woman in her mid-thirties with pale skin 
  and red hair. She has a minor mutation giving her green 
  eyes cat-like slit pupils.
   
  Paula uses the stats of an Axe Tribe member (page 
  91), and has a d8 in Repair.
   
  Jazz: Jazz has traveled a lot in his life. He was born in 
  the Kingdom of Geneva, and trained to be a knight. After 
  his training was completed, Sir Arthur Flores assigned 
  him to explore the world north and east of Geneva, to 
  learn about the land, and spread the message of the 
  Knights of Geneva. When he left, Jazz was full of noble 
  ideas, but as he saw more of the world he became 
  increasingly bitter and jaded. Jazz stopped caring about 
  his mission, but he still felt bound by a sense of honor 
  that made him always keep his word, never lie, and show 
  respect to his superiors. He also believes in the concept 
  of a “life debt,” that when somebody saves your life, you 
  must serve them until you save theirs.
   
  Jazz himself became the victim of a life debt when a 
  psychic named Bean saved Jazz from a pack of mutants. 
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  Jazz offered to pay off the debt with valuable items, 
  but Bean refused, so Jazz felt compelled to follow the 
  scrapper looking for a chance to save his life.
   
  The chance came when pirates attacked the ship 
  carrying Jazz, Bean, and several of their companions. 
  The pirates sank the companions’ boat, and Bean went 
  under water. Jazz grabbed Bean and swam him to shore, 
  preventing Bean from drowning.
   
  His life debt paid, Jazz left Bean and his other 
  companions. He told them he was heading back west, 
  and if they didn’t want to come with him that was their 
  problem. He walked along the shore of Lake Superior 
  until he came to Madeline, and swam across the lake to 
  the island.
   
  Jazz is a gruff man who is condescending to those 
  around him, but deep inside a small part of him still holds 
  onto his spirit of heroism. Many of the people of Madeline 
  still distrust Jazz, even though he helped them defend 
  the town against the recent pirate attack, (demanding 
  payment from those he saved didn’t do much to endear 
  him either).
   
  Jazz is a freak with nearly-black skin and amber eyes. 
  He is tall, muscular, and lithe.
  Jazz
  Race: Freak
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d8, Fighting d10, Stealth d8, Survival d4, 
  Throwing d8
  Charisma: -2; Pace: 6; Parry: 7; Toughness: 6
  Hindrances: Code of Honor, Freakish, Mean, Not Built for 
  Speed
  Edges: First Strike, Radiation Resistant, No Mercy
  Gear: Katana (Str+d6+2).
  B20: Thomson Dam
  See page 88.
  B21: Rapid Town
  Obvious
  Population: 28 (after introductory adventure) (farmers, 
  scrappers)
  Salvage Value: 2
  Ruined Building: Hydroelectric Dam
  Rapid Town is a small farming community formed in 
  the wake of the Great War. It primarily grows potatoes, 
  which they trade to Wright Town both in the food state, 
  and after being converted to vodka. Many people also 
  supplement their diets and livelihoods through hunting, 
  gathering, and scrapping the ruins of Grand Rapids.
   
  At least that was Rapid Town before Mr. Fix-It and 
  his slavers stumbled into town. They murdered a third 
  of the population and looted much of the property. 
  What exactly happens to Rapid Town after the Mr. Fix-It’s 
  attack largely depends on the heroes. It might become 
  their base of operations, the population might relocate 
  to a new home, or it might struggle to go on where it is 
  without the heroes. 
   
  The Old Schoolhouse: The people of Rapid Town 
  still call this old brick building the Old Schoolhouse, 
  even though it hasn’t been used as a school since at 
  least fifty years before the Great War. When Jamiah 
  started gathering farmers to meet, she chose the Old 
  Schoolhouse as a central location based on the relatively 
  good condition of the building.
   
  Since Mr. Fix-It used the schoolhouse as his base, 
  many who were imprisoned there now avoid the building 
  because of the painful memories it holds.
   
  The Dam: A hydroelectric dam crosses the Mississippi 
  River as it passed through Rapid Town. Though the overall 
  structure has remained well intact, much of the internal 
  electronics and other components have degraded with 
  time. The dam isn’t useable in its current state, but with 
  some time and effort, could provide electricity for the 
  people of Rapid Town.
  Important NPCs
  Jamiah Smith: Jamiah Smith grew up a farm girl. She 
  learned from an early age how to sow a field, milk the 
  goats, and feed the chickens. She led a simple life, 
  married a man from a nearby farm, kept both farms alive, 
  and raised a family. 
   
  After some trouble with bandits and mutant 
  monsters, Jamiah gathered the local farmers together 
  for mutual protection. She held regular meetings so they 
  could share information, voice grievances, and trade 
  supplies. Though she never asked for it, the rest of the 
  community turned to her and her husband for leadership.
   
  Jamiah led a pretty good life until Mr. Fix-It and his 
  gang came to town. 
   
  Now Jamiah is scarred. She mourns the death of her 
  husband and the loss of her security and stability. For 
  now she is channeling that energy into rebuilding Rapid 
  Town, but the nightmares that keep her awake at night 
  are slowly pushing her towards depression.
   
  Jamiah is a dark-skinned woman in her late thirties. 
  She keeps her black hair short. Her muscles are well 
  toned from farming her crops. 
    
  Jamiah is a Wild Card farmer (page 108), with a d10 in 
  Knowledge (Agriculture), and the Charismatic Edge.
   
  Twilight: Twilight’s mother died in childbirth, and her 
  father raised her. They lived by finding things in the ruins 
  of Grand Rapids and trading them to farmers for food, 
  or occasionally the Wright family, when they needed 
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  something they couldn’t find. As Twilight entered her 
  teens, she dreamed of exploring the world beyond Rapid 
  Town, and sought out Wright Town traders and members 
  of the Axe Tribe who sometimes came downriver. 
   
  Then one day her father disappeared. He just left in 
  the morning to go out scrapping, and never came back. 
  Twilight searched everywhere she could think of, but 
  never found a trace of him. She’s not sure if he died or 
  abandoned her, and isn't sure which would be worse. 
  Since then she has been cautious, but the idea of the big 
  find still secretly burns within her.
   
  Twilight is a freak in her mid-teens. She has slate-gray 
  skin and orange eyes. 
   
  Twilight is a Wild Card scrapper (page 104) with a 
  freak’s Racial Edges and Hindrances.
  Farmers: Farmers grow crops and raise animals. These 
  stats can be used to represent any similar people 
  throughout Broken Earth.
  Farmers
  Attributes: Agility d6, Smarts d6, Spirit d6, 
  Strength d6, Vigor d6
  Skills: Fighting d4, Healing d4, Knowledge 
  (Agriculture) d8, Notice d6, Survival d4
  Charisma: —; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Illiterate
  Edges: —
  Gear: Various.
  B22 Prairie River Dam
  See page 88.
  B23: Sand Town
  Obvious
  Population: 287 (farmers, fisher 
  folk, foragers)
  Salvage Value: 2
  Buildings: Machine Shop
  Sand Town is a small village on the banks of Big Sandy Lake. 
  Most people in the town sustain themselves primarily by 
  fishing and harvesting wild rice (supplemented by other 
  farming, hunting, and gathering).
   
  The thing most people know Sand Town for, 
  however, is its glassware. A glassblower named Aria has 
  lived in the village her whole life, and was taught how to 
  blow glass by her father. The glass vessels are extremely 
  popular throughout the region and allow Aria to live a 
  comfortable life. Though Aria has no children of her own, 
  she has taken on an apprentice named Loma, who seems 
  like she will carry on the glassblowing tradition.
  Important NPCs
  Aria: The old glassblower has lived in Sand Town her 
  whole life. She learned the trade from her father, who 
  helped found the village. Despite the local renown she 
  has earned for her artistry, she remains humble and 
  considers herself to be just a simple tradesperson.
   
  Aria is a fair-skinned woman in her mid-fifties. Her 
  curly hair has gone gray.
   
  Aria uses the stats of a farmer (page 108) with a d10 
  in Knowledge (Glassblowing).
   
  Loma: Loma is Aria’s apprentice and she is taking to 
  the craft quite quickly. She grew up in Sand Town. Initially 
  she just went to Aria to help with housework, but when 
  Aria noticed Loma’s intelligence and artistic talent, she 
  started teaching the girl the art of glassblowing.
   
  Loma is in her late teens. She has chestnut skin, 
  brown eyes, and straight black hair.
   
  Loma uses the stats of a farmer (page 108) with a d6 
  in Knowledge (Glassblowing). 
   Sheriff A. C. Boyd: Sand Town only has one 
  elected official, who is given the title of sheriff, 
  though the position of sheriff also does most of 
  the work a mayor would do. A.C. Boyd is the 
  current sheriff, as was his father before him. 
   
  A.C. is an honest and hardworking man 
  who does his best to protect the people of 
  Sand Town. He took on the role relatively 
  young after his father died protecting the 
  village from a raider attack. Because of his 
  inexperience, he sometimes rushes to action 
  before thinking everything through.
   
  A.C. is a man in his late twenties. 
  He has fair skin  decorated with several 
  tattoos that he sees as his words to 
  live by, including “respect,” “loyalty,” 
  and “beautiful chaos.” He keeps his 
  head clean shaven.
   
  A.C. 
  also 
  learned 
  about 
  machinery from his father, and has 
  made sure to keep the family’s float 
  plane in good condition, despite not having any fuel .
  A.C. Boyd
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Driving d4, Intimidate d6, Knowledge (Technology) 
  d8, Notice d6, Persuasion d8, Piloting d4, Repair d8, 
  Shooting d6
  Charisma: —; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Curious, Loyal
  Edges: Alertness, Level Headed
  Gear: Crossbow (15/30/60, Damage 2d6, AP 2), dagger 
  (Str+d4), binoculars, tool kit, professional walkie-talkie.
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  B24: Moose Town
  Obvious
  Population: 144 (farmers, herdsmen)
  Salvage Value: 2
  Buildings: Watch Tower
  Moose Town is small town that subsists by farming and 
  raising alpacas for their wool. It trades with Wright Town 
  for anything it cannot grow or salvage. Though its name 
  is older, they have adopted a bull moose name Teddy 
  who they help protect and feed during the winter. 
   
  Among the Wright Town trading circuit, Moose Town 
  is the furthest south and is the closest actual settlement 
  to raider country (not including the Fort, page 108). 
  Thus it periodically falls victim to attack, and the citizens 
  are better armed and more paranoid than many other 
  settlements in the north.
  Important NPCs
  Bloody Tom: Bloody Tom grew up a child soldier in one 
  of the raider groups living south of Moose Town. The life 
  of a raider was all he knew, but as he became an adult, he 
  began to realize there could be another way. He rebelled 
  against the raiders he was working with and decided 
  to help protect the towns he once raided. He settled 
  in Moose Town, much to the consternation of many 
  residents.
   
  Even after ten years, many people still don’t trust 
  Bloody Tom, but he continues to prove himself with 
  every attack.
   
  Bloody Tom is a small, lithe man with olive skin. He 
  has black hair and a scraggly black beard. His left hand 
  was injured in a raider attack and he was forced to have it 
  amputated. He uses a makeshift hook as a replacement.
   
  Bloody Tom is a Wild Card who uses the stats of a 
  raider (page 114), with the One-Handed Hindrance.
  B25: The Fort
  Obvious
  Population: 18 (rotating from Wright Town)
  Salvage Value: 1
  Buildings: Watch Tower
  For many years the Wright Trading Company was 
  troubled by raiders who lived south of Wright Town.  They 
  occasionally sent large groups of guards to hunt down 
  and eliminate these raiders, but they never stamped out 
  the raiders completely.
   
  Wright Town’s current attempt to stop the raiders is a 
  small base south of Wright Town. From here, a contingent 
  of guards keeps an eye on the roads and patrol the area 
  around the Fort. The Fort is little more than a single 
  concrete and metal building reclaimed from before the 
  war, a water tower used as a lookout post, and a small 
  palisade made from nearby trees and scrap.
   
  The Fort has a compliment of a half-dozen guards 
  and twice as many militia at any point in time. They are 
  rotated back to Wright Town every three months. 
   
  The Fort has succeeded in preventing or at least 
  delaying several raider attacks, but it’s not a perfect 
  solution and raiders still slip past the to attack caravans 
  and settlements north of the Fort.
  Plot Points
  These are some of the stories that might emerge in the 
  area in and around Wright Town.
  War with the Wrights
  Where: Everywhere
  When: When the heroes somehow provoke the Wright 
  family
  Should the heroes provoke the Wright family, the family 
  responds with swift vengeance. The exact strategy 
  depends a lot on the heroes’ community and how they 
  act. However one strategy Jed Wright favors is starting 
  to attack a weak asset the heroes control in the hopes 
  of drawing the bulk of their forces away from the 
  community. Then a Wright force will strike at the heart 
  of the group’s community in a swift, decapitating strike.
   
  The heroes might be able to negotiate surrenders 
  with some members of the Wright family and many of 
  their subordinates, but Jed Wright is a stubborn man who 
  will not surrender. For the PCs to win the war completely, 
  they need to take on Jed directly and capture, or more 
  likely, kill him.
   
  Forces: The Wright Trading Company can raise 
  roughly 200 troops to fight. Initially these are divided 
  into three forces, the decoy force with 50 troops, the 
  main force with 100, and a reserve force of 50 left to 
  guard Wright Town. Most of these are regular citizens 
  conscripted into battle, but a few are veteran guards 
  who have experience fighting mutants and bandits. The 
  veterans grant two additional tokens to the group of 100 
  fighters.
  Pirate Troubles
  Where: Agate, Wright Town, or Madeline
  When: After the heroes have visited at least two of the 
  communities listed above
  A band of pirates arrived at Isle Royale several months 
  before the start of the adventure and rechristened it 
  New Tortuga (see page 94). The pirates now terrorize the 
  coastal communities of Lake Superior, including Agate, 
  Wright Town, and Madeline. Naturally the towns want to 
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  strike back and try to recruit the heroes to their cause. 
  Wright Town can offer the greatest reward, promising 
  them 2,000 worth of Trade if they succeed. The fisher 
  folk of Agate and Madeline offer the heroes five hundred 
  pounds of dried fish (7 Food).
   
  The heroes might talk to survivors of the pirate 
  attacks, including Jazz if they visit Madeline. These 
  survivors describe the pirates as fierce looking men with 
  exotic clothing styles. They were armed with both pistols 
  and swords, though they seemed to rely more on the 
  swords. If they talk to Jazz (page 106), the heroes can also 
  learn about the pirate attack on his ship as it was heading 
  away from Wright Town.
   
  Nobody in any of the towns knows exactly where 
  the pirates came from, though they all describe the ships 
  as fleeing towards the northwest after the attacks. If the 
  group happen to witness an attack, they might follow the 
  ships back to port, though the pirates probably stop and 
  attack whoever they think is following them. Otherwise 
  the heroes will have to search the area around Lake 
  Superior until they discover the settlement on Isle Royale.
   
  The pirates watch the water fairly closely, and quickly 
  launch boats if they see ships near the port. They play 
  less attention to the land nearby, so if the heroes dock 
  elsewhere on the island, they might be able to sneak into 
  the port by night. 
   
  There are 28 pirates on the island. Though during 
  spring through fall, there’s a 20% chance 3d6 are off 
  raiding at any given time. These raiding trips usually last 
  2d4 days. 
   
  If the heroes recruit a large number of allies to attack 
  the port, run the battle using the Mass Combat rules in 
  the core rulebook. If the battle takes place on the water, 
  the pirates gain two extra tokens to represent their 
  superior experience on the water.
   
  Pirates (27): See page 96.
   
  Captain Blood Eye: See page 95.
  The Plane
  Where: Sand Town
  When: Any time
   A.C. Boyd takes care of an ancient single-engine float 
  plane, just as his father did before him, and his father 
  before him. According to family tales, when the War 
  struck, A.C.’s great-grandfather flew the plane “all the way 
  from Ninilchik, Alaska.” Very few people in Sand Town 
  know where Alaska is, let alone Ninilchik, but they are 
  certain it’s very far. 
   
  A.C. hopes to one day return the plane to the sky. 
  He’s convinced that he’s kept the plane in good enough 
  shape that it should be doable. He’s even read all the 
  flight manuals his great-grandfather brought with him, 
  so he’s pretty sure he could fly it. The only problem is fuel, 
  since aviation fuel hasn’t been produced in generations. 
  A.C. has looked into purchasing some gasoline from the 
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  Wright’s, but even a single trip would cost more than he 
  can afford, and he’s not even sure the fuel they have will 
  work for the plane.
   
  Fuel: One of the best bets for finding fuel for the 
  plane is the biodiesel produced by the Green Empire. The 
  heroes can find a supply of this both at Rapid Town and 
  at Bella’s fort, and can find much more if they venture to 
  the empire itself.
   
  However, the plane’s current engine is not meant 
  to take diesel fuel. To do so it will need to be heavily 
  modified and rebuilt, requiring a Repair test at -2, forty 
  hours of work, and access to at least one diesel engine. 
  If successful, the float plane functions as a single engine 
  float plane (see page 36).
   
  Electricity: The second option is to convert the plane 
  to run off of an electric motor. This is even more difficult, 
  and requires high tech materials, most likely salvaged 
  from a robot housed at a Phoenix station. In addition to 
  the materials, converting the plane requires a Repair test 
  with a -4 penalty, and sixty hours of work.
   
  The electric powered plane has a shorter range 
  than a diesel plane and can only go twelve hexes before 
  needing to recharge.
  The Roach King’s Dam
  Population: 1 (plus roaches)
  Salvage Value: 5 (limit 50)
  Ruined Building: Hydroelectric Power Plant
  There are several dams near the group’s starting location 
  that they might seek to rehabilitate or to scrounge for 
  supplies. While this encounter most likely occurs at the 
  Prairie River Dam, it may be run at any dam the heroes 
  investigate.
   
  The turbines of this dam no longer spin and water 
  is pouring over the spillway, but the concrete structure 
  still stands. New residents have taken advantage of the 
  strong walls, and now make the dam their home. A freak 
  born with the psionic abilities to communicate with and 
  control insects has declared himself the Roach King. He 
  considers the dam and land around it to be his kingdom, 
  and he has dozens of giant cockroaches, and thousands 
  of mundane ones, acting as his subjects. The Roach 
  King is slightly mad and extremely paranoid. He views 
  anybody who enters this dam as potential usurpers. 
  The Guards
  Giant cockroaches are not well suited for organized 
  patrols, but simply having enough roaches coming and 
  going from the dam is enough to serve as deterrent. A 
  swarm of the roaches are constantly milling about the 
  dam, and when the PCs approach they attack.
   
  Mega Roach (2): See page 155
   
  Giant Roach (1 per PC): See page 154
  Entrance
   The entrance to the dam contains administrative offices, 
  equipment rooms, and safety gear. From the entrance 
  the heroes must go down a flight of stairs or climb down 
  an elevator shaft to reach the heart of the dam.
   
  Scrap: Characters who search the area can find 
  enough tools to put together a toolkit, a dozen hard hats, 
  and 4d6 Trade worth of miscellaneous scrap.
  The Roach King’s Throne Room
   In the heart of the dam, a dozen turbines lie still. Back 
  among them sits the Roach King on a throne of rags, 
  and he is attended by his court of roaches. He sits in 
  total darkness, relying on touch, hearing, and smell to 
  navigate. 
   
  When the heroes enter the massive turbine chamber, 
  the Roach King speaks from the darkness. He rages against 
  them for their insults to his kingdom. He demands they 
  leave immediately or feel his wrath. If heroes proceed any 
  further into the room, he orders his roaches to attack. 
  He summons a host of small roaches to shield him from 
  harm, and then unleashes a psychic assault on the group. 
   
  Roach King.
   
  Mega Roach (3): See page 155.
   
  Giant Roach (2 per PC): See page 154.
  Roach King
  Race: Freak
  Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Climbing d6, Fighting d6, Notice d8, Psionics d10, 
  Survival d6, Tracking d4
  Charisma: — (-4); Pace: 6; Parry: 6; Toughness: 7
  Hindrances: Outsider, Quirk (Really likes roaches), 
  Edges: Arcane Background (Psionics), Beast Master, 
  Command, Fervor, Nerves of Steel, New Power, Power 
  Points
  Gear: Spear d6 (Str+d6).
  Arcane Powers: 15 Power Points, armor (living roaches 
  cover his body), beast friend, boost/lower trait, confusion.
  Scrap: There is much that can be salvaged from the 
  generators and turbines in the Roach King’s dam. Once 
  the site is cleared the heroes can scrounge up to Build 
  from the dam as described on page 88.
  Bounty
  Where: Moose Town, Wright Town
  When: Any time
  The people of Moose Town and the neighboring farms 
  have been hit hard by raiders many times over the years. 
  Recently, they have especially lived in fear of a band of 
  raiders led by a man called Reaper. They want to see 
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  Reaper dead, and they’re looking for just about anybody 
  brave (or fool hardy) enough to do it. 
   
  The people of Moose Town offer a reward including 
  several bolts of cloth, bushels of potatoes, and a shotgun 
  with 24 shotgun shells.
   
  Once they’ve accepted the mission, tracking down 
  Reaper will not be easy, as nobody outside of raider 
  country knows where he is. 
   
  Raider Attack: As they travel through raider country, 
  the heroes doubtlessly encounter a band of raiders. These 
  raiders almost certainly recognize the heroes as outsiders 
  and attack them on sight.
   
  Raiders (2 per PC): See page 114.
   
  Questioning attackers: If the group capture any of 
  the raiders alive, they might be able to find out a little bit 
  about Reaper. With a successful Intimidate or Persuasion 
  test, a captured raider gives the heroes the rough location 
  of the City of Bones
   
  City of Bones: Reaper and his gang operate out of 
  a base called the City of Bones (page 116). If the heroes 
  find the city, there is only a 50% chance Reaper and his 
  band are there, unless it’s winter, in which case they are 
  certainly there. If the band is away, they come back in 
  2d10 days (these dice can Ace).
   
  If the group chooses to go out looking for the band 
  they can attempt a Tracking test each hex they travel 
  through to locate signs of the raiders.
   
  Raiders (3 per PC): See page 114.
   
  Reaper (1): See page 114.
  Turtle Soup
  Where: Agate or Wright Town, and the surrounding area
  When: Any time
  Crackers are a species mutated from snapping turtles that 
  are hazardous to water travel everywhere. On popular 
  shipping lanes they are hunted to keep them from posing 
  much risk. Most crackers grow to be over eight feet long 
  and weigh nine hundred pounds, but they never stop 
  growing, and an ancient cracker can get truly massive.
   
  That is how the legendary Old Bart came to be. He 
  is a massive mutant turtle who stretches nearly 20 feet 
  long. In his old age Bart goes through cycles of inactivity, 
  often lying dormant at the bottom of Lake Superior for 
  weeks or months. When active, he ranges up and down 
  the coast of Lake Superior, though he always stays close 
  to shore.
   
  Because of this, every few years Bart interferes with 
  the fisher folk living at Agate or Wright Town, or the trade 
  route that runs between them. Normally the boaters just 
  try to steer clear of him, but lately they have had some 
  extra trouble. He’s taken out three ships and killed two 
  sailors. Now the authorities in both Wright Town and 
  Agate are looking for somebody to get rid of him. They 
  offer 1,000 worth of Trade to anybody who can eliminate 
  the beast.
   
  The first trick is finding Old Bart. A Knowledge 
  (Biology) test allows a character to know that crackers 
  prefer to live in shallow water, as does a Survival test with 
  a -2 penalty.  The heroes can also get the locations of 
  the previous attacks, which are all off the coast of Lake 
  Superior between Wright Town and Agate.
   
  Tracking Old Bart is almost impossible given he 
  travels through water. Characters would need to search 
  underwater themselves, and even then they suffer a -6 
  penalty to their Tracking test. It is probably easiest for the 
  heroes to simply take a boat out on the water in hopes of 
  getting attacked. For every day they spend close to the 
  Lake Superior coast between Wright Town and Agate, 
  there is a 10% chance Old Bart attacks.
   
  Old Bart starts by attempting to sink the their boat, 
  attacking the hull from underneath (which also makes 
  him difficult to attack). Once the boat sinks, he looks for 
  tasty treats sinking in the water and tries to crush one in 
  his beak.
   
  Old Bart is looking for a snack, not an all-out war. If 
  he takes two or more wounds, he attempts to swim away. 
  Similarly if he incapacitates a hero, he tries to swim away 
  with the character in his mouth.
  Old Bart
  Attributes: Agility d4, Smarts d4 (A), Spirit d8, 
  Strength d12+4, Vigor d12
  Skills: Fighting d12, Notice d6, Stealth d6, Swimming d8
  Pace: 2; Parry 8; Toughness 18 (6)
  Special Abilities
  •	
  Armor +6/+2: The cracker’s shell provides it a +6 
  Armor bonus to the torso. The head and legs do not 
  gain this benefit, but still gain a +2 Armor bonus from 
  the thick scales.
  •	
  Bite: Str+d10
  •	
  Bone Breaker: Heroes who suffer one or more 
  wounds from Old Bart’s bite must make an immediate 
  Vigor test with a -4 penalty. If they fail they also suffer 
  a random injury from the Injury Table in the core 
  rulebook. This injury goes away when all wounds 
  have healed.
  •	
  Vice Jaws: A cracker who scores a raise on its attack 
  latches onto its foe. The foe cannot move away from 
  the cracker, until it escapes. This takes an action and 
  to succeed the target must succeed at an opposed 
  Strength test. If the target takes any action other 
  than escaping, it suffers a -4 penalty. Furthermore, in 
  deep water, the target must make a Swimming check 
  each round to avoid taking a level of Fatigue from 
  drowning.
  •	
  Size +6: Old Bart is massive.
  •	
  Large: Attackers gain a +2 bonus to their attack rolls 
  against Old Bart because he is so large.
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  “The Forsaken Lands” is the bleak name the people of 
  Wright Town and the surrounding communities gave to 
  the lands south of them. Although the area is sparsely 
  inhabited, there are several noteworthy settlements.
  C26: A Town of Webs
  Obvious
  Population: 0
  Salvage Value: 2
  Resources: Spider Parts
  A host of spiders have taken over the ruins of what was 
  once Aitkin, MN. These arachnids crawl throughout the 
  empty buildings and spin webs to catch giant insects, 
  birds, mammals, and even humans. 
   
  Heroes who spend enough time wandering the 
  overgrown streets will inevitably encounter a band of 
  spiders consisting of 2d6 giant spiders (see core rulebook) 
  and 1d6 mega spiders (page 155).
   
  During the winter months the spiders become 
  sluggish. Heroes encounter half the normal number of 
  spiders, and the spiders suffer a -1 penalty to all trait tests.
  C27: The Spider Eaters
  Hidden: Notice or Tracking, but see Friends in the Webs
  Population: 8 (spider hunters)
  Salvage Value: 1
  Most people stay well away from the giant spiders 
  like those living in the remains of Aitkin. A small band, 
  however, see the spiders as a resource, and hunt them 
  and steal their eggs for food and materials. They typically 
  slip into the ruins, two or three at a time, and isolate a 
  lone spider or find an unguarded egg sack, then bring it 
  back to camp.
   
  Normally the spider eaters are wary of outsiders, and 
  hide from approaching groups. However, should the 
  The Forsaken Lands
  Armor
  Type
  Armor Weight
  Cost
  Rarity Notes
  Chitex Armor
  +2
  3
  500
  R
  Covers torso, arms, legs, made from mutant insects
  Superior Chitex Armor +4
  8
  2,000 VR
  Covers torso, arms, legs, head, made from the biggest insects.
  Adventuring Gear
  Item
  Cost
  Weight
  Notes
  Spider-silk Rope (10 ft.)
  100
  1
  Spider Venom
  200
  1/2
  Paralyzing Poison, see core rulebook
  The spider eaters can unlock some options for 
  equipment and a new Community Edge. Even with 
  the spider eaters, superior chitex armor is not available 
  unless the characters obtain the body of a particularly 
  large giant insect or arachnid.
  Community Edge: Spider Hunters
  Spider Hunters kill mutant spiders for food, and make 
  tools from their exoskeletons.
  Community Benefits: The community gains a supply 
  of chitex armor, spider-silk rope, and spider poison. The 
  economy increases by one die type. 
  PC Benefit: PCs gain one free suit of chitex armor, and 
  can ask for one spider-silk rope and one dose of spider 
  poison each month.
  spider eaters need help, such as in the Friends in the 
  Webs adventure (see page 120), they might seek help.
   
  There are a total of eight people among the spider 
  eaters: Barry, Sheila, Skip, Alejandro, Gorp, Belle, Penny, 
  and Big Nancy. All are human, except Gorp, who is a freak. 
  Belle is currently pregnant with Barry’s baby, but there 
  are currently no children among them. If befriended they 
  are loyal allies who can trade for chitex armor or spider 
  silk ropes, and might even join the heroes’ community.
  Spider Eaters
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d8, Fighting d6, Notice d6, Shooting d6, 
  Survival d6, Stealth d10
  Charisma: —; Pace: 6; Parry 6 (1); Toughness 7 (2)
  Hindrances: Illiterate
  Edges: Ultra Immune System
  Gear: Bow (12/24/48, Damage 2d6), 20 arrows, spear 
  (Str+d6, reach 1), chitex armor (+2), 3 doses of spider 
  poison (paralysis).
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  C28: Palbun’s Land
  Hidden: Notice
  Population: 0 (see text)
  Salvage Value: 2 ; max 12
  Before the War there was a small amusement park called 
  Paul Bunyan Land several miles outside of Brainerd, MN. 
  It has decayed and grown over with trees, but is still 
  recognizable.
   
  If Eagle Eye remained with the heroes, then this site is 
  abandoned, but if she sought revenge on her own (page 
  75), she uses this location as a base camp from which she 
  leads raids against Bella’s forces at Camp Ripley. While 
  she moves around a lot, there is a 20% chance of her 
  being there any particular night. Even if she isn’t there, 
  the heroes can find traces of her camp with a Notice or 
  Tracking test with a -2 penalty.
   
  Members of the Axe Tribe did not know of this area 
  previously, but upon finding it, regard it as a holy site. If 
  heroes settle a town here and have members of the Axe 
  Tribe among them, increase morale by one die type.
  C29: Slaver’s Fort
  See page 72.
  Raiders
  The area between what was once Minneapolis and 
  Hinckley, Minnesota, is considered raider territory, and 
  shunned by most civilized people. Though few truly 
  know just how many raiders are out there, most suspect 
  it can only be two or three dozen. The truth is there are 
  nearly a hundred raiders in the area, but many of them 
  only go raiding when times are tough, and instead 
  sustain themselves through hunting and gathering. 
   
  The raiders have some iron workers among them 
  who have salvaged pre-war scrap and forged it into 
  weapons, but their greatest asset is their horses. The 
  raiders are skilled riders and use their mounts to outpace 
  their foes, either to run them down, or to escape them. 
  They frequently adorn themselves and their mounts with 
  fearsome masks or the bones of the dead.
   
  The raiders travel in small groups ranging from four 
  to twenty people, and it's not uncommon for the raiders 
  to come into conflict with each other, both within and 
  between groups. They recognize strength and follow a 
  strong leader, but they’re also quick to turn on such a 
  leader at the first sign of weakness. Currently the most 
  powerful leader of raiders is a man call Reaper. 
   
  Reaper: Reaper was not always a raider. He wasn’t 
  always named Reaper either, but he refuses to say his 
  given name. He grew up on a farm south of Moose 
  Town, and hated the farming life. He imagined a range of 
  excuses to leave the farm behind, but he didn’t imagine 
  how he would finally leave.
   
  The boy who would be Reaper returned home one 
  day after working alone in the fields and saw his home 
  aflame and heard his sister screaming. A band of six men 
  were taking what little Reaper’s family had and loading 
  it onto their horses. One man notched an arrow and 
  pointed it at Reaper, but the boy surprised himself by 
  saying, “Take me with you.”
   
  So they did. And these raiders taught the boy many 
  cruel lessons. He learned that, like how you shouldn’t 
  over hunt game lest it grow scarce, raiders shouldn’t take 
  too much from human communities lest they die off. You 
  should let them recover so you can return to raid them 
  again. He learned how to fight, how to ride, how to smith 
  weapons, and most of all, how to induce fear. When he 
  had learned enough, he killed the leader of his band and 
  took it as his own. Since then many have challenged his 
  leadership, but no challenger has survived.
   
  Reaper is a cruel man who believes the best way to 
  survive is for others to fear you. He maintains control of 
  his underlings through a combination of violence and 
  ensuring they always have plenty to plunder. 
   
  Reaper is a burly man with pale skin. He has tattooed 
  his face to resemble a human skull. 
  Reaper
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d8, Repair 
  d6, Riding d10, Survival d6, Throwing d8
  Charisma: —; Pace: 6; Parry: 7; Toughness: 10 (3)
  Hindrances: Bloodthirsty, Vengeful (Minor), Wanted 
  (Major)
  Edges: Ambidextrous, Berserk, Brawny, Counterattack, 
  No Mercy, Two-Fisted
  Gear: Axe (Str+d6), battle axe (Str+d8), three throwing 
  axes (3/6/12, Damage Str+d6), breast plate (+3), steel 
  helmet (+3), horse, saddle, skulls of worthy opponents.
  Raiders: Raiders have a wide range of skills and talents 
  but the following is fairly typical for a raider. You can use 
  these statistics for other similar foes.
  Raider
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Riding d8, 
  Shooting d8, Stealth d6, Survival d6, Tracking d6
  Charisma: -2; Pace: 6; Parry: 6; Toughness: 8(1)
  Hindrances: Bloodthirsty, Mean, Wanted (Minor)
  Edges: Brawny, No Mercy, Steady Hands
  Gear: Bow (12/24/48, Damage 2d6), battle axe (Str+d8), 
  leather armor (+1), 20 arrows, quiver, horse, saddle.
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  B24
  C26
  C27
  C28
  C29
  C30
  C31
  C32
  C33
  C34
  C35
  C36
  C37
  C38
  C39
  C40
  C41
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  C30: City of Bones
  Hidden: Notice or Tracking
  Population: Up to 30 
  Salvage Value: 2
  When Reaper and his band are not off raiding, they spend 
  their time at the City of Bones, which used to be North 
  Branch, Minnesota. As the name suggests, the raiders 
  hang human and animal bones from trees and ruined 
  structures throughout the area.
   
  The City of Bones is not a permanent village by 
  any means, as the raiders spend weeks and sometimes 
  months at a time raiding and dare not leave behind 
  anything they would miss if it was lost. Should another 
  group attempt to settle the city however, Reaper sees it 
  as a challenge to his authority and feels forced to attack. 
  Though the raiders invest relatively little in the buildings, 
  they have fixed up a few to protect them from the cold 
  Minnesota winters. 
  C31: Cloud City
  Obvious
  Population: 422 (farmers)
  Salvage Value: 3
  Buildings: Watch Tower, Walls
  Ruined Building: Smithy
  The Great War hit the city of St. Cloud hard. A nuke landed 
  nearby, and most of the locals died in the blast or from the 
  resulting fallout. It wasn’t until decades later that humans 
  returned to the area to start to rebuild civilization.
   
  The settlers were a ragtag band of survivors. They 
  were hunted by raiders and mutant monsters. When they 
  found the ruins of an abandoned prison they realized they 
  had found salvation. The stone walls had been far enough 
  away from the nuke that they avoided destruction, and 
  were strong enough to survive the decades. The survivors 
  quickly refurbished other buildings and set up a watch 
  system to protect the prison. They cleared the yard and 
  planted crops inside the walls.
   
  Not long after establishing the settlement, the 
  survivors encountered their first test. A band of raiders 
  assaulted their walls. Despite their low numbers and 
  their primitive weapons the prison allowed the survivors 
  to fend off the attack. 
   
  In the decades since, the settlement, now called 
  Cloud City, expanded and thrived. While the people 
  still live within the prison, the land within the walls is 
  no longer enough to feed all of the citizens, and they 
  have farmed other land between the prison and the 
  Mississippi River. Other citizens fish the river and forage 
  in the forests nearby. Even when venturing outside the 
  walls, Clouders remain vigilant and keep a bicycle nearby 
  to quickly retreat to safety.
   
  Cloud City justifiably distrusts outsiders, as they are 
  still occasionally attacked by raiders and mutants. With 
  only a few exceptions, Clouders want nothing to do with 
  outsiders, and they even refused the legendary Anthony 
  Wright when he proposed trading with them. They 
  occasionally take in desperate looking folk, but always 
  keep a close eye on these new people and lock them 
  in their rooms at night. It often takes years before these 
  people are completely trusted. Clouders are especially 
  worried about anybody they see as a “mutant,” including 
  freaks, psychics, and anybody with a Mutation Edge. Such 
  characters are never allowed to join the city.
   
  Cloud City has a strict code of laws and justice 
  system. Because of that they have few problems, but 
  when somebody is accused, the mayor and her council 
  members serve as judge and jury. Minor crimes are 
  penalized by days or weeks in confinement. Larger crimes 
  like theft or assault are punished by exile, while murder 
  or rape means immediate death.
  Important NPCs
  Mayor Jasmine Farah: Mayor Farah has served as mayor 
  of Cloud City for the past ten years, and in all but her 
  first election has never been challenged. She is a strong 
  administrator who also listens to the needs of the people 
  and knows every Clouder by name. 
   
  Farah wants to do whatever it takes to ensure her 
  community survives, and remains convinced the best 
  way to do this is to keep the city isolated and heavily 
  guarded. Because of this, she is extremely stern and even 
  unfriendly to outsiders she meets. 
   
  Mayor Farah is a tall lean woman in her mid-fifties. 
  She has chocolate-colored skin and brown eyes. Her 
  curly hair has gone gray, and she keeps it cut short. 
   
  Mayor Farah uses the statistics of a Wild Card council 
  member (see page 94).
   
  Sheriff Ben Angel: Sheriff Ben Angel is a hard man 
  who leads the city guard. In a city that doesn’t like 
  outsiders, Sheriff Angel is known for his hostility towards 
  outsiders. If it were up to him nobody from outside the 
  walls would ever be allowed in. He’s even gone so far as 
  suggesting the city launch a preemptive strike on the 
  mutants of Freaky Town, though Mayor Farah and other 
  members of her council convinced Angel this would do 
  far more harm than good.
   
  Sheriff Ben Angel is a tanned man of average height 
  and muscular build. He has brown hair and a bushy 
  mustache and mutton chops.
   
  Sheriff Ben Angel uses the statistics of a Wild Card 
  caravan guard (page 105).
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  C32: St. Cloud Dam
  See page 88.
  C33: Monticello Nuclear Generating Plant 
  See page 88.
  C34: Freaky Town
  Obvious
  Population: 343 (herdsfolk, scrappers)
  Salvage Value: 4
  Ruined Building: Stadium, Hydroelectric Power Station,
  During the Great War, the city of Minneapolis was hit by 
  powerful bombs called enhanced radiation weapons, 
  commonly called salt sowers. These weapons dealt only 
  minimal physical damage (for a nuclear warhead), but 
  released waves of radiation and radioactive materials 
  that poisoned the area for generations. 
   
  Most human and animal life within the area died 
  terrible deaths, but a few who were exposed to the 
  Extreme Radiation Resistance viral treatments survived 
  as freaks. As time went by, more freaks gathered here as 
  they realized the radiation protected them from other 
  groups of humans who hated and feared them. Freaky 
  Town was never formally founded. Freaks simply started 
  showing up and settling in the ruins.
   
  The people of Freaky Town survive primarily as 
  herdsmen, raising dreeks, the descendants of white-
  tailed deer that were also exposed to the Extreme 
  Radiation Resistance virus. Many also scrounge supplies 
  from the ruins of Minneapolis.
   
  The freaks in Freaky Town are dispersed throughout 
  the ruins, including the ruins of Historic Fort Snelling, 
  Target Field, and the Minneapolis-St. Paul Airport.
   
  The Spined Society: Most of the people in Freaky 
  Town are content to simply ignore the outside world. A 
  few want to establish trading relationships with others. 
  The Spined Society is quite interested in the outside 
  world, but they seek to destroy it. They believe freaks 
  are the next step in human evolution, and that to help 
  evolution they should eliminate as much of the archaic 
  strain of humanity as they can. Many of them have 
  suffered at the hands of “thin-skins” and seek revenge 
  against them.
  Important NPCs
  Flora: While Freaky Town does not have a formal leader, 
  many look to Flora for guidance. She survived many years 
  wandering the waste, before arriving in Freaky Town. She 
  is an isolationist, but also believes in the importance of 
  having a good defense in case their neighbors don’t stay 
  isolated. 
   
  Flora is nearly sixty years old. She has one blood-red 
  eye, and a patch covers the wound where the other once 
  was.
   
  Flora uses the statistics of a Wild Card tribal leader 
  (page 92) with all the freak Racial Edges and Hindrances.
   
  Obsidian: Obsidian is one of the loudest proponents 
  of interacting more with the outside world. He has 
  explored many of the hidden nooks and crannies of 
  Freaky Town and spent much of his life as a scrapper. 
  He often leads expeditions out of the remains of Freaky 
  Town to map the area, find new secrets, and possibly 
  discover new allies. To date he has found more enemies 
  than friends but remains optimistic.
   
  Obsidian is a large man with skin as black as his 
  namesake.
   
  Obsidian is a Wild Card scrapper (page 104) with all 
  the freak Racial Edges and Hindrances. 
   
  Finnegan: When Finnegan was young, he watched 
  his parents be killed just for being freaks. Finnegan 
  himself was beaten and left for dead. He survived alone 
  in the woods for many years, until he chanced to see a 
  group of freaks traveling through the woods. He followed 
  them to Freaky Town where Finnegan made a new home.
   
  Finnegan advocates both for greater structure in 
  Freaky Town and for preemptive strikes against other 
  settlements that would threaten them (most notably 
  Cloud City). He leads the Spined Society, though within 
  the society he is actually a moderate voice.
   
  Finnegan has medium-gray skin and yellow eyes. He 
  still bears many scars from his early abuses.
   
  Finnegan is a Wild Card ranger (page 92), with all the 
  freak Racial Edges and Hindrances. 
  C35: St. Anthony Dam
  See page 88.
  C36: Burial Ground
  Hidden: Notice -2
  Population: 0
  Salvage Value: 3
  The city of St. Paul, Minnesota suffered a direct hit from 
  a nuclear weapon in the Great War, and nearly all of the 
  buildings were leveled. In the decades since, nature has 
  reclaimed the area, and it’s almost impossible to tell there 
  was once a city of several hundred thousand people.
   
  Unless somebody digs a little deeper.
   
  While everything above ground was flattened, 
  thousands of basements and subbasements remained 
  intact. Of course salvage among these areas is much 
  harder to reach, but it also means it hasn’t been picked 
  over by other scrappers, and somewhere beneath the soil, 
  there may still be treasures just waiting to be discovered. 
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  C37: Jeffer’s Wind Farm
  See page 88.
  C38: Prairie Island Nuclear Power Plant 
  See page 88.
  C39: The Clinic
  Obvious
  Salvage Value: 3
  Ruined Building: Hospital, Clinic
  The people of Rochester, Minnesota, tried to salvage 
  their community after the Great War. After their traumatic 
  losses just after the War, it looked for many years like 
  survivors might be able to establish a permanent 
  community. However between mutants, raiders, disease, 
  weather, and people simply fleeing to perceived safer 
  communities, the population dwindled over the decades, 
  and it is now completely abandoned.
   
  As the heroes travel through the area, they see hints 
  of this failed community. Unlike most ghost towns that 
  have been abandoned since the war, they see evidence 
  of post-war construction, including recently constructed 
  wooden buildings, refurbished tools, and stockpiles of 
  scavenged goods. 
   
  The most valuable things the heroes find are the 
  remains of the Mayo Clinic, which the survivors used as 
  a home base. Though they lost much of the specialized 
  medical skills necessary, they struggled to keep the clinic 
  at least partially operational up until the bitter end. These 
  areas can be salvaged and repaired to make a hospital, or 
  scrap from the clinics can be harvested, providing 2 extra 
  Build per week towards a hospital in another community.
   
  Though there are no humans here, a particularly 
  powerful ghost cat makes her home here. Give her the 
  benefits of a Wild Card, but otherwise use the stats for a 
  ghost cat (see page 153).
  Trogs
  When nuclear fallout rained from the skies after the Great 
  War, many people took shelter in the natural caves of 
  southern Minnesota. The survivors found the caves made 
  ideal shelters, and built them into small communities. 
  Several of these people happened to have undergone 
  TransGenome therapies to enhance their night vision, a 
  gene that, thanks to generations of inbreeding, has now 
  passed to nearly all of the cave dwellers, who now call 
  themselves Trogs.
   
  Trogs believe they are God’s chosen people, and He 
  led them to the caves to keep them safe. By extension 
  this means everybody outside the caves are not chosen 
  by God.
   
  The Trogs have adapted their life to living in the 
  caves, and a world of darkness. They cultivate a form of 
  luminescent fungus by hauling dead wood into their 
  caves for the fungus to feed on. These fungi provide both 
  food and illumination. The light is quite dim, however, 
  and those with normal vision suffer a -2 penalty to attack 
  rolls if they have no other light. 
   
  Trogs emerge from their caves at night to forage for 
  additional food. If other travelers come into the Trogs’ 
  territory, the Trogs may attempt to steal food and other 
  useful looking items during the night, but they are not 
  particularly violent and would prefer to simply slink off 
  without leaving any clue about who was there (see Thief 
  in the Night on page 121).
   
  The Trogs have two main living caves: Mystery Cave 
  and Niagara Cave. They are less than a night’s journey 
  by foot, so there is frequent travel between the two 
  caves and they are really part of a single community. In 
  addition they have several small “safety” caves they can 
  use if there isn’t time to return to a major settlement.
  C40: Mystery Cave
  Hidden: Notice -2, Tracking -4
  Population: 88 (foragers)
  Salvage Value: 1 (max 2)
  Buildings: Shelter
  Before the Great War, Mystery Cave was a popular tourist 
  destination. When the apocalypse came, many survivors 
  fled to the caves to escape the nuclear fallout. It is a large 
  and complex cave system with miles of tunnels, and it 
  currently serves as the larger of the Trogs’ villages.
   
  Mystery Cave is made up mostly of many long 
  passages formed by subterranean rivers and several 
  larger caverns created by underground lakes. The Trogs 
  use these caverns as different “buildings,” such as acting 
  as sleeping quarters, food storage, or meeting spaces. 
  The cave system has two entrances, one to the east and 
  the other to the west. To make it easier for tourists to visit, 
  several parts of the cave system contain paved paths, 
  hand railings, and (no longer powered) electric lights. 
  However these improvements only covered a fraction of 
  the caves, and much of the floor is uneven stone.
   
  Chapel: The chapel is a natural open space. Before 
  the Great War it was used for weddings and hundreds of 
  people were married there. Now it is still called the chapel, 
  and functions as the cave’s spiritual center. There are 
  services every seven days (on Sundays, according to the 
  Trogs), usually led by Shadow Johnson, but occasionally 
  by others when he’s visiting Niagara Cave. Even on days 
  when there is no service, it is common to find Trogs in the 
  chapel, praying or reading the community Bible.
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  Important NPCs
  Shadow Johnson: Shadow Johnson is the Trogs’ leader. 
  He is a powerful psychic, which the Trogs interpret as a 
  divine power. Shadow, like almost all Trogs, grew up in 
  the caves, and has come to fervently believe they are 
  God’s chosen people and He wants them to remain in 
  the dark.
   
  Shadow sees leadership as a burden, but he believes, 
  like the rest, his psionic abilities are a gift from God. He 
  thinks the world of the sun is a danger to all, and that for 
  his people to remain safe they must shun those of the 
  light. In his mind, simply feeling sunlight on your skin is a 
  major sin. 
   
  Shadow is a lithe man in his mid-thirties. He has pale 
  skin, light brown hair, and blue eyes that seem to glow in 
  the light of the fungus. 
  Shadow Johnson
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d10, Strength d6, 
  Vigor d8
  Skills: Fighting d4, Healing d6, Notice d6, Persuasion d8, 
  Psionics d8, Stealth d6, Survival d8, Throwing d6, Tracking 
  d6
  Charisma: —; Pace: 6; Parry: 4; Toughness: 6
  Hindrances: Arrogant, Cautious
  Edges: Arcane Background (Psionics), Command, 
  Command Presence, Hold the Line, Inspire, New Power 
  (3), Power Points (2)
  Gear: Spear (Str+d6), leather armor (+1), Bible, silver 
  cross. 
  Arcane Powers: 20 Power Points, confusion, divination, 
  fear, healing, quickness, succor.
  Trogs: These Trogs represent the typical member of the 
  underground community.
  Trogs
  Race: Human
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Notice d8, Shooting d6, Stealth d10, 
  Survival d8, Tracking d8
  Charisma: —; Pace: 8; Parry: 6; Toughness: 6
  Hindrances: All Thumbs, Light Sensitivity, Illiterate
  Edges: Fleet Footed, Woodsman
  Gear: Atlatl (6/12/24, Damage Str+d6), spear d6 (Str+d6), 
  dagger (Str+d4), leather armor (+1).
  Trog Body Guard: A few Trogs dedicate their lives to 
  protecting the community, and spend much more time 
  training.
  Trog Body Guards
  Race: Human
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d6, Stealth 
  d6, Survival d6, Throwing d8, Tracking d4
  Charisma: —; Pace: 8; Parry: 10; Toughness: 9(2)
  Hindrances: Light Sensitivity, Illiterate, Loyal
  Edges: Block, Brawny, Counterattack, First Strike, Fleet-
  Footed, Improved Block
  Gear: Spear (Str+d6), battle axe (Str+d8), chain vest (+2).
  C41 Niagara Cave
  Hidden: Notice -2, Tracking -4
  Population: 29 (foragers)
  Salvage Value: 1 (max 1)
  Buildings: Shelter
  Niagara Cave is smaller than Mystery Cave, though still 
  contains extensive underground passages and a few 
  large chambers. Because it is smaller than Mystery Cave, 
  most of Niagara Cave was made friendly to tourists with 
  stairs, walkways, and railings.
   
  Niagara Cave houses many people who are less 
  paranoid than in Niagara Cave. Scroungers sometimes 
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  venture more than a night’s travel from the cave, taking 
  shelter in other natural caves or abandoned buildings 
  during the day. There are even whispers among some 
  in Niagara Cave of wanting to contact outsiders to offer 
  them the Lord’s protection.
   
  The Waterfall: Niagara gained its name from the 
  underground waterfall. 
   
  The Chapel: Like Mystery Cave, Niagara had a 
  wedding chapel before the War, which has now become 
  the focus of religious life in the cave. Shadow Johnson 
  occasionally comes to preach there on Sundays, but most 
  of the time services are conducted by his hand chosen 
  lieutenant, a woman named Sabbath.
   
  Stalactite Room: This is the largest chamber in the 
  cave and most of the people in the cave live here. The 
  Trogs built tents and makeshift walls from scrap in order 
  to gain a little privacy. The same underground stream 
  that created the waterfall flows here, and it provides 
  water for drinking, bathing, cooking, and waste (the 
  latter of which is done always relegated to the portion of 
  the river furthest downstream).
  Important NPCs
  Prodigal Malone: Prodigal was one of the few Trogs who 
  was not born in the caves, but instead she was found as 
  a lost child wandering the woods, however, she was so 
  young at the time she remembers only blurry images of 
  her life before the cave. She doesn’t even remember her 
  original name. Shadow named her Prodigal and she took 
  the last name of the family that adopted her.
   
  Her origin and her lack of low-light vision make 
  Prodigal a bit of an outsider among the Trogs, though she 
  has a circle of close friends, and even a few admirers. She 
  is also extremely curious about the world outside of the 
  caves, and she frequently goes out alone to explore. She 
  is also one of the people most interested in the prospect 
  of welcoming outsiders into the caves.
   
  Prodigal is a woman in her late teens. She has curly 
  red hair, green eyes, and many freckles all over her face 
  and arms. 
   
  Prodigal is a Wild Card scrapper (see page 104).
  Plot Points
  The following adventures begin as the PCs travel through 
  the Forsaken Lands.
  Friends in the Webs
  Where: Spider Eater
  When: Any time
  Hunting giant spiders is dangerous work. One day, two 
  members of the spider eaters named Skip and Big Nancy 
  don’t come back from their hunting trip. Other spider 
  eaters scout and find that their friends are alive and being 
  held by the spiders as future snacks, but there were too 
  many spiders in the area for them to get their friends out, 
  so they go looking for help.
   
  The spider eaters see the heroes as the best 
  opportunity to save their friends. They can offer doses 
  of spider venom, chitex armor, spider silk rope, and food 
  (roasted spider) as a reward for saving their friends. After 
  the heroes successfully rescue the two prisoners, the 
  spider eaters can also teach the group to harvest these 
  materials from spider corpses. 
   
  The Holding Webs: The massive spiders which 
  inhabit the ruins employ a poison that paralyzes rather 
  than kills their victims outright, so in times of plenty they 
  set aside extra snacks for leaner days. Such is the fate of 
  two humans recently captured by the spiders. They hang 
  within a stone building, paralyzed and wrapped in webs. 
  But they will not hang there for long.
   
  Characters who search the ruins find these trapped 
  individuals with a successful Notice or Tracking test. If 
  they have gained directions from the spider eaters, they 
  gain a +1 bonus to this test. 
   
  When the heroes arrive, there are many large 
  arachnids scurrying around the building. Much of the 
  building is filled with webs (see page 120).
   
  Mega Spider (1 per two PCs): See page 155.
   
  Giants Spiders (1 per PC): See core rules.
   
  Spider Eaters (2, unconscious): See page 113.
  Mother of All Spiders
  Where: Town of Webs
  When: Any time
  The spiders of the webbed city continue to grow until 
  they die. Most only grow to the size of a large horse before 
  they meet their end, possibly at the fangs of another 
  spider. However, one great spider outlived the others and 
  has grown to a truly mammoth size. The spider eaters 
  from area C27 call this spider the Mother of All Spiders, 
  and they do everything they can to avoid her. However, 
  they might mention that they might be able to fashion a 
  superior suit of chitex armor (page 113) from her corpse.
  Web Terrain
  There are spider webs throughout the town that might 
  hamper travelers. Though much larger than normal 
  spider webs, they are still quite fine, and the PCs must 
  succeed at a Notice test to spot a web.
   
  Any character who enters a web is ensnared and 
  cannot leave the space until they cut their way free 
  (Toughness 7). Other actions taken while in the web 
  suffer a -4 penalty.
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  The Mother of all Spiders lives near the center of 
  the town, where she devours any prey she catches. She 
  occasionally ventures to the edges of the city when food 
  becomes scarce or to put down any spiders that might 
  grow large enough to rival her.
   
  The heroes can find the Mother of All Spiders with 
  a Notice or Tracking test. They gain a +1 bonus if they 
  received directions from the spider eaters (see 113). 
  Slaying her does little to solve the city’s spider problem, 
  but as the spider eaters said, her carapace can be crafted 
  into superior chitex armor.
  Mother of All Spiders 
  Attributes: Agility d8, Smarts d6 (A), Spirit d10, 
  Strength d12+2, Vigor d12
  Skills: Climbing d12+2, Fighting d12, Intimidation d12, 
  Notice d10, Shooting d12, Stealth d8
  Pace: 8; Parry: 7; Toughness: 17 (4)
  Special Abilities
  •	
  Armor +4: Thick chitex.
  •	
  Bite: Str+d8
  •	
  Poison (-6): Paralysis 
  •	
  Size +5: The spider is the size of a small elephant.
  •	
  Large: Attackers add +2 to their attack rolls when 
  attacking the Mother of All Spiders due to its size.
  •	
  Wall Walker: Can walk on vertical surfaces at Pace 8
  •	
  Webbing: The Mother of all Spiders can cast webs 
  from her thorax the size of the Large Burst Template. 
  This is a Shooting roll with a range of 6/12/24. 
  Anything in the web must cut or break its way free 
  (Toughness 10). Webbed characters can still fight, 
  but all physical actions are at -4.
  Thief in the Night
  Where: Any hex within two hexes of either Mystery Cave 
  or Niagara Cave
  When: Any time when the heroes have camped for the 
  night
  During the night, a small band of Trogs (equal to the 
  number of heroes) attempt to sneak into their camp. If 
  the heroes are keeping watch, allow them a Notice test 
  opposed by the Trogs’ Stealth test (make one group test 
  for the Trogs). If the heroes fail, each Trog manages to 
  steal about ten pounds worth of gear from the heroes’ 
  camp. Food is one obvious target, and at least some of 
  the missing items should be food. They might also steal 
  useful items like knives, axes, cookware, armor, and 
  weapons.
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  If the heroes win the opposed test, they notice the 
  Trogs trying to go through their stuff, and with a raise 
  the heroes notice the Trogs as they approach the camp. 
  If the Trogs realize they have been seen, they run into 
  the forest. If the heroes scored only successes (and not 
  a raise) each Trog grabs one easy to carry item and flees 
  into the forest. 
   
  If the heroes pursue, it begins a chase, as described 
  in the core rulebook. This is a standard five-round chase. 
  Since the Trogs are on foot they use Agility for their tests, 
  and since they have the Fleet-Footed Edge, they have an 
  effective speed of 18. Because of the darkness, characters 
  suffer a -2 penalty to their maneuvering Trait test, unless 
  they have some kind of low-light vision. Apply the same 
  penalty to attack rolls. Additionally, characters who were 
  asleep when the chase began suffer a -2 penalty to the 
  first (and only the first) maneuver Trait test.
   
  As soon as the Trogs realize the heroes are following, 
  they split up. The heroes must decide whether they also 
  want to split up and each follow a different target, or stay 
  together and let some of the Trogs automatically escape. 
  If any of the Trogs realize they aren’t being followed, those 
  Trogs circle back to the group’s camp. If unguarded they 
  quickly steal another easily accessible item, and then run 
  off to their caves. 
   
  If the Trogs were followed they meet up at a small 
  cave or ruined building one hex away from where the 
  group had camped. They sleep during the day with a 
  rotating watch. They then return to the nearest major 
  cave the following night.
   
  If the heroes attempt to track any escaped Trogs, they 
  suffer a -2 penalty, as the Trogs try to cover their tracks 
  once they are safely away from the camp. 
  Spelunking
  Where: Mystery Cave or Niagara Cave
  When: Any time
  Mystery Cave and Niagara Cave are both isolated, but it’s 
  possible for the group to find them, and once they do, 
  they might even be able to befriend the Trogs, but doing 
  so is not easy.
   
  Mystery Cave: A pair of guards is always posted at 
  the first intersection of Mystery Cave. They are paranoid 
  and xenophobic, and attack any outsiders on sight, 
  unless they have Trog escorts or can make a very hasty 
  Persuasion test with a -2 penalty. Unless the heroes get a 
  raise on the Persuasion test, the guards still demand they 
  turn over any weapons they carry.
   
  If the heroes fight their way through the cavern, they 
  face about two dozen Trogs who try to fight them back, 
  plus Shadow Johnson. The rest of the Trogs flee deeper 
  into the caverns, or out the other exit. The Trogs make 
  use of the cavern’s natural terrain and defenses.
   
  Lighting: The inhabited sections of the cave are 
  illuminated by bio-luminescent fungus, but they are 
  much dimmer than surface dwellers are used to, and 
  most characters suffer a -2 penalty to attack. Deeper 
  areas of the cave are pitch-black.
   
  Natural and Artificial Cover: The cave is filled with 
  natural rock formations providing varying degrees of 
  cover, and the Trogs have further built up the cave with 
  scrap they harvest during the night.
   
  Tight quarters: Many sections of the cavern are tight, 
  often less than a yard wide. Characters fighting with 
  weapons larger than a dagger or pistol suffer a -2 to 
  attack rolls. Those with two-handed or reach weapons 
  suffer a -4 penalty.
   
  Slippery and uneven floors: Except for the sections 
  once frequented by tourists, the cave floor is uneven, and 
  the areas near the underground river are slick with water. 
  Anybody who attempts to run in the caves must pass an 
  Agility test or fall prone.
   
  If the heroes manage to convince the guards not to 
  fight them, they are escorted to Shadow Johnson, who 
  initially assumes they are pawns of the devil sent to 
  disrupt their sacred community. It takes a Persuasion test 
  at -2 to convince Shadow they are not a threat and should 
  be allowed to leave. It takes a raise to get the Trogs to 
  form any kind of informal alliance with heroes, and two 
  raises to convince them to join the heroes’ community.
   
  Niagara Cave: If the heroes find Niagara Cave first, 
  they are likely to have slightly better luck. Again there are 
  guards posted at the first intersection, but they do not 
  attack immediately, and instead demand to know what 
  the group is doing there. Unless the heroes can provide 
  an adequate explanation and pass a Persuasion test, the 
  guards demand they leave or threaten to attack. 
   
  If they attempt to fight their way through the cavern, 
  the result is similar to that of Mystery Cave, but the 
  residents of Niagara Cave have few options for retreat. 
  Some of the desperate ones jump into the river, hoping 
  to hide there long enough for the group to leave.
   
  Characters who attempt the diplomatic approach 
  are greeted with caution, but not open hostility. They 
  find many of the Trogs speak of Shadow who lives at “the 
  other cave.”  They can secure an escort to the other cave to 
  talk to Shadow if they pass a Persuasion test. Characters 
  who ask around and succeed at a Streetwise test get the 
  general history of the caves and their current leadership. 
  If the heroes try to recruit people from Niagara Cave to 
  join their community, they can make a Persuasion test to 
  talk 1d6 Trogs into joining them (this can Ace).
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  The area that was once northern Wisconsin is now 
  overrun by mutant monsters. Many of these are the 
  offspring of test subjects and viruses that escaped from 
  the TransGenome research campus near what used to 
  be Green Bay. Most of the people from the surrounding 
  areas like Wright Town and Geneva avoid the area even 
  through there are rumors of amazing pre-war technology.
  D42: Psi
  Hidden: Notice
  Population: 960
  Salvage Value: 5
  Resources: Computerized Library
  Buildings: Hospital, Nuclear Reactor, Shelter, Walls, 
  Watch Tower
  Ruined Building: Improved Machine Shop
  Before the Great War broke out, Phoenix Station Psi was 
  focused on advanced genetic research, including the 
  development of the Extreme Radiation Resistance (ERR) 
  treatment that led to the creation of freaks and other 
  new species wandering Broken Earth. When the missiles 
  flew, the scientist heading the ERR program unleashed 
  the ERR virus into the general population, including 
  infecting himself. He and most of the people on his team 
  turned into freaks.
   
  The scientist also opened the doors of the station 
  to surrounding survivors, and quickly formed a small 
  community, which they dubbed Psi. The community used 
  the resources held at the Phoenix station to prosper amid 
  a dangerous land. The area around Psi has an extremely 
  high number of mutated animals and monsters, and 
  travel outside the walls of Psi is extremely dangerous. As 
  a result the town is extremely isolated. It has been years 
  since any travelers passed through the area, and some 
  think the people of Psi are the last humans on the planet. 
  Despite their isolation, they are not hostile towards 
  outsiders. Rather, most are extremely interested in the 
  world beyond.
   
  The people of Psi have a very high level of mutation, 
  including many freaks. The people of Psi have done their 
  best to maintain the technology and facilities of the 
  Phoenix station, but without proper supplies, much of it 
  has broken down, and the citizens have lost much of the 
  technical knowledge they need to repair it.
   
  The citizens of Psi sustain themselves primarily 
  through their large walled gardens from which they 
  harvest their crops. They sometimes set traps close to 
  their compound, but are reluctant to venture far beyond 
  their walls in in search of food.
   
  The people of Psi have harvested just about 
  everything they can from the original Phoenix station, and 
  incorporated much of it into their community, including 
  several robots, computers, and medical equipment. They 
  have kept the nuclear generator running to power the 
  site, and still use parts of the facility as living quarters.
  Important NPCs 
  Umbra: Umbra is the acknowledged leader of Psi, and 
  has guided the community for many years. Her father 
  led the community before she did, and groomed her for 
  the position. She is quite intelligent and was born with 
  natural telekinetic abilities which give her an additional 
  aura of both fear and respect in the community.
   
  Umbra takes her role as leader very seriously and 
  spends time meditating on every decision. She listens 
  to anybody who cares to offer advice, but she makes the 
  final decision on her own, and the people of Psi almost 
  always do whatever she says.
   
  Umbra is a woman in her mid-fifties. Though she is 
  human, a mutation has made her eyes completely black. 
   
  Umbra uses the same statistics as Bean (page 98), but 
  doesn’t have the Small Hindrance.
   
  Baxter K: When Baxter was young, his mother 
  became very ill from a mysterious disease. Nobody in 
  Psi could treat her, and Baxter’s father, a man named 
  Algernon, became desperate. He thought the cure his 
  wife needed might lie in the ruins of the TransGenome 
  research facility near what was once Green Bay, Wisconsin. 
  So Algernon and his best friend Kain left the relative 
  safety of Psi to search out a cure. They never returned, 
  and Baxter’s mother passed away from her disease.
   
  Baxter was taken in by his aunt and uncle, but the loss 
  of his parents has haunted him all his life. He sometimes 
  imagines his father is still alive out there, possibly 
  trapped, or still searching for a cure to his mother’s 
  condition. Baxter is curious about the world beyond Psi, 
  and yearns to explore, but he knows well the dangers 
  and isn’t foolish enough to wander out on his own.
   
  Baxter is a freak in his late teens. His skin is almost 
  black and his eyes are bright red. He wears a pair of 
  eyeglasses manufactured using the Phoenix station’s 3-D 
  printer.
   
  Baxter uses the statistics of a scrapper (page 104) 
  with the freak Racial Edges and Hindrances.
  Land of Monsters
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  D43: Grandather Falls Dam
  See page 88.
  D44: Dragon Den
  Obvious
  Salvage Value: 4
  Ruined Building: Hospital
  The ruins of Eau Claire, Wisconsin have been taken over 
  as the hunting grounds of a mated pair of dragons. As 
  characters pass through the area, they can make a Notice 
  test at -2 to detect a number of recent scorch marks. 
  Those with a Geiger counter notice a slight uptick in 
  background radiation, but not enough to be a danger.
   
  Unless the heroes move stealthily through the city, 
  the dragons stalk them and attack in tandem.
   
  Dragons (2): See page 151.
  D45: The Hills of Death
  Obvious
  Salvage Value: 3
  Before the Great War, several medium-sized cities ringed 
  Lake Winnebago, in eastern Wisconsin. However, now 
  giant ants rule them. Though smaller than some other 
  predators in the region, they make up for their size with 
  overwhelming numbers. 
   
  The first time heroes enter any of the hexes labeled 
  D45, a swarm of 3d6 giant ants (page 151) attack, and 
  anytime they travel through one of the hexes after that, 
  they have a 50% chance of being attacked by a similar 
  swarm.
   
  If the heroes attempt to assault one of the ant hills, 
  they face a total of 10d10 giant ants, though these 
  shouldn’t come all at once. Either attack the heroes in 
  waves, or spread the ants out in different rooms of the 
  ant hill. (Such an assault may be easier to run as a Mass 
  Battle.)
  D42
  D43
  D44
  D45
  D46
  D47
  D48
  D49
  D50
  D51
  D45
  D45
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  While the ants are giant compared to normal ants, 
  they are still smaller than humans. If the heroes end up 
  fighting in the ant tunnels, they suffer a -2 penalty on 
  Fighting, Throwing, and Shooting tests.
  D46: TransGenome
  Hidden: Notice -2
  Population: 0
  Salvage Value: 4
  Resources: Medicine Stockpile
  Ruined Building: Hospital
  Before the Great War, TransGenome was one of the 
  United States’ largest companies, specializing in gene 
  therapies, cosmetic genetic manipulation, and secret 
  government super-soldier programs. Its headquarters 
  was a multi-building campus built in the suburbs of 
  Green Bay, Wisconsin.
   
  When the War came, many of the campus’s 
  containment systems failed or were deactivated. Test 
  subjects and gene-altering viruses escaped the labs. This 
  led to a proliferation of sudden mutations among many 
  animals living nearby, and caused many of the mutant 
  creatures now inhabiting Broken Earth.
   
  The campus itself has been taken over by the 
  descendants of the rhesus monkeys once used as test 
  subjects. Because they have been exposed to so many 
  genetic treatments, these monkeys display a diverse 
  range of abilities. One thing they all have in common is 
  the psionic ability to inspire fear in other creatures. The 
  alpha male of the group is a large monkey who inherited 
  several genetic advantages. There are four main buildings 
  on the TransGenome campus.
  Crick-Watson
  This is the first building visitors entered when driving to 
  the campus (and the only one they could reach without 
  security clearance). It is a large pyramid-shaped building. 
  Glass windows once covered the pyramid, but they have 
  almost all been smashed and now trees grow from all 
  levels, creating the look of a pyramid-shaped forest. 
   
  Most of the contents of the area have been destroyed 
  by the elements or by curious monkeys, but the heroes 
  are likely to find clues to the building’s original purpose, 
  such as faded pictures and bronze wall plaques.
   
  There are also a large number of terror monkeys here. 
  Their first time visiting the building the heroes should 
  face at least one per PC.
   
  Terror Monkeys (1 per PC): See page 155.
  Chase
  The Chase building is the widest building on campus. 
  It is six stories tall and shaped like a large square with a 
  smaller square courtyard in the center. Before the War, the 
  Chase building was primarily used for medical research, 
  and developed many treatments for genetic diseases.
   
  The material in the Chase building fared slightly 
  better than in Crick-Watson. Some of the inner offices 
  might even have working computers if the group can 
  find a way to power them.
   
  There are two important discoveries here which tie 
  into quests the characters might have undertaken. The 
  first is the skeletal remains of Algernon, Baxter K’s father. 
  Around one of his bony fingers is still a golden ring 
  engraved with a serpent eating its tail (see page 130). The 
  heroes can also find the research of Dr. Elizabeth Flanders 
  to help cure the plague in Mad City (see page 130).
  Miescher
  The Miescher building is a ten story cylindrical building. 
  Before the War, the Miescher building hosted most of the 
  research on cosmetic consumer gene therapies, including 
  everything from altering eye color to growing gills. It was 
  the first building constructed on campus, and once held 
  all of TransGenome’s operations before it expanded.
   
  The lobby is a large circular room stretching to the 
  roof of the building. A massive sky light once let in the 
  sun, but now a massive hole lets in all the elements. 
  Around the lobby, two “double helix” stair cases spiral up, 
  allowing visitors to walk to any of the ten floors (there are 
  also elevators nearby). 
   
  A large number of terror monkeys live in the building, 
  including the alpha monkey who dominates the band. 
  The alpha monkey is most often found here. If the heroes 
  visit during the day, they encounter a large group of 
  monkeys, who start shrieking and hollering. The alpha 
  arrives 1d6 rounds later, accompanied by more monkeys. 
  The monkeys here make great use of the open lobby and 
  spiral staircase.
   
  Characters may also find viable gene therapies here 
  (see Salvage below).
   
  Terror Monkeys (2 per PC): See page 155.
   
  The Alpha
  The Alpha
  Attributes: Agility d12, Smarts d6 (A), Spirit d8, 
  Strength d10, Vigor d8. 
  Skills: Climbing d12, Fighting d10, Notice d6, Stealth d6
  Pace: 10; Parry: 7; Toughness: 8 (2)
  Special Abilities
  Armor +2: Bone plates.
  Bite: Str+d6
  Empathic 
  Link: 
  Terror 
  monkeys 
  communicate 
  empathically with other terror monkeys within 20”. This 
  is a non-verbal form of communication, but allows the 
  monkeys to effectively coordinate their attacks.
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  Fast: The monkey has a Pace of 10 and uses a d10 for its 
  run die.
  Improved Frenzy: The alpha can make two bite attacks 
  in a single round with no penalty.
  Poison: Bite delivers venomous poison (see poison in the 
  core rulebook).
  Quick: The alpha may discard an initiative card of five or 
  lower and draw another. 
  Horrify: As an action the alpha can empathically induce 
  fear in its foes. Any enemy the monkey is aware of within 
  12” must make a Spirit test at -4. Those who fail must roll 
  on the Fright Table in the core rulebook.
  Mendel
  Mendel is the least ornate building, but also the most 
  profitable. The work done here was mostly  government 
  military contracts. This is where they designed drugs to 
  create genetically enhanced super soldiers. They created 
  many treatments here, including the one that had the 
  greatest impact on the world of Broken Earth, the isolation 
  of the “intuition genes” that led to psionic powers.
   
  In the Mendel building, the characters find notes 
  describing some of the research that took place here, and 
  likely find several gene therapy treatments (see Salvage).
   
  The terror monkeys stay away from this building, 
  as several lynx drones still protect the building from 
  outsiders. When the heroes enter, the drones request 
  identification, and unless they can provide voice ID 
  (unlikely), the drones give them one minute to vacate 
  before they open fire. Worse, once the characters defeat 
  half the drones, they activate a highly experimental line 
  of defense: the cyber-ape.
   
  The United States military engaged in a wide range 
  of highly classified experiments. Some experiments 
  used cybernetic implants. Some experiments focused on 
  genetically engineered primates. Then somebody had 
  the brilliant idea to combine the two. Thus, the cyber-
  ape. As far as people know the cyber-ape was a unique 
  prototype, and it has been held in stasis at TransGenome 
  since the Great War broke out.
   
  The process that created the cyber-ape increased its 
  aggression. Further, when it is revived from stasis, it is 
  disorientated and confused, which only makes it angry. 
  It lashes out at anybody nearby.
   
  Lynx Drone (2 per PC): See page 153. 
   
  Cyber-Ape
  Cyber-Ape
  Attributes: Agility d6, Smarts d8 (A), Spirit d8, 
  Strength d12+3, Vigor d12. 
  Skills: Climbing d8, Fighting d10, Intimidation d10, 
  Notice d6, Shooting d10
  Pace: 10; Parry: 7; Toughness: 12 (9)
  Special Abilities
  Armor +3:  Force field generator.
  Cyber Fist:  Str+d8.
  Laser Arm: 3d6, auto fire with no penalty.
  Size +3: The cyber-ape towers eight feet tall.
  Backpack Generator: A PC can make a called shot on the 
  cyber-ape’s backpack generator by taking a -2 penalty to 
  the attack roll. If the attack hits and deals enough damage 
  to cause a wound, the cyber-ape takes no wounds, but 
  instead is unable to use its laser arm and force field. 
   
  Salvage: If characters search the Mendel and 
  Miescher buildings, they are also able to find a few 
  gene-therapy treatments that haven’t expired, enough 
  for each character to take one if they so desire. These 
  therapies grant the benefits of any one Mutation Edge. 
  Where they find it depends on the Edge. Edges with 
  combat applications like Big and Adrenalin Surge, are in 
  the Mendel building, while those with more mundane 
  purposes like Tail are likely in the Miescher building. 
  Additionally, the heroes can find 2d6 purely cosmetic 
  gene therapies that alter skin, eye, or hair color in the 
  Miescher building. Gene therapies are administered 
  through inhalers, similar to asthma inhalers, and take 
  about one week of treatment to reach their full effect. 
   
  While the scientific equipment has been greatly 
  damaged, a day of work allows the heroes to salvage 
  enough drugs for a Medicine Stockpile.
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  D47: Point Beach Nuclear Generating Station
  See page 88.
  D48: Melville
  Obvious
  Population: 34
  Salvage Value: 1
  Melville looks like it almost survived the Great War 
  intact, right down to the white picket fences. The people 
  of Melville are always friendly and happy, and seem 
  oblivious to the dangers in the outside world. Melville is 
  the perfect small town. A little too perfect.
   
  Melville is built in the ruins of Onalaska, a suburb of 
  La Crosse, Wisconsin. It owes its existence to one man, 
  Melvin, sometimes called Melvin the Mind-Taker. Melvin 
  is a powerful psychic who has psionically influenced the 
  minds of all the people in Melville in his efforts to create 
  the perfect town. Melvin’s idea of “perfect” is based on 
  various pre-war books and other artifacts he discovered, 
  most notably a Normal Rockwell art book.
   
  The people of Melville sustain themselves primarily 
  through fishing and farming, including raising chickens, 
  sheep, and dairy cows. When the heroes arrive, the 
  townsfolk greet them with phrases like “Welcome to 
  Melville, the happiest town on Earth,” or “Good to meet 
  you stranger. I hope you stay a while.” The townsfolk 
  answer basic questions, like where to find food or shelter, 
  (“Anybody in Melville would be happy to put you up.”), 
  or give them a rundown of the town. For more complex 
  questions, they refer the heroes to Melvin, who lives in the 
  center of town. If asked about the dangers surrounding 
  the town, they laugh it off saying, “Everybody in Melville 
  is free from fear.” If pushed, they say that should anything 
  bad arrive, Melvin will take care of it.
   
  Should the characters talk to Melvin, he talks about 
  the wonders of Melville and invites them to stay. Should 
  that fail he’ll use his mind trick psionic power to influence 
  them to stay in the town. Melvin answers the heroes 
  questions honestly, including the fact he has influenced 
  the thoughts of everybody in town, though he explains 
  “it’s for their own good.” He doesn’t really care how the 
  heroes react to the news since he plans to “take their 
  minds” anyway, and it won’t matter if they know what 
  he’s doing.
   
  Breaking the Spell: Melville is held together in no 
  small part because of Melvin’s force of will. Should he 
  die, the citizens slowly come out of their haze as their 
  free will is restored. This process takes anywhere from 
  minutes to days depending on the individual. Many of 
  the people in Melville were born there and are terrified 
  to find themselves “on their own” without anybody to 
  tell them how to live their lives. Others remember their 
  lives before they came to Melville and return to their old 
  personalities. This might be dangerous, since many of 
  these were former raiders, but others were just travelers 
  passing by. 
  Important NPCs
  Melvin: Melvin’s parents were both born before the 
  Great War, though they didn’t meet until afterwards. 
  He was raised by a small band of survivors, and heard 
  countless stories of how safe and peaceful the world was 
  in the good old days. The survivors taught Melvin to read 
  and showed him many pre-war books so he might know 
  what the world once was. These stories inspired Melville 
  to recreate the perfect pre-war small town.
   
  As Melvin grew he also discovered he had telepathic 
  abilities to influence people and read their thoughts. 
  Early in his life he used these powers rarely, when he 
  felt he “had to,” but as he grew he found he “had to” use 
  them with increasing frequency. Finally, when he saw his 
  dream of a perfect town falling apart, he used his psionic 
  powers freely to shape those around him into “perfect 
  townsfolk” to live in his perfect town.
   
  Melvin has the air of a kindly old man, and in many 
  ways he is. He thinks of the people in Melville as children 
  and he’ll do whatever it takes to protect them. However, 
  also like children, he doesn’t trust them to take care of 
  themselves, and he oversees every aspect of their lives.
   
  Melvin is a man in his early seventies, though apart 
  from his fading eyesight he remains remarkably healthy. 
  He has peach-colored skin and thin gray hair. He wears 
  wire-rim spectacles to aid his ailing vision.
  Melvin the Mind-Taker
  Race: Human
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Intimidation d8, Investigation d6, 
  Knowledge (Geography) d6, Knowledge (Post-War 
  History) d6, Knowledge (Pre-War History) d8, Notice d6, 
  Persuasion d8, Psionics d10, Taunt d8
  Charisma: —; Pace: 5; Parry: 4; Toughness: 5
  Hindrances: Elderly, Hard of Hearing
  Edges: Arcane Background (Psionics), Combat Reflexes, 
  Command, Fervor, Inspire, Mentalist, New Power (3), 
  Power Points (2)
  Gear: Norman Rockwell art book.
  Arcane Powers: 20 Power Points, bolt, fear, healing, mind 
  reading, mind trick, puppet.
  Billy: In another life Billy was called Mad Morgul and 
  led a small band of raiders. This came to an end when 
  his raiders attacked the town of Melville. Melvin took 
  control of Billy’s mind along with a few other raiders, and 
  they killed or drove off the raiders who resisted Melvin’s 
  powers. Melvin now keeps Billy around as his personal 
  bodyguard and butler. 
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  Billy is just as cheerful and friendly as the rest of the 
  people of Melville. He is compelled to do everything 
  he can to protect Melvin, including jumping in front of 
  attackers.
   
  Billy is a large man with beige skin and black hair that 
  Melvin ensures is always well kept. He has many scars 
  from his former battles. While Mad Morgul dressed in 
  animal skins, Billy wears wool suits made to look like pre-
  war business suits.
   
  Billy is a Wild Card raider (page 114).
  D49: Fort McCoy
  Hidden: Notice
  Population: 1 (soldier)
  Salvage Value: 3
  Resources: Military Firearms, Laser Weapons 
  (see text)
  Building: Hospital
  Ruined Building: Machine Shop
  Before the Great War, the United States Army 
  used Fort McCoy to train soldiers. In the chaos 
  of the War and its aftermath, the fort 
  was abandoned and left to decay, 
  however there is still one person 
  alive in Fort McCoy.
   
  Jurg Steiner was a member 
  of the Australian Army who was at 
  Fort McCoy to train on new weapon 
  systems Australia was purchasing from 
  the US. During his training, there was an accident and he 
  was rushed to the fort’s medical facilities. He was placed 
  in an advanced recovery chamber, which not only healed 
  his wounds, but prevented him from aging the whole 
  time he remained there. When the heroes find him, he 
  floats in a recovery tube, completely unaware of his 
  surroundings. The heroes can awaken him by passing a 
  Knowledge (Computers or Electronics) test, or a Repair or 
  Healing test with a -2 penalty.
   
  Upon awakening, Jurg is extremely disoriented.
   
  If befriended, Jurg helps the group find the weapons 
  described below, negating the penalty to their Notice 
  test.
   
  Salvage: Though the soldiers took most of the best 
  equipment when they fled, the base still contains several 
  hidden treasures. The most notable finds are the stash of 
  laser weapons, a large supply of gasoline, and an almost 
  functioning Joint Light Tactical Vehicle. Finding each of 
  these requires a Notice check with a -2 penalty.
   
  The laser weapon stockpile contains 6 laser pistols 
  and 4 laser rifles in working condition, and three times 
  as many that can be fixed with a Repair test at -4. If these 
  weapons are repaired, they can give the community the 
  Laser Weapons Resource Edge.
   
  The base had an on-site gasoline station that still 
  contains about 200 gallons of gas buried in underground 
  tanks. The pumps that once brought the gas to the surface 
  no longer work, but something can be jury-rigged with a 
  Repair test. Note this is unleaded fuel, and will not work 
  in diesel engines.
   
  The Joint Light Tactical Vehicle is in one of the base’s 
  garages. It’s in relatively good condition and can be made 
  to run with a standard Repair test.
  Imprtant NPCs 
  Jurg Steiner: Jurg Steiner was born in Australia before the 
  Great War, and joined the army when he became 
  eligible. He served well, and soon found himself 
  training new recruits. As global tensions rose, 
  Jurg traveled to the United States to train with 
  advanced new weapon systems, so he could 
  then train other soldiers with them. 
   
  During training there was an accident, 
  and Jurg was severely injured. Fortunately 
  the military base where he was training also 
  possessed the most advanced medical 
  equipment in the world. He was 
  placed in an advanced restorative 
  chamber. The computer systems 
  anesthetized 
  him 
  and 
  began 
  treating his injuries.
   
  He was still in the chamber when 
  the War broke out.
   
  The base was in chaos. Somehow 
  in the mess that followed, Jurg was forgotten. After his 
  wounds were healed he should have been automatically 
  released, but there was a glitch in the machine. It kept 
  him trapped, but also constantly restored and renewed 
  him. It kept him alive for decades, but his body and mind 
  remained just as they had been when he was placed in 
  the restoration chamber.
   
  Assuming the characters release Jurg, he is initially 
  extremely confused and disorientated. Since he does not 
  recognize the heroes, and they are unlikely to wear any 
  uniform he recognizes, he assumes they are hostile, and 
  tries to evade them.
   
  Jurg at first disbelieves the that decades have gone 
  by, but soon the evidence leaves him no choice but to 
  accept it. He goes through a mourning process as he 
  comes to realize that everybody he knew is long dead. 
   
  Jurg is unsure what he should do next, and is disturbed 
  by many of the strange mutations he encounters. If left 
  to his own devices, he decides he would like to return to 
  his native Australia, even if it bears little resemblance to 
  the world he once knew. He heads west, hoping once he 
  reaches the coast he can find or build a boat that can carry 
  him across the Pacific. If the heroes make a convincing 
  argument, however, he joins their community.
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  Jurg Steiner
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Climbing d6, Driving d6, Fighting d8, Intimidation 
  d8, Knowledge (Battle) d6, Knowledge (Pre-War History) 
  d4, Shooting d10, Survival d6
  Charisma: —; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Clueless, Loyal
  Edges: Command, Rock and Roll!, Steady Hands
  Gear: —
  D50: Mad City
  Obvious
  Population: 0
  Salvage Value: 5
  Resources: Books, Basic Firearms, Medicine Stockpile
  Ruined Buildings: Hospital, Machine Shop, Radio Tower, 
  Stadium
  Madison, Wisconsin, was decimated by the Great War, 
  but not by a nuclear device. Instead it suffered from a 
  terrible biological weapon: a virus similar to rabies, but 
  far more potent. It drove everyday citizens into violent 
  rages. Worse, another virus designed to increase natural 
  healing combined with the first, and together they 
  created a twisted form of mutated human. The direct 
  survivors of the War dubbed them “hatters,” as in “mad 
  as a hatter.” The name stuck, even though few people on 
  Broken Earth get the reference. 
   
  Now what remains of Madison has become the 
  domain of the hatters and other mutant beasts, including 
  night haunts, giant roaches, and even a dragon or two.
   
  Salvage: The mutant monsters inhabiting Mad City 
  mean there have been very few salvagers in the town. The 
  heroes can find many resources that most cities used up 
  long ago, including weapons and ammo, gasoline, and 
  medicine. While much has evaporated, rusted, or spoiled 
  over the years, enough remains to be a major windfall. 
  In addition to the normal rules for scrapping, each day 
  the heroes search they can make a Notice check at -4. If 
  they succeed, they find one of the resources listed above. 
  There is also a 50% chance each day they are attacked by 
  2d6 hatters (see page 154).
  D51: Cedar Ridge Wind Farm
  See page 88.
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  Plot Points
  The following adventure focus on monster country.
  Missing Father
  Where: Psi and TransGenome
  When: Any time
  The teenage mutant named Baxter is curious about the 
  world outside his home in Psi and still holds out hope 
  that his father might be out there somewhere. When the 
  characters first arrive in Psi, Baxter asks them questions 
  about their travels, the places they have seen, and the 
  adventures they’ve had.
   
  As he gets to know them, Baxter asks them if they’ve 
  heard of TransGenome. Baxter tells the heroes he thinks 
  there is valuable medical equipment there to salvage. If 
  the heroes seem interested he offers to take the heroes 
  there, on the condition that he receives an equal share 
  of the salvage. Baxter has an ulterior motive of course, he 
  hopes to find clues about what happened to his father, 
  but he is reluctant to share that with the heroes.
   
  The journey to the TransGenome campus is long 
  and dangerous. There should be at least one random 
  encounter with mutant predators on the way. 
   
  At TransGenome: When the group arrives at the 
  TransGenome campus, they find it taken over by the 
  descendants of the rhesus monkeys TransGenome once 
  used in their laboratory experiments. Of course these 
  monkeys have mutated in a wide variety of ways, but all 
  of them are extremely aggressive. For more information 
  see page 155.
   
  Algernon’s Remains: Despite Baxter’s hopes, 
  Algernon met his end at the TransGenome compound. 
  His remains can be found in the Chase building at 
  TransGenome. Amid the bones are the tattered remnants 
  of Algernon’s possessions, including his ring engraved 
  with a serpent eating its tail, and his magnetic compass.
   
  Kain: Kain escaped from TransGenome with his life, 
  but without any useful technology. He tried to make his 
  way back to the Psi, but he wasn’t able to find the way. 
  He ended up passing south of Psi, and overshooting the 
  distance. He eventually arrived in the ruins of Superior, 
  Wisconsin just outside of Wright Town. He still makes his 
  home there today. For more about Kain, see page 105.
  A Way out of Madness
  Where: Mad City or TransGenome
  When: Any time
  Characters exploring Mad City or the TransGenome 
  campus may come across the references to a cure for the 
  virus causing people to transform into hatters. In order to 
  do this, they first need to find the medical notes made by 
  pre-war researchers.
   
  Final Notes: If the heroes search the ruins of Mad 
  City, and make a Notice test at -4, they discover the final 
  notes of Dr. Jasmine Cooper, a biological researcher who 
  was working on a vaccine against the virus that causes 
  hatters, dangerous human mutants. She was a medical 
  researcher working at the University of Wisconsin, 
  Madison. As the city devolved into chaos, she locked 
  herself in her lab and worked tirelessly to stop the terrible 
  disease. She was close to a cure, but it came too late.
   
  On top of her printed notes, a hand written note 
  reads:
   
  If you’re reading this, I hope it’s because they’ve already 
  solved the Rabis-X virus, or the “hatter” problem as they're 
  starting to call it. If they haven’t solved it, I’ll let you know 
  what I can. 
   
  I’ve been infected. One got in the lab. Maybe I got 
  careless. I don’t know. It doesn’t matter anyway. I’ll be dead 
  soon. I won’t turn into one of them.
   
  I think I was close to finding a vaccine. It worked in 
  the mice trials, but didn’t work on Mark. I must be missing 
  something. I’m printing out all my notes. If those things get 
  in they’ll probably trash the computers.
   
  I’ve also sent a copy to Dr. Flanders at the TransGenome 
  campus outside of Green Bay. If you can’t find what you need 
  here, contact her. Maybe she’ll figure out what I’ve missed. 
   
  I’m not sure if there’s anything else I can do.
   
  The Finished Vaccine: Jasmine sent Dr. Elizabeth 
  Flanders her research on a vaccine for the virus. Elizabeth 
  took Jasmine’s research further and developed what she 
  believed would be an effective vaccine. She tested it on 
  tissue samples, but never got the chance to test it on a 
  human test subject. 
   
  Though she developed a serum, it has long since 
  been destroyed. However the heroes can attempt to 
  recreate a vaccine if they have the proper equipment 
  and a sample of blood from a hatter. The characters can 
  accomplish this in a week with a Knowledge (Biology) test 
  at -2, or a Healing test at -4. Alternatively, if the characters’ 
  community has a Hospital, they can assign it as a project 
  that takes 3 weeks.
   
  Once they create a cure for the disease, they must then 
  distribute it, which can only be done through injection. 
  The heroes might attempt to do this themselves, in 
  which case run two or three combats against hatters 
  over the course of a couple weeks. They might also assign 
  the task as a project. In this case it takes four weeks, and 
  the community must make a Force test. Failure means 
  they must try again, spending another two months. A 
  one on the Force die means the community loses 1d6 
  population. The characters might also solve the problem 
  by sharing the cure with the Knights of Geneva, who are 
  quite happy to cure the savages of Mad City, and who 
  then begin increased salvaging operations.
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  Just after the Great War, a few survivors saw the destruction 
  as an opportunity. They would rebuild the world with a 
  philosophy of environmentalism and sustainability. The 
  survivors preserved a biodiesel plant and built the city of 
  Eco around it. Using the diesel, they powered generators 
  and vehicles, allowing them to fare better than the vast 
  majority of post-apocalyptic survivors. As the survivors 
  from Eco started to expand, they dubbed themselves 
  the Green Republic, a new nation based on equality and 
  ecology.
   
  But what started as a utopian dream slowly morphed 
  into a dystopian nightmare. To respond to raiders they 
  became more militant. Forced labor which was initially 
  used as punishment became generational slavery.
   
  Now the Green Empire is an expansionist, totalitarian 
  state seeking to control all of North America.
  Currency
  When the city of Eco began, it initially continued to use 
  United States paper money. However, as the years passed, 
  these remaining pieces of paper became increasingly 
  tattered and torn, and fewer were in circulation, leading 
  to deflation.
   
  The people of Eco finally decided to create their own 
  currency. They made a few attempts at producing another 
  paper currency, but it was far too easy to counterfeit, and 
  soon enough fake money made the system break down.
   
  So the powers that be decided to go back to 
  the ancient standard of coins made from precious 
  metals. They raided pawnshops and dining 
  rooms for gold and silver to melt down to make 
  their currency. A mint was established in the 
  capital to melt down and press all the new 
  money.
   
  The Green Empire uses two coins, a silver 
  one dollar coin, and a gold fifty dollar coin. 
  Both weigh five grams and are about the size of 
  a pre-war US nickel. The government has looked 
  into creating more coins with a wider range of 
  values, but have not yet developed a cohesive 
  plan. Each coin bares the empire’s “Harvester” 
  emblem on one side and the face of whoever 
  was emperor when the coin was minted on the 
  reverse.
   
  Despite the presence of a currency system, 
  barter is still common throughout the empire, 
  especially in remote regions.
  Mutations
  The people of the Green Empire look on mutations 
  with suspicion and fear. Those who possess mutations 
  are charged more for lesser goods, and are frequently 
  targeted for enslavement. 
   
  As bad as that is, it’s worse for those with psionic 
  powers. Psychics are generally despised, and frequently 
  burned as witches. This is particularly true of anybody 
  who possesses telepathic powers, as Emperor Harmony 
  has declared that any such “mind benders” should be 
  executed on sight.
   
  Needless to say there are few with mutations or 
  psionic powers in the Green Empire. Those who are not 
  killed leave of their own accord, either heading to the 
  much more tolerant Kingdom of Geneva, or venturing 
  out on their own.
  Imprtant NPCs
  Emperor Harmony Rose: Harmony was the second 
  child of the previous Emperor Simon Rose. As a child, she 
  was groomed to serve as an adviser to her elder brother 
  Daybreak, but a conspiracy of slaves assassinated her 
  brother at his coronation. Minor slave rebellions quickly 
  spread throughout the empire, but in her first act as 
  emperor, Harmony had them brutally put down. 
   
  Harmony is extremely cunning and shrewd, but at 
  just eighteen, Harmony is still impulsive and prone 
  to mood swings. She has big dreams for her 
  empire, and hopes it will one day regain 
  control of what used to be the United States 
  of America. She is not yet ready to move on 
  Geneva or Scrap City, and hopes to claim 
  more territory to the north and south to 
  further strengthen her forces. 
   
  After the death of her brother, Harmony 
  lives in fear for her life every day. She trusts 
  nobody, and fears the slaves in the empire 
  most of all. She never permits any slave to 
  access the imperial grounds or her person.
   Harmony is a young, slender woman with 
  brown hair that she frequently arranges 
  in complex and elegant styles. Both her 
  ears are pierced as is her nose, though she 
  wears more subtle jewelry than many in 
  the empire. 
  The Green Empire
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  Harmony Rose
  Race: Human
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Driving d4, Fighting d4, Gambling d6, Intimidation 
  d10+2, 
  Knowledge 
  (Geography) 
  d6, 
  Knowledge 
  (Technology) d6, Notice d6, Persuasion d10, Streetwise 
  d6, Taunt d8+2
  Charisma 2; Pace: 6; Parry: 4; Toughness: 9 (4)
  Hindrances: Anemic, Enemy (numerous), Vengeful 
  (Minor)
  Edges: Charismatic, Command, Command Presence, 
  Elan, Fervor, Filthy Rich, Hold the Line!, Inspire, Lucky, 
  Rich, Strong Willed
  Gear: Laser pistol (15/30/60, Damage 3d6), personal force 
  field, the Circlet of the Empire, various other jewelry.
  Personal Force Field: Harmony’s personal force field is a 
  surviving piece of pre-war technology. It grants +4 Armor 
  to the entire body and is not affected by weapons with 
  Armor Piercing.
  General Maxwell Kross: General Kross was born into a 
  military family, and never even considered a path outside 
  of the empire’s army. He quickly rose through the ranks 
  and soon commanded a large squad. He distinguished 
  himself during the annexation of Burlington. Despite 
  the fact his forces were undermanned, he made the 
  best use of his superior equipment, battle strategy, and 
  commanding presence to overcome the larger defensive 
  force. He was also extremely brutal with the resistance, 
  killing every enemy soldier, an act that earned him the 
  name “the Butcher of Burlington.” 
   
  Not long after the battle, Kross rose even further in 
  the Green Empire’s ranks, thanks in part to a series of 
  mysterious “accidents.” He has been the commanding 
  general of the empire’s forces for five years now. In this 
  time the military has only responded to a handful of 
  minor skirmishes against raiders, and Kross is getting 
  restless. What good is a general without a war, after all? 
  He is eying the Kingdom of Geneva. He’s confident in his 
  superior numbers and weapons, but hasn’t yet gotten 
  permission from the emperor, who is looking to the north 
  for expansion. Kross knows any attempt to annex Scrap 
  City would incur an attack from Geneva, so he prefers to 
  take out the kingdom first.
   
  Kross is a large man in his early forties. He has 
  thinning, brown hair, and a large scar on his right cheek 
  he received during the annexation of Burlington. 
  General Kross
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d10, Strength d8, 
  Vigor d8
  Skills: Driving d6, Fighting d10, Intimidation d10, 
  Knowledge (Battle) d8, Notice d6, Persuasion d6, Riding 
  d4, Shooting d10, Survival d4
  Charisma: —; Pace: 6; Parry: 7; Toughness: 12 (4) or 16 
  (8) against bullets
  Hindrances: Bloodthirsty, Vengeful (Minor)
  Edges: Brawny, Command, Command Presence, Fervor, 
  Improved Nerves of Steel, Inspire, Nerves of Steel, No 
  Mercy, Steady Hands, Tough as Nails
  Gear: Laser rifle (30/60/120, Damage 3d6), heavy 
  automatic pistol (15/30/60, Damage 2d8, AP 2), three 
  grenades (5/10/20, Damage 3d6), short sword (Str+d6), 
  Kevlar vest with inserts (+4), chalk.
  E52
  E53
  E54
  E55
  E56
  E57
  E58
  E59
  E60
  E61
  E62
  E63
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  E52: Crystal Lake Wind Farms
  See page 88.
  E53: Water
  Obvious
  Population: 307 (farmers, soldiers)
  Salvage Value: 2
  Resources: Basic Firearms
  Water, which lies near the remains of Waterloo, Iowa, is 
  the northernmost town under the control of the Green 
  Empire. Like many towns in the empire, it’s a farming 
  community built around several large plantations that 
  primarily raise soybeans to fuel the biodiesel plant. 
   
  Water is even more militant than usual thanks to the 
  rule of Bane Vanders. He was once just a petty warlord who 
  controlled the region before the Green Empire convinced 
  him to join. Bane keeps a large number of soldiers in the 
  town, ostensibly to protect from any threats coming from 
  the north (and to be fair there are occasional threats), 
  but the force is primarily used to keep the slaves in line 
  and the free folk from questioning his authority. Bane is 
  ruthless about hunting down escaped slaves. His men 
  track down anybody who flees, publicly torture them, 
  and then assign the offenders the most back-breaking 
  work possible. He and his men regularly patrol the area 
  around the town, just to be sure nothing is amiss.
  Important NPCs
  Bane Vanders: Bane was the son of a warlord who held 
  onto a prime chunk of land through violence, and wasn’t 
  afraid to strike at others when they seemed weak. Bane 
  was raised to be his father’s son to continue the line, as 
  indeed he did when his father fell in battle. 
   
  Bane ruled the area near Waterloo for many years, 
  primarily by eating the crops of farmers he “protected,” 
  and occasionally raiding lands to the south or east. 
  As the Green Empire expanded, his land caught their 
  eye. Though the empire knew it could take the area by 
  force, such a campaign would be expensive and bloody. 
  So they offered Bane a deal: he could rule the town as 
  governor provided he recognized the empire’s authority. 
  His farmers would grow fuel crops, and in return he’d get 
  fuel and technology. Bane was impressed by the empire’s 
  representatives, and took them up on their offer. He has 
  not regretted it and feels the empire has only helped him 
  solidify his power.
   
  Bane is a large, muscular man with long blond hair 
  he keeps in a braid. He has several scars and piercings, in 
  his ears, nose, and eyebrows, in which he wears golden 
  rings.
   
  Bane uses the same stats as Reaper (page 114), but 
  replace the Riding skill with Driving.
   
  Corin: Corin is a young slave who dreams of escaping 
  or rising up against his masters. He was not always a 
  slave, but once belonged to a tribe of wandering nomads 
  who roamed the wilderness hunting, gathering, and 
  scavenging pre-war items for trade. The tribe was well 
  educated and had an unusual knack for finding just the 
  right piece of pre-war tech. Corin’s tribe ventured into the 
  area near Water to trade, but Bane Vanders didn’t like the 
  tribesfolk sharing news of the world far away. So he and 
  his men attacked the tribe, killed any who resisted, and 
  sold the rest into slavery. Of course Bane kept many of 
  the best slaves for himself. Though quite smart and well 
  educated, Corin faked illiteracy and was given to work 
  the fields of Bane’s top lieutenant. 
   
  Corin is constantly making plans about how to 
  escape the plantation, and fantasizes about repaying 
  his masters for their treatment, but he knows that such 
  an attempt will almost certainly get him killed or worse. 
  In the meantime, Corin is secretly teaching a few of the 
  other slaves how to read, but he is extremely careful 
  about who he teaches, fearing that some slaves might 
  betray his secret.
   
  Corin is a boy in his early teens. He has sandy-brown 
  hair, and green eyes. Like most slaves he wears tattered 
  clothing and his back is scarred from whip marks. He 
  normally keeps his gaze on the ground, but if any catch 
  his eyes they find it filled with a spark of mischievous 
  intelligence.
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  Corin
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, 
  Vigor d6
  Skills: 
  Knowledge 
  (Agriculture) 
  d4, 
  Knowledge 
  (Technology) d6, Lockpicking d4, Notice d8, Repair d4, 
  Stealth d10
  Charisma: —; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: Loyal, Poverty, Young
  Edges: Extraction, Quick
  Gear: —
  E54: Duane Arnold Energy Center
  See page 88.
  E55: Cedar
  Obvious
  Population: 2,599 (farmers, mechanics, soldiers)
  Salvage Value: 3
  Resources: Books, Basic Firearms
  Buildings: Watch Tower, Walls, Machine Shop, Library
  What once was the city of Cedar Rapids, Iowa, was left 
  relatively intact after the Great War. As such, the people 
  in the burgeoning community of Eco turned to it as a 
  primary target for salvage. They started by sending out 
  salvage missions in the morning and returning before 
  dark, but soon enough established temporary, then 
  permanent, camps to salvage material from the ruins. 
  Before they knew it, the people of Eco had established 
  the second city in what became the Green Empire. 
   
  While Eco is still the capital and production center of 
  the empire, Cedar is slightly larger and is in many ways 
  the economic center of the empire. It is better positioned 
  for trade and is close to a source of salvage. Its population 
  is slightly larger than Eco and more cosmopolitan. It 
  features trade of all sorts, including food, fuel, weapons, 
  pre-war tech, and new goods, but the two biggest 
  markets are the two pillars of the empire: vehicles and 
  slaves.
  E56: Eco
  Obvious
  Population: 1,940 (improved farmers, engineers)
  Salvage Value: 3
  Resources: Books, Military Firearms, Medicine Stockpile
  Buildings: Watch Tower, Walls, Machine Shop, Biodiesel 
  Plant
  Eco was the first city founded in what would become the 
  Green Empire, and serves as its capital. It houses not only 
  the center of government, but also the empire’s biodiesel 
  plant, its most important asset. 
   
  Eco is built near the pre-war city of Washington, Iowa, 
  which survived the War relatively intact. Afterwards a 
  group of locals mixed with a band of environmentalists 
  to keep the town’s biodiesel plant running, which helped 
  them survive that horrible first winter and adapt to the 
  changing world. 
   
  The plant is the heart of Eco, and it is heavily guarded. 
  It’s ringed with walls, gates, and watch towers. Armed 
  guards keep a watchful eye looking every direction, and 
  search every incoming vehicle. 
   
  While the plant is the heart of the city, it isn’t the only 
  important structure. The powers of government reside in 
  Eco. Emperor Harmony holds court at her palace, while 
  General Kross goes over military strategy at Military 
  Headquarters. The Imperial Mint turns out the nation’s 
  supply of gold and silver coins. 
   
  While not quite as cosmopolitan as Cedar, Eco is quite 
  large by post-apocalyptic standards and features large 
  markets where people can find a wide range of goods. 
  E57: Crossroads
  Obvious
  Population: 180 (farmers)
  Salvage Value: 2
  Resources: Basic Firearms
  Building: Watch Tower
  Iowa City was leveled by a nuclear attack during the 
  Great War, and most items of value were lost. However, 
  as Cedar grew to be a city of its own, the numbers of 
  foot and horse travelers between Cedar and Eco started 
  increasing, and more and more people looked for a place 
  to rest. Somebody founded an inn at the intersection of 
  what was once Interstates 80 and 380, and the town of 
  Crossroads grew up around it. 
   
  As more and more people acquired motorized 
  vehicles, Crossroads’ role as a stopover point decreased, 
  but never completely went away. It now also serves as a 
  If the players manage to capture Eco, or learn enough 
  about the diesel refinery to build their own, they unlock 
  the following Community Edge.
  Biodiesel Refinery
  Requires: 
  Machine 
  Shop, 
  Engineers, 
  Farmers, 
  Mechanics, 30 Build, 20 Weeks
  This functioning plant refines soy into biodiesel, 
  producing up to a million gallons each year. 
  Community Benefits: The community’s Economy 
  increases by two die types. Biodiesel becomes readily 
  available in the PCs’ community. 
  PC Benefit: PCs can requisition enough biodiesel to 
  fuel a single vehicle on a regular basis.
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  hub for the nearby farmers who grow the soybeans used 
  to make the biodiesel that fuels the Green Empire. 
  E58: The Docks
  Obvious
  Population: 242 (farmers)
  Salvage Value: 2
  Resources: Basic Firearms
  Building: Watch Tower
  Like Crossroads, the Docks came into being because of 
  its convenient location, but in the case of the Docks, its 
  location is on the water rather than the road. Eco doesn’t 
  have good access to the water, so as Cedar became an 
  established city, and the Green Republic started trading 
  with Burlington and Daven, the empire sought an easier 
  way to connect Eco to the Cedar River, which in turn 
  connected it to the Mississippi. 
   
  Thus they refurbished the road going east to the 
  Cedar River, and built docks to load and unload material. 
  A small community grew up around the docks, mostly 
  focused on building, maintaining, running, and loading 
  the boats running up and down the Cedar and Mississippi 
  Rivers. Like everyplace in the empire, there are also farms 
  nearby. 
  E59: Daven
  Obvious
  Population: 712 (farmers)
  Salvage Value: 3
  Resources: Basic Firearms
  Buildings: Watch Tower
  In the aftermath of the Great War, many survivors came 
  to the ruins of Davenport, Iowa and the other nearby 
  cities to seek shelter, and salvage any goods they could. 
  These survivors slowly formed a community, which came 
  to be called Daven. 
   
  When the people of Daven learned about other 
  surviving communities, like Burlington and Eco, Daven 
  established alliances and trading missions with the other 
  towns. Unlike Burlington, when the Green Republic slowly 
  morphed into the Green Empire, Daven didn’t break ties. 
  The alliance with the Green Empire initially began as an 
  equal partnership, but as time went on the empire began 
  making more and more demands and giving less and 
  less back. When Emperor Harmony Rose came to power 
  upon her brother’s death, one of her earliest acts was to 
  “Welcome Daven into the empire.”
   
  The Slaughter of Burlington was still fresh in many 
  people’s minds, so the leaders of Daven decided not to 
  resist the empire. They instead negotiated an annexation 
  process that left them with as much independence 
  as possible. In the end, they were given permission to 
  create local laws and police themselves, as long as they 
  respected the laws of the empire and paid their taxes.
   
  The most important difference between Daven and 
  the rest of the empire is the absence of slave markets. 
  Nobody is allowed to purchase slaves, and no citizen 
  can be sold into slavery. However slaves sold elsewhere 
  in the empire remain enslaved. Travelers frequently pass 
  through with their enslaved retinue, and some citizens of 
  Daven purchase slaves in other cities and bring them to 
  Daven.
   
  Daven is sometimes called the “bread basket” of the 
  empire, and much of its food is grown on the nearby 
  farms. These farmers make less profit than the plantation 
  farmers who grow soy beans for the biodiesel plant. 
  However many of them still remember the stories passed 
  down from their great-grandparents about the time 
  just after the War. Then, people starved despite being 
  surrounded by acres of farm land, because the farms 
  were growing feed corn for animals, which wasn’t fit for 
  humans.
   
  Daven is also the closet city to Scrap City, and thus 
  has many goods and services that support trade going to 
  and from that city.
  Important NPCs
  Tamika Davis: Unlike the other cities in the empire, the 
  people of Daven are still allowed to elect their own mayor, 
  and Tamika Davis won the last two elections. Tamika is 
  a skilled administrator and has earned a reputation for 
  getting the job done.
   
  Tamika is always walking a fine line between asserting 
  Daven’s independence and appeasing the empire. She 
  frequently has to convince the more zealous elements of 
  Daven they have more to lose by angering the empire 
  than they have to gain by flaunting its laws. At the same 
  time she has secretly contacted Sir Arthur Flores, leader 
  of the Knights of Geneva, hoping to elicit the kingdom’s 
  aid should the worst happen.
   
  Tamika is a woman in her mid-forties with an average 
  build. She has coffee-colored skin and curly black hair 
  she wears in short dreadlocks. 
   
  Tamika Davis uses the stats of a council member (see 
  page 94).
   
  Father Glen Lyons: Father Glen Lyons is a Revealed 
  preacher who was born and raised in Burlington and 
  who vehement opposed it joining the Green Empire. 
  He believes Harmony Rose is the anti-Christ, and that by 
  aligning with her, the people of Daven are condemning 
  themselves to Hell. Since he failed to stop the takeover, 
  he has turned his focus to combating the evils of slavery. 
  Publicly, he gives fiery speeches about the dignity of all 
  human life, and that “by enslaving others we enslave 
  ourselves.” He also covertly heads a group dedicated 
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  to smuggling slaves out of the empire, bringing them 
  overland to Scrap City, and then by boat to Geneva.
   
  Father Lyons can go from an impassioned soapbox 
  preacher to a calculating conspirator at the drop of a 
  hat, and his frequent shifts of personality often unsettle 
  those around him. While passionate about his faith, and 
  always looking for converts, he also knows when to push 
  the message and when to back off. Saving souls is long, 
  arduous work and some souls take decades to come into 
  the fold. 
   
  Glen is a tall, lanky man in his late thirties. He has 
  olive skin and dark brown hair and beard, both of which 
  he lets grow “as the Lord sees fit.” 
   
  Father Glen Lyons uses the stats of a council member 
  (see page 94).
  E60: Burlington
  Obvious
  Population: 421 (farmers, soldiers)
  Salvage Value: 3
  Resources: Military Firearms
  Buildings: Watch Tower, Walls
  Burlington was once an independent community that 
  grew up in the ruins of the Iowan city of the same name. 
  When the Great War struck, enough citizens of Burlington 
  survived to reestablish a town and support themselves 
  by farming and hunting. Over the decades, it struggled 
  with disease and raiders but always bounced back. 
   
  In the early years it traded with the people of the 
  Green Empire (when it was still the Green Republic). 
  However as the Green Empire slowly turned to slavery 
  and despotism, Burlington closed its doors to the empire.
   
  For two decades more the communities existed, 
  quietly neglecting each other. Burlington built up slowly, 
  while the empire built outwards. Towards the end of his 
  life Emperor Carlos Rose, Harmony’s father, grew both 
  power-hungry and paranoid. He decided Burlington 
  was too much of a threat and too much of a prize, so he 
  ordered an attack. In his paranoia of a counterattack, he 
  ordered most of his forces to stay close to home, and sent 
  only a small force to take Burlington. It was a brutal fight 
  that came to be known as the Slaughter of Burlington 
  (officially called the Annexation of Burlington). In the 
  end, a third of the empire’s troops died on the field, and 
  the Burlington militia was completely wiped out.
   
  Many of Burlington’s citizens were enslaved and 
  dispersed throughout the empire, and many new 
  residents from the capital settled in Burlington. However 
  resentment and a desire for revenge runs deep in the city. 
  None act openly for fear of incurring another slaughter, 
  but many quietly sabotage the empire in ways that can 
  look like accidents. The rest of Burlington is a powder keg 
  waiting to explode.
  Important NPCs
  Condor Black: Condor Black is the military governor 
  of Burlington. He comes from Eco and was personally 
  appointed by Emperor Carlos Rose. He is a masochist 
  at heart, but he also subscribes to the emperor’s policy 
  of rewarding allies and punishing enemies. When he 
  assumed control, he issued a pardon to any citizens 
  of Burlington who renounced their rebellious ways, 
  however he also made it clear that should anybody 
  continue to rebel their lives would be forfeit, a threat he 
  has followed through on with public executions.
   
  In person Condor is a charismatic and intellectual 
  man. He is quick with a joke and is especially known for 
  his biting jibes.
   
  Condor Black is an athletic man in his mid-forties. He 
  has black hair he keeps cut short, and a neatly trimmed 
  goatee. 
   
  Condor Black uses the same stats as a Wright family 
  member (page 103), but without the Wright Family Edge.
   
  Rocket Alexander: Rocket Alexander survived 
  the Slaughter of Burlington as a civilian. She accepted 
  Governor Black’s offer of a pardon, but she has not given 
  up the idea of freeing Burlington from the empire’s rule. 
  Rocket has simply taken the operation underground. 
  Rocket constantly looks for ways to sabotage the empire 
  that are subtle enough not to draw attention. She, and a 
  very small handpicked group of allies, have helped slaves 
  escape, and sabotaged equipment.
   
  Rocket was a once-slender woman who is filling out 
  as she reaches her fifties. Her auburn hair is starting to 
  show signs of gray, and her face is starting to crease. 
   
  Rocket Alexander is a Wild Card farmer (page 108).
  E61: Ottumwa Dam
  See page 88.
  E62: The Dead Zone
  Hidden: Notice
  Population: 41 (foragers)
  Salvage Value: 1
  The area near what was once Des Moines, Iowa was hit 
  hard in the Great War. The city itself suffered a direct 
  hit from a nuclear warhead, and a highly radioactive 
  “salt sower” bomb detonated nearby, withering what 
  was once the bread basket of the United States. The 
  radiation levels have slowly waned through the years, 
  and it is now relatively safe to pass through the area, but 
  prolonged exposure or eating plants native to the area 
  is still dangerous, and most humans and animals avoid 
  the area.
   
  The exception are those creatures mutated by the 
  ERR virus. A number of freaks make their home in the 
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  dead zone, though they primarily live alone or in small 
  family groups. 
  E63: Missile Silo
  See page 82.
  Plot Points
  These adventures take place in the Green Empire.
  Fermenting Rebellion
  Where: Water
  When: Any time
  After the heroes have spent at least a day in Water, allow 
  them to make a Notice test opposed by Corin’s (page 
  133) Stealth to realize the young man has been following 
  them. If the heroes want to talk to him, they can attempt 
  a Persuade Test with a -2 penalty. If they fail he runs, but 
  later slips one character a note asking them to come to 
  the slave quarters later that night.
   
  Corin is full of questions about the heroes and where 
  they came from. He is really trying to suss out what kind 
  of people they are. If he thinks he can trust them he asks 
  the questions he really wants to know, whether they 
  have slaves where characters come from, and if they can 
  take Corin there.
   
  If the heroes have demonstrated combat skills, Corin 
  may go even further. He knows Bane and his men will 
  come after him, so he suggests taking them out first. 
  Corin helps any way he can, by creating a distraction, or 
  sneaking them in quietly. He’s even willing to fight, but 
  he doesn’t have much experience. Corin can enlist a few 
  other slaves to help, but he doesn’t want to let too many 
  people know in case Bane’s people overhear.
   
  If the heroes defeat Bane, many of his minions flee, 
  but others stay and try to get revenge on the heroes or 
  take on the mantle of leader. The number of enemies 
  below reflects roughly how many foes the heroes face 
  throughout the entire process, though they’ll likely not 
  be ready to attack all at once. Break them up as best fits 
  the group’s tactics.
   
  Bane Vanders (1): See page 133 and 114.
   
  Elite Slavers (2 per PC): See page 74.
   
  Slavers (4 per PC): See page 68.
  Making an Escape 
  There are roughly 200 slaves in the area around Water, 
  spread out among various plantations. It takes time for 
  the word to go out to all of them, and even then it takes 
  longer for them to get organized. However, if the heroes 
  want, they can eventually let all the slaves know they are 
  free and if they wish, may flee to the heroes’ community. 
   
  Long Journey: If the heroes try to get back to their 
  home community with all the people who escaped 
  from Water, it’s a long trek. Unless the heroes brought 
  an extreme amount of food, it is very difficult to feed 
  the mass of people, as most of them know little about 
  foraging. Travel is slow, since some escapees are young 
  or injured. Calculate travel time using a Pace of 4. The 
  empire’s plantations have some vehicles, but certainly 
  not enough to hold all of the escapees, and even if they 
  did, not enough people know how to drive them.
   
  Worse yet, others from the Green Empire learn about 
  the mass exodus soon enough, and dispatch trackers to 
  follow them. The first group of trackers arrives on the 
  sixth day of travel.
   
  The group has one SUV, that carries additional fuel, 
  and each other slaver rides a dirt bike. They spread out as 
  they travel to cover more ground, but should any detect 
  the heroes’ group, they quickly signal the others.
   
  Elite Slavers (2): Riding on the SUV, see page 74.
   
  Slavers (2 per PC): Riding dirt bikes, see page 68.
   
  On the tenth day another group catches up with the 
  escapees. This group is larger, but not everybody has 
  vehicles. There are two elite slavers in an SUV and the rest 
  of the elite slavers ride dirt bikes, while the other slavers 
  ride horses. Like the first search party, they spread out to 
  cover more ground.
   
  Elite Slavers (1 per PC): Riding in the SUV or on dirt 
  bikes, see page 74.
   
  Slavers (3 per PC): Riding horses, see page 68.
   
  Once the group defeats the second group of slavers, 
  they don’t need to worry about anybody attacking them 
  immediately, however they are probably now at war with 
  the Green Empire. See War with the Empire (page 138).
  Making a Stand
  Alternatively the heroes might try to hold onto the 
  town of Water, to claim it as their own, or set it up as a 
  new community where the former slaves can fend for 
  themselves. This might be possible, but is extremely 
  risky. Some, loyal to the Green Empire, doubtlessly 
  escaped and run to Cedar. From there, word spreads and 
  the empire raises an army to retake the town. This army is 
  almost certainly better trained and better equipped than 
  the former slaves of Water, and they arrive within seven 
  days of the revolt. 
   
  Use the Mass Battle rules in the core rulebook to 
  run this conflict. There are roughly 200 slaves in Water, 
  but only about 100 of those are able to join the heroes 
  in a fight. They are also poorly equipped and have no 
  martial training, so they count as half that number for the 
  purpose of determining the army's strength.
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  The Green Empire is perhaps overly confident of its 
  ability to put down the rebellion, and initially dispatches 
  an army of 100 soldiers. These soldiers are better armed 
  than most, and they gain an additional two tokens for the 
  battle. 
   
  Even if the heroes’ group repels the first attack, the 
  Green Empire doesn’t tolerate such opposition for long. 
  For more on their further plans, see War with the Empire.
  War with the Empire
  Where: Anywhere
  When: Any time
  Conflict with members of the Green Empire launches 
  the heroes into this adventure, so it may be no surprise 
  that a greater conflict with the Empire itself is likely. The 
  leadership of the Green Empire might not miss Bella’s 
  small fort should it go “missing,” but if the heroes make 
  any public incursion into the empire itself, they prod the 
  empire to war. This is extremely dangerous as the Green 
  Empires is one of the most powerful communities on 
  Broken Earth.
   
  The Green Empire can marshal roughly 1,200 soldiers, 
  but at least 300 of these are permanently stationed at Eco 
  to protect the city and the biodiesel plant. Another 300 
  remain in other towns in the empire to garrison them. 
  This leaves roughly 600 troops to serve as an offensive 
  force. Depending on the characters’ actions, this offensive 
  force might deploy to meet the heroes’ army, retake lost 
  territory, or even march north to destroy the group’s 
  home settlement. This offensive force might split itself if 
  it faces a threat from multiple fronts (such as if the heroes 
  ally with the Kingdom of Geneva).
   
  Because the Green Empire’s forces are better 
  equipped than the typical post-apocalyptic force, in 
  mass combat they receive one additional token per 100 
  soldiers. General Kross leads the largest faction of the 
  offensive force.
  Freedom Run
  Where: Daven
  When: After the heroes have befriended Father Glen 
  Lyons
  If the group spends enough time in Daven, they likely 
  hear of Glen Lyons, or hear him preach. Unless they are 
  disguised, he recognizes them as outsiders and tries 
  to ascertain their sympathies. If he decides the heroes 
  oppose slavery and that they’re trustworthy, he asks for 
  help.
   
  Glen and his “friends” try to smuggle escaped slaves 
  out of the empire, but it’s a dangerous job. Two smugglers 
  were recently killed and now everybody else is too scared 
  to act. Glen currently has three escaped slaves living in a 
  safe-house in town, and needs somebody to transport 
  them. 
   
  Glen can provide the heroes with a wagon that has a 
  false bottom, beneath which they can stash the escaped 
  slaves. However, he cannot spare horses, so if they don’t 
  already have some, they need to purchase them (at 
  standard rates).
   
  The Pick Up: Glen gives the group a location to 
  meet him at in the dead of night. There he introduces 
  the heroes to the escapees, a man named Chaff, his wife 
  Olive, and their four-year-old daughter Mouse. The slaves 
  are all extremely deferential and will do whatever the 
  heroes say.
   
  Glen tells the heroes to travel to Scrap City and find 
  a junk dealer named Alejandro, a member of the Ravens 
  faction. He will take the slaves, and get them on the next 
  boat heading to Geneva. 
   
  Trackers: On their second day out of Daven, a group 
  of slave hunters catch up with the group. They force the 
  heroes to stop and demand the right to search their 
  belongings under the authority of the Green Empire. 
  They make it clear they’re looking for escaped slaves and 
  even brag about having “planted a couple of slave lovers” 
  not long ago.
   
  The trackers are dedicated to their task, and are not 
  likely to back down even if bribed. Give the characters a 
  -4 penalty to any Persuasion or Intimidation checks they 
  make to get the slavers to pass by without a thorough 
  search.
   
  If the slavers get a chance to search the wagon, make 
  a group Notice check with a -2 penalty. If it succeeds, the 
  slavers find the trap door built into the wagon, and the 
  slaves inside. At this point the trackers give the heroes 
  one chance to surrender and return to Eco for “justice.” If 
  they don’t accept, the slavers attack.
   
  Elite Slaver (1 per PC): See page 74.
   
  Wild Card Elite Slaver (1): See page 74.
   
  Vehicles: The Wild Card elite slaver and two other 
  elite slavers ride in an SUV, while the rest of the slavers 
  ride on dirt bikes. 
   
  Another Minor Problem: Once the heroes arrive 
  at Scrap City, they encounter another problem. Their 
  contact, Alejandro, has been killed by one of his own. The 
  new leader, Zander, wants to strengthen ties with the 
  Green Empire, and has no desire to help some escaped 
  slaves. In fact he might even turn them over to the next 
  empire trade mission in the hopes of a reward. 
   
  The heroes might be able to bring the slaves to 
  another faction that trades more with Geneva, such 
  as the Monkey Men or Zombies, or they can bring the 
  escapees to Geneva themselves, or even smuggle them 
  someplace else, like their home community.
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  After the Great War, what was once Wisconsin suffered 
  especially high rates of monstrous mutations. While 
  most people fled from these monsters or perished, a 
  few brave souls challenged the monsters and the best 
  of these carved out a sliver of civilization. These heroes 
  were quickly elevated to positions of power, and a 
  system similar to medieval feudalism reemerged. Various 
  lords protected the nearby farms in exchange for taxes 
  of food and service, and at the heart of this was the most 
  powerful lord, the King of Geneva.
   
  The Kingdom of Geneva, centered on what was once 
  Lake Geneva, Wisconsin, not only developed a quasi-
  medieval feudal system,  it also patterns many other 
  elements of its society after the historical records from the 
  time, and sometimes fantasy fiction that mimics the time 
  (and many people don’t know the difference between 
  the two). Mounted knights are commonplace, and 
  those who harness psionic powers or highly advanced 
  technology are labeled wizards.
   
  Their imitation medieval mindset doesn’t mean they 
  ignore the realities of the post-apocalyptic world. They 
  are happy to use pre-war technology when they find 
  it, and indeed maintain positive trading relationships 
  with several groups in Scrap City. Their social values are 
  quite modern and egalitarian. Humans, freaks, simians, 
  and other mutants work together harmoniously. (This is 
  perhaps a result of fantasy fiction where humans often 
  allied with elves, dwarves, and other strange creatures.)
   
  History: John Hanson the First began life as little 
  more than a wandering mercenary, until one fateful day 
  a band of survivors hired him to protect their settlement 
  from raiders. While preparing for battle, he 
  met and fell in love with a woman named 
  Shari Larsen, and after they defeated the 
  bandits, she convinced him to stay and 
  join the Knights of Geneva. John worked 
  his way up the ranks of the knights until 
  he became their leader, and later the first 
  king of Geneva.
  Improtant NPCS
  His Majesty John Hanson III, King of 
  Geneva, Protector of the Realm: John 
  Hanson III is the grandson of the original 
  John Hanson, the first king of Geneva. 
  The king believes himself a wise and just 
  ruler and friend of the people. While he 
  is well liked, some among his inner circle 
  believe King John worries too much about his image, and 
  not enough about the health of his realm. He is overly 
  fond of public festivals and public works projects, and 
  does not worry about where to get the material and 
  labor to accomplish them. 
   
  King John has kept the Knights of Geneva strong 
  and recognizes the threat from monsters to the north, 
  but has otherwise let the military languish and doesn’t 
  acknowledge human threats to his kingdom. He believes 
  the bandit problem solved, and despite their differences, 
  diplomacy can solve any disputes between Geneva and 
  the Green Empire. King John also sees no problems with 
  his marriage, and thinks his children will grow up to be 
  splendid rulers, despite the fact his wife is dissatisfied 
  and his children are spoiled brats.
   
  King John Hanson III is an athletically built man in his 
  mid-thirties. He has blue eyes, golden blond hair and a 
  neatly trimmed, full beard. 
  King John Hanson III
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Fighting d8, Gambling d6, Knowledge (Geography) 
  d6, Knowledge (Post-War History) d8, Knowledge (Pre-
  War History) d4, Notice d6, Persuasion d10, Riding d10, 
  Shooting d6, Tracking d4
  Charisma: 2; Pace: 6; Parry: 6; Toughness: 7 (2)
  Hindrances: Code of Honor, Overconfident
  Edges: Command, Command Presence, Filthy Rich, 
  Inspire, Rich
  Gear: Molecular sword (Attack d8+2, Damage 
  Str+d8), chain vest (+2), medium shield (+2 against 
  ranged, Parry+1), the Crown of Geneva. 
  Queen Mara Hanson: Queen Mara was the 
  daughter of the lord mayor of Bel in western 
  Geneva when she met then Prince John III. 
  She thought it was love at first sight, but 
  after several years of marriage, she 
  has realized she was more in love 
  with the idea of the king, or 
  perhaps his public image, than 
  with the king himself. She does 
  not love King John, and worse, 
  she doesn’t respect him. She 
  thinks Geneva is far more 
  fragile than it appears and 
  they need to put far more 
  The Kingdom of Geneva
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  effort into shoring up their defenses. She also believes 
  they need to work harder to regain the technology lost 
  in the Great War.
   
  Mara has grown distant from her husband in recent 
  years, and has increasingly been spending time with Sir 
  Flores. Though neither has acted on it, they have both 
  developed romantic feelings for each other.
   
  Queen Mara is a woman in her late thirties with fair 
  skin and long auburn hair. While she wears elegant gowns 
  while at court, she prefers more practical “peasant” fare at 
  home.
  Queen Mara Hanson
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Healing d6, Investigation d8, Fighting d4, 
  Knowledge (Post-War History) d8, Notice d10+2, 
  Persuasion d8, Riding d6, Shooting d8, Stealth d6
  Charisma: 2; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Bad Luck, Cautious
  Edges: Alertness, Attractive, Filthy Rich, Marksman, Rich
  Gear: Bow (12/24/48, Damage 2d6), Dagger (Str+d6), 
  pre-war silk fan.
  The Knights of Geneva
  The Knights of Geneva in many ways made the kingdom 
  what it is today. Just after the Great War, a group of 
  amateur historians and re-enactors gathered together 
  and decided that the best way to survive the future was to 
  learn from the past. They saw bands of thugs and raiders 
  taking from the weak and decided to do something 
  about it. They mounted their horses, donned their armor, 
  and sharpened their once-prop weapons to a fine edge. 
  When they successfully defended a struggling group of 
  survivors from raiders, the Knights of Geneva were born.
   
  As the years went on, more survivors flocked to the 
  town of Geneva, seeking the safety the knights offered. 
  They realized they were becoming something more than 
  just a group of do-gooders, they were becoming a small 
  kingdom. Thus, the leader of the knights, John Hanson 
  was elected king.
   
  In the decades since, the knights have continued to 
  serve the realm and protect the innocent from attack. 
  They drove off the bandits that once frequented the lands 
  east of Geneva, and now primarily patrol the northern 
  border to keep out mutant monsters. 
   
  Knights undergo years of rigorous training, and 
  many initiates wash out. The training focuses primarily 
  on horsemanship, combat, and tactics, but also includes 
  reading and basic mathematics. 
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  While the knights model themselves after an idealized 
  image of the knights of old, they don’t ignore the facts of 
  the modern world. Geneva has the technology to craft 
  plate armor, crossbows, and swords, so these are their 
  main weapons. When they acquire guns, they recognize 
  their use, but since they can make neither guns nor 
  ammo, firearms are rare. Similarly Geneva breeds horses 
  because they cannot create diesel, but they recognize the 
  superior speed of the Green Empire’s motorized vehicles.
  Improtant NPCS
  Sir Arthur Flores: Sir Arthur Flores is a renowned knight 
  and the current leader of the Knights of Geneva. He spent 
  many years in his youth defending the northern reaches 
  of the land from the mutant monsters filling the area. 
  He gained fame when he single-handedly defeated a 
  “dragon” that had demolished several settlements. This 
  fame thrust him into leadership roles, first commanding 
  small squads of knights, and slowly gaining more 
  command until eventually he was raised to the position 
  of head commander of the Knights of Geneva.
   
  Under his leadership, the Knights of Geneva have 
  grown in strength, but sadly shrunk in focus. King 
  John thinks the knights need only worry about the 
  mutant monsters to the north and will not allow Flores 
  to work preemptively to root out bandits or gather 
  reconnaissance about the Green Empire. In response, 
  Sir Flores has started allowing the occasional “knights-
  errant” to leave the hierarchy of the Knights of Geneva 
  and explore the world on their own. Flores believes the 
  information the knights learn is more useful than their 
  swords patrolling the northern border.
   
  Even this small rebellion against the King makes Sir 
  Flores uneasy, but in his heart he wonders if it might 
  someday be necessary to defy the king to protect the 
  realm. Flores is even more uncomfortable with the 
  romantic feelings he has developed for Queen Mara.
   
  Sir Arthur Flores is a muscular man in his early forties. 
  He has dark tan skin, brown eyes, and dark brown hair 
  he keeps closely cropped. He has several scars from his 
  battles with monsters, most notably a large diagonal scar 
  running diagonally from his forehead to his left cheek.
  Sir Arthur Flores
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, 
  Vigor d8
  Skills: Climbing d4, Fighting d12, Intimidation d10, 
  Notice d6, Riding d12, Shooting d4, Survival d6
  Charisma: —; Pace: 6; Parry: 10; Toughness: 10 (3)
  Edges: Heroic, Loyal, Vow (to protect and obey the king)
  Edges: Block, Brawny, Combat Reflexes, Command, 
  Counter Attack, Fervor, Giant Killer, Nerves of Steel, 
  Trademark Weapon (Dragonbane)
  Gear: Long sword “Dragonbane” (Str+d8), crossbow 
  (15/30/60, Damage 2d6, AP 2), dagger (Str+d4), full 
  plate (+3), steel helmet (+3), medium shield (+2 against 
  ranged, Parry+1), barding (war horse), war horse, a 
  woman’s handkerchief stained with blood.
  Knights of Geneva: Knights of Geneva are highly trained 
  mounted warriors who are sworn to protect the kingdom.
  Knight of Geneva
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d6, Riding 
  d10, Shooting d6, Survival d4
  Charisma: —; Pace: 6; Parry: 8; Toughness: 7
  Hindrances: Code of Honor, Loyal, Vow (to protect 
  Geneva)
  Edges: Block, Brawny, Counterattack
  Gear: Long sword (Str+d8), crossbow (15/30/60, Damage 
  2d6, AP 2), dagger (Str+d4), full plate (+3), steel helmet 
  (+3), war horse.
  The Wizards of Geneva
  Geneva has an unusually high number of psionicists. 
  Nearly five percent of the population possesses 
  some level of psychic ability. This is likely due to their 
  proximity to TransGenome and other sources of genetic 
  experimentation, though nobody in Geneva knows it. 
  With the large influence of fantasy fiction on their society, 
  the people of Geneva believe these psionic powers to 
  be “magic,” and call the people who use them “wizards,” 
  “witches,” “sorcerers,” and “magic-users.” 
   
  Early in its history, the rulers of Geneva realized 
  these wizards could be either a force for great good in 
  the kingdom, or terrible evil. Thus they sought to guide 
  the development of all future wizards. They created a 
  school where anybody who possessed psionic power 
  could attend for free, and regularly sent wizards through 
  the towns and villages looking for anybody with natural 
  talent. After they complete their schooling, wizards can 
  easily find gainful employment. Many work with the 
  Knights of Geneva to protect the kingdom. Others return 
  to their communities, and use their magic to work as 
  healers or advisers. 
   
  The Wizards of Geneva are not as structured an order 
  as the Knights, but it is a small enough community that 
  they keep an eye on each other, and watch for signs of 
  wizards who might turn to the “dark arts,” the Wizard’s 
  term for using their magic for evil.
  Improtant NPCS
  High Sorceress Bianca Lopez: Bianca Lopez was one 
  of the first students to study at the Academy after it was 
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  established in Tower Town. Like most psionicists, the 
  Wizards found her when she was young and took her to 
  train. She excelled at her classes and was a favorite of her 
  teachers. After she finished her schooling, Bianca went 
  to the Knights of Geneva and was a major player in the 
  campaign to wipe out the raiders that once lived to the 
  east. 
   
  After several years with the Knights, she was offered 
  a faculty position at the Academy, which she happily 
  accepted. She found a passion and talent for teaching. 
  She was also skilled at making friends among faculty, 
  so when the position of headmaster opened, she was 
  overwhelmingly elected.
   
  As the new headmaster Bianca also became an 
  adviser to King John III; she now splits her time between 
  Tower Town and Geneva. Like Sir Flores, she believes King 
  John is too focused on the mutants to the north, but she 
  doesn’t think the greatest threat to the kingdom comes 
  from an outside group. She thinks it comes from within.
   
  Bianca is starting to gather information about the 
  Children of the Dragon, and from all she’s gathered, the 
  Children seem far more dangerous than an actual dragon, 
  or even the Green Empire. King John, while somewhat 
  ineffectual, is a benevolent ruler who only wants the best 
  for his people. Bianca believes the Children of the Dragon 
  are led by a man called Blaze who wants power more 
  than a functioning or happy kingdom.
   
  Bianca also rightly believes the school has been 
  infiltrated by Children of the Dragon, though she has 
  not yet rooted out just who is compromised. She has 
  repeatedly requested a waiver to the King’s prohibition 
  against psychically scanning people without their 
  consent, but King John has always refused. As her fears 
  grow, Bianca has started a selective scanning campaign 
  anyway, though so far she has only scanned those who 
  are both suspect and weak enough that they probably 
  won’t notice the intrusion. 
   
  Bianca is a serious woman who seems to radiate 
  power. She has been tested both on the battlefield and 
  in the council room, and she has always come out ahead. 
  She is used to being the smartest person in the room, 
  though she respects those who can prove her equal.
   
  Bianca is in her early forties with olive skin, brown 
  eyes, and dark brown hair she wears in a long braid. She 
  typically dresses in loose-fitting robes and wears a pair of 
  half-moon spectacles. 
  Name: Bianca Lopez
  Race: Human
  Attributes: Agility d6, Smarts d12, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Fighting d4, Investigation d6, Knowledge (Nature) 
  d6, Knowledge (Psionics) d6, Notice d8, Persuasion d8, 
  Psionics d12, Taunt d6
  Charisma: —; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Cautious, Loyal, Overconfident
  Edges: Arcane Background (Psionics), Level Headed, 
  New Power (3), Power Points (3)
  Gear: Staff (Str+d4), ancient tome of arcane wisdom. 
  Arcane Powers: 25 Power Points, blast, bolt, deflection:, 
  divination, healing, mind reading
  Novice Wizard
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Healing d6, Knowledge (Psionics) d8, Persuasion 
  d6, Psionics d8, Riding d6, Taunt d6
  Charisma: —; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Curious
  Edges: Arcane Background (Psionics)
  Gear: Staff (Str+d4).
  Psionic Powers: 10 Power Points, armor, bolt, healing
  Children of the Dragon
  Within Geneva, there is a secret society plotting to 
  overthrow King John III and establish themselves as 
  the new rulers. They call themselves the Children of the 
  Dragon.
   
  Many of the Children of the Dragon are touched by the 
  bio-engineered “magic” that prevails throughout much 
  of what was once Wisconsin. They are freaks, psychics, 
  and random mutants. As such they feel a twisted sort 
  of kinship with the mutant monsters roaming the area. 
  Unlike most people of Geneva, they seek ways to tame 
  or control these monsters rather than exterminate them. 
  Their leadership also seeks to understand what caused 
  these changes. While many write it off as magic, these 
  leaders believe something in the Great War triggered 
  these changes, and that the key to learning about it 
  probably lies in the heart of “Monster Country.”
   
  For now the Children of the Dragon continue to 
  operate in secret, covertly working their way into key 
  positions like the Academy at Tower Town and the king’s 
  council. They will wait until they are completely confident 
  of their victory, and only then will they usurp King John’s 
  rule. Should they come to lead Geneva, they won’t be 
  kind masters, focusing on enriching themselves over the 
  needs of Geneva.
  Improtant NPCS
  Blaze (Neddit): The Children of the Dragon’s ultimate 
  leader calls himself Blaze when dealing with the 
  Children. He is a powerful pyrokinetic, and has a habit 
  of immolating those who disobey him. He began his life 
  as a humble farmer named Neddit, and still sometimes 
  adopts that guise to avoid suspicion. In his early teens he 
  discovered his pyrokinesis and used the power to attract 
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  a small gang of raiders. After his first gang was defeated 
  (and many killed) by the Knights of Geneva, he decided 
  to take a slower, more cautious approach. He started to 
  recruit powerful but downtrodden individuals, forming 
  the Children of the Dragon. 
   
  Blaze spends most of his time in Bel,. He frequently 
  greets travelers in his Neddit persona,  in order to hear 
  news from beyond Geneva and to look for people who 
  might be useful to the Children of the Dragon.
  Blaze (Neddit)
  Race: Human
  Attributes: Agility d6, Smarts d10, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Intimidation d10, Knowledge (Agriculture) d6, 
  Notice d6, Persuasion d8, Psionics d12, Streetwise d6, 
  Survival d4
  Charisma: —; Pace: 6; Parry: 2; Toughness: 6
  Hindrances: Cautious, Greedy (Major), Vengeful (Minor)
  Edges: Arcane Background (Psionics), Pyro, New Power 
  (2), Power Points (2)
  Gear: Rake, ho, various other farm tools.
  Psionic Powers: 20 Power Points, blast, bolt, burst, 
  damage field, deflection
  F64: Fort McDaniel
  Obvious
  Population: 302 (soldiers)
  Salvage Value: 2
  Buildings: Fort, Walls, Watch Tower
  Early in their history the Knights of Geneva launched 
  several campaigns to clear out the Mad City. After several 
  failures, the knights decided to contain the monsters 
  from the north instead, and established a fort where the 
  Rock River crossed under what was once Interstate 90. 
   
  For many years the knights garrisoned the fort and 
  led patrols from it. Due to the proximity to monster 
  attacks, the fort stood alone and everything they needed 
  was brought in from elsewhere. 
   
  Then about a decade ago, the knight commander at 
  the time decided the Knights of Geneva were growing too 
  soft in the capital. They were becoming more interested 
  in the affairs of court and competing in tournaments than 
  protecting the weak. He needed to remind the knights 
  of their true purpose, thus he moved the headquarters 
  for the Knights to Fort McDaniel so their enemies would 
  always be close at hand. With the headquarters, the 
  Knight’s training ground also moved to Fort McDaniel, 
  and the new recruits gained many opportunities to 
  prove themselves against live foes. A small town grew up 
  around the headquarters to support the knights.
  F64
  F65
  F66
  F67
  F68
  F69
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  The Fort: The actual Fort McDaniel, which gave the 
  town its name, is still the most important feature of the 
  town. It stands on the southern bank of the Rock River, 
  preventing anybody from crossing the bridge without 
  their permission. The original wooden palisades have 
  slowly been replaced by brick, stone, and steel walls. The 
  walls of the fort are large enough to house the entire 
  town’s population if need be. There are several wooden 
  buildings within the fort, including a barracks, stable, 
  armory, command center, and several watch towers.
  F65: Bel
  Obvious
  Population: 212 (farmers)
  Salvage Value: 2
  Bel is a town in decline. It was the second town founded 
  after Geneva itself, and for some time it was a thriving 
  village. The soil was fertile, and it was in a key position 
  between Geneva City, Fort McDaniel, and the Green 
  Republic (as it was called at the time).
   
  However, over the decades Bel fell on harder times. 
  When the Green Republic changed into an empire, trade 
  between the two nations dropped to none. The new 
  settlements of Tower Town and Fort McDaniel attract 
  many young folk despite the dangers. To add insult to 
  injury, last year’s crop was partially destroyed by flood, 
  and this year the bugs seem to be taking more than their 
  fair share.
   
  There’s the smell of desperation in the air, and this 
  makes Bel fertile ground for rebellion. The Children of the 
  Dragon have taken a special interest in Bel, and quietly 
  whisper in the ears of anybody who listens. They place 
  the blame for Bel’s plight on the weak King John III, 
  and encourage citizens to rebel, even in small ways like 
  “forgetting” to pay their taxes. The Children are not yet 
  ready to defy the throne openly, but when they do Bel 
  will likely be their home base.
   
  Bel was founded along the Rock River, near what was 
  once the city of Beloit, Wisconsin (and its Illinois sister, 
  South Beloit). The city was mostly abandoned after the 
  Great War, but has been settled long enough that most 
  things valuable from before the war have been salvaged. 
  F66: Geneva
  Obvious
  Population: 1,312 (farmers)
  Salvage Value: 3
  Buildings: Walls, Watch Tower
  Geneva, often called Geneva City, is the capital of the 
  Kingdom of Geneva and its largest town. This is where 
  King John III holds court and governs the land. It was the 
  first town in the kingdom and is still the largest, though 
  at its rate of current growth, Tower Town might overtake 
  Geneva in a decade or two. 
   
  Geneva is built on the ruins of what was once Lake 
  Geneva, a popular resort town in southern Wisconsin. 
  While most of the once opulent homes have fallen, a large 
  portion of the brick and cement buildings downtown 
  still remain, and have been put to good use. King John 
  Hanson I claimed one of the fanciest hotels as his palace, 
  a tradition that continues to this day.
  F67: Lake Town
  Hidden: Notice or Boating
  Population: 54 (fisher folk)
  Salvage Value: 2
  Lake Town is the newest settlement established by  the 
  Kingdom of Geneva. It began as a boat dock to take 
  shelter in when there was bad weather between Tower 
  Town and Scrap City. As sailors passed by, some of them 
  settled there. Most of them still work on the water, fishing 
  Lake Michigan, while some repair boats or refurbish ones 
  from before the War.
   
  Though Lake Town has been around for a good ten 
  years, it’s still not easily accessible by land, as there’s no 
  intact road between it and any other settlement. While 
  it’s not far from the ruins of Interstate 94, which leads 
  to Tower Town, it’s far easier just to boat there. Many 
  of the locals have petitioned the king to build a road 
  connecting Lake Town to Geneva, hoping it will become 
  the preferred route for trade with Scrap City and increase 
  the town’s commercial power. Others fear that along 
  with increased trade come smugglers, thieves, and other 
  unsavory characters.
   
  Byron: Byron used to run a trading company, making 
  runs between Tower Town and Scrap City. One day he lost 
  his ship to pirates, so he settled down and started Lake 
  Town’s first (and only) bar, the Saucy Mermaid. Since the 
  bar is the main meeting place in town, and one of the few 
  public spaces, Byron is also the unofficial town mayor. 
   
  Byron sees his job as mediator. He doesn’t want 
  to tell people what to do. He just wants to keep them 
  from hurting each other, so he and his bouncer, a large 
  freak named Blackberry, keep the citizens in line or toss 
  them out. Byron hears just about everything, but always 
  “forgets” the personal stuff. If a customer asks he’s happy 
  to entertain them with a tale of his earlier life.
   
  Byron is nearly fifty years old. He’s a short man with 
  bushy brown hair that’s thinning out on top. In his sailing 
  days, he was lean and fit, but since starting the bar, he’s 
  filled out a little.
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  F68: Tower Town
  Obvious
  Population: 977 (fisher folk, traders)
  Salvage Value: 3
  Resources: Books
  Buildings: Walls, Watch Tower
  Most of the city of Milwaukee, Wisconsin, was decimated 
  in the Great War or its aftermath. Yet remarkably the 
  North Point Water Tower survived. The tower is made 
  from limestone in a Victorian Gothic style. When survivors 
  from Geneva first laid eyes upon it, they assumed it was 
  a wizard’s tower, and indeed, that is what it has become.
   
  The Wizards of Geneva (actually masters of psionics), 
  took the tower’s discovery as a sign. They drove the 
  monsters out from the area around the tower, and 
  established their wizard’s school around it. In the decades 
  since, the school has attracted a large town around it. 
  Tower Town, as it is now called, also benefits from easy 
  access to Lake Michigan, which allows it to trade by sea 
  with the scrappers of Scrap City.
   
  The only thing keeping Tower Town from expanding 
  even further are the monsters to the north. The wizards 
  and knights usually keep the worst of the monsters at 
  bay, but citizens are constantly reminded of the danger 
  as terror monkeys, ghost cats, hatters, and more, regularly 
  assault the city.
   
  The Tower: The North Point Tower stands 175 feet 
  high and only 24 feet across at the base. It was meant 
  to hold water, not people, however upon discovering the 
  tower, the wizards who claimed it punched door holes 
  in the central pipe and inserted a few wooden floors, 
  making the tower into a makeshift residence. Since then, 
  the upper floors have served as the residence of the 
  Academy’s headmaster, while lower levels are used as a 
  meeting places for Academy professors.
   
  The Academy: The Academy is in one of the few 
  other pre-war buildings from Milwaukee to survive the 
  Great War, and is quite close to the Tower. It is a large 
  stone and brick structure. The wizards use the lower 
  floors as dormitories, and the upper floors for teaching 
  their classes. 
  F69: Byron Nuclear Generating Station 
  See page 88.
  Plot Point
  This adventure takes place in the Kingdom of Geneva
  To Slay a Dragon
  Where: Lake Town
  When: Any time
  Lake Town is well south of the monster infested regions 
  north of Geneva. Normally the Knights of Geneva stop 
  any monsters from reaching town. So the villagers 
  are terrified when they discover a dragon of all things 
  somehow slipped past the knights and has destroyed 
  three farm houses.
   
  A boat has already been dispatched to Tower Town, 
  but any help is still days from arriving, so the villagers 
  turn to the heroes for help slaying the dragon. 
   
  If they, accept the group’s best bet is to either patrol 
  the area, using Notice to find the beast, or try to track the 
  beast back to its lair with Tracking. If they track it back to 
  its lair, there’s a 50% chance the dragon is asleep, allowing 
  the heroes to get the drop on it. However the lair is mildly 
  radioactive, and each character must make a Vigor check 
  each hour or take a level of Fatigue.
   
  If the heroes succeed at slaying the dragon, the 
  villagers are extremely grateful. They have little to offer, 
  but throw a feast to celebrate the heroes’ victory.
   
  When the Knights of Geneva arrive, they are even 
  more impressed with the heroes’ actions. They offer to 
  put in a good word for the characters with Sir Flores, 
  and will even introduce them to him if they travel to Fort 
  McDaniel or the capital. 
   
  Dragon: See page 151`.
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  During the Great War, a nuclear warhead detonated 
  near Chicago, Illinois, flattening half of the city. The few 
  who survived fled the city, but not for long. The supplies 
  remaining behind were too tempting. Survivors sneaked 
  back into the remains of the city to salvage anything they 
  could. Slowly they resettled. What regrew in the ruins 
  was not a unified society, but rather a patchwork quilt 
  of rival factions competing for territory and the right 
  to harvest scrap. These petty conflicts have gone on for 
  generations, with ever shifting alliances and boundaries. 
  The ruins have become known as Scrap City.
   
  The people of Scrap City exist primarily by trading 
  with the Kingdom of Geneva and the Green Empire, as 
  well as a handful of smaller communities. Some also steal 
  from each other and others hunt and gather food from 
  the wilderness that has come to the city.
   
  There are more than a dozen factions over all, but the 
  most powerful are the Illuminated, Monkey Men, Ravens, 
  Tin Men, and Zombies
  G70: Illuminated
  Obvious
  Population: 78 (mechanics, scrappers)
  Salvage Value: 3
  Resources: Books, Basic Firearms
  Building: Machine Shop
  The Illuminated are a gang of scrappers that live by the 
  maxim “knowledge is power.” They will hunt out any scrap 
  that looks valuable, but they are particularly interested in 
  books and functioning or nearly functioning technology 
  from before the war. Many of the Illuminated have 
  enough technical skills to repair and rebuild broken tech.
   
  The Illuminated trade primarily with the Green 
  Empire, receiving food and fuel, and giving them pre-
  war tech. The Illuminated always keep the best tech for 
  themselves. 
   
  Field 
  Museum: 
  The 
  Illuminated 
  have 
  their 
  headquarters in Chicago’s Field Museum, and they 
  have adopted the tyrannosaurus skeleton Sue as their 
  mascot. They have restored power to some sections of 
  the museum using diesel generators. (Because fuel is 
  expensive however, they use their electricity sparingly.)
  Important NPCs
  Brittney: A young woman named Brittney leads the 
  Illuminated. Despite her young age, she is extremely 
  skilled in all kinds of technical fields. She says she read 
  the information from books, which she has prized since 
  she was very young, and she believes this, though it is not 
  true. In fact Britney is actually a synth, a machine brain 
  in an organic body. She was created by Phoenix Station 
  Epsilon, located in southern Missouri (not described 
  in this book), and sent to gather information about the 
  post-apocalyptic world. This programing gave her both 
  a greater baseline of technical knowledge, and a thirst 
  to always gather more, thus helping her fit right in with 
  the Illuminated. Should she ever meet Sara the Butcher 
  (see page 85), her full programing activates, alerting 
  her to her true nature and the location of the remaining 
  Phoenix stations.
   
  Brittney is a young woman who appears to be in her 
  early twenties. She has straight black hair and olive skin. 
  She has a tattoo on her abdomen, bearing one-half of a 
  stylized yin-yang symbol. (Sara the Butcher has a similar 
  tattoo.)
  Brittney
  Race: Synth
  Attributes: Agility d8, Smarts d10, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Intimidation d6, Knowledge 
  (Computers) d6, Knowledge (Electronics) d6, Knowledge 
  (Mechanics) d6, Knowledge (Technology) d8, Notice d8, 
  Repair d10, Shooting d8
  Charisma: —; Pace: 6; Parry: 8; Toughness: 7 (2) or 9 (4) 
  against bullets
  Hindrances: Curious, Quirk (spontaneously bursts into 
  song), Untainted
  Edges: McGyver, Level Headed, Lucky, Scavenger, 
  Reinforced Skeleton
  Gear: Laser pistol (12/24/48, Damage 3d6), spear 
  (Str+d6), Kevlar vest (+2/+4), tablet computer.
  Illuminated
  Race: Human
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Intimidation d6, Knowledge 
  (Technology) d8, Notice d8, Repair d8, Shooting d8
  Charisma: —; Pace: 6; Parry: 8; Toughness: 6 (1)
  Hindrances: Curious
  Edges: Mr. Fix It
  Gear: Light automatic Pistol (12/24/48, Damage 2d6, AP 
  1), spear (Str+d6), leather armor (+1).
  Scrap City
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  G71: Monkey Men
  Obvious
  Population: 67 (scrappers)
  Salvage Value: 3
  Buildings: Watchtower
  The Monkey Men are a band made up completely 
  of simians, and all simians in the city belong to the 
  Monkey Men. The Monkey Men mostly scavenge from 
  the upper floors of the remaining sky scrapers in what 
  was once downtown Chicago. As the simians are more 
  comfortable with heights than humans typically are, only 
  the most desperate of other gangs challenge the simians. 
  As a result the simians have few enemies. They have a 
  long standing arrangement with the Zombies, where 
  the Zombies have scrapping rights to everything at or 
  below street level, and the Monkey Men have rights to 
  everything above.
   
  The Monkey Men trade exclusively with the Kingdom 
  of Geneva, knowing the Green Empire classifies simians 
  as animals, not as sapient creatures.
   
  Monkey Tower: The Monkey Men make their home 
  in what was once Willis Tower (originally called Sears 
  Tower). The building is far larger than the Monkey Men 
  need occupy, and most of them live between the fifth 
  and tenth floors. They have, however, cleared out the 
  useful material from the upper levels of the building. 
  Important NPCs
  Wilhelm: A massive and clever simian called Wilhelm 
  rules the gang. Unlike most of the simians in the faction, 
  who were born in the area or came directly from the 
  east, Wilhelm grew up in the northern settlement of 
  Stone Grove (see page 94). He wanted to explore more 
  of the world, and left the community at an early age. 
  He traveled along the coasts of Lake Superior and Lake 
  Michigan until he finally settled in Scrap City, where he 
  united the simians of several different factions.
   
  Wilhelm is large for a simian, with dark brown fur 
  except for a silver “beard” around his mouth. He is missing 
  his lower left canine tooth, which he lost in a fight against 
  lake pirates.
  Wilhelm
  Race: Simian
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d8
  Skills: Climbing d10, Fighting d10, Intimidation d8, 
  Notice d8, Stealth d8, Survival d6, Throwing d10
  Charisma: —; Pace: 6; Parry: 9; Toughness: 8 (1)
  Hindrances: Arrogant, Illiterate, Less Educated
  Edges: Acrobat, Brawny, Command, Dodge, Improved 
  Dodge, Improved Trademark Weapon, Low-Light Vision, 
  Natural Climber, Trademark Weapon (Lightning)
  Gear: Spear “lighting” (3/6/12, Damage Str+d6), leather 
  armor (+1).
  Monkey Men
  Race: Simian
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Climbing d10, Fighting d8, Intimidation d6, 
  Knowledge (Technology) d4, Notice d6, Throwing d8, 
  Tracking d4
  Charisma: —; Pace: 6; Parry: 8; Toughness: 7 (1)
  Hindrances: Illiterate, Less Educated
  Edges: Acrobatic, Low-Light Vision, Natural Climber
  Gear: Spear (3/6/12, Damage Str+d6), leather armor (+1).
  G72: Tin Men
  Obvious
  Population: 82 (scrappers)
  Salvage Value: 3
  Buildings: Machine Shop
  The Tin Men control the area that was once the south side 
  of Chicago , and they specialize in harvesting, collecting, 
  and crafting metal and metallic objects. While the bulk 
  of the gang focuses on collecting, the more experienced 
  members are talented smiths and run small-scale 
  manufacturing plants.
   
  The Tin Men are a rare group in that they deal both 
  with the Kingdom of Geneva and the Green Empire. They 
  provide much of the metal to make the Green Empire’s 
  cars and tractors, and to make Geneva’s swords and 
  armor.
   
  The Tin Men are currently allied with the Illuminated, 
  who they provide with specialized metals the Illuminated 
  need to repair some of their more complex machines. 
  They currently have an uneasy truce with the Monkey 
  Men, with the understanding that the Monkeys keep to 
  the skies and the Tin Men keep to the ground. 
  Important NPCs
  Rusty:  A man named Rusty leads the Tin Men. Nobody 
  knows if he got his nickname for his obsession with scrap, 
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  or his rust-colored hair and beard. Rusty doesn’t speak 
  much of his life before coming to Scrap City. He arrived 
  as a young teenager and joined a gang that, after some 
  mergers with other factions, evolved into the Tin Men. He 
  worked his way to the leadership, learning everything he 
  could about metal working.
   
  Rusty is a bear of a man whose many years working 
  on a hammer and anvil have built powerful upper body 
  strength. He has beige skin and rust-colored hair and 
  beard.
  Rusty
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, 
  Vigor d8
  Skills: Fighting d10+1, Intimidation d8, Knowledge 
  (Mechanics) d8, Knowledge (Technology) d6, Notice d8, 
  Repair d8, Shooting d8
  Charisma: —; Pace: 6; Parry: 7; Toughness: 9 (3)
  Hindrances: Overconfident 
  Edges: Block, Brawny, Mighty Blow, Trademark Weapon 
  (Lionheart) 
  Gear: Great sword named Lionheart (Str+d10), shotgun 
  (12/24/48, Damage 1–3d6). breastplate (+3), hammer, 
  tongs, meteorite.
  Tin Men
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d6, Knowledge 
  G75
  G70
  G71
  G73
  G72
  G74
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  (Technology) d6, Notice d8, Repair d6, Shooting d8
  Charisma: —; Pace: 6; Parry: 7; Toughness: 9 (3)
  Hindrances: Illiterate
  Edges: Block, Brawny
  Gear: Long sword (Str+dd8), crossbow (15/30/60, 
  Damage 2d6, AP 2), breastplate (+3).
  G73: Ravens
  Obvious
  Population: 128
  Salvage Value: 3
  The Ravens are the largest faction in Scrap City, and 
  the most flexible. They scrap anything and everything, 
  and if they can’t use it for themselves, they sell it. For a 
  long time they were relatively peaceful. They protected 
  their own, but were content to let the other factions 
  tend to themselves. Recently a cadre within the faction 
  has pushed the group in an expansionist direction, an 
  internal conflict that came to a head in a duel where 
  Zander killed the previous leader and took control of 
  the gang. Not everybody is happy with Zander’s rule. A 
  few have silently left in the night, but none have openly 
  challenged him yet.
   
  Under Zander’s rule the faction makes small raids 
  into the Zombie’s territory and many skirmishes break 
  out along the border. Zander hopes to convince the Tin 
  Men and Illuminated to wipe out the Zombies and carve 
  up their territory.
   
  Under the previous leadership the Ravens traded with 
  anyone, but under Zander’s rule, they have increasingly 
  favored working with the Green Empire.
  Important NPCs
  Zander: Zander grew up on the streets of Scrap City, 
  making his living collecting scrap of all sorts. He sees the 
  world as a deadly place where you have to stay sharp to 
  stay alive. The world is out to destroy you, and your best 
  hope is to strike at your enemies before they strike at you.
   
  Zander stands at slightly below average height with 
  an athletic build. He has tan skin, brown eyes, and blond 
  hair that he keeps cut short. 
  Zander
  Race: Human
  Attributes: Agility d10, Smarts d6, Spirit d8, Strength d6, 
  Vigor d8
  Skills: Fighting d10, Intimidation d10, Knowledge 
  (Technology) d6, Notice d8, Repair d4, Shooting d12, 
  Throwing d6
  Charisma: —; Pace: 6; Parry: 7; Toughness: 8 (2) or 10 
  (4) against bullets
  Hindrances: Overconfident, Stubborn
  Edges: Ambidexterity, Dodge, Improved Dodge, No 
  Mercy, Quick, Quick Draw, Two-Fisted
  Gear: Two heavy automatic pistols (15/30/60, Damage 
  2d8, AP 2), three daggers (3/6/12, Damage Str+d6), Kevlar 
  vest (+2/+4), four lucky rabbit’s feet.
  Ravens
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Intimidation d6, Knowledge 
  (Technology) d6, Notice d8+2, Shooting d8
  Charisma: —; Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: Illiterate, Stubborn
  Edges: Alertness, Dodge, Quick
  Gear: Bow (12/24/48, Damage 2d6), three daggers 
  (3/6/12, Damage Str+d6), leather armor (+1).
  G74: Zombies
  Obvious
  Population: 59
  Salvage Value: 3
  The Zombies faction was originally created a when 
  the freaks of Scrap City banded together for their own 
  mutual protection. While most of the members are still 
  freaks, they have opened up membership to include 
  other “weirdos and rejects,” attracting other mutants, 
  psychics, and those who are just plain odd. They are the 
  smallest of the major factions, and control some of the 
  less-desirable territory in the northern part of Scrap City, 
  which was partially demolished by a nuclear bomb. 
   
  The Zombies have recently been targeted by the 
  Ravens in a series of border skirmishes, and they have 
  decided to fight back despite their inferior numbers. They 
  seek support from other factions, and while the Monkey 
  Men seem most interested, they have not officially gained 
  any support. 
   
  The Zombies trade primarily with the Kingdom of 
  Geneva, who the Zombies feel are more welcoming of 
  weirdos. 
  Important NPCs
  Andy Romero: Andy Romero grew up in the radioactive 
  nimbus created by the nuclear waste from the Duane 
  Arnold Energy Center (pages 88 and 134). In his youth 
  he wandered further and further out from his home until 
  he encountered a patrol from the Green Empire, who 
  attacked him, followed him back to his camp, and killed 
  his parents. Andy wandered for  several months until he 
  at last came to Scrap City and joined the Zombies.
   
  Andy is a freak in his mid-thirties. He has medium-
  gray skin and orange eyes.
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  Andy Romero
  Race: Freak
  Attributes: Agility d10, Smarts d8, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Climbing d6, Fighting d10, Lockpicking d8, 
  Shooting d8, Stealth d10, Survival d6, Throwing d8
  Charisma: —; Pace: 6; Parry: 7; Toughness: 8 (2) or 10 
  (4) against bullets
  Hindrances: Loyal, Freakish, Not Built for Speed
  Edges: Command, Dodge, Fervor, Radiation Resistant, 
  Thief
  Gear: Long sword (Str+d8), sniper rifle (30/60/120, 
  Damage 2d10, AP 2), Kevlar vest (+2/+4), three grenades 
  (5/10/20, Damage 3d6), vinyl single of “She’s Not There.”
  Zombies
  Race: Freak
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d8, Lockpicking d8, 
  Shooting d8, Stealth d8
  Charisma: —; Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: Loyal, Freakish, Not Built for Speed
  Edges: Radiation Resistance, Thief
  Gear: Short sword (Str+d6), hunting rifle (24/48/96, 
  Damage 2d8, AP 2), leather armor (+1).
  G75: Phoenix Station Chi
  See page 80.
  Plot Point
  This adventure takes place in Scrap City.
  Balance of Power
  Where: Scrap City
  When: Any time
  The gangs controlling Scrap City maintain a tenuous 
  balance. Whenever one faction looks like it might gain 
  enough power to take the whole city, the others ally 
  against the dominant force. These alliances are always 
  tenuous and frequently fade as the danger passes or a 
  different faction looks more dangerous.
   
  Despite the difficulty of doing so, every faction 
  dreams of becoming the sole power in Scrap City, and it is 
  very likely they see the heroes as a powerful tool to gain 
  such power. They attempt to gain the heroes’ support, 
  with everything from negotiation to bribes to lies. 
   
  Should the group chose to do so, there are several 
  ways they might help one faction rise to power, or even 
  create their own faction that could take over.
   
  Violence: The most straight forward way for the 
  group to unite Scrap City is through force, though this is 
  also the most dangerous. The heroes need not wipe out 
  every member of every opposing faction. An impressive 
  display of force such as eliminating the leader and most 
  of the lieutenants might be enough. Depending on their 
  strategy, this might be a large tactical battle, or a small 
  Mass Battle.
   
  Should the heroes break up a single faction, however, 
  they quickly become targeted by all other opposing 
  factions. Each other faction attempts at least one attack 
  against the heroes where and when they seem the most 
  vulnerable. 
   
  Diplomacy: The heroes can also unite the Scrap 
  City factions through negotiation and convincing each 
  faction that it’s in their best interests to work together. 
  This is done by going to each faction and running a 
  social conflict (see Social Conflicts in the Savage Worlds 
  core rulebook). Because shows of force are a common 
  way to negotiate in Scrap City, characters can make 
  Intimidation tests in place of Persuasion when they role-
  play appropriately. Characters who bring appropriate 
  gifts to win over the support of the factions can gain a +1 
  or +2 bonus to the check as appropriate.
   
  The leader of each faction opposes the heroes, and 
  makes an appropriate skill test. After the opposed tests 
  for the social conflict, if the heroes have more successes, 
  the faction agrees to ally as the heroes suggest. (Although 
  it may be a very reluctant agreement if the characters 
  only had one or two successes.)
   
  Combination: Force and diplomacy are not 
  necessarily mutually exclusive. The heroes might first 
  try to convince a faction to join them through words, 
  but when that doesn’t work they eliminate the leader by 
  force. The advantage of this is that any factions that have 
  already been peacefully recruited don’t retaliate against 
  the group after they take out a faction.
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  This chapter presents some of the strange creatures 
  that have come to inhabit the world in the wake of the 
  apocalypse.
  Ant, Giant 
  Giant ants are larger versions of the common ant, and 
  like their non-mutant cousins, they live in underground 
  colonies, though giant ant colonies have fewer members, 
  ranging from 50 to 200. While individual ants pose little 
  threat on their own, swarms of them can overrun their 
  foes.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Spirit d6, 
  Strength d6, Vigor d6. 
  Skills: Climbing d8, Fighting d6, Notice d6
  Pace: 6; Parry: 5; Toughness: 6 (1) 
  Special Abilities
  •	
  Armor +1: Chitex armor.
  •	
  Bite: Str+d4.
  •	
  Size -2: Giant ants are the size of a large house cat.
  •	
  Swarm Tactics: Giant ants add their gang up bonus 
  (if any) to damage rolls as well as attack rolls. 
  Burst Wolf
  Burst wolves look like large gray wolves. Those who 
  observe them closely notice that small objects near the 
  wolves move of their own accord. Burst wolves possess 
  limited telekinetic powers, and while they lack fine 
  control, they can use these powers to deflect attacks and 
  batter foes.
  Attributes: Agility d8, Smarts d8 (A), Spirit d6, Strength 
  d8, Vigor d8
  Skills: Fighting d8, Intimidate d8, Notice d8, Tracking d8
  Pace: 12; Parry: 6; Toughness: 6
  Special Abilities
  •	
  Bite: Str+d6.
  •	
  Deflection: A shield of telekinetic force pushes away 
  ranged attacks made against the burst wolf. Ranged 
  missile attacks suffer a -2 penalty to attack rolls. If a 
  wolf uses its telekinetic burst power, its deflection 
  ability goes dormant until its next turn.
  •	
  Telekinetic Burst: The wolf releases a burst of force 
  that batters other creatures within a Medium Burst 
  Template. Everyone other than the wolf that made 
  the attack, must make a Vigor test or take 2d6 damage 
  and fall prone. When a burst wolf uses this ability, its 
  deflection ability goes dormant until its next turn. 
  Crackers
  Crackers are large mutated cousins of the common 
  snapping turtle. They are much stronger, and their necks 
  have elongated such that they can meet attacks coming 
  from any direction. Their slow land speed means they 
  aren’t much of a threat on land to those who have ranged 
  weapons, however they can be deadly in the water. 
  A single cracker can easily take out a lone swimmer, 
  and pods of crackers sink small boats and attack their 
  passengers.
  Attributes: Agility d4, Smarts d4 (A), Spirit d6, Strength 
  d10, Vigor d12
  Skills: Fighting d8, Notice d6, Stealth d8, Swimming d8
  Pace: 3; Parry: 6; Toughness: 11 (4)
  Special Abilities
  •	
  Armor +4/+2: The cracker’s shell provides it a +4 
  Armor bonus to the torso. The head and legs do not 
  gain this benefit, but still gain a +2 Armor bonus from 
  the thick scales.
  •	
  Bite: Str+d6.
  •	
  Bone Breaker: Heroes who suffer one or more 
  wounds from a cracker’s bite must make an 
  immediate Vigor test with a -2 penalty. If they fail 
  they also suffer a random injury from the Injury Table 
  in the core rulebook. This injury goes away when all 
  wounds have healed.
  •	
  Vice Jaws: A cracker who scores a raise on its attack 
  latches onto its foe. The foe cannot move away from 
  the cracker until it escapes. This takes an action and 
  to succeed the target must succeed at an opposed 
  Strength test. If the target takes any action other 
  than escaping, it suffers a -4 penalty. Furthermore, in 
  deep water, the target must make a Swimming check 
  each round to avoid taking a level of Fatigue from 
  drowning.
  •	
  Size +1: Crackers grow over six feet long and average 
  900 pounds.
  Dragon
  Dragons were in fact once bald eagles that were mutated 
  by a cocktail of radiation and escaped viruses, including 
  the Extreme Radiation Resistance virus, a virus meant to 
  induce pyrokinetic powers, and probably a few others. 
  The result is a giant flightless and featherless bird that 
  looks much like the dinosaurs of old. 
   
  The dragon retained its ancestor’s powerful beak, 
  which can easily tear its foes apart. However the power 
  Mutant Monsters and Robots
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  that inspires the dragon’s name is actually its psionic 
  ability to create blasts of fire. (Most people believe it 
  breaths fire, but this is not strictly true.) Possibly because 
  of the ERR virus, this fire is also radioactive, and any 
  exposed to it risk radiation poisoning.
  Attributes: Agility d8, Smarts d6 (A), Spirit d10, Strength 
  d12+3, Vigor d12
  Skills: Fighting d12, Notice d12, Psioinics d10
  Pace: 8; Parry: 8; Toughness: 15 (2)
  Special Abilities
  •	
  Armor +2: Thick hide.
  •	
  Bite: Str+1d8.
  •	
  Extreme Radiation Resistance: 
  Dragons 
  are 
  immune to all but the strongest forms of radiation. 
  They gain a +4 bonus to Vigor tests to resist radiation.
  •	
  Psionics: Dragons have 10 Power Points and know 
  the following powers: burst, blast, and damage field.
  •	
  Radioactive Fire: All the powers used by dragons 
  have a radioactive fire trapping. Any creature in the 
  area of one of the dragon’s psionic powers must also 
  make a Vigor test or suffer a level of Fatigue. Characters 
  incapacitated by Fatigue suffer permanent radiation 
  sickness, a Long-Term Chronic, Minorly Debilitating 
  disease (see core rulebook). 
  •	
  Size +3: Dragons are about the size of a grizzly bear.
  Dreeks 
  Dreeks are descended from white-tailed deer that were 
  mutated by the Extreme Radiation Resistance virus. In 
  addition to their radiation resistance, they are larger and 
  strong than deer. They have no hair but both males and 
  females grow fearsome horns. Most dreeks live in the 
  wild, but the freaks of Freaky Town use them both as a 
  food source and as beasts of burden.
   
  Their horns are also frequently used to make simple 
  tools and weapons, and their thick hide is extremely 
  durable and can be used to make leather armor. 
  Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength 
  d12, Vigor d10
  Skills: Fighting d6, Notice d6
  Pace: 10; Parry: 5; Toughness: 9 (1)
  Special Abilities
  •	
  Armor +1: Thick, leathery skin.
  •	
  Gore: Str+1d6.
  •	
  Extreme Radiation Resistance: Dreeks are immune 
  to all but the strongest forms of radiation. They gain 
  a +4 bonus to Vigor tests to resist radiation.
  •	
  Size +2: Dreeks are about the size of small horses.
  Drone, Hummingbird-Class
  Attributes: Agility d12, Smarts d6, Spirit d4, Strength d4, 
  Vigor d6
  Skills: Notice d10
  Pace: 2; Parry: 2; Toughness: 5 (2)
  Special Abilities
  •	
  Armor +2
  •	
  Construct: +2 to recover from being Shaken; called 
  shots do no extra damage; does not suffer from 
  disease or poison.
  •	
  Dodge: Hummingbird drones are extremely agile 
  and take evasive action to avoid attacks. Attacks 
  against the hummingbird suffer a -4 penalty to hit. 
  •	
  Fearless: Drones are immune to Fear and 
  Intimidation, but may be smart enough to react to 
  Fear-causing situations appropriately.
  •	
  Flight: Hummingbird drones have a Flying Pace of 
  36” and Climb 3.
  •	
  Size -2: Hummingbird drones are relatively small.
  •	
  Spotter: Hummingbird drones can grant their allies 
  a +1 bonus to attack rolls against a single enemy. This 
  counts towards the limit of ganging up. 
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  Drone, Falcon-Class
  Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Notice d8, Shooting d10
  Pace: 2; Parry: 2; Toughness: 8 (2)
  Special Abilities
  •	
  Armor +2
  •	
  Construct: +2 to recover from being Shaken; called 
  shots do no extra damage; does not suffer from 
  disease or poison.
  •	
  Dodge: Falcon drones are agile and take evasive 
  action to avoid attacks. Attacks against the falcon 
  drones suffer a -2 penalty to hit. 
  •	
  Fearless: Drones are immune to Fear and 
  Intimidation, but may be smart enough to react to 
  Fear-causing situations appropriately.
  •	
  Flight: Falcon drones have a Flying Pace of 24” and 
  Climb 2.
  •	
  Laser Turret:  Falcon drones have a laser turret 
  mounted on their underside. A blast deals 3d6 
  damage. It can fire 20 shots before having to recharge 
  (1 shot per hour of sunlight).
  •	
  Missiles: A fully equipped falcon drone has a payload 
  of six missiles. These missiles deal 5d8 damage to 
  everything in a Medium Burst Template.
  Drone, Lynx-Class
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d10, 
  Vigor d10
  Skills: Fighting d8, Notice d8, Shooting d10
  Pace: 12; Parry: 6; Toughness: 9 (3)
  Special Abilities
  •	
  Armor +3
  •	
  Construct: +2 to recover from being Shaken; called 
  shots do no extra damage; does not suffer from 
  disease or poison.
  •	
  Fearless: Drones are immune to Fear and 
  Intimidation, but may be smart enough to react to 
  Fear-causing situations appropriately.
  •	
  Laser Turret: The lynx drone has a built-in laser turret 
  that deals 3d6 damage. It can fire 20 shots before 
  having to recharge (1 shot per hour).
  •	
  Size +1: Lynx drones are designed to operate in close 
  quarters.
  Drone, Tiger-Class
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d12, 
  Vigor d10
  Skills: Fighting d8, Notice d8, Shooting d10
  Pace: 6; Parry: 12; Toughness: 15 (4)
  Special Abilities
  •	
  Armor +4
  •	
  Construct: +2 to recover from being Shaken; called 
  shots do no extra damage; does not suffer from 
  disease or poison.
  •	
  Fearless: Drones are immune to Fear and 
  Intimidation, but may be smart enough to react to 
  Fear-causing situations appropriately.
  •	
  Heavy Laser Turret: The tiger drone has a built-in 
  laser turret that deals 3d8 damage. It can fire 50 shots 
  before having to recharge.
  •	
  Size +4: Tiger drones are as big as a small car. 
  Ghost Cats
  When the Great War struck, tigers held in zoos of the 
  upper Midwest became desperate for food, and some 
  escaped from their shelters. The climate suited them 
  and they soon created a stable breeding population. 
  Some of these tigers were exposed to a cosmetic gene 
  replacement that allowed people to alter their hair color. 
  The tigers were lucky enough to gain an instinctive 
  understanding of this ability, and used it to camouflage 
  themselves.
   
  This gave rise to ghost cats, frightening great felines 
  that seem to appear out of nowhere and fade back into 
  the night after an attack. Hhost cats are solitary except 
  when mating or when a mother raises her cubs, and the 
  males often roam over extremely large distances. Ghost 
  cats often stalk lone humans, but stay away from large 
  groups unless they are desperate.
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  Unlike many mutant creatures, ghost cats are not 
  a true species and can breed with normal tigers. Their 
  camouflage ability is a recessive trait.
  Attributes: Agility d10, Smarts d6 (A), Spirit d10, Strength 
  d12+2, Vigor d8
  Skills: Fighting d10, Notice d8, Stealth d10+2, Tracking 
  d8
  Pace: 8; Parry: 7; Toughness: 8
  Special Abilities
  •	
  Bite or Claw: Str+d8.
  •	
  Camouflage: Ghost cats can alter the color of their 
  fur to blend in with their surroundings. This ability 
  gives the ghost cat a +2 bonus to Stealth tests. 
  Further they can use a sudden change in color as a 
  Smarts trick with a +2 bonus.
  •	
  Low Light Vision: Ghost cats ignore penalties for 
  Dim and Dark lighting.
  •	
  Pounce: Ghost cats can pounce on their prey to 
  deliver a devastating attack.  They can leap 1d6” to 
  gain a +4 bonus to attack and damage, but if it does 
  so its Parry is reduced by -2 until its next action.
  •	
  Size +2: Ghost cats are the same size as their tiger 
  ancestors, stretching six feet from the nose to the 
  base of the tail and weighting an average of 400 
  pounds.
  Hatter
  Hatters were once humans, but they fell victim to two 
  different viruses. The first was one developed in hopes 
  of creating a genetic super soldier. It not only increased 
  strength and endurance, it increased natural healing 
  to extreme levels. The other virus, based on the rabies 
  virus, was designed to be used as a biological weapon. 
  Dropped on an enemy population, it would cause them 
  to violently lash out against anybody around them, 
  forcing enemies to kill themselves and saving soldiers 
  the trouble. The viruses mutated and combined within 
  their hosts, resulting in the creation of hatters. Hatters 
  do not reproduce normally, instead any human they bite 
  becomes infected and transforms into a hatter.
  Attributes: Agility d10, Smarts d4, Spirit d8, Strength 
  d12, Vigor d10
  Skills: Fighting d10, Intimidate d10, Notice d8
  Charisma: -4; Pace: 8; Parry: 7; Toughness: 8
  Gear: Large improvised weapon (Str+d8).
  Special Abilities
  •	
  Berserk: This functions as the Edge of the same 
  name in the core rulebook.
  •	
  Improvised Weapon Masters: Hatters suffer no 
  penalty for using improvised weapons.
  •	
  Size +1: The virus causes an increase in size.
  •	
  Unshakeable: Hatters have a +2 bonus to recover 
  from being Shaken.
  •	
  Very Tough: Hatters have a wound track like Wild 
  Cards, but do not gain any other benefits of Wild 
  Cards (such as bennies or Wild Dice). 
  Night Haunts
  Night haunts are mutant creatures descended from 
  common insect-eating bats. They have grown to the size 
  of wolves, and while they can no longer truly fly, night 
  haunts can glide short distances.
   
  Night haunts devour much larger food than their 
  ancestors, and they are not afraid to attack humans. They 
  hunt exclusively at night and can easily pinpoint prey 
  through their echolocation and acute hearing. Night 
  haunts hunt in packs, first surrounding their prey then 
  signaling an attack with hypersonic screeches inaudible 
  to their prey. In areas with tall buildings or trees, one or 
  more night haunts climb above the prey and drop down 
  upon them to initiate the attack.
   
  Night haunts most commonly live in the ruins of 
  major cities where they roost in the upper levels of 
  skyscrapers. They also dwell in caves, particularly those 
  found in cliff faces.
  Attributes: Agility d10, Smarts d4 (A), Spirit d6, Strength 
  d8, Vigor d6
  Skills: Climbing d10, Fighting d8, Notice d12, Tracking 
  d6.
  Pace: 8; Parry: 6; Toughness: 5
  Special Abilities
  •	
  Bite: Str+1d6.
  •	
  Echolocation: Night haunts do not suffer penalties 
  for lighting conditions.
  •	
  Glide: When falling, may travel 1” horizontally for 
  every 4” it moves vertically. It does not take damage 
  from a fall when choosing to glide. If caused to fall 
  unexpectedly, it must pass an Agility test in order to 
  glide.
  •	
  Vertigo Blast: Non-night haunts in a Cone Template 
  must make a Vigor roll or suffer the effects of vertigo. 
  Affected creatures suffer a -1 penalty to trait tests 
  that require any sort of vision or movement for 
  one minute. Furthermore, if a creature with vertigo 
  attempts to move more than 1”, it must pass an 
  Agility test or fall prone.
  Roach, Giant
  Giant roaches are descendants of the common cockroach, 
  which have grown to the size of a German shepherd. They 
  are a common nuisance in the ruins of pre-war cities. 
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  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Spirit d6, 
  Strength d6, Vigor d8. 
  Skills: Climbing d10, Fighting d6, Notice d6, Stealth d8
  Pace: 6; Parry: 5; Toughness: 5
  Special Abilities
  •	
  Bite: Str+d4.
  •	
  Flight: Giant roaches fly at Pace 6” and Climb 0.
  •	
  Size -1: Giant roaches are as big as a medium-sized 
  dog.
  Roach, Mega
  These cousins of giant roaches have grown even larger 
  than the giant roach.
  Attributes: Agility d6, Smarts d4 (A), Spirit d6, Spirit d6, 
  Strength d8, Vigor d10. 
  Skills: Climbing d10, Fighting d8, Notice d6, Stealth d6
  Pace: 6; Parry: 6; Toughness: 10 (2)
  Special Abilities
  •	
  Armor +2: Chitex shell.
  •	
  Bite: Str+d6.
  •	
  Flight: Mega roaches fly at Pace 6” and Climb 0.
  •	
  Size +1: Mega roaches are the size of a black bear.
  Spider, Mega
  Mega spiders are bigger than even the giant spiders so 
  common in Broken Earth. They weave terrible webs that 
  can entrap nearly any creature.
  Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength 
  d12, Vigor d10
  Skills: Climbing d12+2, Fighting d10, Intimidation d10, 
  Notice d8, Shooting d10, Stealth d8
  Pace: 8; Parry: 7; Toughness: 10 (2)
  Special Abilities
  •	
  Armor +2: Thick chitex.
  •	
  Bite: Str+ d6.
  •	
  Poison (-4): Paralysis. 
  •	
  Size +2: Mega spiders are about the size of a small 
  horse.
  •	
  Wall Walker: Can walk on vertical surfaces at Pace 8.
  •	
  Webbing: Mega spiders can cast webs from their 
  thorax the size of the Medium Burst Template. This 
  is a Shooting roll with a range of 4/8/16. Anything in 
  the web must cut or break their way free (Toughness 
  8). Webbed characters can still fight, but all physical 
  actions are at -4.
  Terror Monkeys
  Before the Great War, TransGenome conducted many 
  genetic experiments on rhesus monkeys before testing 
  them on humans. When the War came, enough of these 
  monkeys escaped that they became a stable breeding 
  population.
   
  Because of their proximity to TransGenome and 
  their history as test subjects, these monkeys display 
  a hodgepodge of genetic traits, like poison, spins, or 
  armored plates, however some mutations seems to have 
  become a standard part of their genetic code. Before the 
  war, TransGenome was working on therapy that could 
  make humans immune to the primal effects of fear. This 
  treatment worked and has caused the monkeys to be 
  extremely aggressive toward just about everything. They 
  have also developed limited psionic powers they can use 
  to communicate with each other empathically, and to 
  psychically flood their foes’ minds with fear.
  Attributes: Agility d12, Smarts d6 (A), Spirit d8, Strength 
  d6, Vigor d6. 
  Skills: Climbing d12, Fighting d8, Notice d6, Stealth d8
  Pace: 6; Parry: 5; Toughness: 4
  Special Abilities
  •	
  Bite: Str+d4.
  •	
  Empathic Link: Terror monkeys communicate 
  empathically with other terror monkeys within 20”. 
  This is a non-verbal form of communication, but 
  allows the monkeys to effectively coordinate their 
  attacks.
  •	
  Mutations: Terror monkeys often have other strange 
  mutations that set them apart. Roll 1d8 and consult 
  the table below:
  1. No other mutation.
  2. Large: The monkey is size 0. Increase Toughness 
  by one and bite damage by one die type.
  3. Poison: Bite delivers venomous poison.
  4. Quills: An adjacent character who hits the monkey 
  must make an Agility test or suffer 2d4 damage.
  5. Fast: The monkey has a pace of 10 and uses a d10 
  for its run die.
  6. Armored: The monkey gains +2 Armor.
  7. Horrifying: When the monkey uses its terrorize 
  ability, those who fail the test are Panicked rather 
  than Shaken.
  8. Roll again twice.
  •	
  Size -1: Terror monkeys are half the size of humans.
  •	
  Terrorize: As an action the terror monkey can 
  empathically induce Fear in its foes. Any enemies the 
  monkey is aware of within 12” must make a Spirit test 
  or be Shaken. Those who fail must also make a Vigor 
  role or take one level of Fatigue for the duration of 
  the encounter. Those who roll a natural 1 on their 
  Spirit die (regardless of the Wild Die) must roll on 
  the Fright Table in the core rulebook. Up to five 
  terror monkeys can cooperate on this attack. Every 
  additional monkey beyond the first imposes a -1 
  penalty to the Spirit and Vigor tests.
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  As described on page, 59, you can use the following 
  random encounter tables to see if your players discover 
  anything unexpected while traveling through the world 
  of Broken Earth.
  Jokers
  Helpful Wild Card: The heroes encounter a helpful (or at 
  least non-hostile) Wild Card NPC, traveling with 1d6-
  1 extras (this die can Ace). Choose an NPC from the 
  community closest to the heroes’ current location. If 
  none are nearby, you may use one of the wandering 
  NPCs, or make your own (possibly just a Wild Card version 
  of another type of character).
   
  Hostile Wild Card: The heroes are attacked by an 
  enemy Wild Card assisted by 1d6–1 extras (this die can 
  Ace). Choose an antagonist from the community closest 
  to the heroes’ current location. If none are nearby, you 
  may use one of the wandering NPCs, or make your own 
  (possibly just a Wild Card version of another type of 
  character). This might even be a Wild Card version of a 
  mutant animal.
  Clubs
  Lingering Radiation: The heroes are exposed to radiation, 
  possibly leftover from the Great War, or improperly stored 
  nuclear waste. They must pass a Vigor test or suffer one 
  level of Fatigue. A creature incapacitated by this minor 
  radiation poisoning has a Long-Term Chronic, Minorly 
  Debilitating disease.
   
  High Tech Booby Trap: These include mines (see core 
  rulebook), automated laser turrets (Shooting 1d10, 
  3d6 damage, Toughness 6), or guns rigged to tripwires 
  (Shooting 1d8, damage by gun). Whichever character is 
  on point can attempt a Notice test -2 to detect the booby 
  trap before it activates.
   
  Whoever crafted the trap may be nearby, or might be 
  long dead.
   
  Primitive Booby Trap: These are traps such as covered 
  pits (Agility test or 2d6+2 damage), rope snares (Agility 
  test or immobilized until freed), or deadfalls (Agility test 
  or 3d6 damage). Whichever character is on point can 
  attempt a Notice test to detect the booby trap before it 
  activates.
   
  Whoever crafted the trap may be nearby, or might be 
  long dead.
   
  Barrier: The heroes encounter a barrier impeding 
  their travel. This might be fallen bridge, a massive sink 
  hole, or a steep slope. Whatever it is, it takes the group an 
  extra 1d4 hours to travel around it.
  Hearts
  Traders: The heroes meet a trader and 1d6 guards or 
  traveling companions. The traders are likely to be willing 
  to trade useful goods with the heroes, and may have 
  rumors from nearby communities. (Use the stats for a 
  Wright family member on page 103, but remove the 
  Wright Family Edge if not on the trading circuit.)
   
  Scrappers: A group of 1d6 scrappers looking for 
  nearby ruins to salvage from, or coming back from a find. 
  If coming back, they might sell to the characters. (Use the 
  stats for scrappers on page 104.)
   
  Isolated survivors: The heroes find 1d6 isolated 
  survivors who are living by themselves as best they can. 
  They might be convinced to join the group’s community 
  with a Persuasion test.
   
  Hunters: A hunting party of 1d4+1 hunters in search 
  of game. They might be willing to give the heroes 
  Appendix Alpha: Random Encounters
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  information about the surrounding terrain. (Use the stats 
  for Axe Tribe members or rangers on page 91 and 92.)
   
  Farmers: A family of 1d6 farmers living in a house and 
  growing food on the nearby land. They may trade food to 
  the characters in exchange for useful items. (Use the stats 
  for farmers on page 108.)
   
  Patrol: An armed patrol of 2d6 soldiers from either 
  the Green Empire or Geneva (depending on the group’s 
  location). They stop the heroes to question them, but 
  unless the heroes provoke the patrol or are in the middle 
  of something illegal, they let the heroes pass by. (Use the 
  stats for Knights of Geneva on page 141 or elite slavers 
  on page 74.)
   
  Escaped Slaves: The heroes meet 1d4 former slaves 
  escaped from the Green Empire. Depending on the 
  heroes’ demeanor, the slaves might flee from them or ask 
  for help. (Use the stats for farmers on page 108.)
  Diamonds
  Useful Item: The heroes find a useful item. Have them 
  draw another card and consult the Useful Item table on 
  page 41.
   
  Perserved Food Stash: A large stockpile of preserved 
  food, probably canned or freeze dried before the War. It’s 
  worth 1d6 Food (or 7d6 times ten days of food for the 
  characters). It might be difficult to transport. 
   
  Major Scrap: The heroes come across ruins that have 
  a lot of useful scrap. They can harvest (by themselves or 
  as a community task) a total of 3d6 Build at a rate of 1d6 
  Build per week (both these rolls can Ace).
   
  Minor Scrap: The heroes discover some ruins with a 
  little useful scrap. They can harvest (by themselves or as a 
  community task) a total of 1d8 Build at a rate of 1d4 Build 
  per week (both these rolls can Ace).
  Wright Town Trade Circuit 
  Red Joker
  Friendly Wild Card
  Black Joker
  Hostile Wild Card
  Ace of Clubs
  Lingering Radiation
  King of Clubs
  High Tech Booby Trap
  Queen of Clubs
  Primitive Booby Trap
  Jack of Clubs
  Obstacle
  Ace of Hearts
  Traders
  King of Hearts
  Scrappers
  Queen of Hearts
  Hunters
  Jack of Hearts
  Farmers
  Ace of Diamonds
  Useful Item
  King of Diamonds
  Preserved Food Stash
  Queen of Diamonds Major Scrap
  Jack of Diamonds
  Minor Scrap
  Ace of Spades
  Raiders
  King of Spades
  Burst Wolves
  Queen of Spades
  Wolves/Feral Dogs
  Jack of Spades
  Cracker
  Ten of Spades
  Spiders
  Nine of Spades
  Roaches
  Eight of Spades 
  Dreek
  North Woods
  Red Joker
  Friendly Wild Card
  Black Joker
  Hostile Wild Card
  Ace of Clubs
  Lingering Radiation
  King of Clubs
  High Tech Booby Trap
  Queen of Clubs
  Primitive Booby Trap
  Jack of Clubs
  Obstacle
  Ace of Hearts
  Traders
  King of Hearts
  Scrappers
  Queen of Hearts
  Isolated Survivors
  Jack of Hearts
  Hunters
  Ten of Hearts
  Farmers
  Ace of Diamonds
  Useful Item
  King of Diamonds
  Preserved Food Stash
  Queen of Diamonds
  Major Scrap
  Jack of Diamonds
  Minor Scrap
  Ace of Spades
  Raiders
  King of Spades
  Ghost Cat
  Queen of Spades
  Tiger
  Jack of Spades
  Bear
  Ten of Spades
  Burst Wolves
  Nine of Spades
  Wolves/Feral Dogs
  Eight of Spades 
  Cracker
  Seven of Spades
  Spiders
  Six of Spades
  Roaches
  Five of Spades
  Ants
  Four of Spades
  Night Haunts
  Three of Spades
  Dreek
  Two of Spades
  Feral Cats
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  Spades
  Raiders: A band of 2d6 human(ish) raiders attack the 
  heroes or demand payment under threat of violence. 
  (Use the stats for raiders on page 114.)
   
  Ghost Cat: A single ghost cat (see page 153) stalks 
  the party. It waits until one of them is alone (off hunting, 
  answering the call of nature, etc.) before striking.
   
  Tiger: A lone tiger stalks the party, but waits until one 
  hero is alone to strike. (Use the stats for a lion in the core 
  rulebook.)
   
  Bear: The heroes stumble upon a bear. If careful they 
  might avoid provoking it. (See the core rulebook for 
  stats.) 
   
  Burst Wolves: A pack of 2d6 burst wolves (see page 
  151) target the heroes and attack them. 
   
  Wolves/Feral Dogs: A pack of 3d4 wolves or feral dogs 
  attack the heroes. (Use the stats for dog/wolf in the core 
  rulebook.)
   
  Cracker: If on water, a pod of 1d6 crackers (see page 
  151) ambush the heroes. If on land they encounter a 
  similar number, but the group can likely avoid them if 
  they choose.
   
  Spiders: The character on point must make a Notice 
  test at -2 or become trapped in a web (see page 120) as 
  1d6 giant spiders (core rulebook) and a 25% chance of a 
  mega spider (see page 155) attack the heroes. 
   
  Roaches: Giant roaches out scavenging for food come 
  upon the heroes. There are 2d4 giant roaches (see page 
  154) and a 50% chance of 1d4 mega roaches (see page 
  155).
   
  Ants: A platoon of 2d8 giant ants (see page 151) is 
  searching for food, and they swarm the heroes. 
  Green Empire
  Red Joker
  Friendly Wild Card
  Black Joker
  Hostile Wild Card
  Ace of Clubs
  Lingering Radiation
  King of Clubs
  High Tech Booby Trap
  Queen of Clubs
  Primitive Booby Trap
  Jack of Clubs
  Obstacle
  Ace of Hearts
  Traders
  King of Hearts
  Scrappers
  Queen of Hearts
  Escaped Slave
  Jack of Hearts
  Patrol
  Ten of Spades
  Farmers
  Nine of Spades
  Farmers
  Ace of Diamonds
  Useful Item
  King of Diamonds
  Preserved Food Stash
  Queen of Diamonds
  Major Scrap
  Jack of Diamonds
  Minor Scrap
  Ace of Spades
  Raiders
  King of Spades
  Ghost Cat
  Queen of Spades
  Tiger
  Jack of Spades
  Wolves/Feral Dogs
  Ten of Spades
  Roaches
  Nine of Spades
  Ants
  Eight of Spades 
  Dreek
  Seven of Spades
  Feral Cats
  Forsaken Lands
  Red Joker
  Friendly Wild Card
  Black Joker
  Hostile Wild Card
  Ace of Clubs
  Lingering Radiation
  King of Clubs
  High Tech Booby Trap
  Queen of Clubs
  Primitive Booby Trap
  Jack of Clubs
  Obstacle
  Ace of Hearts
  Scrappers
  King of Hearts
  Lone Survivor
  Queen of Hearts
  Hunters
  Ace of Diamonds
  Useful Item
  King of Diamonds
  Preserved Food Stash
  Queen of Diamonds
  Major Scrap
  Jack of Diamonds
  Minor Scrap
  Ace of Spades
  Raiders
  King of Spades
  Raiders
  Queen of Spades
  Ghost Cat
  Jack of Spades
  Tiger
  Ten of Spades
  Burst Wolves
  Nine of Spades
  Wolves/Feral Dogs
  Eight of Spades 
  Cracker
  Seven of Spades
  Spiders
  Six of Spades
  Roaches
  Five of Spades
  Ants
  Four of Spades
  Night Haunts
  Three of Spades
  Dreek
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  Night Haunts: A pack of 2d4 night haunts (page 154) 
  drop down on the heroes and attack them. 
   
  Dreek: The heroes encounter a herd of 2d8 dreek (see 
  page 152). Unless provoked they are easy to avoid. 
   
  Feral Cats: A family of 1d6 feral cats. They don’t attack 
  unless they have no choice, and are more of a nuisance 
  than anything else. (Use the stats for cats in the core 
  rulebook.)
  Monster Country *
  Red Joker
  Friendly Wild Card
  Black Joker
  Hostile Wild Card
  Ace of Clubs
  Lingering Radiation
  King of Clubs
  High Tech Booby Trap
  Queen of Clubs
  Primitive Booby Trap
  Jack of Clubs
  Obstacle
  Ace of Hearts
  Isolated Survivors
  King of Hearts
  Isolated Survivors
  Ace of Diamonds
  Useful Item
  King of Diamonds
  Useful Item
  Queen of Diamonds
  Food Stockpile
  Jack of Diamonds
  Major Scrap
  Ten of Diamonds
  Major Scrap
  Nine of Diamonds
  Minor Scrap
  Eight of Diamonds
  Minor Scrap
  Ace of Spades
  Dragon
  King of Spades
  Ghost Cat
  Queen of Spades
  Lion
  Jack of Spades
  Bear
  Ten of Spades
  Burst Wolves
  Nine of Spades
  Wolves/Feral Dogs
  Eight of Spades 
  Cracker
  Seven of Spades
  Spiders
  Six of Spades
  Roaches
  Five of Spades
  Ants
  Four of Spades
  Night Haunts
  Three of Spades
  Drones
  Two of Spades
  Terror Monkeys
  *Draw twice the number of normal cards in Monster 
  Country.
  Geneva and Scrap City 
  Red Joker
  Friendly Wild Card
  Black Joker
  Hostile Wild Card
  Ace of Clubs
  Lingering Radiation
  King of Clubs
  High Tech Booby Trap
  Queen of Clubs
  Primitive Booby Trap
  Jack of Clubs
  Obstacle
  Ace of Hearts
  Traders
  King of Hearts
  Scrappers
  Queen of Hearts
  Isolated Survivors
  Jack of Hearts
  Hunters
  Ten of Hearts
  Farmers
  Nine of Spades
  Escaped Slaves
  Eight of Spades
  Patrol
  Ace of Diamonds
  Useful Item
  King of Diamonds
  Preserved Food Stash
  Queen of Diamonds
  Major Scrap
  Jack of Diamonds
  Minor Scrap
  Ace of Spades
  Raiders
  King of Spades
  Synths
  Queen of Spades
  Wolves/Feral Dogs
  Jack of Spades 
  Cracker
  Ten of Spades
  Spiders
  Nine of Spades
  Roaches
  Eight of Spades
  Ants
  Seven of Spades
  Night Haunts
  Six of Spades
  Dreek
  Five of Spades
  Feral Cats
   
  Dragon: A single dragon (see page 151) attacks the 
  heroes. 
   
  Terror Monkeys: A troop of 2d6 terror monkeys (see 
  page 155) attempts to drive off the characters
   
  Drones: A small band of 1d6 drones. For each drone 
  roll 1d6. 1–2: Hummingbird (page 152); 3: Falcon (page 
  153); 4–5: Lynx (page 153); 6: Tiger (page 153). 
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  Apprentice Healer
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Boating d4, Fighting d4, Healing d8+2, Knowledge 
  (Nature) d6, Notice d6, Persuasion d6, Psionics d8, 
  Shooting d4, Survival d6, Tracking d4
  Charisma: —; Pace: 6; Parry: 5; Toughness: 5
  Hindrances: Pacifist (Minor), Vow (Heal all in need)
  Edges: Arcane Background (Psionics), Healer
  Gear: Staff (Str+d4), sling (4/8/16, Damage Str+d4), 
  herbal remedies, personal goods.
  Arcane Powers: 10 Power Points, darksight:, healing, 
  succor
  Axe Tribe Members
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Boating d6, Fighting d4, Knowledge (Nature) d6, 
  Notice d6+2, Shooting d6, Survival d6, Swimming d6, 
  Tracking d6
  Charisma: —; Pace: 6; Parry: 4; Toughness: 5
  Edges: Alertness
  Hindrances: Illiterate
  Gear: Bow (12/24/48, Damage 2d6), axe (Str+d6), 
  personal goods.
  ‘Canics
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, 
  Vigor d4
  Skills: Driving d6, Healing d4, Knowledge (technology) 
  d8, Lockpicking d8, Notice d6+2, Repair d8, Shooting d6
  Charisma: —; Pace: 6; Parry: 2; Toughness: 4
  Hindrances: Curious
  Edges: Alertness
  Gear: Light automatic pistol (12/24/48, Damage 2d6, AP 
  1), dagger (Str+d4)
  Caravan Guards
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidate d6, Notice d8, Shooting d8, 
  Survival d6, Riding d6
  Charisma: —; Pace: 6; Parry 6; Toughness 8 (2) or 10 (4) 
  against bullets.
  Hindrances: Loyal
  Edges: Brawny
  Gear: Kevlar vest (+2/+4 vs. bullets), long sword (Str+d8), 
  hunting rifle (24/48/96, Damage 2d8, AP 2).
  Appendix Beta: Generic Stats
  Council Member
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d8, Strength d4, 
  Vigor d6
  Skills: Healing d6, Investigation d8, Knowledge 
  (Agriculture) d6, Knowledge (Pre-War History) d8, 
  Knowledge (Technology) d8, Persuasion d10
  Charisma: +2; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Loyal
  Edges: Charismatic
  Gear: Various.
  Elite Slaver
  Race: Human
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d6, Riding 
  d4, Shooting d8, Throwing d6
  Charisma: -2; Pace: 6; Parry: 8; Toughness: 13 (6)
  Hindrances: Greedy (Minor), Mean
  Edges: Block, Brawny, Combat Reflexes, Frenzy
  Gear: Assault rifle (24/48/96, Damage 2d8, AP 2), light 
  automatic pistol (12/24/48, Damage 2d6, AP 1), three 
  grenades (5/10/20, Damage 3d6), longsword (Str+d8), 
  infantry battle suit (+6), various miscellaneous goods.
  Farmers
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d4, Healing d4, Knowledge (Agriculture) 
  d8, Notice d6, Survival d4
  Charisma: —; Pace: 6; Parry: 4; Toughness: 5
  Hindrances: Illiterate
  Edges: —
  Gear: Various.
  Illuminated
  Race: Human
  Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Intimidation d6, Knowledge 
  (Technology) d8, Notice d8, Repair d8, Shooting d8
  Charisma: —; Pace: 6; Parry: 8; Toughness: 6 (1)
  Hindrances: Curious
  Edges: Mr. Fix It
  Gear: Light automatic Pistol (12/24/48, Damage 2d6, AP 
  1), spear (Str+d6), leather armor (+1).
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  161
  Knight of Geneva
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d10, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d6, Riding 
  d10, Shooting d6, Survival d4
  Charisma: —; Pace: 6; Parry: 8; Toughness: 10 (3)
  Hindrances: Code of Honor, Loyal, Vow (to protect 
  Geneva)
  Edges: Block, Brawny, Counterattack
  Gear: Long sword (Str+d8), crossbow (15/30/60, Damage 
  2d6, AP 2), dagger (Str+d4), full plate (+3), steel helmet 
  (+3), war horse.
  Monkey Men
  Race: Simian
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Climbing d10, Fighting d8, Intimidation d6, 
  Knowledge (Technology) d4, Notice d6, Throwing d8, 
  Tracking d4
  Charisma: —; Pace: 6; Parry: 8; Toughness: 7(1)
  Hindrances: Illiterate, Less Educated
  Edges: Acrobatic, Low-Light Vision, Natural Climber
  Gear: Spear (3/6/12, Damage Str+d6), leather armor (+1)
  Novice Wizard
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Healing d6, Knowledge (Psionics) d8, Persuasion 
  d6, Psionics d8, Riding d6, Taunt d6
  Charisma: —; Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Curious
  Edges: Arcane Background (Psionics)
  Gear: Staff (Str+d4).
  Psionic Powers: 10 Power Points, armor, bolt, healing
  Pirates
  Race: Human
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Boating d8, Climbing d6, Fighting d8, Intimidation 
  d8, Shooting d8, Swimming d6
  Charisma: —; Pace: 6; Parry: 6; Toughness: 6
  Hindrances: Greedy, Illiterate
  Edges: Ambidextrous, Two-Fisted
  Gear: Dagger (Str+d4), long sword (Str+d8), flintlock 
  pistol (5/10/20, Damage 2d6+1), leather armor (+1).
  Raiders
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d8, Notice d6, Riding d8, 
  Shooting d8, Stealth d6, Survival d6, Tracking d6
  Charisma: -2; Pace: 6; Parry: 6; Toughness: 8 (1)
  Hindrances: Bloodthirsty, Mean, Wanted (Minor)
  Edges: Brawny, No Mercy, Steady Hands
  Gear: Bow (12/24/48, Damage 2d6), battle axe (Str+d8), 
  leather armor (+1), 20 arrows, quiver, horse, saddle.
  Rangers
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d6
  Skills: Boating d4, Fighting d6, Knowledge (Nature) 
  d6, Notice d6, Shooting d8, Survival d8, Swimming d4, 
  Throwing d4, Tracking d8
  Charisma: —; Pace: 6; Parry: 5; Toughness: 5
  Edges: Quick, Woodsman
  Hindrances: Illiterate, Loyal
  Gear: Bow (12/24/48, Damage 2d6), axe (Str+d6), leather 
  armor (+1), personal goods.
  Ravens
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, 
  Vigor d6
  Skills: Fighting d8, Intimidation d6, Knowledge 
  (Technology) d6, Notice d8+2, Shooting d8
  Charisma: —; Pace: 6; Parry: 6; Toughness: 6 (1)
  Hindrances: Illiterate, Stubborn
  Edges: Alertness, Dodge, Quick
  Gear: Bow (12/24/48, Damage 2d6), three daggers 
  (3/6/12, Damage Str+d6), leather armor (+1).
  Scrappers
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d4, Lockpicking d6, Notice 
  d8+2, Shooting d4, Stealth d6, Streetwise d6
  Charisma: —; Pace: 6; Parry: 6; Toughness: 5
  Hindrances: Poverty
  Edges: Alertness
  Gear: Spear (Str+d6), sling d4 (4/8/16, Damage Str+d4), 
  backpack.
  Sheltered
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Climbing d4, Healing d4, Knowledge (Agriculture) 
  d8, Knowledge (Computers) d6, Knowledge (Pre-War 
  History) d8, Notice d6, Persuasion d6
  Charisma: —; Pace: 6; Parry: 2; Toughness: 5
  Gear: Various.
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  162
  Slavers
  Race: Human
  Attributes: Agility d6, Smarts d4, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Intimidation d6, Notice d6, Shooting 
  d6, Stealth d8, Tracking d6
  Charisma: -2; Pace: 6; Parry: 5; Toughness: 6 (1)
  Hindrances: Greedy (Minor), Mean
  Edges: —
  Gear: Leather armor (+1), axe (Str+d6) or warhammer 
  (Str+d6), crossbow (15/30/60, Damage 2d6, AP 2), 20 
  bolts, rope (20 ft.)
  Spider Eaters
  Race: Human
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d8, Fighting d6, Notice d6, Shooting d6, 
  Survival d6, Stealth d10
  Charisma: —; Pace: 6; Parry 6 (1); Toughness 7 (2)
  Hindrances: Illiterate
  Edges: Ultra Immune System
  Gear: Bow (12/24/48, Damage 2d6), 20 arrows, spear 
  (Str+d6, reach 1), chitex armor (+2), 3 doses of spider 
  poison (paralysis). 
  Tin Men
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d8, Intimidation d6, Knowledge 
  (Technology) d6, Notice d8, Repair d6, Shooting d8
  Charisma: —; Pace: 6; Parry: 7; Toughness: 9 (3)
  Hindrances: Illiterate
  Edges: Block, Brawny
  Gear: Long sword (Str+dd8), crossbow (15/30/60, 
  Damage 2d6, AP 2), breastplate (+3).
  Town Militia
  Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Fighting d6, Notice d6, Shooting d6, Survival d6
  Charisma: —; Pace: 6; Parry 6 (1); Toughness 7 (1)
  Hindrances: —
  Edges: Brawny
  Gear: Leather armor (+1), spear (Str+d6, Reach 2), bow 
  (2d6), 20 arrows.
  Tribal Leaders
  Attributes: Agility d8, Smarts d6, Spirit d8, Strength d8, 
  Vigor d6
  Skills: Boating d6, Fighting d6, Intimidation d6, Notice 
  d6, Persuasion d8, Shooting d10, Survival d10, Throwing 
  d6, Tracking d6
  Charisma: —; Pace: 6; Parry: 5; Toughness: 5, 
  Edges: Command, Fervor, Marksman
  Hindrances: Vow (to protect tribesfolk)
  Gear: Battle axe d6 (Str+d8), two throwing axes (3/6/12, 
  Damage Str+d6), bow (12/24/48, Damage 2d6), leather 
  armor (+1), personal goods.
  Trogs
  Race: Human
  Attributes: Agility d10, Smarts d4, Spirit d6, Strength d6, 
  Vigor d8
  Skills: Fighting d6, Notice d8, Shooting d6, Stealth d10, 
  Survival d8, Tracking d8
  Charisma: —; Pace: 8; Parry: 6; Toughness: 6
  Hindrances: All Thumbs, Light Sensitivity, Illiterate
  Edges: Fleet Footed, Woodsman
  Gear: Atlatl (6/12/24, Damage Str+d6), spear d6 (Str+d6), 
  dagger (Str+d4), leather armor (+1).
  Trog Body Guards
  Race: Human
  Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, 
  Vigor d8
  Skills: Fighting d10, Intimidation d8, Notice d6, Stealth 
  d6, Survival d6, Throwing d8, Tracking d4
  Charisma: —; Pace: 8; Parry: 10; Toughness: 9 (2)
  Hindrances: Light Sensitivity, Illiterate, Loyal
  Edges: Block, Brawny, Counterattack, First Strike, Fleet-
  Footed, Improved Block
  Gear: Spear (Str+d6), battle axe (Str+d8), chain vest (+2).
  Wright Family Member
  Race: Human
  Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, 
  Vigor d6
  Skills: Gambling d6, Intimidation d6, Knowledge 
  (Geography) d6, Knowledge (Technology) d6, Persuasion 
  d8, Riding d4, Shooting d6, Streetwise d4
  Charisma: — Pace: 6; Parry: 2; Toughness: 5
  Hindrances: Stubborn, Vengeful (Minor)
  Edges: Wright Family
  Gear: Revolver, (12/24/48, Damage 2d6+1, AP 1), dagger 
  (Str+d4), Kevlar vest (+2), various other goods.
  Zombies
  Race: Freak
  Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, 
  Vigor d6
  Skills: Climbing d6, Fighting d8, Lockpicking d8, 
  Shooting d8, Stealth d8
  Charisma: —; Pace: 6; Parry: 6; Toughness: 7 (1)
  Hindrances: Loyal, Freakish, Not Built for Speed
  Edges: Radiation Resistance, Thief
  Gear: Short sword (Str+d6), hunting rifle (24/48/96, 
  Damage 2d8, AP 2), leather armor (+1).
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  163
  Reference
  The following books, movies, shows, and games have 
  all influenced Broken Earth in one way or another. They 
  may serve as inspiration for you as you run your game of 
  Broken Earth.
  Video Games
  The Fallout Series
  The Last of Us
  Wasteland (And likely the forthcoming Wastleand 2)
  I Am Alive
  Movies & Television
  Mad Max Trilogy (especially The Road Warrior)
  Walking Dead
  Children of Men
  I Am Legend
  Planet of the Apes
  Life after People
  The Twilight Zone
  Wall-E
  Books
  Always Coming Home, by  Ursula K. Le Guin
  The Stand, by Steven King
  The Road, by Cormac McCarthy
  Urban Atrophy, by Dan Haga
  States of Decay, edited by Daniel Barter and Daniel 
  Marbaix
  World War Z, by Max Brooks
  Online Game Aides
  These are online resources that can help you plan your 
  game, as well as some that you can use during the course 
  of play to enhance the game.
  Google Earth or Google Maps, to see where these 
  locations are in the real world.
  A Google Map showing the locations of the Phoenix 
  Stations
  Nukemap, to see the effects of nuclear war.
  A list of all the hydroelectric power stations in 
  Minnesota
  A map of nuclear power stations in the United Staes
  The Wright Family Tree
  A .pdf pamphlet about the Old Schoolhouse
  A text-to-speech program to simulate robotic voices
  Appendix Omega: Reference
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  164
  June 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  Summer 
  begins
  2
  Earliest invi-
  tation from 
  Bella
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  Great Gather-
  ing begins
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  Great Gather-
  ing ends
  29
  30
  May 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  2
  3
  4
  5
  6
  7
  “Metal bird” 
  flies over.
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  april 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  Earliest Bella’s 
  Scouts arrive.
  29
  30
  March 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  Spring begins
  2
  3
  4
  5
  The adven-
  ture begins
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
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  23
  24
  25
  26
  27
  28
  29
  30
  31
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  165
  OctOber 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  Rose Levey 
  gives birth
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  SepteMber 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  Fall begins
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  auguSt 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  Earliest invi-
  tation from 
  Bella
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  July 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  2
  3
  4
  5
  Latest Bella’s 
  scouts arrive 
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
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  February 2115
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  January 2115
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
  31
  DeceMber 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  Winter begins
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  Cody Wright 
  dies of exposure
  30
  31
  nOveMber 2114
  Sun
  Mon
  Tue
  Wed
  Thu
  Fri
  Sat
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  13
  14
  15
  16
  17
  18
  19
  20
  21
  22
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  24
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  28
  29
  30
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  167
  Community Name: ________________________________ Population______________
  Abilities: Economy ______, Morale ______, Force _______
  Edges
  Citizen 
   
   
   
  Community Benefit 
   
  PC Benefit
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  Resource 
   
   
   
  Community Benefit 
   
  PC Benefit
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  Building 
   
   
   
  Community Benefit 
   
  PC Benefit
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  Food ________________ 
  Build  _______________  
  Groups ______________
  Projects
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  Community Items of Note
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
  ____________________
  ____________________  
  ____________________  
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  ____________________
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  168
  Eagle Eye  69, 75
  Eco  134
  economic disparity  30
  Economy  40
  Edges  14
  Background Edges  14
  Combat Edges  15
  Community  41, 43
  Building  41, 45
  Biodiesel Refinery  134
  Citizen  41, 43
  Resource  41, 45
  Mutation Edges  16
  Professional Edges  17
  electronics  35
  Elite Slaver  160
  encounters  58
  random  59
  Europe  56
  Events  47
  Community  83
  exploration  39
  terrain  39
  Explorer  19
  Extreme Chemistry  37
  Extreme Radiation Resistance treatment  
  49, 77
  F
  farmers  108, 160
  farm station  64
  featured NPCs  12, 58
  Finnegan  117
  firearms  32
  Flora  117
  food  53
  Food (resource)  41
  Force  40
  forced march  39
  Forsaken Lands
  random encounters  158
  Fort McDaniel  143
  freaks  12, 49
  Freaky Town  30, 117
  Freya Erdrich  69
  fuel  34
  G
  game aides  163
  gear  31
  adventuring gear   35
  spider  113
  ammunition  34
  animals & tack  35
  armor  34
  chitex  113
  books  35
  electronics  35
  A
  Abdi Johnson  69
  A. C. Boyd  108
  adventuring gear  35
  spider  113
  Africa  55
  Agate  106
  Alpha, the  125
  ammunition  34
  Andy Romero  149
  animals  35
  Antarctica  56
  Anthony Wright  28
  ants, giant  124, 151
  apprentice healers  92, 160
  Apprentice Story Keeper  18
  Aria  108
  armor  34
  chitex  113
  Arthur Flores  141
  Asia  56
  Australia  56
  Axe Tribe  6, 24, 60, 89
  adventure introduction  60
  bands  25
  Ligfor  26, 89
  minor bands  26
  Missi  26, 89
  Santloose  25
  Bands
  minor bands  91
  councils  24
  history  24
  slang  26
  traditions  25
  funeral  25
  Great Gathering  25
  marriage  25
  vision quest  25
  world-wiew  26
  Axe Tribe members  91, 160
  B
  Baldur Anderson  91
  Bane Vanders  133
  Baxter K  123
  Bean  97
  Bel  144
  Bella  73
  Bella’s Expeditionary Force  72
  Ben Angel  116
  Bianca Lopez  141
  Billy  127
  Blaze  142
  Bloody Tom  109
  books  35, 163
  Brittney  146
  Build  41
  Building Edges  41, 45
  Biodiesel Refinery  134
  buildings  54
  Burlington  136
  burst wolf  151
  C
  calendar  57, 164
  ‘canics  160
  canics  74
  Captain “Blood Eye” Jones  95
  caravan guards  105, 160
  Carla Vizenor  89
  Cedar  134
  Central America  55
  ceramics  53
  characters  11
  concepts  11
  featured NPC  12
  races  12
  Chelsea Vang  70
  Children of the Dragon  142
  chitex  51, 113
  Citizen Edges  41, 43
  spider hunters  113
  clothing  54
  Cloud City  116
  Cody Wright  96
  community building  40
  Community Edges  43
  concrete  53
  Condor Black  136
  Corin  133
  council member  94, 160
  crackers  151
  Old Bart  112
  Crayon Levy  71
  Crossroads  134
  “Crusty” Pete Beargrease  106
  Culvaris  87
  currency
  Green Empire  131
  notes of credit  31
  Cyber-Ape  126
  D
  dark servants  81
  “Dastardly” Dave  87
  Dead Zone
  Locations  136
  Docks, the  135
  dragons  124, 151
  dreeks  152
  drone, falcon-class  153
  drone, hummingbird-class  152
  drone, lynx-class  153
  drone, tiger-class  153
  E
  Index
  joshua eaves (order #5668546)
  
  169
  firearms  32
  fuel  34
  pricing  31
  rarity  31
  super drugs  32, 36
  vehicles  32, 36
  weapons, hand  32
  weapons, ranged  33
  Geneva  144
  ghost cats  153
  glass  53
  Glen Lyons, Father  135
  Great Gathering  25, 98
  Green Empire  30, 131
  imprtant NPCs  131
  mutations  131
  random encounters  158
  Groups  42
  H
  Harmony Rose  131
  hatters  129, 130, 154
  hexes  39
  Hindrances  14
  Mutation Hindrances  14
  history  49
  Honea  104
  Hunter  20
  hydroelectric dams  88
  I
  Illuminated  146, 160
  Interludes  59, 64
  Iron Shelter  5, 27, 93, 100
  adventure introduction  62
  apprenticeship  27
  daily life  27
  democracy  27
  history  27
  Important NPCs  93
  rumors of return  28
  slang  28
  world-view  28
  J
  Jack Reynolds  93
  Jack Wright  103
  Jamiah Smith  107
  Jane  89
  Jasmine Farah  116
  Jazz  106
  Jed Wright  28, 84, 102
  Jessica Shaw  71
  John Hanson III  139
  John Malina  70
  Jordon Wright  97
  Jurg Steiner  128
  K
  Kain  105
  Kell the Dog-Man  86
  Kim Olsen  70
  Kingdom of Geneva  30, 139
  Knights of Geneva  140
  random encounters  159
  Wizards of Geneva  141
  Knights of Geneva  140, 161
  L
  Lake Town  144
  Land of Monsters  123
  Locations  39, 73
  Agate  106
  A Town of Webs  113
  Bel  144
  Bemidji Dam  88
  Burial Ground  117
  Burlington  136
  Byron Nuclear Generating Station  88
  Cedar  134
  Cedar Ridge Wind Farm  88
  City of Bones  116
  Clinic, the  118
  Cloud City  116
  Cody Wright’s Camp  96
  Crossroads  134
  Crystal Lake Wind Farms  88
  Daven  135
  Docks, the  135
  Dragon Den  124
  Duane Arnold Energy Center  88
  Eco  134
  Fon Du Lac Dam  88
  Fort McCoy  128
  Fort McDaniel  143
  Fort, the  109
  Freaky Town  117
  Geneva  144
  Grandfather Falls Dam  88
  Hills of Death  124
  Holiest of Statue of Palbun  92
  Illuminated  146
  Iron Shelter  93
  Jeffer’s Wind Farm  88
  Lake Town  144
  Ligfor Band Winter Home  92
  Mad City  129
  Madeline  106
  Melville  127
  Missi Band Winter Home  92
  Missile Silo  82
  Monkey Men  147
  Monster’s Ruins  105
  Monticello Nuclear Generating Plant  88
  Moose Town  109
  Mystery Cave  118
  New Tortuga  94
  Niagara Cave  119
  Ottumwa Dam  88
  Palbun’s Land  114
  Phoenix Station Chi  80
  Phoenix Station Delta  105
  Phoenix Station Mu  76
  Point Beach Nuclear Generating Station  
  88
  Prairie Island Nuclear Power Plant  88
  Prairie River Dam  88
  Psi  123
  Rapid Town  107
  Ravens  149
  Sand Town  108
  Santloose Band Winter Home  92
  Shady Oaks Wind Farm  88
  Shattered Encampment  93
  Slaver’s Fort  72
  Spider Eaters  113
  St. Anthony Dam  88
  St. Cloud Dam  88
  Stone Grove  94
  Survivor’s Camp  97
  Taconite Ridge Wind Farm  88
  Thomson Dam  88
  Tin Men  147
  Tower Town  145
  TransGenome  125
  Water  133
  Wright Town  102
  Zombies  149
  Loma  108
  M
  Madeline  106
  Maple  89
  Mara Hanson  140
  Mass Battles  59
  Maxwell Kross  132
  Melville  127
  Melvin  127
  Merc with No Name  21
  metal  52
  Monkey Men  147, 161
  Monster Country
  random encounters  159
  Moose Town  109
  Morale  40
  Mother of All Spiders  121
  movies  163
  Mr. Fix-It  68
  mutations  8, 14
  in the Green Empire  131
  Mutation Edges  16
  Mutation Hindrances  14
  N
  Neddit  142
  Nicky  96
  night haunts  154
  North America  55
  North Woods
  random encounters  157
  novice wizard  142
  Novice Wizard  161
  nuclear power plants  88
  O
  Obsidian  117
  Old Bart  112
  Old Schoolhouse  65, 107
  Owl  98
  P
  Paula  106
  Paul Pegahmagabow  89
  Phoenix Initiative  49
  Phoenix Intelligence  51, 78
  Phoenix Saga  75
  joshua eaves (order #5668546)
  
  170
  Phoenix stations  49
  Chi  80
  Delta  105
  Mu  76
  Psi  123
  pirates  109, 161
  Pirates  96
  plastic  53
  Plot Points
  A Visit from Jed Wright  84
  Balance of Power  150
  Bella’s Invitation  74
  Bella’s Scouts  74
  Bella’s War  75
  Bounty  111
  Clash of the Phoenixes  79
  Fermenting Rebellion  137
  Fighting the Phoenix  83
  Forging Alliances  85
  Freedom Run  138
  Friends in the Webs  120
  Great Gathering  98
  Meeting the Phoenix  75
  Missing Father  130
  Mother of All Spiders  120
  Opening the Iron Shelter  100
  Out of Fuel  101
  Phoenix Flight  78
  Pirate Troubles  109
  Rebuilding Mu  78
  Repairing the Missile Silo  82
  Roach King’s Dam  111
  Spelunking  122
  The Plane  110
  Thief in the Night  121
  To Slay a Dragon  145
  Turtle Soup  112
  Uniting the Survivors  98
  War with the Empire  138
  War with the Wrights  109
  Way out of Madness  130
  Whose Town Is This Anyway?  84
  population growth  47
  Powers  38
  Prodigal Malone  120
  Projects  42
  Psi  123
  Psionics  37
  R
  races  12
  freaks  12
  simians  13
  skills  14
  synths  13
  raiders  114, 161
  random encounters  59, 156
  random events  47
  rangers  92, 161
  Rapid Town  65, 107
  Old Schoolhouse  65
  rarity  31
  Raven McPhail  90
  Ravens  149, 161
  Reaper  111, 114
  reference  163
  religion  10
  Revealed  10
  Way of the Axe  10
  Resource Edges  41, 45
  resources  41
  Revealed  10
  roach, giant  154
  Roach King  111
  roach, mega  155
  roads  54
  Rocket Alexander  136
  Rose Levy  103
  Rusty  147
  S
  Sally Wright  103
  Samantha Vang  93
  Sand Town  108
  Sara the Butcher  85
  scavenging  40
  scrap
  flavorful  33
  harvesting  40
  notable items  41
  Scrap City  30, 146
  random encounters  159
  scrappers  104, 161
  Shadow Johnson  119
  sheltered  93, 161
  simians  13
  skills  14
  slang
  Axe Tribe  26
  Iron Shelter  28
  Wright Town  30
  slaver  68
  slaver, elite  74
  slavers  162
  South America  55
  spider eaters  113, 120, 162
  spider, mega  155
  Spined Society  117
  stone  53
  super drugs  32, 36, 37
  Super Science  37
  Super Scientist  22
  synth enforcers  81
  synths  13
  T
  tack  35
  Tamika Davis  135
  television  163
  terrain  39
  terror monkeys  155
  Alpha, the  125
  Tin Men  147, 162
  Tower Town  145
  town militia  105, 162
  Trade  31
  TransGenome  51, 125
  travel  39
  tribal leaders  92, 162
  Trog body guards  119, 162
  Trogs  118, 119, 162
  Twilight  107
  U
  Umbra  123
  V
  vehicles  32, 36, 39
  video games  163
  vision quests  25, 61
  W
  wandering Wild Cards  85
  Water  133
  Way of the Axe  10
  weapons  54
  weapons, hand  32
  weapons, ranged  33
  Web Terrain  120
  Wilhelm  147
  wind turbines  88
  winter  40, 48
  Wizards of Geneva  141
  world-view
  Iron Shelter  28
  world-views
  Axe Tribe  26
  Wright Town  30
  Wright Family  102
  Wright Family Cousin  23
  Wright family members  103, 162
  Wright Town  7, 28, 102
  adventure introduction  63
  community of loners  30
  corporate government  29
  economic disparity  30
  history  28
  Important NPCs  102
  random encounters  157
  world-view  30
  Z
  Zachary Erdrich  90
  Zander  149
  Zombies  149, 162
  joshua eaves (order #5668546)
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/Broken Earth/Savage Worlds - Broken Earth.pdf