TEXT: d20 Modern(tm) is a trademark of Wizards of the Coast, Inc., 
  a subsidiary of Hasbro, Inc., and is used with permission. 
  Dungeons & Dragons(R) and Wizards of the Coast(R) are 
  registered trademarks of Wizards of the Coast, Inc., a subsidiary 
  of Hasbro, Inc., and are used with permission.
  Copyright 2004 © RPG Objects.  All rights Reserved.
  Visit our web site at www.RPGObjects.com.
  BY 
  CHARLES RICE
  WWW.RPGOBJECTS.COM
  WWW.DARWINRPG.COM
   PLAYTESTING: 
  DOMINIC COVEY, CHRIS DAVIS, Chris Derner,, Chris 
  Hoover,  Ryan KellEy, Ethan Ripplinger, Aaron 
  Wiggins. 
  COVER: JEREMY SIMMONS
  MAPS: DOMINIC COVERY
  ARTWORK: AARON PANAGOS, JOHN LONGENBAUGH
  EDITING: CHRIS VAN DEELEN
  LAYOUT: CHRIS DAVIS
  
  2
  INTRODUCTION
  Welcome to The Fertile Crescent, 
  my own personal corner of 
  Dominic Covey’s magniﬁcent 
  Twisted Earth setting for Darwin’s 
  World. Since this book has been 
  (more or less) in the works for a few years, I thought 
  a little history might be in order as we prepare to 
  explore a new area of the world after the Fall. 
  In 2002 I discovered RPGNow. Here the word 
  “discover” is used in the same way in which 
  Columbus “discovered” America. RPGNow was 
  already around, making products and selling PDFs. 
  I just had no idea it was there. I was on my way 
  to India. Actually, I was looking for a good post-
  apocalyptic game for d20, something to allow me 
  to run the Gamma World campaign of my dreams. I 
  came across RPGNow and a book called Darwin’s 
  World. My ﬁrst PDF seriously spoiled me and my 
  campaign was up and running. 
  The mainline campaign setting was a little grimmer 
  than what I had in mind, so I decided to get all “do 
  it yourself” and homebrew.  I picked the area around 
  the Great Lakes, which hadn’t really been covered by 
  any books to date as the location for my campaign. I 
  decided to leave the lakes more or less intact, making 
  the campaign area a relatively fertile region, a place 
  where civilization might be reborn. Once I decided 
  to get all historical and call the region the Fertile 
  Crescent, after Mesopotamia, I knew I had a place 
  where heroes could make a difference. Maybe even 
  rebuild. 
  THE FERTILE CRESCENT
  
  3
  Around this time, I started talking to Dominic 
  and Chris at RPGObjects about my campaign and 
  bugging them to release it. They liked the idea and 
  although a lot of ideas went back and forth, I ended 
  up doing other things for them, including providing 
  some editorial help on Terrors of the Twisted Earth 
  and Metal Gods. Eventually I would make a book 
  with RPGObjects, then another, then dozens more, 
  starting with Blood and Space. The Fertile Crescent 
  was always just on the horizon but it never seemed to 
  ﬂoat up to the top of the list. In short we got busy. 
  When it came time for Darwin’s World 2nd edition, 
  I provided some mechanical help and ﬁgured that 
  was that. When I saw the map for the game though, 
  Dominic had marked the Fertile Crescent to Great 
  Lakes region. That was my ﬁrst signal that a gazetteer 
  of the area would eventually need to be done. 
  Eventually, Chris and I just decided to do it and the 
  area was ﬂeshed out. Since we needed an adventure 
  for GenCon, I decided to use that adventure (Feeding 
  Grounds) as an introduction to the setting. The ball 
  was rolling. 
  So here we are, nearly four years later and the 
  sun is ﬁnally rising on the Fertile Crescent. Will it 
  be an anecdote lost to history, uncovered by future 
  explorers? Or will it be a new beginning. That’s up 
  to you. Beyond the occasional adventure, my part is 
  mostly done. The Fertile Crescent is yours now and I 
  hope it brings you as much gaming fun as it did me. 
  ABOUT THE REGION
  CLIMATE
  Although the Fertile Crescent was 
  spared less direct nuclear strikes, 
  the region is still heavily irradiated and affected 
  by the overall warmer, drier climate of the Twisted 
  Earth. The closest analog in modern Earth to the 
  climate of the Fertile Crescent is that of the modern 
  African steppe with long cycles of drought followed 
  by short intense rains. A short season of powerful 
  rains swept through the region fed by the massive 
  lakes. This creates many large waterholes throughout 
  the region as well as feeding the numerous small 
  lakes scattered through the area. As the dry season 
  wears on, these watering holes gradually disappear 
  leading the many gronts and wild fraxx in the area to 
  gather in great numbers around the lakes, allowing 
  hunters and top predators to pick off the slow or the 
  inattentive. The top predators in the region are the 
  Howlcats, Buzzbees and Lake Dragons. 
  RAD BLIZZARDS
  Despite the overall warming of the climate, winter 
  does come to the Fertile Crescent and when it does, 
  it hits hard. Just as rainstorms sweep off the mighty 
  lakes during the warmer months, during winter 
  massive storms bringing blinding snow pound the 
  region. Worse these choking blankets of white and 
  cold bear extremely high rad content, making winter 
  a time of sickness and death, with a blanket of 
  radiation visited on the region.
  When accompanied by winds (when the snow is 
  falling or blowing) a Rad Blizzard bears a radiation 
  intensity of moderate to high (depending on the 
  strength and severity of the snowfall). Walking 
  through a snowfall has a radiation intensity of light 
  to moderate (one category lower than the storm that 
  deposited it). 
  NOTABLE FEATURES
  CROSSLAKE FERRY
  This ferry ran between Bastion 
  and Purity before the Fall and the 
  governments of the two cities have maintained the 
  ancient craft as a quick means of travel between the 
  two communities. A single passenger with one pack 
  can ride the ferry for as little as 25 cp. Traders can 
  transport up to 1,000 lbs of cargo for 250 cp. The 
  ferry can cross Lake Michigan in under 3 hours, 
  avoiding the quite dangerous trek south through 
  Chicago. The ferry is a massive boat, capable of 
  carrying 250 passengers and 44 tons of cargo. 
  OLD 31
  This road serves as Purity’s link to the Old 94 and is 
  exclusively maintained by the CrystalTime.
  OLD 41
  The ancient highway heads north from Bastion, 
  connecting it to the small villages of the Black Wolf 
  tribe, continuing further north to the town of Sentinel.
  OLD 94
  This ancient road has been actively maintained by 
  the people of the Fertile Crescent (most notably the 
  governments of Bastion and Purity) since the time of 
  the Fall and serves as the main land trade artery in the 
  region. It connects Bastion to the Feeding Grounds 
  in the south and it connects Bastion to Apolis in the 
  West. The Old 94 also curves around the southern 
  edge of Lake Michigan and continues to Troy. 
  
  4
  PLACES
  APOLIS
  Pre-war name: Minneapolis
  Estimated Population: 1,500 
  Nyr Men, 500 human craftsmen and tradesmen
  Ruling Faction: Nyr Men
  Background: Ritual Preservationist
  Skinball team: Apolis Silverbacks
  For much of the history of the Fertile Crescent, the 
  Nyr Men lived as nomadic tribals, hunting, gathering 
  and raiding the occasional town for supplies. All 
  of that changed when they encountered the Oracle. 
  By all accounts a human girl, her ability to predict 
  the future awed the Nyr Men, who follow her every 
  directive, serving her willingly. At her direction 
  not only have these brutes made peace with the 
  surrounding villages, they have taken the abandoned 
  dome of Apolis, cleared out the creatures that used to 
  inhabit the city and made it their own. 
  Recently artifacts and corium have been offered 
  in trade for local craftsmen to come and improve the 
  technology of the city and a growing number have 
  accepted these calls. The largest ongoing project 
  being supervised by these craftsmen (with the Nyr 
  Men providing the labor) is the repair of the Old 94. 
  This main artery of the Fertile Crescent region will 
  bring in a ﬂood of trade from Bastion and Purity 
  and make Apolis a major center for exploring areas 
  further west. 
  Another recent step taken by the Nyr Men at the 
  behest of their mysterious Oracle is the formation of 
  a Skin Ball team: the Apolis Silverbacks. 
  ADVENTURE HOOK: BOMBING RUN
  As one of the northernmost cities in the region, 
  Apolis sees more than its share of conﬂict with 
  the buzzbees when they emerge from their winter 
  hibernation. This summer has been especially bad, 
  with the buzzers pulling down parts of the dome to 
  drop on farmers in order to scare them away from 
  their ﬁelds, so the buzzers can go in and steal the 
  ripening crops. The city has put out a bounty on 
  buzzers, offering 50 cp for each carcass delivered 
  as well as 500 cp for proof that a nest has been 
  destroyed. 
  ADVENTURE HOOK: KING’S HIGHWAY
  Increased trafﬁc along the northern stretch of the 
  Old 94 also means increased raider activity. The 
  Highwaymen are recruiting, looking to increase their 
  presence on this newly reopened section of the Old 
  94. Do you have what it takes to be one of the few? 
  The Proud? The Highwaymen?
  BASTION
  Pre-war name: Milwaukee
  Estimated Population: 3,000 (2,000 transients 
  during the best of times, swelling to an estimated 
  10,000 transients during times of severe drought)
  Ruling Faction: Guardsmen
  Background: Visionary Reinventor
  Skinball team: Bastion Gronts
  The guiding light of the western side of the Great 
  Lakes, this city, along with Purity to east brought 
  the Fertile Crescent through the dark times in much 
  better shape than most regions of the Twisted Earth. 
  The fact that the two cities have ceased to cooperate 
  and seem to preparing to turn against one another is 
  like a dark cloud on the horizon for the entire region. 
  The modern history of Bastion begins when 
  the city was still called Milwaukee, in the days 
  immediately after the Fall. A young Wisconsin 
  National Guardsman, Pfc. William Whittaker, was 
  sent to take temporary military command of police 
  and emergency services in Milwaukee until such 
  time as reinforcements could be sent. They never 
  came. In the orgy of destruction that was the Fall, 
  the Midwest seemed spared almost by the hand of 
  God. No nuclear weapons struck the shores of the 
  Great Lakes or its mighty cities and the leaders 
  themselves seemed to forget about these cities as they 
  concentrated on the battles taking place at the edges 
  of the country over the east and west coasts. The 
  android round-ups and executions that were a fact 
  of life in so many other areas of the country simply 
  did not happen in the Midwest. This isn’t to say that 
  there were no threats to the region as the country fell 
  apart around it. Those threats came from without and 
  within: the chaos of war, the Pariahs and the Ghouls 
  being those best remembered from the city’s earliest 
  days.
  EARLY HISTORY: WHITTAKER TAKES COMMAND
  No one knows why the Midwest was spared so many 
  of the ravages suffered by the rest of the country. The 
  missiles did not target the great cities. The android 
  commanders and combat walkers all mysteriously 
  shut down in the early days of the conﬂict. Rather 
  than commanding the armies of man to their 
  destruction with “brilliant” battle strategies that used 
  human beings as cannon fodder or becoming the 
  threat themselves (more details on these events can 
  be found in the Metal Gods sourcebooks) the robots 
  of the Midwest went dormant early during the Fall 
  and remained that way for the length of the conﬂict. 
  The humans had to fend for themselves. 
  When Whittaker arrived to take command of 
  
  5
  Milwaukee, he found the city in chaos. Local 
  authorities were ill-equipped to manage ﬁre and other 
  emergency services during the best of times, used to 
  leaving such things to their android city managers. 
  During a crisis, they were worse than useless. As ﬁres 
  raged uncontrolled through the city, (most the result 
  of civilian rioting) the Mayor would stand before 
  the city manager AI pleading like a child for it to do 
  something. Whittaker advocated forgetting the robots, 
  even stripping them of their pumps to allow humans 
  to ﬁght the ﬁres. Such lunacy was not going to be 
  tolerated by the inebriated Mayor however. Stripping 
  the robots was madness! Any minute they would 
  reboot and begin to help the city recover from the 
  devastation. Whittaker was to be placed under arrest. 
  Stories vary about who it was that actually killed 
  the Mayor in those dark, early days. Many say it 
  was Whittaker himself while other writers, who see 
  Whittaker as a more benevolent ﬁgure, place the 
  blame at the feet of his second in command, Ofﬁcer 
  Growell of the local police (a somewhat menacing, 
  Iago-like conspirator in the stories that have come 
  down from those days). In reality who killed the 
  Mayor is moot. He was killed and Whittaker took 
  command. The dormant robots were stripped for 
  parts, water pumps, and energy cells, dismantled 
  to create cover or simply pushed into place to hide 
  behind. The decision had been made that humans 
  were not weak and did not need the robots to defend 
  them. 
  Over the course of several bloody weeks rioting 
  was put down by any means necessary. The jails 
  and asylums were emptied. Everyone, regardless of 
  their past histories would be given an equal chance 
  to help put down the chaos gripping the city. Anyone 
  who was found to be a destabilizing inﬂuence was 
  summarily sentenced to death and hung (bullets 
  being far too valuable to waste on an execution). 
  Oddly, the criminals and the insane were some of 
  the most effective men in Whittaker’s early regime. 
  It seemed these individuals were not cut out to ﬁt 
  in with the placid, drug-induced stupor preferred by 
  the governments of the day. They adapted quickly to 
  the vitality and decisiveness demanded by these new 
  times much more quickly than many of the “stable” 
  members of society who cracked under the strain. 
  Soon it seemed the entire city had been divided 
  into two camps: those who followed Whittaker and 
  those who followed the Pariahs. After a few tense 
  days of calm following the end of the last riot, with 
  the last rape gang swinging from the light poles on 
  East Clybourn Street that a confrontation was sparked 
  when the leader of the Pariahs demanded Whittaker 
  cede control of the government to God (meaning 
  the Pariahs). The federal government, represented 
  by Whittaker, had to be punished for bringing about 
  the apocalypse. Whittaker responded with his usual 
  reserve. His soldiers followed him as they always 
  had, without question. They had decided long ago 
  to follow him to their deaths and fulﬁll his promise 
  of no surrender and no defeat. He would rule until 
  relieved by a lawful representative of the government 
  of the United States and that was all there was to it. 
   
  THE PARIAHS
  The Pariahs had begun as a televangelist network in 
  the days before the Fall. Society had become debased 
  and debauched, they warned and soon God would 
  strike it down as he had Sodom and Gomorrah. Once 
  laughing stocks, the ranks of this group swelled in the 
  time of the Fall. They were proven right, it seemed. 
  God was back and he was angry. The Pariahs took it 
  upon themselves to punish the wicked, who consisted 
  of every man, woman and child. Sinners were stoned 
  to death. The faithful were to ﬂog themselves in 
  eternal penitence and all had to live by the Word 
  of God, according to the old laws of sacriﬁce and 
  ﬁdelity. 
  Having succeeded in putting an end to the initial 
  chaos and panic that gripped the city when he arrived, 
  Whittaker, along with his federalized police, ﬁre and 
  highway patrol units was not about to turn control of 
  the city over to religious fanatics. The ﬁght was quick 
  but brutal, with the Pariahs possessing an inhuman 
  glee about dying in support of their cause, believing 
  it guaranteed them entrance to Paradise and escape 
  from the hell of the world. Whittaker’s soldiers, for 
  their part, took no joy in their duty as they drove the 
  Pariahs out, hanging the thousands who preferred 
  death to exile.  
  WARRIORS
  Despite all their success, unifying the people of 
  Milwaukee into a bastion of order against the tide of 
  chaos sweeping all around them and driving out the 
  religious fanatics of the Pariahs, it soon seemed that 
  Milwaukee was to be dragged under like the rest of 
  the world. The soldiers on top of the newly-erected 
  walls built to defend the city watched tensely as 
  enormous troop formations of Chinese and Russian 
  soldiers headed into the area. This would be the battle 
  they could not win. Some swore, some gritted their 
  teeth in quiet desperation still others openly wept. 
  They had fought so hard, come so far and now it 
  was to be all for naught. Whittaker’s army that had 
  seemed so invincible against the rioting mobs and 
  the Pariahs looked like the ragtag force that it was 
  compared to this troop formation, tens of thousands 
  strong. They wore combat armor and carried 
  automatic riﬂes, while Whittaker’s men carried axes, 
  crowbars, pistols, even the occasional hunting riﬂe. 
  But as these hardened soldiers watched, each knew 
  in his heart that they were no match for this massive 
  wave of much-better armed soldiers. Still, they were 
  
  6
  determined to ﬁght to the bitter end. 
  Just when it seemed that all was lost, the massive 
  troop formation moved south, sparing Milwaukee as 
  it headed toward a much larger objective, Chicago. 
  Again the reasons that the invading Chinese and 
  Russian forces had not used tactics they used in 
  other areas (breaching the dome using crude but 
  effective orbital weapons platforms) and the reason 
  that the cyborg run defenders did not employ nuclear 
  weapons to vaporize the massive troop formations as 
  they had done in the cities of the east and west coast 
  is unknown. What is known is the aftermath, an event 
  that spelled doom for the armies seeking to capture 
  Chicago and almost spelled the end for the brave 
  defenders of Milwaukee: Ghouls. 
  THE GHOULS
  Whittaker and his guardians watched in tense silence 
  as the attackers penetrated the dome using heavy 
  industrial cutters and went inside. Since the dome 
  had not been directly attacked until that point the 
  populace within was like a ripe fruit ready to be 
  plucked. Advance scouts who had moved south far 
  enough to see what was happening described the 
  atrocities of the attackers as they raped, burned and 
  pillaged the residents of the dome city, helpless 
  without their robot defenders. And then something 
  happened. The scouts reported that the attacking 
  armies had gone from predator to prey. Something 
  was not only attacking them, it was eating them.
  For days the orgy of cannibalism continued as the 
  ghouls preyed on anyone unable or unwilling to run. 
  Unfortunately for the residents of Chicago this was 
  more apt to be them than their Chinese and Russian 
  attackers. The scouts reported grimly that a large 
  component of the Chinese forces had broken north, 
  heading up Highway 94 with a huge mob of ghouls 
  in pursuit. Soon it became evident, like a tidal wave 
  approaching from the sea, that Milwaukee, with the 
  walls of burnt out cars and stripped robot husks was 
  going to either be the shore which either broke that 
  wave or was swallowed by it. 
  Scouts were ordered to make contact with the 
  Chinese forces and offer them a deal: sanctuary 
  within the walls of Bastion in return for a joint 
  defense against the ghouls. There was considerable 
  debate about the wisdom of this decision, but 
  Whittaker knew that the city’s defenders, most 
  already ﬁghting exhaustion, starvation as well as 
  serious mental ailments related to post-traumatic 
  stress, stood absolutely no chance against the 
  combined numbers of the Chinese forces and the 
  ghouls. At any rate he had brought them this far and 
  the city’s beleaguered defenders were prepared to 
  follow him to the end. 
  THE SIEGE
  And so the gates were left open as the Chinese retreat 
  broke into a full gallop, attempting to gain as much 
  distance as possible from their pursuers. Soldiers 
  who fell behind were left behind and when it was 
  noticed that the ghouls would stop to mindlessly feed 
  on those who fell behind a number of rear-guard 
  soldiers suffered leg wounds inﬂicted by their fellow 
  soldiers. Still the lead was narrow and by the time all 
  the remaining Chinese soldiers were inside the crude 
  gate that protected the city the ghouls, frustrated and 
  seemingly mad with hunger began to clamber over 
  the walls behind them.
  Accounts of this battle, known to history as the 
  Siege of Milwaukee are scarce. Not many of the 
  city’s residents survived and most of those who 
  did spent their remaining days attempting to forget 
  the battle rather than recount it. It was not a battle 
  of glory or victory or strategy but one of simple 
  survival. In the early days ﬁghting the rape gangs, 
  the raiders and the insane Whittaker and his men 
  had constructed several concentric rings of defense, 
  walls that would allow them to retreat toward the city 
  center when they were outmanned or outgunned, to 
  force the enemy through narrow choke points where 
  ambushes could be arranged or simply to sleep in 
  peace while the chaos raged outside the areas they 
  controlled. 
  During the siege the defenders lost one wall after 
  another, retreating ever further into the interior of 
  the city. Eventually the defenders stood atop city 
  hall, their last wall breached, ﬁring down on the 
  ghouls that surrounded the building, climbing up its 
  walls, attempting no maneuver or strategy, simply 
  ﬁlled with a hunger that could not be slaked, a desire 
  to drag a single defender down to the street to be 
  consumed. 
  In the end it was only this mindless hunger that 
  allowed the city’s defenders to prevail as brave men 
  whose names have been lost to history willingly 
  jumped into the mass of ghouls, waiting until the 
  teeth were in their ﬂesh before exploding grenades 
  they carried, or simply allowing their comrades above 
  to kill a dozen ghouls for every one martyr who 
  jumped to the street below. Still, it was a near thing 
  and in the words of one veteran “if the dynamite had 
  run out God help us all”.
  Finally the ghouls had had enough and those who 
  did not die slipped away. Many moved into the 
  sewers or out into the surrounding countryside where 
  they remain a persistent problem to this day. 
  RISE OF THE MONGOLIANT HORDE
  As the city recovered from the siege, it seemed for a 
  time as if all their successes would lead to nothing. 
  For from the east came an army, just not the Army 
  of the Potomac led by the President they had been 
  hoping for. This army was composed of twisted 
  
  7
  giants, deformed bodies covered with eyes and ears 
  that blinked and twitched with perception. They were 
  the Titans of the East and everyone that tried to face 
  them had fallen (though of course not the President 
  who was lying in wait and waiting to strike back). 
  The armies of the Fertile Crescent region had been 
  reduced to a small, pitiful band by the siege and 
  other trials they had faced and it seemed now they 
  too would succumb and become a client state of the 
  Titans, like so many other cities further east. In the 
  end however, it was not military might but the power 
  of peace that resisted this unstoppable force. A new 
  group entered the area, led by a “fallen god” that 
  preached peace. This “movement” was able to resist 
  the Titans where others had failed. 
  And though their prophet would return to heaven as 
  mysteriously as he arrived, the movement would stay 
  in the area, tending the sick and protecting the weak 
  and the Titans’ power was broken forever.  
  THE LONG QUIET
  The fact that the succeeding decades could be 
  referred to as “quiet” can only be understood in 
  relation to what had come before. Raider gangs were 
  a persistent problem as were the inﬂux of refugees 
  who had heard about a “bastion” against the chaos 
  and savagery the broken and twisted land had 
  regressed to. 
  Politics within the city were as ﬂuid as they were 
  savage, with many of the region’s most powerful 
  groups calling Bastion home: the Guardsmen, the 
  Highwaymen, the Black Hand, the Coiled Dragon 
  and the Red Ladies all call the city home. At time the 
  competition between these groups throws the city 
  into turmoil despite the power and wealth that they 
  contribute to the city.
  To the south Chicago was still overrun with ghouls, 
  whose numbers only seemed to grow rather than 
  dwindle as time went on. The scouts watched the city 
  for decades, expecting the ghouls’ food supply to 
  dwindle and for them to turn on each other, reducing 
  their numbers to the point that valuable technology 
  could be looted from the city. But their numbers 
  inexplicably continued to grow and the city was 
  eventually permanently placed off-limits. 
  The environment too was an increasing problem 
  during the city’s infancy. Although spared a direct 
  nuclear strike which left it in much better condition 
  than most areas of the Twisted Earth, the Midwest 
  still suffered a “death by a thousand cuts” to its 
  environment as winds deposited fallout on the land 
  and the lakes with every storm. Soon the water was 
  unsafe to drink and only used by the desperate. The 
  city itself would have surely died had not contact 
  been established with the CrystalTime across the 
  lake, who seemed to control an almost limitless 
  supply of fresh water that they traded with the city. 
  CURRENT EVENTS
  Fast friends for many years, considered the twin 
  leaders of the Fertile Crescent, relations between 
  the CrystalTime and Bastion have suffered in recent 
  years. Bastion’s resident scientists, the Learned 
  discovered a way to repair the largely intact water 
  
  8
  treatment plant in the city. This allowed them to 
  run the plant in reverse of the way it was intended. 
  Originally the plant was designed to ﬁlter impurities 
  from the city’s waste to allow the water to be safely 
  dumped into the lake. Now the radiation-poisoned 
  water is let into the sewers from the lake and puriﬁed 
  so it can be used for the city’s needs. 
  The CrystalTime argued that the plant should be 
  administered by them and any excess water beyond 
  the city’s needs be theirs to sell. They pointed out 
  the many times they had provided the city with 
  water when it could not pay, sometimes for decades 
  until the city would have a large crop or make a 
  large ﬁnd of technology that it could trade to the 
  CrystalTime as a “partial payment”. The leaders of 
  Bastion counter-offered to agree on an amount of 
  corium or technology that the CrystalTime would 
  ﬁnd sufﬁcient to clear up any “back debt” and run 
  the plant themselves. The CrystalTime agreed to the 
  payments but were outraged when they learned the 
  city planned to make its payments by selling excess 
  water to the surrounding communities for less than 
  the CrystalTime charged, cutting the cartel out of 
  more than half its business.
  Since this falling out, which the residents of Purity 
  see as a betrayal and the residents of Bastion see as 
  simple survival, relations between the two cities have 
  become almost non-existent. Where citizens once 
  traveled freely across the bay to enjoy the idyllic 
  surroundings of Purity now only “ofﬁcial” trafﬁc of 
  traders and diplomats (and very little of either) travel 
  on the ferry across the lake between the two cities.  
  Each side has severely restricted trafﬁc of any kind 
  from across the lake and some caravans of each city 
  have been attacked for being on the “wrong side” 
  of the lake. Cities across the Fertile Crescent are 
  being pressured to pick sides and it seems conﬂict is 
  inevitable.
  PLACES OF INTEREST
  Bastion is home to many of the Fertile Crescent’s 
  wonders. Some sights that should be on any visitor’s 
  “must see” list are described below.
  THE TOWER OF LEARNING
  The home of the Learned, one of the most inﬂuential 
  factions of the region, the tower of learning is an 
  impressive display of their knowledge, wealth and 
  inﬂuence in the region. This mighty structure extends 
  hundreds of feet taller than the largest building in the 
  city, using architectural techniques beyond the grasp 
  of the city’s craftsmen. It houses the most extensive 
  library in the area, boasting written works hundreds 
  of years old and countless thousands more archived 
  in the massive computers that make up the upper 
  ﬂoors, which are strictly for the Learned elite.
  The tower boasts impressive defenses to protect the 
  Learned and their great library from both attack and 
  theft. The tower is surrounded by a high wall. Guards 
  patrol inside the wall and intruders are detected as if 
  by magic as soon as they scale the wall. Once inside, 
  any intruder who manages to avoid detection ﬁnds 
  that the doors to the tower are impossible to open. 
  The only way in seems to be open windows high 
  above the city. A few intrepid, would-be thieves have 
  made the climb without detection only to be burned 
  to a crisp by some unknown weapon.
  Although the upper levels boast beneﬁts only for 
  the organization’s members, the lower levels are 
  open to all during the day, for the Learned pride 
  themselves on helping their fellow man. Inside the 
  wall is a small park, maintained during the harshest 
  drought by unknown means. Children are encouraged 
  to come here and play, or attend the many classes 
  offered by Learned instructors inside the lower levels 
  of the tower. The teachings of the Learned contribute 
  greatly to the overall literacy of the Fertile Crescent, 
  as the Learned have established centers of learning, 
  called universities in many other cities throughout the 
  region. 
  STATUE OF ALLEGIANCE
  This statue of William Whittaker, the city’s most 
  famous resident shows him facing east, toward the 
  capitol of the quasi-mythical United States. He holds 
  his right hand over his heart, pledging allegiance to 
  the nation he fought and died for and forever awaiting 
  the return of his commander, the President. The statue 
  stands behind the Signal Monitoring Station, as if 
  Whittaker, even immortalized in stone, cannot be 
  very far from the source of any signal that his revered 
  leader might send.
  SIGNAL MONITORING STATION
  The SMS is maintained jointly by the Guardsmen and 
  the Highwaymen. This impressive radio receiving 
  station, carefully maintained since the days after the 
  Fall, waits for word from Whittaker’s leader, the 
  President of the United States. Unlike other military 
  leaders in the days since the Fall, Whittaker held 
  dear to the ideals of his nation to the end of his days 
  and always maintained that the return of a stable 
  government would ﬁnd him eager to relinquish 
  control of the city. The areas east of the Fertile 
  Crescent, where the President was said to reside, 
  were turned into a nuclear nightmare during the Fall.
  Initially a ﬂood of refugees came from the east but 
  their numbers quickly diminished over time. Most 
  of those who did make it as far as Bastion had to be 
  killed. Either they bore radiation sickness or diseases 
  so horrifying putting them out of their misery was a 
  courtesy or they had been twisted beyond recognition 
  into something less than human. Those who were 
  deemed safe to enter the city told horror stories 
  that seemed ripped from a madman’s musings, 
  
  9
  leaving even less hope of a return to power by the 
  government. 
  Over time the ﬂow of refugees stopped altogether 
  and soon even the radio signals on the military 
  frequencies monitored by the station ceased. Now, 
  inestimable years later, there is only static. 
  ADVENTURE HOOK: SABOTAGE
  An attempt to sabotage the city’s water treatment 
  plant has narrowly failed. The early evidence points 
  to agents of the CrystalTime as the likely culprit. 
  An investigation will reveal it to be the work of the 
  Pariahs, trying to set the two great cities against 
  one another. Can the PCs deliver the evidence to 
  Bastion’s ruling council in time?
  ADVENTURE HOOK: WATER WARS
  A vital ﬁltration unit has been found by a scav in the 
  ruins of Troy. This would allow Bastion to activate 
  a second water treatment plant, doubling the amount 
  of excess water the city can produce. Knowing the 
  agents of the CrystalTime would stop him and seize 
  the item, he hid it and came to Bastion to ask for 
  guards to help him smuggle it back to the city. Can 
  the PCs help the scav smuggle the artifact through the 
  heart of CrystalTime territory and bring it safely to 
  Bastion?
  ADVENTURE HOOK: FRIENDLY COMPETITION
  The increased wealth ﬂowing into the city has raised 
  the competition between Bastion’s many factions to 
  a fever pitch. A bar ﬁght between the Guardsmen and 
  the Coiled Dragon results in the death of one of the 
  Guardsmen. Later on, the killer, a young impetuous 
  member of the Coiled Dragon is found not guilty 
  due to a lack of evidence of malice (deaths during 
  bar ﬁghts being a not uncommon occurrence in the 
  region - the law requires proof of malice or intent to 
  kill before the ﬁght begins for it to be murder), the 
  Guardsmen and Highwaymen vow revenge. When 
  the killer, along with 6 members of his faction are 
  found hanging in the gallows, the Coiled Dragon take 
  to the streets and soon the city is in chaos as members 
  of the three factions, all of whom are charged with 
  keeping order in the city, engage in open warfare.
  BRICKTOP
  Pre-war name: Cleveland
  Estimated Population: 300
  Ruling Faction: Hospitlars
  Background: Ritual Preservationist
  Skinball team: Bricktop Radwolves
  All the ghoulish chicks with the blood on their 
  lips know, Bricktop rocks!
  -Chant of the Bricktop Radwolves
  Bricktop is known for the squat, ﬂat brick buildings 
  the citizens live in. These bricks are made from the 
  mud and radioactive silt of the might Clee Lake that 
  the city sits on the shores of. Apparently Clee Lake 
  was once smaller, as the ruins of the city Bricktop 
  used to extend into the water for almost two miles. 
  Bricktop has a large community of Mariners who 
  provide ﬁsh from the lakes to the city. The citizens of 
  the town make their living through hunting and also 
  through “mining” the intact railroad tracks that litter 
  the city. They trade these to the nearby town of Fort 
  Toll either by road or over the water (for the heavier 
  sections). 
  The citizens of Bricktop were simple hunter-
  gatherers, tribals like so many of the communities 
  throughout the Fertile Crescent until the arrival a 
  generation ago of the Hospitlars. It seemed Bricktop 
  possessed an almost completely intact hospital 
  that had been protected from looting by a powerful 
  security barrier. After securing the hospital they 
  offered the local tribesman healing in exchange for 
  food, and the health of the locals improved so much 
  that the tribe began to worship the “tower priests” 
  and begged them to take control of the community. 
  Although they did not wish to lead the community, 
  the Hospitlar priests feared the reaction of the locals 
  if they refused. Not that they had anything to fear 
  from them but they had no desire to use force to 
  stay and administrate the city’s hospital. Finally a 
  compromise was reached and the Hospitlars signed 
  a compact with the city. They would administrate 
  until such time as the local elders felt they were ready 
  to lead themselves. To hurry this process along, the 
  Learned were offered space in the hospital, where 
  they attempt to educate the tribals.
  Recently the Hospitlars introduced the 
  Bricktoppers to the sport of Skinball, hoping that 
  traveling and interacting with the other cities in 
  the region would speed their development. They 
  have taken to the sport with great relish and it is 
  impossible to travel through the city during the 
  day without seeing a group of children playing the 
  game in an empty ﬁeld or the ruins of an abandoned 
  parking lot. 
  ADVENTURE HOOK: THE ROAD TO NOWHERE
  The recent discovery of a large deposit of Corium 
  will put this sleepy village on the map, if the small 
  town can defend it from more powerful cities that 
  surround it. Purity, Fort Toll and Troy have all offered 
  to help “administrate” the mine, a thinly veiled threat 
  letting the residents know they can allow one of the 
  larger cities to take most of the Corium peacefully, 
  or have all of it taken by force. Only threats by the 
  Learned and the Hospitlars to withhold their services 
  from the threatening cities have stopped them from 
  
  10
  seizing the mine already. Laborers to work the mines 
  and warriors to defend the corium are needed in large 
  numbers. 
  CALDER
  Pre-war name: None (Rock Island, Newport and 
  Peninsula State Parks)
  Estimated Population: 500
  Ruling Faction: Mariners
  Background: Ritual Preservationist
  Skinball team: Calder Fraxx
  Calder is one of the only two ground settlements of 
  the Mariners (the other being North Shore), used as a 
  meeting place to share their catch with the merchant 
  clans of the Fertile Crescent. Although both cities are 
  run by the Mariner faction, they consider themselves 
  independent and deal with different merchant cartels. 
  Calder deals with the factions from the south, the 
  Fertile Crescent proper while North Shore is the 
  southern-most stop of caravans that serve the great 
  Canadian wilds. 
  ADVENTURE HOOK: THE BIG ONE
  The largest Lake Dragon in recent memory has 
  recently moved into the area. Even though the 
  mariners make their living hunting and harpooning 
  the huge beasts, this one has been the hunter, not 
  the prey. Several boats have disappeared and the 
  remaining mariners refuse to leave the shore, 
  bringing the economy of the small town to a halt. 
  Worse, the creature has been moving closer and 
  closer to shore in its drive to satisfy its insatiable 
  hunger. Warriors with no fear (and some heavy 
  ﬁrepower) are needed to bring the creature down and 
  quickly. 
  FEEDING GROUNDS
  Pre-war name: Chicago
  Estimated Population: From as low as 10,000 
  to as high as 100,000. Observers note that this city 
  literally teems with ghouls. The question of how so 
  many cannibals are feeding themselves and managing 
  to maintain not only a stable, but a growing, 
  population has not yet been answered.
  Ruling Faction: Ghouls
  Background: Visionary Reinventor
  Skinball team: Dome Vultures
  From the time of the Fall, the Feeding 
  Grounds have been both a looming 
  threat and a mystery to the people 
  of the Fertile Crescent. Since 
  the initial ghoul attack during 
  the ﬁnal war, the numbers of 
  ghouls inhabiting the enormous 
  metropolis to the south of 
  Bastion have slowly grown in 
  number. Scouts have attempted 
  to slip into the city, determining 
  how the ghouls are feeding 
  themselves without resorting to 
  cannibalizing their own but none 
  have ever returned.
  Recently, the ghouls also seem to 
  have been organizing, an event that sent 
  a stir through the region and prompted 
  Bastion to step up recruitment of 
  soldiers and highwayman patrols 
  have been ordered to venture 
  further south down 
  the Old 94. For their 
  part, the ghouls have 
  begun sending envoys to Bastion, claiming to have 
  civilized. Bastion has been receptive to these claims 
  and has even talked the other cities in the region 
  into allowing the ghouls to join in the local Skinball 
  tournament. Despite a general distaste of the 
  creatures, everyone understands the stakes. 
  The ghouls have never had an interest in 
  
  11
  the technology left behind by the ancients, making 
  the Feeding Grounds a bonanza of technological 
  wonders. On the other hand if provoked it is unlikely 
  that any city in the region could resist an attack by 
  the savage creatures. 
  ADVENTURE HOOK: DANGEROUS GAME
  As part of their effort to integrate themselves into 
  the region and be seen as just another sentient race, 
  the ghouls have begin to play Skinball against the 
  other cities of the Crescent. They have restored 
  the ancient stadium in the Feeding Grounds and 
  have offered many times to host a game, which the 
  other cities have understandably refused (especially 
  since merchants attempting to pass through the city 
  disappear on a regular basis). But the ghouls have 
  guaranteed the safety of any visiting teams and 
  Bastion has agreed to play the Vultures at home. 
  But the city has another agenda: they are sending a 
  group of spies in during the game to determine the 
  source of the ghouls food supply. It is hoped that the 
  majority of the city’s residents will be watching the 
  game and that the streets will be relatively deserted. 
  After completing their mission the PCs should leave 
  the city themselves by the quickest means possible. 
  The PCs will be given a radio to call for help but are 
  warned that no assistance can be given while they 
  are inside the city. It must not be discovered that they 
  abused the ghouls’ offer of hospitality; if the PCs 
  are attacked or captured they must appear as scavs 
  attempting to plunder the city’s riches.
  ADVENTURE HOOK: BIG GAME
  As an alternate to Dangerous game, this hook 
  casts the PCs as the intrepid Skinball team actually 
  playing the game. In a massive stadium surrounded 
  by thousands of shrieking ghouls, the PCs face off 
  against a team of bloodthirsty opponents… literally. 
  The ghoul team plays to win, using every dirty trick 
  they can think of, including cheap shots when the 
  referee is distracted and psychological head games 
  (“did we mention the ghoul tradition that the winning 
  team dines on the losers”). 
  ADVENTURE HOOK: CAN’T STOP THE SIGNAL
  This takes place during the dangerous game 
  adventure. Should the PCs turn the radio on that 
  they were given by Bastion while they are within the 
  Feeding Grounds they will hear the following signal: 
  This is Eve. If anyone is out there, I am watching over 
  the children while they sleep. Some are changed and 
  I try to keep them asleep. The others are in danger 
  and there are fewer every day. Please help me. Help 
  the children. A smart PC can use the radio to home in 
  on the general location of the signal with a Computer 
  Use skill check (DC 25) but the signal is in the heart 
  of the city, the last place the PCs are likely to want to 
  go. Whether the PCs investigate themselves or simply 
  pass on the information to Bastion is up to them.  
  ADVENTURE HOOK: VOICES IN THE NIGHT
  Following the events described in Can’t stop the 
  signal, the Signal Monitoring Station (see Bastion) 
  has begun to monitor radio trafﬁc coming out of the 
  Feeding Grounds in an attempt to learn more about 
  the mysterious message overheard spies sent to 
  investigate the city. These attempts pay off through 
  the interception of mysterious, eerie conversations 
  between a man and woman that seem to date 
  from before the Fall. Although the transmissions 
  themselves are ordered kept secret, rumors about 
  the “ghost lovers” begin to circulate around the 
  city anyway. Establishing contact with one or more 
  of the voices, or tracing them to their source (one 
  comes from the Feeding Grounds, the other from 
  somewhere north of the city) would prove a challenge 
  for a technically gifted character or characters. The 
  SMS itself needs to be modiﬁed ﬁrst, not a politically 
  easy task to accomplish when dealing with one of 
  Bastion’s most holy relics (even the diversion of the 
  antenna away from the east for a few hours during the 
  night is a sensitive topic among the city elders).
  FORT TOLL 
  Pre-war name: Toledo
  Estimated Population: 1,000
  Ruling Faction: Militiamen
  Background: Radical
  Skinball team: Fort Toll Missiles
  Since the days of the Fall Fort Toll has been 
  controlled by a group of militant radicals known 
  as the Militiamen. For decades this faction would 
  disappear behind the walls of Fort Toll for as long 
  as a decade, only to reemerge and begin attacking 
  caravans from the surrounding villages. Of all the 
  settlements in the region, Fort Toll has a special 
  enmity for Bastion (the reasons for this are given in 
  the Militiamen faction information below). 
  In recent decades it seemed the Tollers were 
  calming down, being more open, actually bartering 
  for what they needed and even joining the local 
  Skinball tourneys. But the growing tension between 
  Purity and Bastion has reversed this trend, with Fort 
  Toll joining Purity in the hopes of ﬁnally laying 
  Bastion low. 
  The Tollers have not only been advocating 
  all-out war between Bastion and Purity, they are 
  also lobbying their new allies to take the Corium 
  mines from Bricktop. In short, the militants of this 
  community and its ruling faction are taking a bad 
  situation and making it worse.
  
  12
  ADVENTURE HOOK: HAIL TO THE CHIEF?
  The Bastion Guardsmen and Highwaymen pledge 
  allegiance daily to a long forgotten land thought 
  mythical by the majority of the residents of the Fertile 
  Crescent: the United States. They also claim to serve 
  the king of this mighty land known as the President. 
  Now the Tollers, along with the White Knights claim 
  to have found the President (or at least his rightful 
  heir) who bears, they say proof of his ofﬁce and his 
  station. Even though the truth seems ﬂimsy at best to 
  any educated observer, it resonates powerfully among 
  the majority of the residents of the Twisted Earth, 
  ﬁtting the tales they have heard of this mythical land 
  and its king. In this difﬁcult adventure the PCs must 
  use their knowledge of the ancients and diplomatic 
  skills to disprove this so-called President in a way 
  that the common folk will believe and accept. But 
  what do the PCs do if they realize this man really is 
  the President?
  NORTH SHORE
  Pre-war name: None (Fayette State Park)
  Estimated Population: 250 (though this ﬂuctuates 
  widely from as low as 50 at the height of winter to as 
  high as 500 at the height of trading season). 
  Ruling Faction: Mariners
  Background: Ritual Preservationist
  Skinball team: North Shore Nessies
  This community, which marks the northernmost edge 
  of the world as it is known the residents of the Fertile 
  Crescent is even smaller than its sister village, Calder. 
  This cold, desolate outpost is nall but abandoned 
  during the harsh winter months, with only a few 
  hardy hunters and ice ﬁsherman huddling together in 
  the warmest dwellings. At the height of the trading 
  season, when the tribals from the far north venture 
  down to trade pelts and furs for the well-designed 
  boats of the Mariners, this village’s population rivals 
  that of its southern neighbor Calder (in fact it’s a 
  popular saying in North Shore that the population of 
  North Shore during the warm trading season is the 
  population of Calder).
  ADVENTURE HOOK: THE THING
  The PCs travel to North Shore at the end of the winter 
  season to make contact with a trader said to bear an 
  artifact of great power found in the northern wastes. 
  When they arrive in the village they ﬁnd all those 
  who stayed the winter horribly killed by a terrible 
  creature (an Arctic Terror). While sorting through the 
  slaughter and attempting to identify the dead, as well 
  as give them a proper burial, the PCs discover that 
  the creature is still hiding in the largely abandoned 
  town. As the PCs try to track the creature through the 
  empty houses and shops of the small town, will they 
  be the hunter, or the hunted?
  PURITY
  Pre-war name: Muskegon
  Estimated Population: 5,000
  Ruling Faction: CrystalTime
  Background: Visionary Reinventors
  Skinball team: Purity Whitecoats
  Purity, Clarity, Integrity. Crystal Clear Water.   
  -The motto of the Crystal Time before the Fall.
  As the headquarters of the feared CrystalTime, as 
  well as the source of its power, Purity is one of the 
  largest, most opulent cities in the entire known world. 
  It may not be of the size of the legendary Styx, in fact 
  some scholars contend that Purity is the third largest 
  city in the region (behind the Feeding Grounds and 
  Bastion). Still the city lives up to its name with 
  brilliant white buildings, whitewashed monthly, clean 
  streets and a pampered citizenry (it is said that slaves 
  in Purity live as well as the wealthy of cities like 
  Sentinel and Fort Toll).
  Although perfectly capable of ruthlessness in the 
  cause of wealth and power (witnessed by the many 
  tribal clans that have been displaced from the small 
  lakes that dot the eastern side of Lake Michigan), the 
  CrystalTime has also done a lot of good for the region 
  rebuilding it from the horrors of war. As the two 
  cities move toward what seems to be an inevitable 
  showdown over which will be the dominant power 
  in the region, the normally calm leadership of both 
  cities seems wrapped up in “civic pride”, wanting 
  their home city to come out on top. 
  Knowing Bastion has been the dominant military 
  power in the region for decades; Purity has made 
  some unholy alliances, extending peace overtures 
  to the White Knights and the Fort Toll militia. 
  While this has strengthened their position relative 
  to Bastion’s militarily, it has also made it harder to 
  negotiate, since Bastion has long-standing differences 
  with the leaders of both cities.  
  ADVENTURE HOOK: DEVIL’S BARGAIN
  While working for the CrystalTime (perhaps as 
  caravan guards) the PCs learn that the White Knights 
  have slipped a genetically engineered disease in a 
  water shipment bound for Bricktop designed to kill 
  the entire mutant population of the region. The PCs 
  must ﬁnd a way to safely dispose of the water and 
  then warn the CrystalTime about their new “allies”.
  
  13
  SENTINEL 
  Pre-war name: Green Bay
  Estimated Population: 1,000 (growing very 
  quickly)
  Ruling Faction: None
  Background: Ritual Preservationist
  Skinball team: Sentinel Bay Radstorm
  Sentinel was a small, quiet ﬁshing village until 
  recently, nestled on the shores of Sentinel Bay. 
  Although the town has its share of problems with 
  raiders and the like, it was one of the most idyllic 
  places to live in the entire region with a rich history 
  extending back to before the Fall. Sentinel is 
  renowned throughout the region as the inventor of 
  Skinball and the townsfolk play the game with a 
  passion that is second to none. 
  The recent discovery of the an unknown military 
  complex beneath the ruins of the old city has sparked 
  a ﬂood of prospectors to the region, giving the city 
  the air of a wild west boomtown, complete with a 
  booming trade in furniture, saloon brawls, gunﬁghts 
  and even “claim jumping”. Some spectacular 
  ﬁnds of technology have been discovered by these 
  prospectors but the majority of the money is made by 
  the brothels, saloons and hotels that seemed to spring 
  up overnight. 
  While some citizens grumble about the “good old 
  days” when the town was quiet and the most exciting 
  talk centered on the upcoming Skinball season, the 
  majority of citizens realize that the inﬂux of wealth 
  and new residents will ensure the city survives and 
  prospers well into the future. 
  PLACES OF INTEREST
  Despite its small size, Sentinel had a couple of unique 
  feature even before the discovery of the ruins under 
  the city. 
  THE FIELD
  As the inventor of Skinball, Sentinel boasts the most 
  impressive stadium in the entire Fertile Crescent, 
  dating from before the Fall and meticulously 
  preserved by the city’s residents, games are still 
  played here, as are town meetings. The stadium is 
  eerily empty even when every citizen of Sentinel 
  is there to cheer on the Radstorms. Owing to the 
  immense popularity of the sport before the Fall, the 
  stadium is huge, designed to seat thousands. 
  THE SAFEHOUSE
  This ancient underground vault was once a complete 
  mystery but is now believed to have been built to 
  shelter the scientists working at the city’s secret 
  research lab in the event of the end of the world. 
  Ironically it seems that when the end did come they 
  were unable to make it to this impressive shelter. 
  The safehouse is used by the residents of Sentinel for 
  shelter during harsh storms or during a raider attack. 
  Even heavy weapons have proven useless against the 
  shelter’s door. Although the town has been sacked by 
  raider gangs many times, the citizens emerge when 
  the bandits have gone and rebuild. 
  ADVENTURE HOOK: VOICES IN THE NIGHT 2
  While investigating the ruins beneath the city, the 
  PCs come across a small receiver picking up signals 
  from the mysterious “northern voice” described in 
  the Feeding Grounds Voices in the night hook. This 
  receiver draws the attention of both the Guardsmen 
  and the Children of Adam down on the PCs as the 
  Guardsmen attempt to unravel the mysteries of the 
  Feeding Grounds and the Children of Adam attempt 
  to stop contact with their master from falling into the 
  wrong hands.
  TROY
  Pre-war name: Detroit
  Estimated Population: 2,000
  Ruling Faction: White Knights
  Background: Visionary Reinventors
  Skinball team: Troy Tornadoes
  Troy has long been a sad story in the history of the 
  Fertile Crescent. The city seemed to get an unusually 
  heavy dose of fallout from the nightmarishly 
  radioactive east coast, more even than Bricktop, 
  a city further east. This led the city’s once great 
  population to whither almost to nothing and the great 
  city was almost left to the rats and the ghouls. 
  Eventually the radiation died down some and a 
  small group of determined settlers emerged from 
  vaults deep below the city. Determined not to 
  abandon their home, these settlers made a go of 
  reviving the city’s lost glory. Then the Aberrant 
  came and conquered the city, ruling it with an iron 
  ﬁst and turning the human population into slaves. 
  This faction was once very powerful in the Fertile 
  Crescent and its teachings of mutant superiority 
  openly followed by many mutants, leading to revolts 
  in Bastion. Even Purity was affected by “disgruntled” 
  mutants despite the loyalty and solidarity usually 
  exhibited by the CrystalTime. The CrystalTime 
  responded by expelling all mutants from the city of 
  Purity (note however that mutants may still join the 
  CrystalTime, especially in the capacity of traveling 
  merchants).
  With Troy as a base, the mutants seemed to grow 
  more powerful with each passing day, using the city’s 
  once great industrial capacity along with their human 
  slaves to turn out war machines of increasingly 
  sophisticated design. During a second attempt to 
  take Bastion the mutants even managed to use 
  some reactivated combat walkers. It seemed unless 
  
  14
  something gave way the combination of the powerful 
  mutations and powerful technology possessed by the 
  group would overwhelm the entire region, bringing 
  the mutants under one black ﬂag.
  Something gave.
  As the leaders of the Aberrant plotted the 
  destruction of Purity and Bastion, they did not notice 
  a threat lurking in their midst. A new, charismatic 
  human had been born among the slaves. Quietly 
  he preached the overthrow of their cruel masters, 
  promising liberty to the residents of Troy. Far from 
  being a liberator, however, this charismatic man, who 
  called himself Miller Freeman, was a racist ideologue 
  of the worst kind. The mutants were the problem, he 
  said. It was they who had caused the Fall, using their 
  mental abilities to turn the pure humans against one 
  another, so they could rule over the ashes of a once 
  great society. He told tales of forced labor camps like 
  Troy, scattered all over the Twisted Earth, working 
  humans to death to build war machines, which were 
  used to further extend mutant domination.
  Desperate for some form of hope, looking for any 
  way out of their nightmarish existence of forced labor 
  and abuse, the residents of Troy were easy prey for 
  Miller’s message. And despite his narrow minded 
  views, Miller was a great tactician and leader. As the 
  workers’ unrest was fanned into a ﬂame of rebellion, 
  the humans outmaneuvered the much more powerful, 
  better equipped mutants at every turn. Motivated by 
  Miller’s message of liberty, they laid down their lives 
  by the thousands to drive the Aberrant out of Troy. It 
  is ironic that the birth of an organization that preaches 
  hate as a religion saved the Fertile Crescent and its 
  peace-loving peoples but the rise of this new Troy, 
  ruled by its White Knights proved to be just that.
  In the days following the Aberrant’s overthrow, 
  sympathetic offers of help came in from cities all 
  around the region. Bastion and Purity were sure 
  that the government of Troy would be one it could 
  deal with, using their manufacturing ability to help 
  transform the region. They quickly learned that there 
  was no help to be gained from Troy, however. The 
  envoy from Bastion, a mutant, was cruciﬁed upon 
  entering the city. Purity was offered friendship, since 
  their ranks were now “pure” but they refused out of 
  protest for the death of Bastion’s envoy. 
  The White Knights, for their part, cared little 
  about the friendship of the two cities. They had a 
  mission: to rid the Earth of the twisted monsters that 
  had seized control of it. The Aberrant were the main 
  target of this hatred and the White Knights succeeded 
  in driving the mutant faction underground and it is 
  now unknown how many mutants still belong to this 
  once powerful faction. Not willing to stop there, the 
  White Knights have sent out hunting parties to track 
  down and slaughter mutants. All over the region 
  crosses bearing the cruciﬁed victims of this group are 
  found. The knights themselves are usually long gone. 
  Until recently the only city willing to trade with 
  Troy was Fort Toll, whose isolationist leaders have 
  a policy of terminating any “deformed” children at 
  birth. The recent tension between Bastion and Purity 
  has given Troy a chance to further end its isolation. 
  Seeking allies against the militarily powerful and 
  more technologically advanced Bastion, Purity has 
  sought increased contact with Troy and its ability to 
  manufacture powerful weapons and vehicles. The 
  White Knights have long wanted more contact with 
  
  15
  Purity and the two cities have quickly developed 
  close ties of trade, with Troy’s manufacturing 
  capabilities and scientiﬁc expertise ﬁlling a much 
  needed void in Purity once trade with Bastion was cut 
  off. Troy’s leaders long for a chance to ﬁnally rid the 
  region of Bastion, which they describe as a “haven 
  for the foul” mutants. They constantly advocate 
  military action and Purity, stung by what it sees as a 
  betrayal on the part of their old friends, seems to be 
  listening.
  FACTIONS
  ABERRANT
  Background Options: Radical
  Attitude: Humanity was judged 
  and found wanting. Mutantkind is 
  destined to rule the Earth as his dominion.
  Symbol: Red ﬁst. Once worn proudly and 
  displayed on the ﬂag of Troy, this symbol is now 
  furtively painted by the group on alley walls or 
  painted on the bodies of victims. It is frequently left 
  behind at crime scenes as well, though some mutants 
  claim this is more often done to lead law enforcement 
  to an easy suspect than from actual aberrant activity. 
  Common Classes: Barbarian, Demagogue, Juju 
  Doctor, Psionic, Raider, Survivalist
  Common Mutations: All
  Common Defects: All
  WHAT OUTSIDERS KNOW
  Once a threat to entire region, the Aberrant came 
  close to conquering the entire region with their 
  combat walkers and powerful mutations. The failure 
  of their imperial ambitions has led to not only 
  increased mutant persecution through the entire 
  region but has also unleashed the reactionary White 
  Knights as an even greater threat on the region.
  THE REALITY
  Although the Aberrant have been beaten and driven 
  underground, they have not forgotten the many 
  wrongs visited upon them and their kind. They now 
  seek to move quietly, striking from the shadows 
  whenever an opportunity presents itself to harm the 
  humans and take their rightful place as the winners of 
  the evolutionary game. 
  The Aberrant have been quietly working to 
  increase divisions between Bastion and Purity, seeing 
  Purity and their White Knight allies as the greatest 
  threats to mutantkind in the region. Oddly this gives 
  them the same agenda as the White Knights, who 
  have been working to get Purity to go to war with 
  Bastion. The two groups might ﬁnally get to settle 
  their differences as part of a larger war that threatens 
  to engulf the Fertile Crescent.
  EXAMPLE ABERRANT: TROLLO
  Trollo pretends to be a junk merchant and scavenger. 
  In reality he is a scout for the Aberrant in Bastion, 
  working with his mutant brethren to overthrow the 
  city. As part of his scavenging work, he collects 
  materials and fashions them into weapons to arm 
  his brethren in their planned attempt to take the 
  city by force. As part of his cover, he frequently 
  walks unarmed, leaving his crossbow hidden in his 
  dwelling. Anyone who looks too closely into Trollo’s 
  claim that he is a simple junk dealer might ﬁnd he is 
  far more dangerous unarmed, with wickedly sharp 
  retractable claws on each hand and the senses of a 
  predator. 
  Trollo (Mutant Strong Hero 3/Barbarian 3): CR 
  6; Medium-size humanoid; HD 3d8+9 plus 3d12+9; 
  HP 52; Mas 16; Init -1; Spd 25 ft; Defense 18, touch 
  13, ﬂatfooted 19 (-1 Dex, +4 class, +5 equipment); 
  BAB +6; Grap +8; Atk +9 melee (1d10+4, Claws), or 
  +5 ranged (1d10/19-20, Crossbow); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ medical incompatibility, claws, scent, 
  posion; AL Aberrant; SV Fort +7, Ref +2, Will +3; 
  AP 3; Rep +0; Str 14, Dex 8, Con 16, Int 10, Wis 13, 
  Cha 12. 
     Occupation: Military (Survival) 
     Background: Tribal (Hide) 
     Mutations and Defects:: Claws, Hyper Olfactory, 
  Gamma-Ray Visual Sensitivity, Anaphylaxis, 
  Dyslexia, Negative Chemical Reaction 
     Skills: Climb +9, Computer Use -2, Craft 
  (structural) +3, Decipher Script -2, Forgery -2, 
  Handle Animal +4, Hide +6, Repair +3, Research -2, 
  Spot +4, Survival +11 
     Feats: Archaic Weapons Proﬁciency, Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), 
  Mutation Advancement, Mutation Advancement, 
  Power Attack, Primitive Technology, Simple 
  Weapons Proﬁciency, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Talents (Barbarian): Rage 1/day, Junk Armor 
     Possessions: Metal Junk Armor, Claws, Crossbow
  BLACK HAND
  Background Options: Visionary Reinventor
  Attitude: Business is business. If someone wants 
  to do business with you, do business with them. If 
  someone harms your business, eliminate them.
  Symbol: One black leather glove, worn on the 
  right hand (known in the organization as the “killing 
  hand”). Members wear this symbol of membership 
  
  16
  proudly throughout the region, making no bones 
  about their loyalties. Not only did the Black Hand aid 
  Bastion from the time of the Fall it is also regarded 
  as just another trading cartel (not much more ruthless 
  than the CrystalTime).
  Common Classes: Skulk, Raider, Trader
  Common Mutations: All
  Common Defects: All
  WHAT OUTSIDERS KNOW
  The Black Hand is a militant trading cartel who’s 
  history stretches back well before the fall, even 
  further back than the CrystalTime. They hold a proud 
  series of traditions including their code of honor, 
  Omerta. Members of the cartel do not seek assistance 
  from outsiders, preferring to handle their problems 
  “in house”.
  THE REALITY
  From the earliest days of the Fall, the Black Hand 
  was one of Whittaker’s strongest factions of 
  supporters, standing by him when the city desperately 
  needed anyone handy with a gun. They smuggled 
  supplies into the city through riots and outright 
  warfare and stood on the walls ﬁghting side by 
  side with the Guardsmen and the Highwaymen. 
  This has greatly enhanced the reputation of their 
  cartel and causes many citizens (especially in the 
  faction’s home city of Bastion) to turn a blind eye 
  to some of the cartel’s excesses. In particular any 
  internecine strife where a member of the cartel kills 
  another member to rise in the ranks is almost never 
  investigated (and even then only if an innocent has 
  been harmed). For their part the Black Hand strives to 
  make sure “civilians” do not get harmed during their 
  disagreements, preferring to keep the authorities from 
  looking too hard at their operations.
  The Black Hand deals in a variety of businesses 
  once considered illicit: drugs, gambling and 
  prostitution. They also hire their members, many of 
  whom are formidable combatants out as mercenaries 
  to guard the caravans of other cartels (or raid those 
  caravans for a rival cartel). They also engage in some 
  time honored professions for their cartel, which are 
  still illicit: assassination, blackmail and “protection”. 
  EXAMPLE BLACK HAND: VINCENT
  Vincent is the youngest son of Bastion’s oldest, most 
  respected Don. The Don wanted Vincent to stay out 
  of the family business, making sure he had the best 
  tutors a vast fortune based on gambling and furniture 
  could buy. Vincent had the potential to be one of the 
  greatest healers in the history of the Twisted Earth but 
  his ambitions lay elsewhere. 
  Four years ago, the Don and Vincent’s older 
  brother both died under mysterious circumstances. 
  The older capos suspected poison, but if that’s what 
  it was, nothing could ever be proven. By the rather 
  primitive medical standards of the Fertile Crescent, 
  nothing was detectable. And of course they were all 
  trying to decide which of them was going to succeed 
  the Don, since no one thought Vincent had the 
  stomach for it. 
  Soon, however, Vincent proved he did have the 
  stomach for it. Several of the old capos disappeared, 
  replaced by younger and more aggressive leaders 
  handpicked by Vincent. And the capos who survived 
  the transition stopped complaining as soon as the 
  money started rolling in. The family was in a new 
  business, more lucrative than gambling and furniture 
  put together: designer drugs. Vincent had discovered 
  several powerful synthetic drugs known to the 
  Ancients. To these he added drugs of his own design, 
  including drugs tailored to the physiology of mutants. 
  The family was richer than ever.
  Vincent (Dedicated Hero 10/Medicine Man 5): 
  CR 15; Medium-size humanoid; HD 10d6+10 plus 
  5d6+5; HP 68; Mas 13; Init +2; Spd 30 ft; Defense 
  23, touch 20, ﬂatfooted 21 (+2 Dex, +8 class, +3 
  equipment); BAB +9; Grap +8; Atk +8 melee 
  (weapon-1, weapon), or +12 ranged (2d6, Beretta 
  92F); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Black 
  Hand; SV Fort +9, Ref +6, Will +8; AP 7; Rep +4; Str 
  8, Dex 14, Con 13, Int 14, Wis 10, Cha 16. 
     Occupation: Doctor (Knowledge [Earth and Life 
  Sciences], Knowledge [Technology]) 
     Background: Visionary Reinventor (Knowledge 
  [Mutant Lore]) 
     Skills: Computer Use +7, Craft (pharmaceutical) 
  +22, Diplomacy +13, Gamble +2, Gather Information 
  +5, Knowledge (Ancient Lore) +10, Knowledge 
  (Business) +17, Knowledge (Earth and Life Sciences) 
  +9, Knowledge (Mutant Lore) +9, Knowledge 
  (Streetwise) +15, Knowledge (Technology) +11, 
  Listen +8, Read/Write Language +3 (Unislang, 
  Gutter Talk, Ancient), Sense Motive +13, Speak 
  Language +3 (Unislang, Gutter Talk, Ancient), Spot 
  +6, Treat Injury +23 
     Feats: Armor Proﬁciency (light), Combat 
  Expertise, Double Tap, Educated (Knowledge 
  [Business], Knowledge [Technology]), Far Shot, 
  Low Proﬁle, Medical Expert, Personal Firearms 
  Proﬁciency, Point Blank Shot, Post-Apocalyptic 
  Technology, Primitive Technology, Simple Weapons 
  Proﬁciency, Surgery, Trustworthy, Weapon Focus 
     Talents (Dedicated Hero): Healing Knack, 
  Healing Touch 1, Healing Touch 2, Empathy, 
  Intuition 
     Talents (Medicine Man): Ancient Drugs, Minor 
  Medical Miracle, Medical Specialist +1, Mutant 
  Treatment, Mutant Drugs 
     Possessions: Undercover Vest, Beretta 92F
  
  17
  BLESSED LADIES
  Background Options: Visionary Reinventor
  Attitude: Fertility is life. Fertile women can make 
  the world anew, populating it with strong, good 
  men and women to repopulate the Earth and make it 
  whole once again. 
  Symbol: White cross on a red background. 
  Common Classes: Juju Doctor, Scholar
  Common Mutations: All
  Common Defects: None (no female with a defect 
  can be admitted as a full-ﬂedged sister even if she is 
  fertile). All (lay sister).
  Special: To be a full member of the Blessed Ladies 
  (as a sister), a character must be fertile and possess 
  no defects. Any woman may join as a lay sister to 
  protect and serve the faction as long as they share its 
  ideals.
  WHAT OUTSIDERS KNOW
  The Blessed Ladies began as a convent of nuns 
  who witnessed the end of the world. Rather than 
  succumbing to the despair of those days, they sought 
  to spread the worship of Our Blessed Lady, the Virgin 
  Mary who bequeathed virtue and fertility on them in 
  equal measure.
  THE REALITY
  Applicants for the Blessed Ladies are carefully 
  screened medically to ensure their fertility. Quasi-
  religious, they seek out fertile women, train and 
  educate them, then pair them with fertile men, 
  seeking to repopulate the Earth. They venerate 
  fertility, child birth and the power of mothers to 
  remake the world one child at a time. 
  Sisters join for life and are required to maintain 
  virginity prior to marriage, wearing Black and White 
  robes before marriage (representing separation 
  of the male and the female) and gray robes after 
  marriage (representing communion of the male and 
  the female). During pregnancy the sisters wear red 
  robes. The elder women of the Blessed Ladies (all of 
  whom must have born at least one child to term and 
  raised it to maturity) exert great control over the lives 
  of young sisters, including the choice of potential 
  husbands. While not required to marry men chosen 
  by the elder sisters it is almost unheard of for a sister 
  to refuse a “good pairing” as the sisters call it.
  In reality, all potential male applicants who wish 
  to marry a Blessed Sister are screened for a variety 
  of factors besides simple fertility. The elder sisters 
  possess a great deal of genetic knowledge which 
  they attempt to use to remake the human race into 
  a superior breed, capable of taming the Earth and 
  returning it to its former glory.
  Harming a Blessed Lady (including rape) is one 
  of the most severe offenses in the region. They are 
  venerated and admired by almost everyone, including 
  a large number of “lay sisters”, infertile women who 
  swear lifetime vows of virginity and assist the sisters, 
  acting as advisers, servants and midwives. 
  Of course their dual status of fertility and virginity 
  make the sisters targets for raiders and other sick 
  souls who inhabit the Twisted Earth but even 
  hardened raiders calculate their odds of escaping 
  such a crime undetected since the slow deaths visited 
  on those captured after harming a blessed lady are 
  daunting.
  EXAMPLE BLESSED LADIES: JULIA
  Married to the largest drug dealer in Bastion, Vincent, 
  Julia has no illusions about what he is, convinced 
  that those who take his drugs are fools who deserve 
  the consequences of their actions. She instead 
  concentrates on the good Vincent does, encouraging 
  him to provide better medical care for the “honest” 
  citizens of Bastion.
  Julia (Dedicated Hero 3): CR 3; Medium-size 
  humanoid; HD 3d6+3; HP 14; Mas 12; Init +0; Spd 
  30 ft; Defense 12, touch 12, ﬂatfooted 12 (+2 class); 
  BAB +2; Grap +1; Atk +1 melee (weapon), or +2 
  ranged (weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Blessed Ladies; SV Fort +3, Ref +1, Will +6; AP 1; 
  Rep +1; Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 
  13. 
     Occupation: Academic (Knowledge [History], 
  Knowledge [Streetwise], Research) 
     Background: Visionary Reinventor (Knowledge 
  [Theology and Philosophy]) 
     Skills: Craft (pharmaceutical) +10, Gamble +4, 
  Intimidate +3, Knowledge (Business) +5, Knowledge 
  (History) +6, Knowledge (Theology and Philosophy) 
  +9, Listen +8, Research +8, Sense Motive +8, Treat 
  Injury +13 
     Feats: Conﬁdent, Iron Will, Medical Expert, Post-
  Apocalyptic Technology, Primitive Technology, 
  Simple Weapons Proﬁciency, Surgery 
     Talents (Dedicated Hero): Skill Emphasis (Treat 
  Injury), Faith 
     Possessions: Medical Kit
  CHILDREN OF ADAM
  Background Options: Visionary Reinventor
  Attitude: The will of Adam must be obeyed in all 
  things. 
  Symbol: A dove bearing an olive branch.
  Common Classes: Child of the metal gods.
  Common Mutations: All
  Common Defects: All
  WHAT OUTSIDERS KNOW
  The Children of Adam are a religious cult seeking 
  a return to paradise, which they call “Eden”. They 
  claim to hear the words of Adam who calls them to 
  
  18
  his garden and have traveled from far in the west to 
  the Fertile Crescent, drawing ever closer to him and 
  the paradise they seek.
  THE REALITY
  Adam is one of two large supercomputers in the 
  Fertile Crescent (the other, named Eve, is deep in 
  the heart of the Feeding Grounds). His followers are 
  implanted with a transmitter that allows them to hear 
  his voice any time of the day or night, receiving his 
  instructions. The Children have ﬂocked to Sentinel 
  as part of its rush in great numbers, as they have 
  learned that Adam is buried beneath that city in the 
  large military research facility just uncovered. They 
  are determined to ﬁnd him themselves, but consider 
  it even more important to prevent the “unfaithful” 
  from gaining access to their god. They will go to any 
  lengths to keep his location secret, restricting access 
  only to those who truly serve him. 
  Although Adam is twisted and evil, he is also one 
  of the few sources of direct contact with the region’s 
  other supercomputer, Eve who knows many of the 
  secrets hidden in the ghoul-infested Feeding Grounds. 
  EXAMPLE CHILDREN OF ADAM: SEGAN
  Named after a great ancient, Segan always loved 
  exploring the vast ruins that dotted the Fertile 
  Crescent. While in some ruins to the north of Bastion, 
  something found him. Now he is a Child of Adam 
  and serves the megalomaniacal computer in its 
  efforts to take over the region. His love of ﬁnding 
  technology and skill at repairing it has made him a 
  valuable servant and leader of this group in the area.
  Segan (Smart Hero 3/Scholar 3/Child Of The 
  Metal Gods 5): CR 11; Medium-size humanoid; HD 
  3d6+3 plus 3d6+3 plus 5d10+5; HP 61; Mas 13; Init 
  +2; Spd 30 ft; Defense 24, touch 18, ﬂatfooted 22 (+2 
  Dex, +6 class, +6 equipment); BAB +5; Grap +6; Atk 
  +6 melee (1d6+1/19-20, Metal Baton), or +7 ranged 
  (3d12, Laser Riﬂe); FS 5 ft by 5 ft; Reach 5 ft; SQ ; 
  AL Children of Adam; SV Fort +7, Ref +6, Will +4; 
  AP 5; Rep +3; Str 12, Dex 14, Con 13, Int 16, Wis 8, 
  Cha 8. 
     Occupation: Academic (Computer Use, 
  Knowledge [Physical Sciences], Research) 
     Background: Visionary Reinventor (Knowledge 
  [History]) 
     Skills: Computer Use +18, Craft (electronic) 
  +15, Craft (mechanical) +15, Craft (structural) +9, 
  Decipher Script +9, Disable Device +15, Drive +8, 
  Intimidate +5, Knowledge (History) +10, Knowledge 
  (Mutant Lore) +6, Knowledge (Physical Sciences) 
  +10, Knowledge (Technology) +12, Navigate +9, 
  Repair +20, Research +10, Search +12, Spot +2 
     Feats: Advanced Technology, Armor Proﬁciency 
  (light), Armor Proﬁciency (medium), Combat 
  Expertise, Futuristic Firearms Proﬁciency, Gearhead, 
  Personal Firearms Proﬁciency, Post-Apocalyptic 
  Technology, Primitive Technology, Radiation Sense, 
  Simple Weapons Proﬁciency 
     Talents (Smart Hero): Savant (Repair), Exploit 
  Weakness 
     Talents (Scholar): Gossip, Ancient Technology 
  (Advanced Electronics Discipline) 
     Talents (Child Of The Metal Gods): Frenzied 
  Loyalty, Lobotomy, Bits and Pieces (Computer Link), 
  Bits and Pieces (Targeting Computer, Flashbacks) 
     Possessions: Laser Riﬂe, Military Combat Suit
  COILED DRAGON
  Background Options: Visionary Reinventors
  Attitude: The skills of our ancestors makes us 
  mighty. 
  Symbol: A red dragon coiled on a black 
  background.
  Common Classes: Initiate, Weapon Master, Sensei 
  (all from Wasteland Fury); those without Wasteland 
  Fury can substitute the Martial Artist (from the 
  core Modern rules) and the Warrior Monk from the 
  Darwin’s World core rules for these classes.
  Common Mutations: All
  Common Defects: All
  WHAT OUTSIDERS KNOW
  The Coiled Dragon were at one time a force sent to 
  capture the Feeding Grounds during the Fall. When 
  a surge of Ghouls forced them to retreat, they joined 
  with the people of Bastion to defend the city from 
  attack and have been honored residents ever since. 
  They possess a secret method of hand to hand combat 
  taught only to their members that they claim traces its 
  lineage to thousands of years before the Fall.
  THE REALITY
  The Coiled Dragon know several ancient Chinese 
  martial arts which they pass down to their members. 
  These techniques are represented by the martial arts 
  feats listed below. In addition members of this faction 
  can take levels in the Initiate class (provided they 
  meet the normal prerequisite) or the Martial Artist 
  class found in the Modern core rules.
  They also tattoo themselves with dragons wrapping 
  around their arms, which they believe gives them 
  added power in combat. Any member found teaching 
  the faction’s sacred arts to outsiders will be killed.
  DRAGON
  New Feat
  Prerequisite: Combat Martial Arts or Defensive 
  Martial Arts.
  Effect: Dragon practitioners are proﬁcient in 
  Punching and Kicking attacks and are considered 
  armed while making such attacks. You provoke no 
  
  19
  attacks of opportunity when making Grapple attacks. 
  This feat adds Balance, Escape Artist, and Intimidate 
  to the character’s list of class skills. Dragon is 
  an External Style whose attacks are modiﬁed by 
  Strength.
  KUNG FU
  New Feat
  Prerequisite: Combat Martial Arts or Defensive 
  Martial Arts.
  Effect: You are proﬁcient in punch and kick attacks 
  and are considered armed while making such attacks. 
  This feat adds Balance, Concentration, and Tumble to 
  your list of class skills. Kung-Fu is an external style 
  whose attacks are modiﬁed by Dexterity.
  EXAMPLE COILED DRAGON: TANAKA
  Tanaka is a young, streetwise member of the Coiled 
  Dragon. He is very proud of his clan and can recite 
  his history going back to before the Fall. He is 
  also tough and knows Bastion like the back of his 
  hand. This makes him a good contact for anyone 
  needing a guide in the city, or a bodyguard or even 
  someone looking for a (rather unlikely) storehouse 
  of information about the Ancients. The ﬁrst two are 
  how Tanaka makes his living; the latter would be 
  a welcome change for someone willing to pay for 
  drinks for the evening.
  Tanaka (Strong Hero 3/Martial Artist 3): CR 6; 
  Medium-size humanoid; HD 3d8+6 plus 3d8+6; HP 
  40; Mas 14; Init +1; Spd 30 ft; Defense 16, touch 15, 
  ﬂatfooted 15 (+1 Dex, +4 class, +1 equipment); BAB 
  +6; Grap +8; Atk +8 melee (2d6+4/19-20, Katana), or 
  +7 ranged (2d6, Colt Python); FS 5 ft by 5 ft; Reach 
  5 ft; SQ ; AL Coiled Dragon; SV Fort +5, Ref +5, 
  Will +3; AP 3; Rep +0; Str 15, Dex 13, Con 14, Int 
  10, Wis 13, Cha 8. 
     Occupation: Criminal (Hide, Move Silently) 
     Background: Visionary Reinventor (Drive) 
     Skills: Climb +5, Drive +4, Hide +8, Intimidate 
  +2, Jump +5, Knowledge (Streetwise) +3, Listen +3, 
  Move Silently +8, Spot +3 
     Feats: Alertness, Combat Martial Arts, Defensive 
  Martial Arts, Exotic Melee Weapon Proﬁciency, 
  Gladiator, Personal Firearms Proﬁciency, Post-
  Apocalyptic Technology, Power Attack, Primitive 
  Technology, Simple Weapons Proﬁciency 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Talents (Martial Artist): Living Weapon 1d6, 
  Flying Kick 
     Possessions: Leather Jacket, Katana, Colt Python
  BLACK DRAGONS
  The Black Dragons are the elite warriors of the 
  Coiled Dragon clan. Scouts and assassins, these 
  enigmatic ﬁgures draw on the ancient traditions of the 
  orient to strike fear into the enemies of their faction. 
  REQUIREMENTS
  To qualify to become a black dragon a character must 
  meet the following criteria.
  Feats: Combat Martial Arts, Dragon or Kung Fu
  Skills: Hide 10 ranks, Intimidate 5 ranks, Move 
  Silently 10 ranks 
  CLASS INFORMATION
  The following information pertains to the black 
  dragon epic class. 
  Hit Die: 1d8
  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  level in this class.
  Class Skills: The black dragon’s class skills (and 
  the ability for each skill) are: Balance (Dex), Bluff 
  (Cha), Climb (Str), Concentration (Con), Decipher 
  Script (Int), Diplomacy (Cha), Disable Device (Int), 
  Disguise (Cha), Escape Artist (Dex), Forgery (Int), 
  Gather Information (Cha), Handle Animal (Cha), 
  Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge 
  (arcane lore, behavioral sciences, history, streetwise, 
  tactics) (Int), Listen (Wis), Move Silently (Dex), 
  Search (Int), Sense Motive (Wis), Sleight of Hand 
  (Dex), Spot (Wis), Survival (Wis), Swim (Str) and 
  Tumble (Dex) 
  Skill points at each level: 5+ Int. modiﬁer
  TABLE 1: THE BLACK DRAGON
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +1
  +2
  +2
  +0
  Ghost
  +1
  +1
  2nd
  +2
  +3
  +3
  +0
  Silent Kill +1d6
  +2
  +1
  3rd
  +3
  +3
  +3
  +1
  Dragon Kata 
  +2
  +1
  4th
  +4
  +4
  +4
  +1
  Silent Kill +2d6
  +3
  +2
  5th
  +5
  +4
  +4
  +1
  Kata Specialization
  +4
  +2
  6th
  +6
  +5
  +5
  +2
  Silent Kill +3d6
  +4
  +2
  7th
  +7
  +5
  +5
  +2
  Improved Dragon Kata; Icewater for Blood
  +5
  +3
  8th
  +8
  +6
  +6
  +2
  Silent Kill +4d6
  +6
  +3
  9th
  +9
  +6
  +6
  +3
  Improved Kata Specialization
  +6
  +3
  10th
  +10
  +7
  +7
  +3
  Silent Kill +5d6
  +7
  +4
  
  20
  CLASS FEATURES
  All of the following are features of the black dragon 
  epic class.
  Ghost: The black dragon is a master of stealth and 
  illicit entry. He adds his black dragon class level to 
  all Hide and Move Silently skill checks. 
  Silent kill: The character gains the listed sneak 
  attack damage against surprised, ﬂat-footed, or 
  ﬂanked targets.  If the victim of this attack is 
  surprised and fails a Massive Damage Threshold 
  saving throw, the character is eliminated in complete 
  silence, requiring a Listen check (DC 30) for any 
  nearby guard to notice something amiss.  At the GM’s 
  discretion, Ordinaries may not receive a MDT save 
  against this attack.  See the Modern Core Rulebook 
  for the deﬁnition of an Ordinary.  
  Dragon Kata: The black dragons are steeped in 
  the lore of their clan, gaining a +1 bonus to unarmed 
  attack rolls using both the Dragon and the Kung Fu 
  martial arts styles.
  Kata Specialization: Furthering his knowledge of 
  the lore of his clan, at 5th level the black dragon gains 
  a +2 damage bonus to all unarmed attacks made with 
  the Dragon and Kung Fu martial arts styles. 
  Improved Dragon Kata: At 7th level the black 
  dragon gains an additional +1 bonus to attack rolls 
  with both the Dragon or Kung Fu martial arts styles.
  Icewater for Blood: The black dragons have a 
  reputation for ruthlessness that is deserved, granting 
  a bonus to all Intimidate checks and level checks to 
  resist intimidation equal to the character’s Reputation 
  bonus. 
  Improved Kata Specialization: At 9th level the 
  black dragon gains an additional +2 damage bonus 
  with both the Dragon and Kung Fu martial arts styles.
  CRYSTALTIME
  Background Options: Visionary Reinventor
  Attitude: Water is the rarest and most valuable 
  commodity in the Twisted Earth. Whoever controls 
  water controls every aspect of business.
  Symbol: An hour glass ﬁlled with clean, pure 
  water, the symbol of the Crystal Clear Bottled Water 
  Company before the Fall.
  Common Classes: Guardian, Skulk, Trader.
  Common Mutations: Any. Note: Due to the 
  actions of the Aberrant and the recent alliance with 
  the White Knights, no mutants are allowed in the city 
  of Purity. While mutants may join the CrystalTime 
  they will not be allowed to enter the capital city of 
  Purity. 
  Common Defects: Any 
  WHAT OUTSIDERS KNOW
  One of the most powerful groups in the region, the 
  CrystalTime and the Guardsmen seem destined 
  for a ﬁnal confrontation over who will control the 
  Fertile Crescent. The two groups, once great friends 
  have ceased cooperating on almost everything now 
  that Bastion no longer needs to buy water from the 
  CrystalTime. The only joint project still maintained 
  by the two groups is the maintenance of the cross-
  lake Ferry that allows quick and (relatively) safe 
  journeys to the communities on the far side of the 
  lakes.
  Known for an age as one of the great forces for 
  peace in the region, along with the Guardsmen and 
  the Movement, the CrystalTime feel betrayed by 
  Bastion setting themselves up as competitors. The 
  CrystalTime have warred over water rights before 
  with the Clean Water Clans and they see this conﬂict 
  with Bastion as especially galling since they feel their 
  prior merciful acts are being repaid with betrayal. 
  In addition to a large ground force, the CrystalTime 
  also controls a navy of heavily armed patrol craft that 
  prevent anyone from approaching too close to their 
  shores (especially the isolated lakes they control). 
  Fishing boats are warned away on a regular basis as 
  are the Mariners. The only boat allowed to actually 
  enter Musk Lake is the ferry from Bastion. Riders 
  on the ferry have reported seeing a green, carpet-
  like plant being grown in Musk Lake, which the 
  ferrymaster reports is grown for livestock feed and is 
  not healthy or nutritious to human or mutant. 
  THE REALITY
  CrystalTime control the city of Purity, which sits on 
  the shores of Musk Lake, a small inlet connected to 
  the Great Lakes. Musk Lake was the site of a pre-war 
  experiment into genetically engineered algae that 
  would purify water at an accelerated rate. The Crystal 
  Clear Bottled Water Company won a government 
  contract to bottle this water just before the Fall. In the 
  months immediately after the Fall they traded their 
  supply of water for security with the region, using 
  it to hire mercenaries to protect Purity and protect 
  the secret sources of their fresh water supply. Once 
  the group allied itself with the more technologically 
  advanced and militarily powerful Bastion, the city 
  was never in danger again. 
  Now that relations with Bastion have fallen on hard 
  times, the leaders of Purity know they are once again 
  vulnerable and have sought a replacement for Bastion 
  in the White Knights. Though the Knights provide 
  Purity with the same sort of protection and access to 
  technology that Bastion did, the price is high: mutants 
  are forbidden from entering the city of Purity and the 
  CrystalTime is being pressured to expel them from 
  the ranks altogether. For the moment the CrystalTime 
  have responded by placing their mutant members in 
  charge of caravans trading with distant lands. This is 
  
  21
  a temporary ﬁx however and soon they will have to 
  choose between their loyal mutant members and the 
  technology of the White Knights. 
  This group constantly works to extend its control 
  over the many small lakes dotting the shores of the 
  Great Lakes. When control over the area is assured, 
  the algae are introduced into the lake in special 
  enclosed ﬁltering beds that let water in and out but 
  prevent the algae from growing freely in the lake 
  itself. Only contained bodies of water that are totally 
  under the CrystalTime’s control have the algae 
  released into them. It is the CrystalTime’s greatest 
  secret so they take any steps necessary to ensure 
  that the algae does not get released into the wild. 
  The fact that this algae might spread and cleanse the 
  radiation from the Twisted Earth at a much faster rate 
  and possibly heal the world is not a concern to these 
  merchants. Currently Mona Lake and Duck Lake 
  have also been secured and puriﬁed. 
  Tribals on the shores of the much larger White 
  Lake are being pressured to cede control of the lake 
  to the CrystalTime. There has been no violence yet. 
  EXAMPLE CRYSTALTIME: ABERDEN
  Like many of the Crystaltime’s “ﬁeld operatives”, 
  Aberden was recruited out of the tribes that dot the 
  countryside of the Fertile Crescent. The cartel learned 
  long ago that tribals made better time through the 
  wilds than those born in the whitewashed city of 
  Purity. Despite his youth and despite only having 
  one arm, Aberden has a quick wit and an uncanny 
  knack for making his way through the wild. Able 
  to go without water for days and eat anything, he 
  frequently follows his stomach rather than the road, 
  which means he often ﬁnds himself amid large herds 
  of his fellow herbivores. These give him cover and 
  have led to his shipments having one of the lowest 
  rates of theft or banditry. He also makes amazingly 
  good time with his plump pack animals. If the PCs 
  need to get somewhere off the beaten track or just 
  need to get somewhere quick, they could do far worse 
  than to employ Aberden. 
  Aberden (Mutant Charismatic Hero 3/Trader 
  3): CR 6; Medium-size humanoid; HD 3d6+3 plus 
  3d6+3; HP 28; Mas 13; Init +1; Spd 30 ft; Defense 
  16, touch 14, ﬂatfooted 15 (+1 Dex, +3 class, +2 
  equipment); BAB +2; Grap +1; Atk +1 melee 
  (1d8-1/19-20, Longsword), or +3 ranged (1d6, 
  Hatchet); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility, albinism; AL Crystaltime; SV Fort 
  +4, Ref +5, Will +3; AP 3; Rep +3; Str 8, Dex 12, 
  Con 13, Int 14, Wis 10, Cha 14. 
     Occupation: Merchant (Diplomacy) 
     Background: Tribal (Navigate) 
     Mutations and Defects:: Interior Moisture 
  Reservoir, Multiple Stomachs, Serrated Dental 
  Development, Bizarre Pigmentation, Terminal Limb 
  Deﬁciency (Arm), Albinism 
     Skills: Bluff +11, Diplomacy +14, Disguise 
  +8, Gather Information +17, Handle Animal 
  +11, Intimidate +5, Knowledge (Business) +11, 
  Knowledge (Streetwise) +5, Navigate +14, 
  Profession +6 (Trader), Ride +7, Speak Language +3 
  (Trader, Unislang, Gutter Talk), Survival +2 
     Feats: Archaic Weapons Proﬁciency, Armor 
  Proﬁciency (light), Combat Expertise, Guide, 
  Improved Disarm, Market, Primitive Technology, 
  Simple Weapons Proﬁciency, Trustworthy 
     Talents (Charismatic Hero): Fast-Talk, Dazzle 
     Talents (Trader): Ear to the Ground, Money Talks 
     Possessions: Pull-up pouch vest, Longsword, 
  Hatchet 
  GEEK SQUAD
  Background Options: Visionary Reinventor
  Attitude: Technology can be found or made by 
  the knowledgeable. Technology is knowledge and 
  knowledge is power.
  Symbol: A circuit board with electrical sparks 
  coming from it.
  Common Classes: Guardian, Scav, Scholar, 
  Tinker, Trader.
  Common Mutations: Autism, Dual Cerebellum, 
  Independent Cerebral Control, Multi-faceted eyes
  Common Defects: All but Atrophied Cerebellum, 
  Attention Deﬁcit, Dyslexia 
  WHAT OUTSIDERS KNOW
  The Geek Squad takes their name from an ancient 
  word for scientist. They are a trading cartel 
  that specializes in ﬁnding and restoring ancient 
  technology or building new devices from scratch 
  to sell. The smallest of the cartels in the region, 
  the Geek Squad is still formidable because of their 
  wealth and technological edge.
  THE REALITY
  Although they are currently a prosperous trading 
  cartel and nothing more, this faction has much larger 
  ambitions. They believe that scientists should rule 
  the masses and that knowledge should be the way 
  to political power. While they sell a great deal of 
  technology, they keep the best items for themselves. 
  When they feel they have enough of an edge to seize 
  power in the region they will. 
  They have planted spies in many other factions, 
  especially the Guardsmen and the CrystalTime. In 
  addition to supplying regular reports on the activities 
  of these factions, their spies work both to improve the 
  opinion toward the Geek Squad and increase tensions 
  
  22
  between Bastion and Purity. A major war that 
  weakened one or both powers might make the Geeks 
  feel strong enough to make their move and attempt to 
  seize control of the entire region.
  EXAMPLE GEEK SQUAD: STATIC
  The son of one of the city’s best-known and most-
  colorful Guardians, from whom he inherited his 
  Winchester, which has its name “big stick” carved on 
  the stock. Static is something of an embarrassment 
  to his family as well as something of a town nut in 
  Bastion. He buys junk all the time from travelers, all 
  with the hope one day of building the ﬂying machines 
  used by the ancients. He says a single one of these 
  could protect the city better than 50 warriors. Of 
  course most people don’t even believe the stories of 
  ancient ﬂying machines but Static continues to build 
  ballons and gliders that invariably crash. If the PCs 
  are brave, they could volunteer as test pilots. 
  On a more serious note, Static was a good friend of 
  Segan and is also looking to hire someone to ﬁnd out 
  what happened to him. He went exploring in the ruins 
  to the south of Sentinel and hasn’t been seen since. 
  Finally Static makes his living repairing ancient 
  devices of all types and descriptions and he’s quite 
  good at it. If the PCs have a broken piece of junk 
  they think might actually do something, Static is their 
  man.
  Static (Smart Hero 3/Tinker 3): CR 6; Medium-size 
  humanoid; HD 3d6+3 plus 3d6+3; HP 28; Mas 13; 
  Init +2; Spd 30 ft; Defense 17, touch 15, ﬂatfooted 15 
  (+2 Dex, +3 class, +2 equipment); BAB +2; Grap +2; 
  Atk +2 melee (1d6/19-20, Metal Baton), or +4 ranged 
  (2d10, Winchester 94); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  ; AL Geek Squad; SV Fort +3, Ref +4, Will +6; AP 3; 
  Rep +2; Str 10, Dex 15, Con 13, Int 14, Wis 12, Cha 
  8. 
     Occupation: Academic (DW) (Knowledge [Mutant 
  Lore], Knowledge [Twisted Earth]) 
     Background: Visionary Reinventor (Computer 
  Use) 
     Skills: Computer Use +11, Craft (chemical) +8, 
  Craft (electronic) +13, Craft (mechanical) +13, Craft 
  (structural) +11, Disable Device +11, Drive +5, 
  Knowledge (Ancient Lore) +5, Knowledge (Earth 
  and Life Sciences) +10, Knowledge (Mutant Lore) 
  +5, Knowledge (Physical Sciences) +13, Knowledge 
  (Technology) +11, Knowledge (Twisted Earth) +5, 
  Repair +16 
     Feats: Armor Proﬁciency (light), Builder (Craft 
  [electronic], Craft [mechanical]), Combat Expertise, 
  Educated (Knowledge [Earth and Life Sciences], 
  Knowledge [Physical Sciences]), Gearhead, Personal 
  Firearms Proﬁciency, Post-Apocalyptic Technology, 
  Primitive Technology, Simple Weapons Proﬁciency 
     Talents (Smart Hero): Savant (Repair), Exploit 
  Weakness 
     Talents (Tinker): Jury-rig +2, Tinkering 
     Possessions: Leather Armor, Metal Baton, 
  Winchester 94
  GHOULS
  Background Options: Visionary Reinventor
  Attitude: Ghouls are the future; humans are 
  destined to be cattle.
  Symbol: Dome vulture.
  Common Classes: Guardian, Raider, Skulk
  Common Mutations: Chameleon Epidermis, 
  Claws, Hyper Olfactory, Nocturnal, Sensitive Sight 
  Common Defects: Albinism, Cannibalism, 
  Hunchback
  WHAT OUTSIDERS KNOW
  The ghouls have largely been conﬁned to the Feeding 
  Grounds through most of the history of the Fertile 
  Crescent. While “wild” ghouls are still encountered 
  in the region, most of their kind seems content to stay 
  in the gigantic dome where their numbers continue to 
  grow. 
  THE REALITY
  The secret of the ghouls existence in the Feeding 
  Grounds is a number of underground complexes 
  ﬁlled with thousands (perhaps much, much more) of 
  cryogenically stored humans. For centuries the ghouls 
  have been able to feed on these pods, eating both the 
  humans inside but also the nutrient-rich “goo” the 
  bodies were stored in for their hibernation. 
  The ghouls have a new leader, a self-styled “king” 
  named Atraxus who has united the city under his 
  rule through a campaign of violence and terror that 
  would give the most hardened raider nightmares. 
  He believes that ghouls are destined to be the true 
  inheritors of the Earth and that mankind’s legacy is to 
  serve as cattle. His ultimate vision is humans herded 
  in pens for “free range” food, while others are put 
  into the cryogenics tubes to be stored for times of 
  need. 
  EXAMPLE GHOULS: SLATHER
  Slather has been sent by the leader of the Feeding 
  Grounds to observe Bastion and make sure the city 
  isn’t planning some sort of attack. He stays in the 
  sewers during the day but at night he comes out to 
  crouch in alleyways and listen to conversations, 
  waiting to hear if the humans plan to attack his 
  “superior” race. He has been ordered not to hunt in 
  the city so he also uses the cover of darkness to slip 
  into the city’s graveyards and slaughterhouses to 
  
  23
  feed. If he is caught feeding or discovered, his savage 
  nature will come out and he will attack and try to kill.
  Slather (Mutant Post-Apocalyptic Hero 4/
  Barbarian 2): CR 6; Medium-size humanoid; HD 
  4d8+8 plus 2d12+4; HP 43; Mas 14; Init +4; Spd 30 
  ft; Defense 20, touch 16, ﬂatfooted 18 (+2 Dex, +4 
  class, +4 natural); BAB +5; Grap +8; Atk +9 melee 
  (1d10+3, Claws), or +7 ranged (by weapon); FS 5 
  ft by 5 ft; Reach 5 ft; SQ medical incompatibility, 
  claws, cannibalism, albinism; AL none; SV Fort +6, 
  Ref +6, Will +2; AP 3; Rep +0; Str 16, Dex 14, Con 
  14, Int 10, Wis 12, Cha 8. 
     Occupation: Predator (Intimidate) 
     Background: Feral (Hide, Intimidate, Move 
  Silently) 
     Mutations and Defects:: Claws x2, Protective 
  Dermal Development, Cannibalism x2, Albinism 
     Skills: Climb +5, Hide +12, Intimidate +6, Listen 
  +8, Move Silently +12, Navigate +5, Spot +8, 
  Survival +6 
     Feats: Alertness, Archaic Weapons Proﬁciency, 
  Cleave, Combat Reﬂexes, Power Attack, Simple 
  Weapons Proﬁciency, Stealthy, Track, Weapon Focus 
     Talents (Post-Apocalyptic Hero): Necropoli Lore, 
  Survival Sense 
     Talents (Barbarian): Rage 1/day, Junk Armor 
     Possessions: None 
  GUARDSMEN
  Former national guardsmen, kept together by Pfc. 
  William Whittaker
  Background Options: Visionary Reinventor
  Attitude: Humanity’s future depends on 
  cooperation. United they will stand, divided they will 
  fade from the Earth, leaving it to the animals.
  Symbol: Green armor worn over olive drab 
  fatigues as a military uniform. 
  Common Classes: Guardian, Survivalist
  Common Mutations: All
  Common Defects: All
  WHAT OUTSIDERS KNOW
  The main defenders of the city of Bastion for 
  centuries, the Guardsmen are one of the most 
  respected, as well as one of the most powerful 
  factions in the region. A true military organization, 
  this faction prides itself on its unity and its training 
  methods which have been handed down since the 
  time of the fall. A ﬁnely-honed training regimen, 
  coupled with numerous books on tactics and strategy 
  maintained since the war give this faction an edge in 
  battle even when outnumbered or outgunned by their 
  opponents. 
  THE REALITY
  A fragmentary group of survivors formed by 
  members of the Wisconsin National Guard, the 
  Guardsmen grew under the leadership of William 
  Whittaker from a ragtag band of survivors and 
  drafted civilians to a potent military force in less than 
  20 years. Whittaker formed the training regimens 
  used by the group to this day, as well as leaving 
  behind vast volumes of his thoughts on politics 
  and strategy. A truly brilliant visionary, Whittaker’s 
  works, along with his collection of the works of Sun 
  Tzu, Nietzsche, Julius Caesar and Machiavelli have 
  allowed the Guardsmen to out think and out ﬁght 
  their opponents for centuries. 
  EXAMPLE GUARDSMEN: GRATIN
  Gratin is the best shot in Bastion. When there’s 
  trouble he will be on top of a high tower, raining 
  accurate ﬁre down on the city’s enemies. As his 
  reputation as a crack shot grows, he is also asked 
  more and more to conduct demonstrations of skill 
  with riﬂes, pistols and even darts. 
  Gratin (Strong Hero 3/Guardian 3): CR 6; 
  Medium-size humanoid; HD 3d8+6 plus 3d10+6; 
  HP 43; Mas 14; Init +3; Spd 30 ft; Defense 18, touch 
  17, ﬂatfooted 15 (+3 Dex, +4 class, +1 equipment); 
  BAB +6; Grap +7; Atk +7 melee (1d4+3, Knife), or 
  +10 ranged (2d12, Barrett Light 50); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL Guardsmen; SV Fort +6, Ref +6, 
  Will +3; AP 3; Rep +1; Str 12, Dex 16, Con 14, Int 
  10, Wis 13, Cha 8. 
     Occupation: Military (DW) (Survival) 
     Background: Visionary Reinventor (Drive) 
     Skills: Climb +4, Drive +6, Intimidate +2, Jump 
  +4, Knowledge (Tactics) +6, Spot +4, Survival +5, 
  Swim +4 
     Feats: Advanced Firearms Proﬁciency, Burst Fire, 
  Dead Aim, Far Shot, Personal Firearms Proﬁciency, 
  Post-Apocalyptic Technology, Primitive Technology, 
  Simple Weapons Proﬁciency, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Talents (Guardian): Defender +2, Weapon Focus 
     Possessions: Leather Jacket, Knife, Barrett Light 
  50
  SENTINELS
  The sentinels are the elite soldiers of the Guardsmen. 
  There are two battalions of the sentinels (each 
  consisting of 6 squads of 10 men each), one of which 
  is always in Bastion to defend the city, code named 
  “Home Team”. The other unit, code named “Away 
  Team” performs missions across the Fertile Crescent 
  as deemed necessary by the ruling council of Bastion. 
  The two teams rotate home and away status on a bi-
  monthly basis. 
  
  24
  REQUIREMENTS
  To qualify to become a sentinel a character must meet 
  the following criteria.
  Base Attack Bonus: 7+
  Skills: Knowledge (tactics) 13 ranks, Listen 5 
  ranks, Spot 5 ranks, Survival 5 ranks
  Feats: Personal Firearms Proﬁciency
  CLASS INFORMATION
  The following information pertains to the sentinel 
  epic class. 
  Hit Die: 1d10
  Action Points: 6+ one-half character level, 
  rounded down, every time the character gains a new 
  level in this class.
  Class Skills: The sentinel’s class skills (and the 
  ability for each skill) are: Balance (Dex), Climb 
  (Str), Concentration (Con), Craft (structural) (Int), 
  Demolitions (Int), Diplomacy (Cha), Drive (Dex), 
  Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge 
  (current events, history, tactics) (Int), Listen (Wis), 
  Navigate (Int), Read/Write Language (all), Repair 
  (Int), Search (Int), Sense Motive (Wis), Speak 
  Language (all), Spot (Wis), Survival (Wis) and Swim 
  (Str) 
  Skill points at each level: 7+Int. modiﬁer
  CLASS FEATURES
  All of the following are features of the sentinel epic 
  class. 
  Advanced Military Training: Each time this 
  ability is gained the sentinel picks an ability of his 
  choice from the list below. Each squad of Sentinels
  Advanced Infantry Tactics: Choose any one of 
  the following feats even if you do not meet the 
  prerequisite: Combat Expertise, Dodge, Far Shot 
  or Power Attack. This training may be taken more 
  than once, each time it is selected the character may 
  choose an additional feat from the above list.
  Assault: +1 morale bonus to melee damage rolls. 
  This training may be taken up to three times.
  Demolitions: +4 bonus to Demolitions and Disable 
  Device skill checks. This training may be taken more 
  than once, its effects stack. 
  Marksmanship: +2 bonus to ranged attack rolls, 
  only to offset range penalties. This training may be 
  taken more than once, its effects stack.
  Recon: +2 bonus to Hide, Listen, Move Silently 
  and Spot skill checks. This training may be taken 
  more than once, its effects stack. 
  Sniper: +1d6 damage to the target of a successful 
  ranged attack when the attacker spends an action 
  point and takes a full round action. This ability may 
  only be used at ranges where the attacker suffers no 
  range penalty. This training may be taken more than 
  once, the damage bonus stacks. 
  Terrain Specialization: Choose one of the following 
  terrains: Necropoli, Mountains or Wasteland. When 
  in that terrain you gain a +1 bonus to attack rolls and 
  a +2 bonus to the following skills: Balance, Climb, 
  Demolitions, Drive, Hide, Knowledge (tactics), 
  Spot and Survival. This training may be taken more 
  than once, each time it is selected it applies to an 
  additional terrain type. 
  Mental Toughness: he character adds his sentinel 
  class levels to any saving throw to resist fatigue, 
  hunger, torture, brainwashing, fear and to level 
  checks to resist intimidation.
  Cat Nap: Sentinels learn to sleep in short naps 
  while in the ﬁeld, never slipping into so deep a 
  slumber as to leave them vulnerable.  Characters with 
  this ability can survive for long periods of time on 
  four hours of sleep per day with no ill effects.  This 
  ability also allows a character to add his sentinel 
  class levels to any Listen check made while asleep 
  (characters normally make Listen checks at –10 while 
  sleeping, so a character with 10 sentinel levels would 
  make Listen checks normally while sleeping).
  Silent Kill: This ability functions as the black 
  dragon class ability of the same name.
  Fast Mover: At 5th level the sentinel has his 
  movement increased by +10’.
  Grace Under Pressure: Sentinels are rare 
  individuals who thrive under stress. When a character 
  spends an action point to aid a skill check he adds 
  TABLE 2: THE SENTINEL
  Level
  Base Attack
  Bonus
  Fort
  Save
  Ref
  Save
  Will
  Save
  Special
  Defense 
  Bonus
  Reputation
  Bonus
  1st
  +0
  +1
  +1
  +1
  Advanced Military Training (AMT); Mental 
  Toughness
  +1
  +0
  2nd
  +1
  +2
  +2
  +2
  AMT
  +1
  +0
  3rd
  +2
  +2
  +2
  +2
  Cat Nap; Silent Kill +1d6
  +2
  +1
  4th
  +3
  +2
  +2
  +2
  AMT
  +2
  +1
  5th
  +3
  +3
  +3
  +3
  Fast Mover +10’
  +3
  +1
  6th
  +4
  +3
  +3
  +3
  AMT; Silent Kill +2d6
  +3
  +2
  7th
  +5
  +4
  +4
  +4
  Grace Under Pressure
  +4
  +2
  8th
  +6
  +4
  +4
  +4
  AMT
  +4
  +2
  9th
  +6
  +4
  +4
  +4
  Silent Kill +3d6
  +5
  +3
  10th
  +7
  +5
  +5
  +5
  AMT
  +5
  +3
  
  25
  all the dice he is entitled to roll to the skill check 
  (characters normally add only the highest die).
  THE SWARM
  Background Options: Visionary Reinventor
  Attitude: The insect is the Earth’s perfect lifeform. 
  Our hive and our Queen will overrun the bipeds and 
  our towers will rise from the deserted husks of their 
  cities.
  Symbol: None (the Swarm possesses no written 
  language so far as is known).
  Common Classes: Barbarian, Guardian, Raider, 
  Survivalist
  Common Mutations: See below.
  Common Defects: See below.
  WHAT OUTSIDERS KNOW
  Insectoids from the north, these creatures, living 
  in their bizarre towers have been spreading further 
  and further south. There seem to be many different 
  varieties creatures and they breed rapidly. They are 
  also able to tame, by unknown means the ferocious 
  Buzzbee, one of the most terrifying predators in the 
  region. They use these creatures as mounts.
  THE REALITY
  The Swarm is a completely new race, spawned from 
  the race of ants as humans sprung from the ape. 
  These highly intelligent creatures live in massive 
  collectives resembling termite mounds, towers made 
  of mud, wood pulp and saliva. Their structures used 
  to extend deep into the Earth for protection from 
  extreme cold weather but with the domestication of 
  the Buzzbee they are now able to build their towers 
  higher and range further north. In the past these 
  beings were more of a mystery than a threat but two 
  developments have changed that: cooperation and 
  domestication of animals. 
  In the past each Swarm tower was its own 
  hierarchy and they spent more time ﬁghting among 
  themselves, leaving the humans and other creatures 
  of the Twisted Earth to their own devices. They 
  also shared territory with the fearsome Buzzbee, a 
  ferocious predator. Recently however, the Queens 
  of the different towers have forged a pact of peace, 
  decreeing that they will only war and feed on the 
  “lesser beings”. They have also learned how to use 
  their potent pheromone abilities to domesticate the 
  Buzzbee. This has not only given the Swarm soldiers 
  the ability to ﬂy, riding the Buzzbees (an ability 
  formerly possessed only by the Swarm Queens), they 
  were also able to render the once-feared predators 
  almost entirely extinct in the wild by killing the 
  adults and capturing the children, which are now bred 
  in captivity within the Swarms. The Buzzbees also 
  warm the Swarms in the winter, beating their wings 
  to generate heat and circulate air. This has allowed 
  the Swarms to grow larger and colonize areas further 
  north. 
  SWARM BESTIAL GENOTYPES
  The Swarm is made up of three Bestial Genotypes, 
  ﬁrst introduced in the Darwin’s World supplement 
  Beastmen. A Bestial Genotype is like a template that 
  replaces a character’s starting three mutations with an 
  ability modiﬁer, a skill modiﬁer and two pre-selected 
  mutations. Two of the character’s defects are also 
  determined by his genotype, while a third varies from 
  individual to individual.
  SWARM WORKER
  Ability Modiﬁer: Constitution +2
  Skill Modiﬁer: Handle Animal +2. Swarm worker 
  beastmen add Handle Animal to their permanent class 
  skill list.
  Mutations: Hyper Olfactory, Pheromone emission 
  (see below)
  Defects: Exoskeletal form, Social animal (see 
  below) and any one defect of the character’s choice
  SWARM WARRIOR
  Ability Modiﬁer: Strength +2
  Skill Modiﬁer: Ride +2. Swarm warrior beastmen 
  add Ride to their permanent class skill list.
  Mutations: Hyper Olfactory, Serrated Dental 
  Development
  Defects: Exoskeletal form, Social Animal (see 
  below) and any one defect of the character’s choice
  SWARM QUEEN (NPC ONLY)
  Ability Modiﬁer: Charisma +4
  Skill modiﬁer: Diplomacy +2. Swarm queen 
  beastmen add Diplomacy to their permanent class 
  skill list.
  Mutations: Complete Wing Development, 
  Gigantism, Hyper Olfactory, Pheromone emission 
  (advanced three times), Serrated Dental Development
  Defects: Exoskeletal form (see below)
  NEW MUTATIONS
  PHEROMONE EMISSION
  You emit chemicals that have a soothing effect. The 
  more acute a character’s sense of smell the more he 
  will be affected by these chemicals.
  Beneﬁt: You gain a +2 bonus to Diplomacy, Gather 
  Information and Handle Animal skill checks. When 
  dealing with a character or animal that possesses the 
  Hyper Olfactory mutation or Scent feat, you gain 
  double these bonuses.
  Since you emit pheromones all the time, anyone 
  with the Hyper Olfactory feat gains a +4 bonus on 
  
  26
  any skill check to track you.
  In addition to the above beneﬁts that are always 
  in effect, once per day you may affect a creature 
  or character with the Hyper Olfactory mutation or 
  Scent feat with any of the following effects: Anxiety 
  Trigger, Attraction Trigger, Charm Person or Fight 
  Trigger. These effects work as described under the 
  Neural feats of the same names except that the saving 
  throw DC is 15+ your Charisma modiﬁer rather than 
  the usual 10.
  Advancement: Each time you advance this 
  mutation the skill bonus increases by +2 and the 
  number of times each day you can inﬂuence the 
  emotions of characters with the Hyper Olfactory or 
  Scent mutation increases by one.
  NEW DEFECTS
  EXOSKELETAL FORM
  Although you have a hard exoskeleton to protect you, 
  your internal organs are largely undefended, causing 
  attacks which breach your shell to be all that much 
  more deadly.
  Penalty: You increase the damage multiplier of 
  a critical by 1 (so a weapon that normally inﬂicted 
  double damage would inﬂict triple).
  Advancement: The damage multiplier increases 
  by 1 each time this mutation is advanced (x4, x5 etc.)
  SOCIAL ANIMAL
  You are uncomfortable alone and work much better 
  in groups.
  Penalty: When you are more than 60 ft. away from 
  your nearest teammate (strangers do not count so a 
  social animal could receive this penalty in the middle 
  of a crowded square) you are considered shaken (-2 
  penalty on all attack rolls, skill checks and saving 
  throws).  
  EXAMPLE SWARM: KL’ACK’LY
  Kl’ack’ly is a proud warrior of the Swarm. In any 
  conﬂict against them he will be on the front line 
  proving his loyalty to his hive mother. 
  Kl’ack’ly (Mutant Strong Hero 3): CR 3; Medium-
  size humanoid; HD 3d8+6; HP 20; Mas 14; Init +1; 
  Spd 20 ft; Defense 18, touch 13, ﬂatfooted 17 (+1 
  Dex, +2 class, +5 equipment); BAB +3; Grap +6; 
  Atk +7 melee (1d12+5, Greataxe), or +4 ranged 
  (1d4, Sling); FS 5 ft by 5 ft; Reach 5 ft; SQ medical 
  incompatibility, scent, social animal; AL Swarm 
  Queen; SV Fort +4, Ref +2, Will +2; AP 1; Rep +0; 
  Str 17, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
     Occupation: Military (Survival) 
     Background: Tribal (Navigate) 
     Mutations and Defects:: Hyper Olfactory, Serrated 
  Dental Development, Exoskeletal Form, Social 
  Animal, Negative Chemical Reaction 
     Skills: Craft (structural) +6, Knowledge (Tactics) 
  +6, Survival +7 
     Feats: Archaic Weapons Proﬁciency, Armor 
  Proﬁciency (light), Armor Proﬁciency (medium), 
  Power Attack, Primitive Technology, Simple 
  Weapons Proﬁciency, Weapon Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Possessions: Chainmail, Greataxe, Sling 
  HIGHWAYMEN
  Background Options: Visionary Reinventor
  Attitude: The highways and roads of the Twisted 
  Earth are ours to defend.
  Symbol: Black armor worn over pale grey fatigues.
  Common Classes: Guardian, Road Warrior
  Common Mutations: All.
  Common Defects: All.
  WHAT OUTSIDERS KNOW
  The Highwaymen were charged with defending 
  the Old 94 and the other, lesser roads of the Fertile 
  Crescent since the time of the Fall. These warriors 
  have always stood side by side with the Guardsmen 
  when Bastion was threatened but have since 
  expanded their range to guard all trafﬁc on the Old 
  94. They also conduct anti-raider operations, tracking 
  raiders great distances on their motorcycles in order 
  to exterminate the gangs. Lastly this group will hire 
  its members out to protect rich merchant caravans 
  and prides itself on having never lost a protected 
  shipment to raiders.
  THE REALITY
  The Highwaymen were once a fragment of the 
  Wisconsin Highway Patrol and have patrolled the 
  roads of the Fertile Crescent for centuries, waging a 
  war against the many raider gangs in the area. They 
  are so effective at this that the Fertile Crescent sees 
  very little raider activity along the main artery, with 
  the Old 94 (the main focus of Highwayman patrols) 
  being exceptionally safe for travel and trade.
  Today this faction is extremely powerful and 
  almost universally respected and is seen as a 
  strong force for stability and trade in the region. As 
  their interests have expanded from protecting the 
  immediate vicinity of Bastion (which they once did 
  on horseback) to gas-powered vehicle patrols of the 
  entire Old 94, the Highwaymen have begun to see 
  themselves as stewards over the entire region. 
  As tensions between Purity and Bastion continue 
  to increase, there is increasing tension within the 
  Highwaymen as to whether or not they should pick 
  sides if tensions burst into open hostilities. Many 
  of the older members see themselves as protectors 
  of Bastion ﬁrst and advocate taking that role once 
  again, even to the extent of using their powerful 
  
  27
  patrol vehicles to deny the Old 94 to the CrystalTime. 
  Others, mostly the younger members think the 
  faction should remain neutral and pursue its mission 
  of protecting trade and travel. These tensions are 
  not known outside the organization, since the 
  Highwaymen see them as an internal matter, but the 
  tensions in the faction are deep. It may be that a war 
  between Bastion and Purity would rip this faction 
  apart, with some protecting the roads and some 
  ﬁghting alongside the Guardsmen as they always 
  have. 
  EXAMPLE HIGHWAYMEN: TRAILRUNNER
  Born in the Horseclans, Trailrunner felt the call of 
  a different kind of steed, one faster than any horse. 
  Turning his back on his people and on tradition, he 
  joined the Highwaymen. Frequently this puts him in 
  conﬂict with his brother, a leader of the Horseclans, 
  Trailblazer but if a message needed to be sent to 
  the Horseclans, Trailrunner would be a good person 
  to contact to deliver that message. He also has a 
  thorough knowledge of the wasteland regions of the 
  Fertile Crescent and is a valuable scout for the patrol. 
  Trailrunner (Post-Apocalyptic Hero 3/Road 
  Warrior 6): CR 9; Medium-size humanoid; HD 
  3d8+6 plus 6d10+12; HP 65; Mas 14; Init +3; Spd 
  30 ft; Defense 21, touch 18, ﬂatfooted 18 (+3 Dex, 
  +5 class, +3 equipment); BAB +8; Grap +8; Atk +8 
  melee (1d4, Knife), or +11 ranged (2d8, S&W M29); 
  FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL Highwaymen; SV 
  Fort +7, Ref +8, Will +5; AP 4; Rep +2; Str 10, Dex 
  16, Con 14, Int 12, Wis 14, Cha 8. 
     Occupation: Military (DW) (Survival) 
     Background: Visionary Reinventor (Drive) 
     Skills: Drive +18, Hide +4, Intimidate +2, 
  Knowledge (Tactics) +4, Listen +5, Move Silently 
  +4, Navigate +7, Pilot +5, Repair +14, Spot +8, 
  Survival +15 
     Feats: Armor Proﬁciency (light), Combat Driving, 
  Double Tap, Drive-By Attack, Personal Firearms 
  Proﬁciency, Point Blank Shot, Post-Apocalyptic 
  Technology, Primitive Technology, Simple Weapons 
  Proﬁciency, Track, Vehicle Expert 
     Talents (Post-Apocalyptic Hero): Conserve, 
  Wasteland Lore 
     Talents (Road Warrior): Boarding Party, 
  Offensive Driving, Vehicular Evasion, Master 
  Mechanic 
     Possessions: Undercover Vest, Knife, S&W M29, 
  Dirtbike 
  HORSE CLANS
  Background Options: Tribal
  Attitude: The desert horse is man’s best friend. 
  With a horse and an open range a man can defeat 
  most opponents and elude those he cannot.
  Symbol: A gold scimitar over a black background 
  (usually worn as a ﬂag that ﬂies from the tail of the 
  clansman’s horse).
  Common Classes: Guardian, Symbiont, Weapon 
  Master (bow) [from Wasteland Fury]
  Common Mutations: All.
  Common Defects: All.
  WHAT OUTSIDERS KNOW
  The Horse Clans are known for three things: their 
  bond with their hardy mounts, their shrewd (some 
  would say dishonest) method of trading and their skill 
  with the bow (especially from horseback). A truly 
  unique faction, the Horse Clan is a cross between 
  a large band of tribals and a trading cartel. They 
  wander the Fertile Crescent to sell a product only 
  they can provide that has proven extremely valuable 
  to the residents of the region. When provoked to 
  violence the tales of their savagery are quite well 
  known, making even hardened raider gangs afraid 
  to attack them or even get in the way of their large 
  stampeding herds. 
  THE REALITY
  No one is sure how the modern clan structure of 
  the Horse Clans came into existence, not even the 
  clansmen themselves, as they have no writing, only 
  an oral tradition. Although their histories of later 
  times are remarkably accurate and complete, the 
  years immediately following the Fall have faded into 
  the mists of the past. In the years after the Fall they 
  came into the Fertile Crescent infrequently, seeking 
  to escape the harshest winters of the Canadian north. 
  These were wild years, when the Fall was still 
  fresh in the memories of man and the Earth herself 
  lashed out from the damage she had suffered. Huge 
  electrical disturbances, freak rain and snow storms 
  and massive twisters all took their toll on America 
  and the Horse Clans seemed content to wander the 
  Canadian wilderness which, although relatively 
  unscathed by the weapons of the Fall, is still said to 
  be inhabited by some of the most terrible creatures in 
  all of the Twisted Earth. 
  As the weather in the Fertile Crescent began to 
  calm and the winters in the north seemed to last 
  longer and longer, the clans gradually began spending 
  more time on the rain swept steppes of the region 
  which seemed almost perfectly suited to raising the 
  horses that formed the center of their tribal structure. 
  The clans also found a ready market for the hardy 
  horses they raised, which they trade for food, water 
  and technology. For a time it seemed the wandering 
  clans had settled down, but with the increase 
  in predators in the region such as buzzbees and 
  howlcats, there some clansmen who suggest it is time 
  to send scouts to the south and west.
  
  28
  As their number grow there are also population 
  pressures being put on at least some of the clans to 
  seek new grazing lands for their herds. Although it is 
  doubtful that all the clans would move on, there are 
  indications that the group plans to send explorers in 
  every direction except the charred, irradiated east to 
  look for new territory. 
  EXAMPLE HORSE CLANS: STAR WANDERER
  The brother of Trailrunner and leader of a large 
  clan, Star Wanderer is very aggressive toward the 
  more civilized folk, harboring resentment over his 
  brother’s abandonment of the clan. If he had stayed 
  with the clan, Trailrunner would be the clan leader, a 
  responsibility Star Wanderer does not want and has 
  had thrust upon him. It is possible that the animosity 
  between these two brothers will lead to much greater 
  conﬂict between Bastion and the Horse Clans.
  Star Wanderer (Tough Hero 3/Symbiote 7): CR 10; 
  Medium-size humanoid; HD 3d10+9 plus 7d8+21 
  plus 3; HP 82; Mas 16; Init +6; Spd 30 ft; Defense 
  20, touch 18, ﬂatfooted 18 (+2 Dex, +6 class, +2 
  equipment); BAB +7; Grap +8; Atk +8 melee (1d6+1, 
  Hatchet), or +10 ranged (1d8, Compound Bow); FS 5 
  ft by 5 ft; Reach 5 ft; SQ ; AL Horse Clans; SV Fort 
  +9, Ref +5, Will +7; AP 5; Rep +3; Str 12, Dex 14, 
  Con 16, Int 10, Wis 14, Cha 8. 
     Occupation: Herdsman (Handle Animal, Ride) 
     Background: Tribal (Spot) 
     Skills: Handle Animal +8, Listen +4, Navigate +7, 
  Ride +17, Spot +10, Survival +15 
     Feats: Alertness, Animal Afﬁnity, Archaic Weapons 
  Proﬁciency, Armor Proﬁciency (light), Drive-
  By Attack, Far Shot, Guide, Improved Initiative, 
  Primitive Technology, Simple Weapons Proﬁciency, 
  Weapon Focus 
     Talents (Tough Hero): Robust, Remain Conscious 
     Talents (Symbiote): Animal Partner, Symbiote 
  Opportunist, Bond Of Friendship 
     Possessions: Leather, Hatchet, Compound Bow, 
  Desert Horse
  HOSPITLARS
  Background Options: Visionary Reinventor
  Attitude: The power to heal is the greatest power 
  known to man. It was separates man from the animals 
  and separates the advanced man from barbarism. 
  Symbol: A red cross on a white background
  Common Classes: Guardian, Juju Doctor, 
  Medicine Man
  Common Mutations: All.
  Common Defects: All.
  WHAT OUTSIDERS KNOW
  The Hospitlars are almost universally welcomed in 
  the Fertile Crescent, bringing their knowledge of the 
  medicine of the ancients to the cities of the region in 
  an attempt to improve quality of life for all. Only in 
  Troy and Fort Toll are they refused, since they will 
  tend to a mutant as quickly as a human, providing aid 
  based on need - not by race or wealth. Although they 
  are healers the Hospitlars recognize that the world is 
  a dangerous place and fully two-thirds of the group 
  are members of the militant order, who protect the 
  doctors and the valuable medicines they bring to the 
  wasteland. Despite the potent ﬁrepower possessed by 
  these militant Hospitlars, the organization is known 
  to have never started a ﬁght, engaging in battle only 
  to protect themselves or their patients. 
  THE REALITY
  The Hospitlars are a rarity in the Twisted Earth: a 
  truly benevolent group that seeks to help their fellow 
  man. Preaching tolerance and hope, they have fought 
  to keep the vast medical knowledge of the ancients 
  intact and bring the fruits of that knowledge to 
  those who need it the most. They also teach some of 
  what they know to the tribes they encounter and are 
  considered the inventors of the mysterious Juju by 
  some of the Fertile Crescent’s shaman. 
  Based out of Bastion for over a century, the 
  Hospitlars recently discovered an amazingly intact 
  ancient hospital in the ruins of Bricktop. After 
  working their way past its defenses, the organization 
  took over the large building, using the robots that 
  kept the hospital so pristine to help protect their 
  wondrous ﬁnd. Although has made the faction even 
  more powerful and inﬂuential, the worship and 
  adoration of the primitive Bricktop locals has put the 
  Hospitlars in the unwanted position of community 
  leadership. In an effort to raise the citizens of 
  Bricktop from barbarism, the Hospitlars have agreed 
  to rule them temporarily and have brought in the 
  renowned Learned to act as teachers, bringing the 
  squalid community by leaps and bounds toward 
  standing as equals with the more advanced cities of 
  the region.
  EXAMPLE HOSPITLAR: SPONSOR
  Sponsor is a young medic sent to tend to the “ﬂock” 
  in Calder following the death of the former Hospitlar 
  representative there. The brother leading the Sentinel 
  hospital has sent Sponsor to tend to the community 
  until a new leader can be selected. Though talented 
  and diligent, Sponsor is a bit out of his depth to 
  actually run a hospital but will heal any injured to the 
  best of his ability. Those who seem able to pay will 
  be asked for a donation.
  
  29
  Sponsor (Dedicated Hero 3): CR 3; Medium-size 
  humanoid; HD 3d6+3; HP 14; Mas 12; Init +0; Spd 
  30 ft; Defense 12, touch 12, ﬂatfooted 12 (+2 class); 
  BAB +2; Grap +1; Atk +1 melee (by weapon), or +2 
  ranged (by weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ 
  ; AL Hospitlars; SV Fort +3, Ref +1, Will +4; AP 1; 
  Rep +1; Str 8, Dex 10, Con 12, Int 14, Wis 15, Cha 
  13. 
     Occupation: Doctor (Knowledge [Earth and Life 
  Sciences], Treat Injury) 
     Background: Visionary Reinventor (Knowledge 
  [Mutant Lore]) 
     Skills: Craft (pharmaceutical) +10, Knowledge 
  (Earth and Life Sciences) +9, Knowledge (Mutant 
  Lore) +8, Knowledge (Technology) +8, Sense Motive 
  +8, Survival +8, Treat Injury +13 
     Feats: Armor Proﬁciency (light), Combat 
  Expertise, Medical Expert, Post-Apocalyptic 
  Technology, Primitive Technology, Simple Weapons 
  Proﬁciency, Surgery 
     Talents (Dedicated Hero): Healing Knack, 
  Healing Touch 1 
     Possessions: Medical Kit
  HOWLCATS (NPC ONLY)
  Background Options: Feral
  Attitude: Everyone who is not of us is food. 
  Symbol: Howlcats mark their territory with the 
  skulls of creatures they have killed (especially the 
  more dangerous ones). While this is intended as a 
  sign to other males to avoid the howlcat’s hunting 
  grounds, the people of the Twisted Earth use these 
  markers to avoid their territory as well whenever 
  possible.
  Common Classes: Since the howlcats are 
  physically unable to use man made weapons 
  they tend to take levels in Basic Classes only, 
  concentrating on the physical classes (Strong, Fast 
  and Tough Hero).
  Common Mutations: See below.
  Common Defects: See below.
  WHAT OUTSIDERS KNOW
  Outsiders consider the Howlcats just another of the 
  regions fearsome predators, along with the Buzzbee 
  and the Lake Dragon. They are avoided and even 
  hunted whenever possible. The Howlcats are known 
  for their fearsome nature, hunting in packs, with one 
  male leading many females who are also his mates. 
  They are also known for the odd shrieking noises 
  they make to one another, both when at rest and when 
  hunting to coordinate attacks.
  THE REALITY
  What most of the residents of the region do not 
  realize is that howlcats are in fact sentient, with 
  their own language and culture. These creatures 
  are mutated cheetahs that have achieved sentience 
  but still lack the physical ability to speak human 
  languages or use human implements. This prevents 
  mankind from recognizing them as a sentient species 
  (and indeed the Howlcats feel the same about 
  humanity).
  HOWLCAT GENOTYPE 
  Modiﬁed Cheetah Bestial Genotype
  Ability modiﬁer: +2 Dexterity
  Skill modiﬁer: None.
  Special: +2 Initiative
  Mutations: Burst of Speed (advanced), Claws 
  (advanced x2), Shriek (advanced x2)
  Defects: Carnivore, Muzzle (advanced x2), Paws 
  (advanced x2), Quadruped
  NEW MUTATIONS
  BURST OF SPEED
  You move tremendously fast for short periods of 
  time.
  Beneﬁt: You can double your Movement for 1-
  10 rounds plus a number of rounds equal to your 
  Constitution modiﬁer. After engaging in this burst 
  of speed you are fatigued until you rest for one hour. 
  After resting you may use this ability again. 
  Advancement: Advancing this mutation increases 
  the movement multiplier (x3 Movement, x4 
  Movement etc.)
  Special: The Endurance feat increases the duration 
  of the burst of speed mutation for 4 rounds. Mutants 
  with the Endurance feat only need to rest for 30 
  minutes between bursts of speed. 
  NEW DEFECTS
  CARNIVORE
  You eat only meat, a trait which can be sensed by 
  herbivores and makes it difﬁcult for them to trust 
  you.
  Penalty: You cannot digest any plant-based foods 
  and only derive nourishment from the consumption 
  of meat (a commodity that can be difﬁcult to acquire 
  in the Twisted Earth). In addition you cannot ride an 
  herbivorous mount (the vast majority of mounted 
  animals) and suffer a -6 penalty to Handle Animal 
  and Ride skill checks when dealing with herbivorous 
  animals.
  When dealing with mutants (or sentient mutant 
  animals), those with the herbivore defect also have 
  trouble trusting you and you suffer a -2 penalty 
  on Bluff, Diplomacy and Gather Information skill 
  checks when dealing with them. 
  
  30
  Advancement: Advancing this mutation once 
  means you cannot get along with non-sentient 
  herbivores at all (they will either ﬂee you or attack if 
  forced to remain close) and your penalty for dealing 
  with sentient herbivores is increased to -4. Each 
  additional time past the ﬁrst this mutation is advanced 
  grants all herbivores (sentient and non-sentient) a +1 
  morale bonus to melee damage against you.
  MUZZLE
  Your face has a distinctly animal shape to it. This 
  makes it difﬁcult to hide your primal heritage as 
  well as making it difﬁcult for others to understand 
  you when you speak. At higher levels of this defect 
  characters might not realize they are listening to 
  speech and think they are hearing the growls (or 
  hisses, or whinnies) of an animal. 
  Penalty: You suffer a -5 penalty to disguise checks. 
  When you speak, other characters must make a 
  Listen check (DC 15) to understand you. Your speech 
  impediment imposes a -2 penalty on all Diplomacy 
  and Gather Information skill checks. 
  Advancement: Each time you advance this 
  defect the DC of the Listen check to understand 
  you increased by 5 and the penalty you suffer to 
  Diplomacy and Gather Information skills worsens by 
  2.  
  PAWS
  You have paws rather than hands designed for 
  manipulation. This makes it difﬁcult for you to use 
  weapons or tools.
  Penalty: You suffer a -1 penalty to attack rolls with 
  non-natural weapons. You also suffer a -2 penalty 
  on the following skill checks: Craft (all), Disable 
  Device, Forgery, Open Lock, Sleight of Hand and 
  Use Rope.
  Advancement: Each time this defect is advanced 
  the attack penalty worsens by -1 and the skill penalty 
  worsens by -2.
  QUADRUPED
  You have 4 legs rather than the usual biped 2 arms 
  and 2 legs body type. 
  Penalty: You cannot take a move action and an 
  attack action in the same round when attacking with 
  a man-made weapon (anything that is not a natural 
  weapon). To attack with a non-natural weapon 
  (antlers, claws, teeth) you must rear back on your 
  hind legs as a move action and suffer a -4 penalty on 
  Balance skill checks. The Tumble skill is always a 
  cross-class skill for you regardless of profession. 
  If you take the Dodge, Mobility or Spring Attack 
  feats you may only use them when walking on all 4 
  legs.
  EXAMPLE HOWLCATS: OLD SNARL
  From the ﬁles of Brother Willby, the Learned: For 
  almost 20 years this Old Snarl has led the largest, 
  strongest pride in the Fertile Crescent. A shot from 
  a hunter’s gun removed part of the lip on the right 
  side, giving the permanent appearance of a snarl 
  and granting the creature at least part of its name. 
  Over the years this cunning creature has expanded 
  the size of its herd with a brutality unheard of even 
  for its kind, stalking any male that comes near 
  his territory and taking control of his pride and 
  territory. Based on the population studies of breeding 
  Howlcat females conducted by my predecessor, 
  Brother Ballantine, I estimate that Old Snarl controls 
  exclusive breeding privileges with between 40 and 
  50% of all breeding females in the region. This has 
  already resulted in an increase in the average size, 
  strength and cunning of the Howlcat population 
  of the entire region, with male offspring spreading 
  north and west. Furthermore, these descendants of 
  Old Snarl have, in almost every case, supplanted 
  the breeding males in areas they have migrated to, 
  increasing the genetic impact of this one magniﬁcent 
  animal on his race exponentially. As a ﬁnal note in 
  this entry, Old Snarl has entered the local mythology 
  as a cautionary tale to youngsters to be mindful of 
  their parents. It is said Old Snarl comes into the city 
  at night and snatches disobedient children from their 
  beds. 
  Old Snarl (Cheetah Genotype Fast Hero 10/Strong 
  Hero 5/Charismatic Hero 5): CR 20; Medium-size 
  humanoid; HD 10d8+20 plus 5d8+10 plus 5d6+10; 
  HP 126; Mas 14; Init +7; Spd 45 ft; Defense 28, 
  touch 28, ﬂatfooted 23 (+5 Dex, +13 class); BAB 
  +14; Grap +17; Atk +19 melee (1d10+6, Claws); FS 
  5 ft by 5 ft; Reach 5 ft; SQ medical incompatibility, 
  burst of speed, claws, carnivore, muzzle, quadruped; 
  AL Howlcats; SV Fort +11, Ref +14, Will +7; AP 10; 
  Rep +10; Str 16, Dex 20, Con 14, Int 12, Wis 14, Cha 
  15. 
     Occupation: Predator (Intimidate) 
     Background: Feral (Hide, Move Silently, Survival) 
     Mutations and Defects:: Bestial Genotype, Burst 
  of Speed (x3), Claws (x3), Shriek (x2), Carnivore, 
  Muzzle (x2), Paws (x3), Quadruped 
     Skills: Balance +18, Bluff +10, Climb +12, Hide 
  +30, Intimidate +24, Jump +13, Knowledge (Tactics) 
  +5, Move Silently +30, Survival +24, Tumble +13 
     Feats: Acrobatic, Cleave, Defensive Martial 
  Arts, Dodge, Elusive Target, Endurance, Frightful 
  Presence, Mobility, Mutation Advancement (x2), 
  Pack Tactics, Power Attack, Rend, Renown, Simple 
  Weapons Proﬁciency, Spring Attack, Stealthy, Super 
  Mutant, Track, Weapon Finesse (Claws) 
     Talents (Fast Hero): Increased Speed, Improved 
  Increased Speed, Advanced Increased Speed, 
  Evasion, Uncanny Dodge 1 
  
  31
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash, Advanced Melee Smash 
     Talents (Charismatic Hero): Coordinate, 
  Inspiration, Greater Inspiration 
     Possessions: None 
  LEARNED
  Background Options: Guardian
  Attitude: The past must be preserved and studied 
  so that its horrors are never again unleashed upon the 
  world. Only by understanding the ancients can we 
  avoid repeating their mistakes.
  Symbol: A sun surrounded by nine planets. The 
  third planet is foremost in the picture, a blue green 
  world of water and clouds. The Learned claim this is 
  the paradise that was Earth before the Fall.
  Common Classes: Scholar, Tinker
  Common Mutations: All.
  Common Defects: All.
  WHAT OUTSIDERS KNOW
  A peaceful faction, the Learned is dedicated to 
  teaching the young of the Fertile Crescent and build 
  schools in cities and villages across the region. 
  Completely nonviolent, they are usually left alone 
  even by the most hardened raider, since they care 
  little for knowledge of ancient weapons or armor, 
  spreading knowledge of the history of the world and 
  teaching the young to read, write and perform basic 
  mathematics.
  THE REALITY
  Contrary to their carefully cultivated image, the 
  Learned know a great deal about the nature of 
  ancient weaponry and could build examples of many 
  ancient weapons if they chose to. For the safety 
  of their scientists, they have portrayed themselves 
  as ignorant of “practical” science, allowing them 
  to carry out their mission of educating the young 
  unmolested. The Learned carefully guard their “great 
  library”, located in the Hall of Learning in Bastion. 
  Here, secure behind the protection of Bastion and its 
  many powerful factions of warriors (especially the 
  Guardsmen), the Learned have hidden many texts on 
  the creation of ancient weapons that they feel are too 
  powerful to fall into anyone’s hands. In the past there 
  was a small but vocal minority of the faction who 
  advocated sharing much of this knowledge with 
  the Guardsmen, but the recent tensions over 
  such silly issues as regional pride between 
  Bastion and Purity have shown the wisdom 
  of keeping some elements of the past 
  unknown.
  EXAMPLE LEARNED: BROTHER WILLBY
  Brother Willby is the foremost Learned 
  expert on the ﬂora and fauna of the 
  Fertile Crescent. His particular passion 
  is the region’s Howlcat population, 
  especially Old Snarl, who he has 
  studied for 20 years. Unknown to his 
  brothers, Willby has been venturing 
  into Old Snarl’s territory in an attempt to 
  prove a radical theory: that the Howlcats 
  have a language, which would prove their 
  sentience. Although trespassing on the 
  edge of Snarl’s territory has yielded some 
  information, Brother Willby needs to go 
  deeper and has plans to build on a high hill 
  deep in Snarl’s territory where he can listen 
  and attempt to piece together the bizarre 
  patterns into language. He is quietly 
  attempting to hire some intrepid, high 
  level adventurers for this task but will 
  make it clear he wants their protection 
  to discourage the Howlcats, not harm them. Killing 
  the creatures does nothing to prove his theories and 
  Willby considers Old Snarl a friend in a bizarre way, 
  having studied the creature from afar for so long.
  Brother Willby (Smart Hero 3/Scholar 7): CR 10; 
  Medium-size humanoid; HD 3d6+6 plus 7d6+14; HP 
  56; Mas 14; Init +1; Spd 30 ft; Defense 16, touch 16, 
  ﬂatfooted 15 (+1 Dex, +5 class); BAB +4; Grap +3; 
  Atk +3 melee (weapon-1), or +5 ranged (weapon); FS 
  5 ft by 5 ft; Reach 5 ft; SQ ; AL Learned; SV Fort +7, 
  Ref +6, Will +11; AP 5; Rep +4; Str 8, Dex 12, Con 
  14, Int 14, Wis 16, Cha 10. 
     Occupation: Academic (Knowledge 
  [Earth and Life Sciences], Knowledge 
  [Physical Sciences], Research) 
     Background: Guardian (Knowledge 
  [Mutant Lore]) 
     Skills: Computer Use +15, Decipher 
  Script +17, Knowledge (Ancient 
  Lore) +13, Knowledge (Behavioral 
  Sciences) +8, Knowledge (Earth 
  and Life Sciences) +21, Knowledge 
  (History) +15, Knowledge (Mutant 
  Lore) +16, Knowledge (Physical 
  Sciences) +18, Navigate +15, Read/
  Write Language +3 (Unislang, Gutter 
  Talk, Ancient), Research +18, Search 
  +12, Speak Language +3 (Unislang, 
  Gutter Talk, Ancient), Spot +7 
     Feats: Advanced Technology, 
  Combat Expertise, Defensive 
  Martial Arts, Educated 
  (Knowledge [Earth and Life 
  Sciences], Knowledge 
  [Physical Sciences]), Great 
  Fortitude, Iron Will, Post-
  Apocalyptic Technology, 
  
  32
  Primitive Technology, Simple Weapons Proﬁciency, 
  Studious, Vulture 
     Talents (Smart Hero): Savant (Knowledge [Earth 
  and Life Sciences]), Linguist 
     Talents (Scholar): Gossip, Confusing Tirade, 
  Ancient Technology, Ancient Knowledge 
  (Knowledge [Mutant Lore]), Ancient Knowledge 
  (Knowledge [Ancient Lore]) 
     Possessions: Various books and scrolls
  MARINERS
  Background Options: Ritual Preservationist
  Attitude: The lakes are the key to survival. 
  Symbol: One of the large lake serpents the 
  Mariners hunt laying in the sun.
  Common Classes: Barbarian, Guardian, 
  Survivalist
  Common Mutations: All.
  Common Defects: All.
  WHAT OUTSIDERS KNOW
  The Mariners make their living on the lakes, ﬁshing 
  and hunting Lake Dragons in their custom designed 
  craft. They know the lakes better than anyone, and 
  rumors persist that the Mariners have a secret city 
  somewhere on the water unknown to those who are 
  not part of their faction.
  THE REALITY
  The lakes hold many secrets, and the Mariners use 
  these secrets to aid their people in the cause for 
  survival. In addition to their two commonly known 
  land bases, the Mariners largest city is New Assail, 
  built on an island far out in Lake Huron. Here the 
  Mariners build their ships from parts scavenged from 
  wrecks by Mariners all over the Great Lakes.
  EXAMPLE MARINER: NETTER
  Netter is a guard on the cross-lake ferry, quite a 
  promotion for someone who was hunting on the north 
  edge of the lake 6 months ago. Having been rewarded 
  with a riﬂe, his keen eye has allowed him to quickly 
  develop into a natural marksman. He has been on the 
  lake more of his life than dry land and could serve as 
  a guide should the PCs need one.
  Netter (Post-Apocalyptic Hero 3/Survivalist 3): CR 
  6; Medium-size humanoid; HD 3d8+6 plus 3d10+6; 
  HP 43; Mas 15; Init +3; Spd 30 ft; Defense 17, touch 
  15, ﬂatfooted 16 (+1 Dex, +4 class, +2 equipment); 
  BAB +5; Grap +6; Atk +7 melee (1d8+2, Spear), or 
  +6 ranged (2d10, Pipe Riﬂe 7.62mm); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL Mariners; SV Fort +6, Ref +5, 
  Will +4; AP 3; Rep +1; Str 14, Dex 12, Con 15, Int 
  10, Wis 14, Cha 8. 
     Occupation: Guide (Navigate, Survival) 
     Background: Ritual Preservationist (Drive) 
     Skills: Drive +10, Listen +11, Navigate +10, Spot 
  +11, Survival +12 
     Feats: Archaic Weapons Proﬁciency, Armor 
  Proﬁciency (light), Dead Aim, Far Shot, Personal 
  Firearms Proﬁciency, Post-Apocalyptic Technology, 
  Primitive Technology, Simple Weapons Proﬁciency, 
  Track 
     Talents (Post-Apocalyptic Hero): Wasteland Lore, 
  Survival Sense 
     Talents (Survivalist): Called Shot +1d6, Way of 
  the Land 
     Possessions: Leather Armor, Spear, Pipe Riﬂe 
  7.62mm 
  MILITIAMEN
  Radical paramilitary group, control Fort Toll and 
  “tax” the trafﬁc that comes through (with the 
  exception of the CrystalTime)
  Background Options: Radical
  Attitude: The citizens of Fort Toll are the only 
  ones who matter. From the rest of the scum who 
  “survived” the apocalypse we will take what we 
  want. 
  Symbol: A ﬁst holding a pistol, raised high as if in 
  deﬁance.
  Common Classes: Guardian, Raider, Road Warrior
  Common Mutations: None
  Common Defects: None
  WHAT OUTSIDERS KNOW
  The Militiamen have ruled Fort Toll since the Fall 
  using a harsh code of “military justice”. Xenophobes 
  and racists, they hate everything that the world has 
  become, clinging to a (largely mythical) view of the 
  paradise that came before. The community shuns 
  outsiders and allows no one in. Only the Militiamen 
  are allowed to leave the city and return. Anyone else 
  who tries to leave is shot but if they do somehow 
  manage to escape they will be killed if they try to 
  return.
  THE REALITY
  In many ways the Militiamen resemble the 
  Guardsmen: rule by the military and a belief in 
  the values of the old United States. That the two 
  organizations could be so different, one embracing 
  tolerance and looking to the future with the other 
  clinging violently to a distorted view of the past 
  might go further to explain the Fall than anything. 
  The Fort Toll militia was a group of radicals before 
  the Fall, actively working to bring down what they 
  saw as a corrupt and debauched government. When 
  society began to unravel they attacked the city of 
  Toledo in force and have ruled it with an iron ﬁst 
  since. 
  
  33
  Recently the Militiamen have entered into an 
  alliance with likeminded groups in a move that does 
  not bode well for the peace loving peoples of the 
  Fertile Crescent: the White Knights and the Pariahs. 
  These three groups have offered their military might 
  to Purity, encouraging it to raze the “weak and the 
  free” cities on the far side of the lake. 
  EXAMPLE MILITIAMAN: JEBEDIAH
  A sergeant in the militia of Fort Toll, Jebediah sees 
  himself as a great warrior destined to become a great 
  general and then a king, like the warlords of the 
  past he reads about constantly. In truth, while he is a 
  talented warrior, the chainsword he found in a lucky 
  strike while young has made him seem far more 
  formidable which has caused him to become a little 
  cocky. Still, he wields the chainsword well and as 
  long as he has this powerful weapon at his side he is 
  likely to go far.
  Jebediah (Strong Hero 3/Guardian 3): CR 6; 
  Medium-size humanoid; HD 3d8+6 plus 3d10+6; 
  HP 43; Mas 14; Init +1; Spd 25 ft; Defense 20, touch 
  15, ﬂatfooted 19 (+1 Dex, +4 class, +5 equipment); 
  BAB +6; Grap +9; Atk +10 melee (3d6+5/19-
  20, Chainsword), or +7 ranged (2d8, Pipe Riﬂe 
  7.62mmR); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL 
  Militiamen; SV Fort +6, Ref +4, Will +3; AP 3; Rep 
  +1; Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 8. 
     Occupation: Military (DW) (Survival) 
     Background: Radical (Intimidate) 
     Skills: Intimidate +9, Knowledge (Tactics) +9, 
  Repair +6, Spot +4 
     Feats: Armor Proﬁciency (light), Armor 
  Proﬁciency (medium), Cleave, Exotic Melee Weapon 
  Proﬁciency, Personal Firearms Proﬁciency, Post-
  Apocalyptic Technology, Power Attack, Primitive 
  Technology, Simple Weapons Proﬁciency, Weapon 
  Focus 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Talents (Guardian): Defender +2, Weapon Focus 
     Possessions: Light Duty Vest, Chainsword, Pipe 
  Riﬂe 7.62mmR 
  NYR MEN
  Background Options: Tribal
  Attitude: The world has been magically 
  transformed into a great arena of strength. Only the 
  strong will survive to remake the world
  Symbol: The nyr men love to paint on the walls of 
  their dwellings. While these paintings vary greatly 
  (with images of the Oracle and the game they hunt 
  being the most common) they do serve to mark 
  places where the nyr men have lived.
  Common Classes: Barbarian, Symbiont 
  Common Mutations: Extreme Resilience, 
  Gigantism, Increased Body Density, Protective 
  Dermal Development
  Common Defects: Attention Deﬁcit, Atrophied 
  Cerebellum, Hunchback
  WHAT OUTSIDERS KNOW
  The Nyr men are huge primitive tribals. Once they 
  lived in close proximity to the Horse Clans and the 
  two groups fought bitterly. The nyr men were also 
  known to attack nearby villages to seize resources or 
  even simply to gain new access to hunting grounds. 
  Recently these savages encountered a mysterious girl 
  that they consider to be an Oracle and have made her 
  their leader. Under her direction, they moved to the 
  distant city of Apolis and have begun to clear the city 
  of predators and repair the buildings.
  THE REALITY
  Technically the nyr men are humans who have 
  interbred so long they have many mutations in 
  common. They consider themselves a distinct race 
  however. Any mutant with any two of the common 
  mutations or defects will be considered a Nyr Man 
  not only by the residents of the Fertile Crescent but 
  also by the Nyr Men themselves. 
  EXAMPLE NYR MAN: SCRAPPER
  Scrapper is a guard for the road crews attempting 
  to repair the main road into Apolis. He knows the 
  area around Apolis well and has even done some 
  exploring further west. Mostly though, he devotes 
  his attention with single-minded ferocity on his 
  job of making sure the work goes undisturbed and 
  will respond with shocking brutality to anyone who 
  interrupts the wishes of his Oracle. 
  Scrapper (Mutant Strong Hero 3/Barbarian 3): 
  CR 6; Large humanoid; HD 3d8+6 plus 3d12+6; HP 
  46; Mas 14; Init +2; Spd 20 ft; Defense 23, touch 14, 
  ﬂatfooted 22 (-1 size, +1 Dex, +4 class, +4 natural, 
  +5 equipment); BAB +6; Grap +13; Atk +8 melee 
  (2d8+5/19-20, giant greatsword), or +7 ranged 
  (1d10/19-20, giant crossbow); FS 10 ft by 10 ft; 
  Reach 10 ft; SQ medical incompatibility, DR 5/- vs 
  bludgeoning/concussion/slashing; AL Nyr men; SV 
  Fort +6, Ref +5, Will +2; AP 3; Rep +0; Str 16, Dex 
  14, Con 14, Int 12, Wis 10, Cha 6. 
     Occupation: Predator (Intimidate) 
     Background: Tribal (Craft [structural]) 
     Mutations and Defects: Gigantism, Increased 
  Body Density, Protective Dermal Development, 
  Hunchback x2, Attention Deﬁcit 
     Skills: Climb +4, Craft (structural) +6, Handle 
  Animal +3, Jump +2, Knowledge (Tactics) +3, Listen 
  +3, Spot +3, Survival +6, Swim +2 
  
  34
     Feats: Archaic Weapons Proﬁciency, Cleave, Great 
  Cleave, Post-Apocalyptic Technology, Power Attack, 
  Primitive Technology, Simple Weapons Proﬁciency, 
  Sunder, Withstand 
     Talents (Strong Hero): Melee Smash, Improved 
  Melee Smash 
     Talents (Barbarian): Rage 1/day, Junk Armor 
     Possessions: Medium Junk Armor, giant 
  greatsword, giant crossbow
  PARIAHS
  Background Options: Radical
  Attitude: The Twisted Earth is hell, man’s 
  punishment for losing sight of the One True God. All 
  are wicked and must be punished. Only those who 
  admit that can be redeemed. 
  Symbol: A gold cross on a black ﬂag.
  Common Classes: Demagogue, Skulk
  Common Mutations: None
  Common Defects: None
  WHAT OUTSIDERS KNOW
  The Pariah is a group of religious fanatics who 
  fought bitterly with the Guardsmen for control over 
  Bastion in the days after the Fall. Their message 
  of penitence, that the Fall is man’s punishment and 
  only by accepting this and moving on can he ever 
  hope to be redeemed is a powerful one in the harsh 
  environment the world has become. This racist group 
  sees mutants as those whose evil is so great it has 
  manifested physically and they will attempt to kill 
  any encountered on sight.
  THE REALITY
  The Pariah are known for their loud sermons and 
  their groups of ﬂagellants (poor souls who ﬂog 
  themselves bloody in an attempt to show their 
  contrition for their “sins”) but this group also has 
  spies planted in most of the communities it seeks to 
  destroy, especially Bastion. 
  EXAMPLE PARIAH: SANDIN
  Sandin is a pariah spy sent to watch and agitate in 
  Bastion. Mostly he just keeps tabs on the city but if 
  he meets a like-minded individual he will also begin 
  to spew his extreme religious views in an attempt to 
  gain a convert. 
  Sandin (Charismatic Hero 3/Skulk 7): CR 10; 
  Medium-size humanoid; HD 3d6 plus 7d8; HP 43; 
  Mas 10; Init +2; Spd 30 ft; Defense 21, touch 18, 
  ﬂatfooted 19 (+2 Dex, +6 class, +3 equipment); BAB 
  +6; Grap +8; Atk +8 melee (1d4+2, unarmed strike), 
  or +8 ranged (2d6, colt python); FS 5 ft by 5 ft; 
  Reach 5 ft; SQ ; AL Pariah; SV Fort +4, Ref +9, Will 
  +6; AP 5; Rep +3; Str 14, Dex 14, Con 10, Int 8, Wis 
  12, Cha 14. 
     Occupation: Criminal (Hide, Move Silently) 
     Background: Radical (Intimidate) 
     Skills: Bluff +8, Diplomacy +8, Disable Device 
  +5, Disguise +4, Gather Information +7, Hide 
  +10, Intimidate +10, Knowledge (Theology and 
  Philosophy) +5, Listen +3, Move Silently +9, Sleight 
  of Hand +5, Spot +3 
     Feats: Archaic Weapons Proﬁciency, Armor 
  Proﬁciency (light), Combat Martial Arts, Dodge, Iron 
  Will, Mobility, Personal Firearms Proﬁciency, Point 
  Blank Shot, Post-Apocalyptic Technology, Primitive 
  Technology, Simple Weapons Proﬁciency, Spring 
  Attack, Super-Charismatic 
     Talents (Charismatic Hero): Coordinate, 
  Inspiration 
     Talents (Skulk): Sweep, Skill Mastery, Sneak 
  Attack +2d6, Improved Sweep 
     Possessions: undercover vest , colt python
  RAIDERS
  Like other areas of the Twisted Earth, the Fertile 
  Crescent has its share of raider troubles. Some of the 
  area’s major raider gangs are listed below.
  APOCALYPSE HORSEMEN
  This gang is an offshoot of the Pariahs and actually 
  allows members of that faction to ride with them for 
  short periods of time. They believe the world ended 
  and that they are in hell. Not a hell on Earth, the hell. 
  They ride and attack villages, leaving none alive.
  GOLDEN HORDE
  This raider gang is an offshoot of the Horse Clans. 
  These raiders revere Genghis Khan and emulate 
  his tactics and strategies, using horse and riﬂe to 
  raid the villages of the Fertile Crescent. They avoid 
  areas that are well defended, especially by defenders 
  with ﬁrearms, preferring to strike at the weak or 
  tribals with limited access to technology. Lately this 
  gang’s numbers have swelled as young members of 
  the Horse Clans grow impatient with their elders’ 
  preference to stay in the Fertile Crescent and trade, 
  while the grazing lands get ever more crowded.
  NIGHTRIDERS
  This bizarre group is quite effective in sacking 
  villages and taking caravans because they only attack 
  during the night. Mutants with the ability to see in 
  the dark and humans wearing nightvision goggles, 
  this group comes out of nowhere, destroying all light 
  sources their opponents could use to see and mount a 
  defense before moving in for the kill.
  The Highwaymen claim this gang was once a rogue 
  unit of soldiers from the time of the Fall and have 
  given their members shoot on sight orders when this 
  gang is encountered.
  
  35
  TRIBALS
  In addition to the major factions and cities of the 
  region, there are a number of small, primitive tribes 
  that thrive in the Fertile Crescent due to its relatively 
  mild climate and plentiful water.
  ALTOONA TRIBE
  This small tribe lives in the ruins of Eau Claire. 
  Sitting right on the Old 94, this tribe trades with 
  both the Horse Clans and has frequent contact with 
  Bastion as merchant caravans travel between Bastion 
  and Apolis.
  BLACK WOLF TRIBE
  Living peacefully on the shores of Lake Winnebago 
  under the nominal protection of the Guardsmen, this 
  tribe inhabits three small ancient cities that all serve 
  as trade stops along the Old 41 between Bastion and 
  Sentinel. 
  CASCADE TRIBE
  This large group of Ritual Preservationists lives along 
  the Cascade River on the outskirts of what used to be 
  Grand Rapids. Living between Purity and Troy this 
  tribe maintains contact with both, revering the Purity 
  as the bringers of “the shiny” (tiny bits of technology 
  considered spiritual by the natives). They used to pay 
  tribute to the Aberrant, and now they pay tribute to 
  the White Knights in the form of ﬁsh and game. 
  They worship the nearby Gerald R. Ford airport, 
  which is maintained and protected by a cadre of 
  powerful robots, who for some reason were neither 
  shut down as most of the robots in the area were 
  before the war, nor were they ever given orders. They 
  await their orders and conduct numerous tests to 
  ensure that the small squadron of combat helicopters 
  they protect are still in good working order. 
  WHITE LAKE TRIBE
  This large, peaceful tribe lives on the shores of 
  the White Lake, about ﬁve miles north of Purity. 
  Recently the CrystalTime have sought to expand to 
  this lake and are trying to convince the natives to 
  leave with offers of money, food and technology. So 
  far the natives have refused and though tense, the 
  contact between the two remains peaceful for now. 
  WHITE KNIGHTS
  Background Options: Visionary Reinventor
  Attitude: Mutants are a stain on the gene pool. An 
  aberration that must be cleansed before the world can 
  ever be truly healed.
  Symbol: Gold armor.
  Common Classes: Guardian, Mutant Hunter, Road 
  Warrior, Survivalist
  Common Mutations: None
  Common Defects: None
  WHAT OUTSIDERS KNOW
  The White Knights were human slaves that rose up 
  to throw off their cruel mutant masters, the Aberrant. 
  After removing a threat to the entire region, the 
  White Knights have become an even bigger threat, 
  allying with the CrystalTime and pushing them for 
  war with Bastion.
  THE REALITY
  The White Knights possess the tremendous 
  manufacturing base of Troy, which they use to 
  manufacture everything from advanced armors 
  to Combat Walkers (which they can make at the 
  rate of one per year). Having had contact with the 
  Cascade Tribesmen, the White Knights plan to 
  attack the robots guarding the airport and seize the 
  combat aircraft stored there for their faction. They 
  believe if they can disassemble one of these aircraft 
  and determine how they are made, allowing their 
  automated factories to be conﬁgured to make more, 
  that they will be invincible and will no longer need 
  the CrystalTime or anyone else. They might be right.
  EXAMPLE WHITE KNIGHT: COUNCILOR MALBREY
  The “councilor” is a brutal thug with the makings of 
  a warlord. He sees his time as being close, when he 
  and his “pure” brethren will sweep across the Fertile 
  Crescent and take this land for God’s creation, man, 
  not the twisted thing that has somehow inherited it.
  Councilor Malbrey (Post-Apocalyptic Hero 4/
  Survivalist 6/Mutant Hunter 4): CR 14; Medium-
  size humanoid; HD 4d8+8 plus 6d10+12 plus 
  4d10+8; HP 101; Mas 14; Init +2; Spd 30 ft; Defense 
  23, touch 20, ﬂatfooted 21 (+2 Dex, +8 class, +3 
  equipment); BAB +13; Grap +14; Atk +14 melee 
  (1d6+1, riﬂe butt), or +16 ranged (2d6, OC-14 
  Groza); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL White 
  Knight; SV Fort +9, Ref +9, Will +8; AP 7; Rep +4; 
  Str 13, Dex 14, Con 14, Int 10, Wis 16, Cha 8. 
     Occupation: Military (DW) (Knowledge [Tactics]) 
     Background: Visionary Reinventor (Drive) 
     Skills: Drive +6, Hide +2, Knowledge (Ancient 
  Lore) +2, Knowledge (Mutant Lore) +16, Knowledge 
  (Tactics) +5, Knowledge (Technology) +4, Listen +9, 
  Move Silently +4, Navigate +10, Repair +4, Search 
  +2, Spot +13, Survival +19, Treat Injury +7 
     Feats: Advanced Firearms Proﬁciency, Archaic 
  Weapons Proﬁciency, Armor Proﬁciency (light), 
  Burst Fire, Double Tap, Personal Firearms 
  Proﬁciency, Point Blank Shot, Post-Apocalyptic 
  Technology, Power Attack, Primitive Technology, 
  Quick Draw, Simple Weapons Proﬁciency, Track, 
  Weapon Focus 
  
  36
     Talents (Post-Apocalyptic Hero): Mutation 
  Knowledge, Technologist 
     Talents (Survivalist): Way of the Land, Hunter, 
  Called Shot +2d6 
     Talents (Mutant Hunter): Smite Mutant, Mutant 
  Hunter +1, Mutant Slayer 
     Possessions: undercover vest , OC-14 Groza 
  assault riﬂe, 2 boxes 9mm ammunition.
  THINGS
  BUZZBEES
  The buzzbee is an enormous 
  mutated bee, one of the most 
  dangerous predators in the Fertile 
  Crescent because of its ability to ﬂy and its extremely 
  good eyesight. When wild these creatures work from 
  a Hive like their ancestors from the past, serving a 
  Queen and bringing meat back to the Hive for food. 
  When a target is spotted they will communicate its 
  location to their fellows and attack in groups. These 
  creatures are also used as mounts by warriors from 
  the Hive.
  SPECIES TRAITS
  Buzzbees have the following traits.
  Maneuverable (Ex): The Buzzbee has Good 
  maneuverability and gains a +4 Dodge bonus to 
  Defense when in ﬂight.
  Poison (Ex): Fortitude DC 13 plus the Buzzbee’s 
  Con modiﬁer (15 for the standard buzzbee, 17 for 
  the advanced), injury, initial and secondary damage 
  1d6 Dexterity. The Buzzbee injects its victim with 
  a powerful paralytic poison. Any creature with its 
  Dexterity reduced to 0 by this poison is incapable of 
  movement and will eventually die (10-20 minutes). 
  The Buzzbee typically paralyzes its victim and then 
  carries it back to its Hive to be devoured by the 
  group.
  Scent (Ex): The Buzzbee can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell.
  Sharp Eyes (Ex): The Buzzbee has a +8 racial 
  bonus on Spot skill checks and can make unmodiﬁed 
  Spot checks at ranges of a mile or less when in the 
  air.
  Buzzbee: CR 3; Medium-size vermin; HD 5d8+10; 
  HP 35; Mas 15; Init +8; Spd 20 ft, Fly 100 ft (Good); 
  Defense 14 (18 when ﬂying), touch 14 (18 when 
  ﬂying), ﬂatfooted 10 (+0 size, +4 Dex); BAB +3; 
  Grap +6; Atk +6 melee (1d8+3 Sting plus poison); FS 
  5 ft by 5 ft; Reach 5 ft; SA Poison; SQ Maneuverable, 
  Scent, Sharp Eyes; AL none; SV Fort +6, Ref +8, 
  Will +2; AP 0; Rep +0; Str 16, Dex 18, Con 15, Int 2, 
  Wis 12, Cha 6.
  Skills: Listen +7, Spot +14
  Feats: Alertness, Improved Initiative
  Advancement: 6-10 HD (Large)
  Advanced Buzzbee: CR 5; Large-size vermin; HD 
  8d8+32; HP 72; Mas 14; Init +6; Spd 20 ft, Fly 80 
  ft (Good); Defense 13 (17 when ﬂying), touch 11 
  (15 when ﬂying), ﬂatfooted 11 (-1 size, +2 Dex, +2 
  natural); BAB +6; Grap +17; Atk +13 melee (1d10+7 
  Sting plus poison); FS 10 ft by 10 ft; Reach 5 ft; SA 
  Poison; SQ Maneuverable, Scent, Sharp Eyes; AL 
  none; SV Fort +10, Ref +8, Will +3; AP 0; Rep +0; 
  Str 24, Dex 16, Con 20, Int 2, Wis 12, Cha 6.
  Skills: Listen +10, Spot +14
  Feats: Alertness, Improved Initiative, Weapon 
  Focus (Bite)
  LAKE DRAGONS (NESSIES)
  Lake Dragons (called Nessies by the Mariners who 
  live on the lakes) are enormous mutated crocodiles 
  that prey on anything in the water or near its banks. 
  Lake Dragons use the lake itself as both a weapon 
  and a defense. When they have a good hold on prey, 
  or when they are threatened, the Lake Dragon will 
  dive deep into the cold dark waters of the lakes. This 
  is why the Mariners hunt them with harpoons, to 
  hold the creatures near the surface so that they can be 
  killed.
  SPECIES TRAITS
  Lake Dragons have the following traits.
  Amphibious (Ex): The Lake Dragon gains a +8 
  bonus on Swim checks and can take 10 on Swim 
  checks even when under pressure or endangered. It 
  can also hold its breath as described in the Enhanced 
  Respiration mutation. The Lake Dragon can use the 
  run action while swimming so long as it swims in a 
  straight line. The Lake Dragon also suffers no size 
  penalty to Move Silently while swimming.
  Blood Lust (Ex): The taste of blood drives the 
  Lake Dragon into a frenzy. If it successfully hits with 
  its bite attack, the Yeti gains a +4 morale bonus to hit 
  and damage for the next 10 rounds. 
  Camouﬂage (Ex): The Lake Dragon can lay still in 
  water with only its eyes and nostrils showing, gaining 
  a +10 Cover bonus on Hide skill checks. 
  Lockjaw (Ex): If a Lake Dragon hits with its 
  bite it may make a grapple check as a free action. 
  A grappled creature suffers bite damage each round 
  (the Lake Dragon does not need to make an attack 
  roll). Lake Dragons will typically try to lock onto a 
  creature then drag it below the surface, drowning it 
  while they crush it with their powerful jaws.
  
  37
  Low-Light Vision (Ex): Lake Dragons possess 
  low-light vision out to a range of 60 ft.
  Lake Dragon: CR 5; Large-size animal; HD 
  8d8+32; HP 72; Mas 21; Init +0; Spd 20 ft, Swim 
  30 ft; Defense 19, touch 9, ﬂatfooted 19 (-1 size, 
  +0 Dex, +10 natural); BAB +6; Grap +18; Atk +14 
  melee (2d8+8 bite); FS 10 ft by 10 ft; Reach 5 ft; SA 
  Lockjaw; SQ Amphibious, Blood Lust, Camouﬂage, 
  Lowlight vision; AL none; SV Fort +10, Ref +6, Will 
  +3; AP n/a; Rep +0; Str 27, Dex 10, Con 21, Int 2, 
  Wis 12, Cha 6.
  Skills: Hide +2 (+12 when lying submerged), 
  Listen +3, Move Silently +1 (+5 in the water), Spot 
  +3, Swim +16
  Feats: Alertness, Stealthy, Weapon Focus (Bite)
  Advancement: 10-14 HD (Huge)
  Lake Dragon: CR 9; Huge-size animal; HD 
  14d8+112; HP 182; Mas 26; Init -1; Spd 20 ft, Swim 
  30 ft; Defense 20, touch 7, ﬂatfooted 20 (-2 size, 
  -1 Dex, +13 natural); BAB +10; Grap +30; Atk 
  +20 melee (2d10+12 bite); FS 10 ft by 10 ft; Reach 
  10 ft; SA Lockjaw; SQ Amphibious, Blood Lust, 
  Camouﬂage, Lowlight vision; AL none; SV Fort +17, 
  Ref +8, Will +5; AP n/a; Rep +0; Str 35, Dex 8, Con 
  26, Int 2, Wis 12, Cha 6.
  Skills: Hide +1 (+11 when lying submerged), 
  Listen +5, Move Silently +0 (+8 in the water), Spot 
  +5, Swim +16
  Feats: Alertness (x2), Run, Stealthy, Weapon 
  Focus (Bite)
  YETI
  The Yeti is a creature of the far north, an example 
  of the terrifying and dangerous process of natural 
  selection that has taken place in the Canadian 
  wilderness since the Fall. A mutated polar bear, these 
  killing machines thankfully only travel south to the 
  Fertile Crescent during the worst winters.
  SPECIES TRAITS
  Yeti have the following traits.
  Blood Lust (Ex): The taste of blood drives the 
  Yeti into a frenzy. If it successfully hits with its bite 
  attack, the Yeti gains a +4 morale bonus to hit and 
  damage for the next 10 rounds.
  Camouﬂage (Ex): The Yeti gains a +12 bonus to 
  Hide checks in arctic or snow-covered terrain.
  Padded feet (Ex): The Yeti’s soft, padded feet 
  grant it a +6 bonus to Move Silently skill checks and 
  a +8 bonus to Swim skill checks.
  Immunity to cold (Ex): The Yeti is completely 
  immune to all cold damage and never needs to make 
  a saving throw to resist environmental damage from 
  the cold, even in the harshest winter. It is vulnerable 
  to ﬁre and suffers an additional +50% damage from 
  ﬁre attacks. 
  Low-Light Vision (Ex): Yeti possess low-light 
  vision out to a range of 60 ft.
  Rend (Ex): If a Yeti hits with both claws it 
  automatically grapples its target. A grappled target 
  suffers claw damage from the Yeti each round 
  automatically and is considered ﬂat-footed against the 
  Yeti’s bite attack.
  Scent (Ex): The Yeti can detect approaching 
  enemies, sniff out hidden foes and track by sense of 
  smell. These voracious carnivores have been known 
  to follow a blood trail for miles. 
  Yeti: CR 7; Large-size animal; HD 10d8+40; HP 90; 
  Mas 19; Init +1; Spd 40 ft, Swim 30 ft; Defense 18, 
  touch 10, ﬂatfooted 18 (-1 size, +1 Dex, +8 natural); 
  BAB +7; Grap +19; Atk +14 melee (1d8+8 claw); 
  Full Atk +14/+14 melee (1d6+8 Claws) and +14 
  melee (2d6+8 bite); FS 10 ft by 10 ft; Reach 5 ft; 
  SA Rend; SQ Blood Lust, Camouﬂage, Immunity 
  to Cold, Low-light Vision, Scent; AL none; SV Fort 
  +11, Ref +8, Will +4; AP n/a; Rep +0; Str 27, Dex 13, 
  Con 19, Int 2, Wis 12, Cha 6.
  Skills: Hide +2 (+14 in arctic conditions), Listen 
  +7, Move Silently +7, Spot +7, Swim +16
  Feats: Alertness, Multiattack, Run, Stealthy
  Advancement: 11-14 HD (Large)
  Advanced Yeti: CR 10; Large-size animal; HD 
  14d8+70; HP 140; Mas 20; Init +1; Spd 40 ft, Swim 
  30 ft; Defense 18, touch 10, ﬂatfooted 18 (-1 size, 
  +1 Dex, +8 natural); BAB +10; Grap +22; Atk +17 
  melee (1d8+8 claw); Full Atk +17/+17 melee (1d6+8 
  Claws) and +17 melee (2d6+8 bite); FS 10 ft by 10 
  ft; Reach 5 ft; SA Rend; SQ Blood Lust, Camouﬂage, 
  Immunity to Cold, Low-light Vision, Scent; AL none; 
  SV Fort +14, Ref +10, Will +5; AP n/a; Rep +0; Str 
  27, Dex 13, Con 20, Int 2, Wis 12, Cha 6.
  Skills: Hide +4 (+16 in arctic conditions), Listen 
  +7, Move Silently +7, Spot +9, Swim +16
  Feats: Alertness, Multiattack, Run, Stealthy
  GAMES
  Games are an important part 
  of even the most primitive 
  societies. At the time of the 
  Fall, sports were still popular 
  viewing events but were played by 
  robots, rather than man. It seemed in their decadence 
  mankind had lost the desire for physical activity. 
  Many games that predate the Fall are now as popular, 
  if not more than they ever were. For the most part 
  these games will serve as a backdrop for adventures 
  
  38
  rather than the adventure itself. While a brief 
  synopsis is given for the ﬁrst two games popular in 
  the Fertile Crescent, the last game, Skinball is given 
  the full mini-game treatment, allowing the game to 
  serve not as the backdrop to an adventure but the 
  adventure itself.
  HARDBALL
  Pre-war name: Baseball
  Also known as “stickball” in many areas, Hardball 
  is a popular, non-contact sport that can be played 
  by anyone with a ball and a stick. The emphasis in 
  stickball is on hand-eye coordination and speed (there 
  no home runs, so even exceptionally long hits can 
  result in outs if the hitter does not hustle around the 
  bases).
  HORSEBALL
  Pre-war name: Polo
  Horseball is the favored sport of the Horse Clans and 
  has only been witnessed by a handful of outsiders. 
  Played on horseback, this team sport involves players 
  striking a ball with a long stick along the ground 
  until they score by placing it in a goal. Since this 
  sport requires substantial skill at horsemanship it is 
  unlikely that a non-clansmen would be able to play it 
  successfully.
  SKINBALL
  Pre-war name: Football
  The most important game in the Fertile Crescent, 
  Skinball has become a standard of pride between 
  cities, with teams traveling across the region to earn 
  bragging rights. Each team plays every other team in 
  the league once, and after all the teams have played 
  one another, the teams with the most wins play 
  each other one last time, on neutral ground, for the 
  Crescent Cup.
  The following are the Skinball teams located in the 
  Fertile Crescent along with each team’s general 
  proﬁciency at offense and defense: 
  Apolis Silverbacks (Offense 5, Defense 15)
  Bastion Gronts (Offense 12, Defense 13)
  Bricktop Radwolves (Offense 10, Defense 10)
  Calder Fraxx (Offense 14, Defense 6)
  Feeding Ground Dome Vultures (Offense 8, 
  Defense 17)
  Fort Toll Missiles (Offense 15, Defense 7)
  North Shore Nessies (Offense 10, Defense 14)
  Purity Whitecoats (Offense 12, Defense 10)
  Sentinel Radstorm (Offense 13, Defense 13)
  Troy Tornadoes (Offense 12, Defense 8)
  A season is nine games, with the two top teams 
  then playing a 10th game. The ﬁnal game is chosen 
  among cities did not ﬁnish in the top two positions, 
  making the ﬁnal game a neutral site game. Games 
  are played at the rate of one per month, meaning the 
  entire season takes 10 months of the year, with a brief 
  two-month stint to rest and regroup before it all starts 
  again. 
  DETERMINING A SCORE
  Most often a game will occur in the background 
  of an adventure, be a simple point of interest for a 
  character (did their home team win or lose that week) 
  or the character will have bet money on the game. 
  In these cases all that is needed is a ﬁnal score for 
  the game, or perhaps a quarter by quarter score if the 
  character is close enough to keep track of the game 
  while it is happening.
  To determine the score of a game at halftime, 
  make one offense roll for each team, with the 
  opposition making an opposed roll for their defense. 
  To determine the ﬁnal score, perform these opposed 
  rolls again for the second half, then add the scores 
  together. The only score that is impossible in a game 
  of Skinball is one point, so results of one point can 
  be ignored. Scores of 2 or higher are possible in any 
  combination. 
  If a negative number is rolled on a team’s offense 
  check this means the opposing defense has scored, 
  adding the result of the points to the opposing team’s 
  score.
  Example of play: For example the characters are 
  adventuring in Apolis during a game between the 
  Apolis Silverbacks and the Troy Tornadoes. A 
  mutant character in the party always bets against the 
  Tornadoes on principle and puts down 100 cp on the 
  Silverbacks. 
  The GM decides to let the player with money on 
  the game roll for the Silverbacks while he rolls for 
  the Tornadoes. For the Silverbacks make an offense 
  check, and rolls a 12, adding 5 for the Apolis Offense 
  for a total of 17. The Tornadoes make a defense 
  check, rolling a 4, adding 8 for the Troy defense for a 
  total of 12. The Apolis team scores 5 points (17-12). 
  Then the Tornadoes make their offense check. The 
  GM rolls an 18 and adds the Troy offense of 12 for 
  a total of 30. The Silverbacks make a Defense check 
  rolling a 4, adding 15 for the Silverback defense for a 
  total of 19. The Troy team scores 11 points (30-19).
  The score at halftime is Troy 11, Apolis 5.
  For the second half the process is repeated. The 
  Silverbacks make an offense check, rolling a 7, plus 5 
  for their offense for a total of 12. The Tornadoes roll 
  a 13 plus 8 for their Defense for a total of 21. This 
  means that the Troy defense scores 9 points in the 
  second half on defense alone (12-21 for a total of -9).
  
  39
  The Troy Tornadoes make an offense check, rolling 
  a 12 adding 12 for their offense for a total of 24. The 
  Silverbacks roll a 4 plus 15 for their Defense for a 
  total of 19. This means Troy scores an additional 5 
  points on offense (24-19). 
  The ﬁnal score is a blowout, Troy 25, Apolis 5.
  Outcome of play: Having lost his 100 cp and into 
  his 4th drink, the player is happy to see the Troy 
  Tornadoes come in for a drink after the game to 
  celebrate “human superiority”. Looks like a friendly 
  ﬁght might be in the ofﬁng.
  OPTIONAL RULES
  For those characters who ﬁnd Skinball an enjoyable 
  part of their game, they may want more detail added 
  to the game.
  Fluctuation of ratings: After each season the GM 
  should roll for each team to determine if they got 
  better or worse. Roll a d20 for each team’s offense 
  and defense. If the roll is equal to the team’s rating 
  then the team’s rating stays the same. If the roll is 
  below the team’s rating then that rating is reduced by 
  -1. If the roll is above the team’s rating that rating is 
  increased by +1. 
  For example in the off season the GM rolls for 
  the Apolis Silverbacks to see if they have improved 
  or reduced their rating. He rolls a 3 for the offense, 
  meaning the woeful Silverback offense actually gets 
  worse, being reduced from a 5 to a 4. Rolling for 
  the defense he rolls an 18 meaning the Silverbacks 
  already good defense gets better going from a 15 to 
  a 16.
  Breakthroughs: If a 1 is rolled that score is reduced 
  by -2 instead of -1. If a 20 is rolled that rating is 
  increased by +2 instead of +1.
  Winning the Cup: In addition to the normal 
  improvement or reduction of ratings, the team that 
  wins the Crescent Cup adds +1 to both its offense and 
  defense ratings. 
  Injuries: If a team rolls a 1 on any offense or defense 
  roll it has suffered a serious injury, losing a player for 
  the year. Reduce the offense or defense of the team 
  (whichever was being rolled at the time) by one for 
  the rest of the season. 
  JOINING A TEAM
  Some players won’t be content to watch or bet 
  on their favorite team, they will want to play. The 
  following rules show the modiﬁers PCs can grant a 
  team by signing up to play.
  PICKING A POSITION
  Each position in the game has one or more abilities 
  and skills that affect it. For each of the skills or 
  abilities listed, the player will improve his team’s 
  rating if he brings more to the team than they 
  currently have. The requirements to improve the 
  team are based on the team’s ratings vs. the player’s 
  attributes and are listed below. 
  In order to have an effect the player must be better 
  at the listed requirement than the team’s rating. For 
  example if a position ability is based on Strength, a 
  character playing Quarterback with a 14 or higher 
  Strength would increase the offense of a team with an 
  offense of 13 or lower. 
  The bonuses granted by a PC playing are 
  temporary meaning that one PC joining a team 
  does not make it harder for a second PC who joins 
  to increase the team’s ratings. A PC joining a team 
  also has no effect on whether a team improves or 
  decreases its ratings in the off-season (though the 
  changes in those ratings might increase or lessen a 
  PC’s impact on his team as it changes around him).
  Finally there is every possibility that a PC 
  playing for one team will see NPCs playing for the 
  opposition.
  OFFENSIVE POSITIONS
  These positions concentrate on scoring points and 
  improve the team’s offense rating.
  Quarterback
  Arguably the most important offensive position, the 
  quarterback can run with the ball or throw it. A multi-
  talented individual at this position can carry a team’s 
  offense all by himself.
  Throwing Power: Strength. If the player’s 
  Strength score is higher than the team’s offense rating 
  increase offense by +1 when the character is playing.
  Throwing Accuracy: Wisdom. If the player’s 
  Wisdom is higher than the team’s offense rating 
  increase offense by +1 when the character is playing.
  Running Power: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing. 
  Running Speed and Elusiveness: Dexterity. If 
  the player’s Dexterity score is higher than the team’s 
  offense rating increase offense by +1 when the 
  character is playing.
  Coach on the Field: Intelligence. If the player’s 
  Intelligence score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing.
  Field General: Charisma. If the player’s Charisma 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing.   
  
  40
  Running Back
  Another important position, the running back 
  will handle the ball more often than anyone but the 
  quarterback. He can run and catch equally well.
  Running Power: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing. 
  Running Speed and Elusiveness: Dexterity. If 
  the player’s Dexterity score is higher than the team’s 
  offense rating increase offense by +1 when the 
  character is playing. 
  Receiving: Dexterity. If the player’s Dexterity 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  Receiver
  Strictly a pass receiver, this character goes out and 
  tries to catch balls thrown by the Quarterback.
  Go Long: Dexterity. If the player’s Dexterity 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  Over the middle: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing.
  Jump Ball: Strength. If the player’s Strength score 
  is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  Offensive Line
  Though usually unrecognized, the offensive line 
  is a huge key to any team’s success. A team with a 
  better offensive line will ﬁnd it easier to run or pass.
  Pass Protection: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing.
  Run Blocking: Strength. If the player’s Strength 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  Fullback
  A “heavy running back”, the fullback provides a 
  number of useful skills to his team.
  Running Power: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing. 
  Receiving: Dexterity. If the player’s Dexterity 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing.
  Run Blocking: Strength. If the player’s Strength 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing.
  Tight End
  A “heavy receiver” the tight end provides both pass 
  receiving and blocking for his team.
  Over the middle: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing.
  Pass Protection: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing.
  Run Blocking: Strength. If the player’s Strength 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  DEFENSIVE POSITIONS
  These positions concentrate on preventing the other 
  team from scoring and increase the team’s defense 
  rating.
  Defensive Line
  This position concentrates on stopping the run and 
  the pass and basically works to offset the opposing 
  team’s offensive line.
  Power Rush: Strength. If the player’s Strength 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing.
  Speed Rush: Dexterity. If the player’s Dexterity 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing.
  Stuff the Run: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing. 
  Outside Linebacker
  A fast linebacker that concentrates on preventing 
  the pass.
  Pass Defense: Dexterity. If the player’s Dexterity 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  Power Rush: Strength. If the player’s Strength 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  Speed Rush: Dexterity. If the player’s Dexterity 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  Middle Linebacker
  A heavy linebacker that concentrates on stopping 
  the run, this player is also the leader of the defense 
  because of his central location (opposite the 
  quarterback to read whether a play is run or pass and 
  central enough to shout that information to the entire 
  defense).
  Power Rush: Strength. If the player’s Strength 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  
  41
  Speed Rush: Dexterity. If the player’s Dexterity 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing.
  Stuff the Run: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing. 
  Coach on the Field: Intelligence. If the player’s 
  Intelligence score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing.
  Read the Offense: Wisdom. If the player’s 
  Wisdom score is higher than the team’s offense rating 
  increase offense by +1 when the character is playing. 
  Field General: Charisma. If the player’s Charisma 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing. 
  Corner
  These players work to counter the opposing team’s 
  receivers.
  Pass Defense: Dexterity. If the player’s Dexterity 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing.
  Read the Offense: Wisdom. If the player’s 
  Wisdom score is higher than the team’s offense rating 
  increase offense by +1 when the character is playing. 
  Safety
  These players cover the middle of the ﬁeld and can 
  be called upon to play against the run or the pass.
   Pass Defense: Dexterity. If the player’s Dexterity 
  score is higher than the team’s offense rating increase 
  offense by +1 when the character is playing.
  Stuff the Run: Constitution. If the player’s 
  Constitution score is higher than the team’s offense 
  rating increase offense by +1 when the character is 
  playing. 
  Read the Offense: Wisdom. If the player’s 
  Wisdom score is higher than the team’s offense rating 
  increase offense by +1 when the character is playing.
  FEEDING GROUNDS
  Welcome to a world gone insane. Once brave 
  soldiers ready to ﬁght and die for America, you 
  and your unit have awoke from cryosleep to 
  ﬁnd centuries have passed and the devastation 
  of the Great War irreversible. Intended as a 
  cradle of humanity in case of a natural disaster, 
  the facility where you have slumbered for 
  centuries, where thousands others sleep and 
  await to awaken and rebuild the world is being 
  preyed upon by hideous cannibals. They’re 
  farming the future of humanity, men women and children like corn. Only 
  one thing stands in their way: you and your unit. Outnumbered a thousand to 
  one.
  They call it the feeding grounds. You are the food.
  Gencon 2006 Darwin’s World Adventure 
  
  42
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  non-exclusive license with the exact terms of this License to Use, the Open 
  Game Content.
  5.Representation of Authority to Contribute: If You are contributing original 
  material as Open Game Content, You represent that Your Contributions are 
  Your original creation and/or You have sufﬁcient rights to grant the rights 
  conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE 
  portion of this License to include the exact text of the COPYRIGHT 
  NOTICE of any Open Game Content You are copying, modifying or 
  distributing, and You must add the title, the copyright date, and the copyright 
  holder’s name to the COPYRIGHT NOTICE of any original Open Game 
  Content you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, 
  including as an indication as to compatibility, except as expressly licensed 
  in another, independent Agreement with the owner of each element of that 
  Product Identity. You agree not to indicate compatibility or co-adaptability 
  with any Trademark or Registered Trademark in conjunction with a work 
  containing Open Game Content except as expressly licensed in another, 
  independent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner 
  of any Product Identity used in Open Game Content shall retain all rights, 
  title and interest in and to that Product Identity.
  8. Identiﬁcation: If you distribute Open Game Content You must clearly 
  indicate which portions of the work that you are distributing are Open Game 
  Content.
  9. Updating the License: Wizards or its designated Agents may publish 
  updated versions of this License. You may use any authorized version of this 
  License to copy, modify and distribute any Open Game Content originally 
  distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with 
  every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open 
  Game Content using the name of any Contributor unless You have written 
  permission from the Contributor to do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the 
  terms of this License with respect to some or all of the Open Game Content 
  due to statute, judicial order, or governmental regulation then You may not 
  Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to 
  comply with all terms herein and fail to cure such breach within 30 days of 
  becoming aware of the breach. All sublicenses shall survive the termination 
  of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, 
  such provision shall be reformed only to the extent necessary to make it 
  enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  System Rules Document Copyright 2000, Wizards of the Coast, Inc.; 
  Authors Jonathan Tweet, Monte Cook, Skip Williams, based on original 
  material by E. Gary Gygax and Dave Arneson
  Modern System Reference Document Copyright 2002, Wizards of the Coast, 
  Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based 
  on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, 
  Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  The Fertile Crescent Copyright 2006, RPGObjects; Author Charles Rice
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated as 
  product identity as outline in section 1(a) of the Open Gaming License: 
  Darwin’s Word, Twisted Earth, Denizens of the Twisted Earth, Terrors of the 
  Twisted Earth, Artifacts of the Ancients, Cave of Life, Benders, Brethren, 
  Brotherhood of Radiation, The Cartel, Children of the Metal Gods, Clean 
  Water Clans, Far Traders, Enthropist, The Foundationist, The Movement, 
  Paradise Believers, Ravagers, The Savants, Doomriders, Brethren Follower, 
  Brotherhood of Radiation, Foundationist Paladin, Sister of the Desert, Willy 
  World, Abberant, Black Hand, Blessed Ladies, Children of Adam, Coiled 
  Dragon, Geek Squad, Ghouls, Guardsmen, Swarm, Highwayman, Horse 
  Clans, Hospitlars, Howlcats, Learned, Mariners, Militiamen, Nyr Men, 
  Pariah, White Knight.
  Designation of Open Gaming Content: The following sections of The Fertile 
  Crescent are designated as open gaming content except for terms deﬁned as 
  product identity above.  All illustrations, pictures, and diagrams are Product 
  identity and property of RPGObjects™.
  The NPC statistical blocks are open content.
  The NPC names are product identity.  
  All other text is closed content.
  
SOURCE: textdata/thevault/Darwins World/Darwin's World Fertile Crescent Gazetteer.pdf