TEXT:  
   
   
   
   
   
  Retribution 
  by John Wyatt and Neal Bailey  
  Edited by: Aijalyn Kohler  
  Play Testers: Mike Mazel, Scott Reid,  
  Jason Sanford, Wayne Ward 
  An Exodus OPS Campaign Adventure 
  Requires the Exodus Survivor’s Guide and Exodus OPS Campaign Manual 
  Criminals of all kinds have been turning up dead.  Most of the slayings are centered around Phoenix, a region 
  notorious for NEMO involvement.  Some would count this a blessing, but the Desert Rangers want it stopped, 
  as the indiscriminate killings have offed informants and risked provoking gangland violence.  The suspect is 
  an Ex-desert ranger, and it’s the party’s job to track him down and bring him in dead or alive.  Retribution is 
  an Exodus OPS campaign scenario for 4 to 6 characters of 5th to 7th level.  
  Exodus, OPS®, and the GCG logo are trademarks of Glutton Creeper Games.  This OPS scenario (Retribution) is copyright Glutton Creeper Games ©2009-
  2010 and is e-commerce and may not be redistributed after purchase without written consent from Glutton Creeper 
  Games.  Persons distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy 
  laws and may be prosecuted to the fullest extent of these laws. 
  20 
   OGL 
  Modern Apocalypse 
  
  OPEN GAME LICENSE Version 1.0a  
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  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 v1.0a Copyright 2000, Wizards of the Coast, Inc.  
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, 
  Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary 
  Gygax and Dave Arneson.  
  Modern System Reference Document Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles 
  Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker,  based on material by Jonathan Tweet, Monte Cook, 
  Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. 
  Adobe Portable Document Format (PDF) and Adobe Reader are registered trademarks of Adobe System Inc.  
  Open Content Declaration: 
  All game mechanics presented in this text are Open Gaming Content (OGC).   
  Product Identity (to include Desert Rangers, NEMO, and Slavers’ Union) descriptive text, characters, proper names, and pictures or maps are 
  closed content and may not be reproduced without written consent of Glutton Creeper Games and Author(s).     
  END OF LICENSE  
  
   
  Legal and Contact Information 
  OPS is a registered trademark of Glutton Creeper Games.   
  Exodus and the GCG Logo are trademarks of Glutton Creeper Games.  
  Exodus OPS: Retribution is copyright ©2009-2010 Glutton Creeper Games.  This product is e-commerce and 
  may not be redistributed after purchase without written consent from Glutton Creeper Games.  Persons 
  distributing this file without permission of Glutton Creeper Games are subject to Copyright and Piracy laws 
  and may be prosecuted to the fullest extent of these laws. 
  This PDF document requires the use of Adobe Reader.  Adobe Portable Document Format (PDF) and Adobe 
  Reader are registered trademarks of Adobe System Inc. 
  Glutton Creeper Games 
  Website and Contact: www.gluttoncreeper.net 
   
  Adobe System Inc. 
  Website: www.adobe.com 
  OPS Introduction 
  This is an Exodus OPS campaign adventure designed for the OPS setting and consumes between 3 to 5 hours of 
  game time.  This adventure can also be used outside of the OPS setting as a stand-alone home game adventure 
  within a post-apocalyptic setting. 
  This adventure requires the Exodus Survivor’s Guide, and the Exodus OPS campaign manual.  The Exodus 
  campaign manual can be found at the GCG website listed above.  All game mechanics are denoted by 
  chapter/topic and book.  Those not presented with an aforementioned book above is included within this 
  scenario as a sidebar within the encounter or an appendix at the end of the adventure.    
  Preparation 
  First, you should print this scenario.  This scenario supports single and double-sided printing.  There is enough 
  room along the inside margin to bind the adventure.  
  Read this entire scenario at least once before you run your game.  Familiarize yourself with any special rules, or 
  new equipment not presented in the books listed above.  Highlighting particularly important passages may help 
  with the flow of the game mechanics.  
  A grid map (one-inch square) or graph paper and a representation of adventurers, NPCs, and creatures will 
  enhance game play, as well as the other necessities (scrap paper, writing materials, and a set of dice) needed to 
  run the game.  
  Game Time: Have the players prepare their characters according to Exodus OPS campaign rulings, get them to 
  the scenario start point, and read the scenario introduction.  
  There is descriptive text in this scenario that is written so that you may present it to the adventurers, while 
  other text is for your eyes only.  Text for the players is bold text.  It is strongly recommended that you 
  paraphrase player text instead of reading it aloud.  Some of the text is general and needs to be adapted to the 
  specific situation, or to the actions of the adventurers. 
  Overseers OPS Note: Low Level Player Characters   
  All OPS wasteland adventures are designed for a particular level range (see Average Character Levels below) 
  that progressively advances as the Exodus Campaign grows.  Lower level players may find these adventures 
  extremely hard to successfully complete.  However, with the EXPERIENCE system, the adventure may be altered 
  to accommodate lower level players.  Both CEL and SC can be reduced in encounters to make it easier for the 
  characters and adjusted in the EXP chart at the end of the adventure to keep EXP in line for the challenges. If 
  reducing the CEL (recalculate the CR) and replace first number of the calculation with the new number and 
  adjust the last number (total creatures HP if changed) [CEL (+/– APL) x HP].  Reducing the SC is easier, minus 1 
  SC for every 5 points reduced (to a minimum of DC 15) and subtracted 250XP for each reduction.  
  
   
  Exodus OPS 
  Retribution 
  3 
   
  ©2009-2010 Glutton Creeper Games 
  Retribution 
  Exodus OPS 
  Scenario 19 
  Retribution 
  Location: Red Rim Trading Post, Phoenix  
  Number of Characters: 4 to 6 
  Average Character Levels:  5th 
  Max CEL/SC: 30/25  
  Max Purchasable Equipment Value: Trading Post (Uncommon 1000 steel), Phoenix (Infrequent 3500 steel)  
  Adventure Summary  
  The party comes across a Desert Ranger at a road stop between Alamogordo and Phoenix.  This man,  
  Rupert P. Justice, is placing a bounty on another ranger by the name of Jackford Pusser.  Jackford went 
  missing and is presumed to be responsible for a lot of vigilante justice around the Alamogordo and Phoenix 
  area, mainly striking out at members of NEMO, but also killing many small-timers and criminal informants.  
  While the Desert Rangers have no love of criminals, they also have no intention of triggering large-scale 
  retribution and can’t tolerate dead informants.  Jackford has to be stopped.  The party has the option of 
  accepting the mission in return for a very generous reward, and the clues begin right at the road stop. 
   
  The party comes across several clues in their travels, including the body of a NEMO gang member.  Between 
  that and the information provided by the clientele of the road stop, the trail leads off towards Phoenix.  
  Almost as soon as the party arrives at Phoenix, a large NEMO gang descends upon them.  The party must hide, 
  fight, or negotiate with the gang members.  After this encounter is cleared, the party is free to explore Phoenix 
  for clues.  Eventually they find Agave Way and the Slave Pens, where more information about the situation in 
  Phoenix and the mysterious biker who matches Jackford’s description can be found. 
   
  As soon as the party has either given up or gathered enough information to head off after Jackford, an 
  explosion rocks the city.  Following the plume of smoke, the party finds that this was the result of a bombing: 
  an attempt on a gang leader’s life.  The victim is one Jean Vasquez, a gang lord who Jackford was feuding with.  
  Vasquez offers cash to anyone who can bring the culprit back.  He provides a description, which again 
  matches Jackford to a T. 
   
  The party heads off into the area around Phoenix in search of Jackford.  They do eventually find him, but his 
  condition depends on whether or not the party lost his trail at some point.  If not, they find Jackford alive but 
  dying.  If they lost the trail, he is dead. 
   
  Either way, Jackford’s intentions and motives become clear when the party speaks to him or finds his notes – 
  Jackford was after Valdez because he suspects that Valdez raped and killed his wife and daughter. Here, the 
  party is provided with several options – they can either help to carry out Jackford’s task, let him go to 
  complete it himself, or take him (or his body) back in to Rupert. 
   
  If the party decides to take on Valdez, there’s a big fight at a bombed out manor which (hopefully) ends in the 
  party’s triumph, after which Jackford (if alive) agrees to return with them.  If the party opted to take Jackford 
  in without fighting Valdez, he still returns with them, but less happily.  In any case, the scenario ends with the 
  party reporting back to Justice. 
   
  
   
  Exodus OPS 
  Retribution 
  4 
   
  ©2009-2010 Glutton Creeper Games 
   A new trading post in the southeast desert in the Arizona territory near Tucson has opened up, 
  breaching the long track between the Junkyard and Alamogordo for the caravan merchants that 
  don’t deal with NEMO or the Slavers’’ Union.  Several merchant caravans need valued guards to 
  defend against the dangers of the wasteland.  Premium pay is offered to all caravan guards. 
   The Desert Rangers have placed a Bounty “Dead or Alive” on a character of interest in the Phoenix 
  Arizona region.  Bounty Hunters that are interested in the task must seek out Desert Ranger Justice 
  at the Desert Ranger Post on the outskirt ruins of Tucson, Arizona. 
   A small oasis of life emerges from the ruins and deserts of Arizona to reveal an old pre-Exodus 
  fueling station near the ruined Interstate 10.  Around this station several caravan are staged, loading 
  and offloading goods.  Scented smoke of roasted lizard rises from the center of the station near the 
  old fueling pumps and chargers, where wastelanders gather. 
  Approaching closer to the station reveals a battered rusted sign propped up by the edge of the road 
  reading in red paint ‘Red Rim Pit Stop’.  The station is pretty lively with activity and is also brightly lit 
  from rigged lights hooked up to the solar chargers of pre-Exodus technology.  Dusty tables ring a 
  skewer pit where several large lizards are impaled on metal sign poles above the flames.  Exhausted 
  looking travelers slouch at the tables, drinking and eating chunks of skewered lizard while a young 
  Oriental girl takes orders.  Beyond the restaurant, several merchants barter and trade with three 
  Oriental men, one much older than the other two. 
  Introduction 
  This scenario places the party at the Red Rim Trading Post in Arizona, southeast of Phoenix, just off the old 
  highway system.  This is a new trading post offering merchants an opportunity to stop and rest through the 
  long track from the eastern communities to the west.  
  How to get the characters involved in the scenario is the next step to starting the adventure.  Two plot hooks 
  are provided below to get the characters to the starting point of the adventure. 
  Caravan Guards 
  Characters taking the caravan route will earn 500 steel for their services to the Red Rim trading post.  At this 
  time, introduce the main plot of Jackford Pusser as detailed below.   
  Bounty Hunters 
  The Desert Ranger outpost in Tucson is located on the old Interstate 19 in a former truck weigh station.  A 
  ranger on duty will direct the characters interested in the bounty to the Red Rim Trading Post about 30 miles 
  to the southeast on Interstate 10 to locate Ranger Justice.  Once the characters arrive at the Red Rim trading 
  post, introduce the main plot of Jackford Pusser as detailed below.   
   
  Red Rim Trading Outpost  
  The Red Rim trading outpost is on the outskirt of a pre-Exodus town of Benson, Arizona.  The trading post sits 
  in an old gas station just off of Interstate 10.  The town has been long scavenged and is a dilapidated ruin.  The 
  trading post survived the scavenging because of the resident Meatclaw that laired within.  The Meatclaw was 
  defeated by a Chi Dynasty merchant, Wong Chun, and his two sons.     
  Once the characters have arrived at the Red Rim Trading Post, regardless of means, read the following:     
  Nobody here pays the party any attention at all when they arrive.  A quick look around reveals a smaller shed-
  like building behind the patio, and two wooden outhouses to the side.  Allow the party to interact with the 
  merchants and order a kitchen meal and drinks before moving to the next scene as detailed below. 
  
   
  Exodus OPS 
  Retribution 
  5 
   
  ©2009-2010 Glutton Creeper Games 
  Diplomacy with Rupert 
  DC 15: Jackford Pusser was a good man 
  and a better Desert Ranger.  He went a 
  little bit off when he found out his wife 
  and daughter were raped and killed three 
  months ago.  He seemed okay for about a 
  month, but then vanished and failed to 
  make his wasteland reports to the order.  
  Jackford also would never let a debt go 
  unpaid, and is probably out seeking 
  vengeance.  If that’s the case, it’s likely he’s 
  staying 
  around 
  southern 
  Arizona 
  gathering info. 
  DC 20: Several NEMO raiders and Slavers’ 
  have been found on the roadside from 
  Alamogordo to the Junkyard.  The Rangers 
  suspect that Jackford has been targeting 
  single or small groups of Raiders and 
  Slavers’, interrogating and then killing 
  them.  Each victim found was shot through 
  the heart; Jackford was renowned for his 
  ability to kill a man with one shot to the 
  heart. 
   
  Rupert P. Justice, male human 
  Int 15, Wis 15, Cha 17; Drive +11, Bluff +10,  
  Diplomacy +3, Intimidate +13, Investigate +12, 
  Knowledge: geography, street +9, Sense Motive 
  +16, Survival +14  
   A dusty light brown Roadmaster MK IV with a big gold star on the doors tears into the station’s old 
  parking lot, screeching to a halt just feet from hitting patrons enjoying skewered lizard.  A short, fat 
  man with a thin moustache, wearing a tan police outfit, a cowboy hat, and black sunglasses heaves 
  his way out of the car once the dust clears.  “Junior, get out of the car!  Go order me a quadruple 
  Diablo double gizzard burger and a diet Toxicola while I post these bounties and speak with these 
  kind folk!” 
  A skinny man wearing a loose wrinkled dress shirt and black dress pants man hops out of the 
  passenger side of the car, yelling, “I’m coming, Daddy!”  He quickly runs over to the portly man and 
  hands him a stack of lose multi-colored paper.   
  The portly man staples a few of the multi-colored papers to the canopy posts, and then turns 
  toward the patrons of the Red Rim, stating in a loud tone, “Fine folk, the Desert Rangers has a bounty 
  on a criminal of the highest caliber that needs to be brought to justice.  We’re looking for a fugitive – 
  a man gone rogue.  He is armed and dangerous.  If any Bounty Hunters are interested, you’ll be 
  rewarded handsomely by the Desert Rangers.  Take a look at the bounty poster for more details and 
  then you can speak with me if you’re interested in the bounty.  Thank you kindly for your time.” 
    The Ranger looks about and yells, “Junior, you dumb son of a wasteland whore, I am parched from 
  all of this talking, where is my Diablo burger and can of Toxicola!”  A muffled response emerges from 
  a crowd of patrons, “Daddy, my hat blew off into the fire!” 
  Rupert walks around the station posting more bounty notices before sitting at a table.  Junior finally brings 
  over his food order after several minutes have pasted.  Rupert sits down at the table opening the can of 
  Toxicola and lights a cigarette.  Junior stands around nervously.  
  Several people at the restaurant take a look at the poster, and the party can hear exclamations about how 
  much steel is being offered.  A few people even talk to Rupert.  If the party decides to talk to him about the 
  mission, he should act racist, loud, and irritable.  Either Rupert or the poster will explain the following: 
   
  They’re looking for a man named Jack Pusser.  He is a Desert Ranger who went rogue and is 
  considered extremely dangerous.  He’s in his mid 40s, with graying hair, a small moustache and a face 
  like a leathery saddlebag. 
   
  The reward offered is 5000 steel for Pusser, dead or 
  alive.  An additional special reward is offered if 
  Pusser is brought in alive.  The details of the reward 
  are unmentioned, but Rupert will let on that the 
  Rangers would prefer that Pusser was brought back 
  alive. 
   
  Pusser travels by motorcycle and knows his way 
  around the southwest territories of Arizona and 
  New Mexico.   
  Speaking with Rupert P. Justice 
  Rupert is a racist, but is also a straightforward and duty-
  bound ranger.  Rupert will make small talk with the 
  characters and share the information provided on the 
  bounty.  If the characters offer to pay Rupert’s tab or attempt 
  to use some Diplomacy skills against Rupert’s sharp mind: 
  
   
  Exodus OPS 
  Retribution 
  6 
   
  ©2009-2010 Glutton Creeper Games 
  General Information from Wong 
  General Rumors (1d4 minutes) 
  Paying Customer (1+ copper): Caravans, 
  raiders, and slavers all pass through this area 
  on their way to destination X.  Sometimes one 
  or several of these types turns up dead on the 
  trade road. 
  Bribe (25 steel):  A man on a motorcycle 
  stopped in about a week ago asking questions 
  about 
  some 
  NEMO 
  mid-bosses 
  named 
  Banderas and Valdez.  He ordered a burger and 
  a drink and headed west toward Phoenix. 
  Gathering Information from the Clients 
  General Rumors (1d4 x 5 minutes) 
  Bribe (1+ steel or drink): Bodies have been 
  piling up the last few weeks on the trade road.  
  Not your normal caravans, pilgrims, or 
  travelers, but individual or small groups of 
  raiders.  The good side of the story is that the 
  killer hasn’t been looting his victims.   
   
   
  Wong, male human (Chinese) 
  Int 10, Wis 13, Cha 16; Bluff +9,  Diplomacy +9, 
  Intimidate +7, Knowledge: underworld +9, 
  Profession (cook) +12, Sense Motive +9  
   As you travel down the road in your search of Jackford Pusser, something catches your eye.  Down 
  in the ditch by the old cracked and crumbling roadside, is a body on its back with a large hole in the 
  chest.  
   
  Speaking with Wong 
  Wong is a Chi Dynasty spy that has set up a shop 
  here at the Red Rim Outpost after his boys dealt 
  with the former resident, a Meatclaw.  Wong will 
  speak with the characters about general topics and 
  rumors as long as they are paying customers.  Talk 
  ain’t cheap, and the characters will need to fork out 
  some steel to get some good information from 
  Wong.    
  Speaking with the Clientele 
  Finally, the party can speak to the customers.  If 
  Ranger Justice and Wong are getting questioned, 
  some of the local customers may actually approach 
  the party and offer to tell what they know, for a 
  drink or a small amount of cash. 
  On the Trail 
  After the party has left the Red Rim, five miles down the road, they’ll spot a body in the ditch.  
  The victim in the ditch is a NEMO raider that Pusser shot in the back with a .44 caliber pistol.  The hole in his 
  chest is the exit wound, and this can be determined by a Treat Injury DC 10 skill check.  If the characters 
  examine the body, they can determine with a successful Treat Injury DC 20 check that the victim has been 
  dead for about 36 hours.  The raider can be identified as a NEMO raider by his clothing with a successful 
  Knowledge (street) DC 10 check.  If searched, the victim will have the following (150 steel, ammunition 
  (9mm, 80 rounds), berretta 93R pistol, canteen, casual clothes (ruined), and roasted lizard on a stick). 
  If the characters search the area, they will find, roughly 50 feet from the victim, a single motorcycle’s track in 
  the sand heading west following old Interstate 10 towards Phoenix.  Tracking the motorcycle is an impossible 
  task as it travels on the Interstate leaving little to no tracks.  This is the characters’ only plot incentive to 
  follow to Phoenix.     
  The party can return to the Red Rim to inform Ranger Justice, who can identify the body as a NEMO raider 
  and suggest that the party start their search in Phoenix. 
   
  
   
  Exodus OPS 
  Retribution 
  7 
   
  ©2009-2010 Glutton Creeper Games 
   The desert surrounds the large pre-Exodus 
  city known as Phoenix on all sides.  This oasis 
  created by man looks no longer inhabitable, 
  not having the infrastructure to produce 
  livable 
  conditions. 
   
  However 
  the 
  old 
  Interstate heads right into the remnants of 
  city streets piled high with the debris of 
  buildings and skyscrapers to a small group of 
  surviving dwellings.  
  Leaning against a bridge column is a large 
  chunk of concrete that is scarred with scorch 
  marks and graffiti stating “Welcome to 
  Phoenix!”  From within the community, the 
  sounds of screams and gunfire ring off in the 
  distance as several plumes of thick black 
  smoke rise up into the sky as a reminder that 
  somehow there’s still something here to 
  destroy. 
   The sound of dirt and pebbles being ripped from the earth emerges from behind an old office 
  building as a metal plated pickup truck suddenly lurches forth into sight.  The vehicle fishtails on the 
  sand and dirt that makes up the earth here and heads toward your direction.  The pickup truck 
  squeals to a stop several yards from your location.  Several Mexican men sit in the back of the truck.  
  One of the men strums on a beat up guitar while the others jeer.  A single man in a ripped leather 
  jacket jumps out of the truck and starts walking in your direction, undoing his jacket zipper. 
   
   
  Phoenix 
  All of the clues that the party gathers should lead 
  them to the ruins of Phoenix.  Phoenix is broken 
  up into several small communities of villains.  In 
  the southern ruins the Mexican gangs of NEMO 
  are set up in a variety of small dwellings that 
  survived the Exodus.  These small dwellings blend 
  together in spots to constitute a community and 
  are known to travelers as Phoenix.  Fortified in the 
  eastern edge of the ruins of Phoenix is the 
  Slavers’’ Union.  The Slavers’’ Union is the 
  headquarters of the Slavers’ and holds the slave 
  pens that supply the southwest and Mexico with 
  slaves.         
  If the party follows the old Interstate, this will lead 
  them to the NEMO community as detailed below.  
  The Slavers’ Union can also be visited, and is 
  detailed further in this section.  
  After a few minutes of entering Phoenix, a group of NEMO gangbangers will confront the party.  The 
  gangbangers will not attack but will demand a show of respect from the party.   
  The party can react to the NEMO gangbangers however they wish.  Three common options are detailed below 
  that can be used to resolve the conflict.  The gangbanger leader will demand respect from the party as they 
  are trespassing on his turf.  Respect can be earned through show of force, intimidation, or by paying off the 
  gang.   
  Vehicles 
  Vehicles are not safe to leave unattended in Phoenix.  
  The NEMO gangs will not hesitate to steal or carjack 
  a vehicle that is unattended or lightly guarded.  If the 
  party has a vehicle and leaves it unattended or 
  weakly guarded (2 or less guards), 6 NEMO 
  gangbangers will attempt to steal or carjack the 
  vehicle.  If the vehicle is unattended, the gangbangers 
  will successfully steal the vehicle.  If weakly guarded, 
  the party members guarding the vehicle will have to 
  defend the vehicle or it is stolen.   
  If the vehicle is stolen, the party can attempt to 
  track down the vehicle and reclaim it.  They must 
  succeed a Survival (track) DC 18 check to track down 
  the vehicle, and then must defeat 8 NEMO 
  gangbangers to reclaim the vehicle.   
  NEMO gangbangers are detailed in Appendix A. 
  Phoenix  
  Population: 310 citizens (90% Mexican human, 10% 
  other human), 50 slaves (varies)  
  Military: 310 gang militia  
  Trade Goods – Infrequent up to 2500 steel, Rare (5%) 
  up to 8000 steel, Very Rare (1%) up to 25000  
  Services – Any  
  Phoenix is the home to NEMO and the Slavers’’ Union and 
  as such is a collection of old Mexican Mafia gangs that 
  dominate the ruins of Old Phoenix. Phoenix has no official 
  businesses and its settlement constantly shifts leadership 
  through the struggle of different gangs.  
  NEMO’s attitudes on Outsiders  
  NEMO aims at killing anyone that fails to show the proper 
  respect by presenting gifts of high-value, such as slaves, to 
  them upon entry into Phoenix.  Ghūls and Mutants don’t 
  have a chance, as NEMO guns them down upon sight. 
   
  
   
  Exodus OPS 
  Retribution 
  8 
   
  ©2009-2010 Glutton Creeper Games 
  Gather Information (Howling Diablos) 
  Phoenix General Rumors 
  Time Required: 1d4 minutes 
  Bribe: 1d10 steel + DC 
  DC 15: Phoenix is a violent city.  Gringos 
  should stay out.  There is nothing here but 
  gang violence and slavers.  
  DC 20: Several of the gang mid-bosses 
  have gained control of the upper estates 
  east and north of Saint’s Row.  Anyone 
  who is anyone of importance in Phoenix 
  works for a mid-boss.  
  DC 25: The mid-bosses Valdez and 
  Banderas have been warring over control 
  of Saint’s Row.  Valdez had the upper hand 
  until about three weeks ago.  Someone has 
  been sniping his guard and making life 
  difficult for him.  Valdez has been locked 
  up in his mansion, under heavy guard.  
  “Gringo, who the hell are you to trespass on the Howling Diablo’s turf?  We got a problem here 
  Gringo!”  He snaps his fingers as the other men in the back of the pickup truck begin stepping out.  
  Everything goes dead silent except for some off-key twangs from the guitar player.  This is followed 
  by the sound of several guns being locked and loaded. 
  “So what’s it going to be?  You got to pay respect to the Howling Diablos!”  The Mexican man grins, 
  “There are several ways you can pay respect to the Diablos, and I will tell you how.” 
  Combat 
  Combat with the NEMO gangbangers can come about in a variety of ways.  If the party brandishes weapons at 
  the gangbangers, the gangbangers will open fire on the party.  Should the party fail their Intimidation check 
  or fail to Negotiate a settlement with the gangbangers, then the gangbangers will attack.  On the flip side, the 
  party may initiate the combat with the NEMO gangbangers at any time. 
  If a combat occurs, the party will have to fight 4 NEMO gangbangers with one gangbanger leader.  The 
  statistics blocks for the gangbangers are in Appendix A.     
  Diplomacy/Intimidation 
  If the party does not immediately pull weapons on the approaching man, he will state the following: 
  The Howling Diablo’s leader will detail the various ways that the party can gain entrance into Phoenix…well 
  at least to their territory anyways. 
   
  Beatdown: The Howling Diablos need a workout.  A character can choose to be beaten into nearly 
  unconsciousness by the gang.  The character will be left with 1 HP in the non-lethal damage category.  
   
  Diplomacy:  The party can attempt to use Diplomacy with the Diablos.  In order to convince the Diablos 
  to let the characters pass, the characters must succeed a Diplomacy DC 30 skill check.  The Diablos are 
  criminals and thugs and can relate to these things.  If a character mentions or brags about his misdeeds, 
  the character gains a +2 circumstance bonus to the Diplomacy check.  Additionally, characters with NEMO 
  Fame gain +1 per 5% of fame to the skill check. 
   
  Negotiation: The Diablos need some drinking money and 
  the characters can provide it.  The party can enter into 
  Phoenix if they pay 100 steel per character and 50 steel for 
  NPC companions/followers.  If there are Ghuls or Mutants 
  in the party, those characters must pay triple the entry 
  rate. 
   
  Intimidation:  The party can attempt to Intimidate the 
  Diablos by a show of force.  If the characters succeed an 
  Intimidation DC 25 skill check, the Diablos will let them 
  pass into Phoenix.  The party cannot reattempt to 
  intimidate the Diablos if they fail the check.  Characters 
  with NEMO infamy gain +1 per 5% of infamy to the skill 
  check. 
   
  Seduction: The Diablos will be more than willing to “have 
  relations” with female characters in exchange for allowing 
  the party to enter into Phoenix. 
  If the party is successful in showing respect or intimidating the 
  Howling Diablos, they may attempt to gather information from 
  the gang about Phoenix and general rumors. 
  
   
  Exodus OPS 
  Retribution 
  9 
   
  ©2009-2010 Glutton Creeper Games 
  Gathering Information 
  Phoenix General Rumors  
  Time Required: 1d4 minutes 
  Bribe: 1d10 steel + DC 
  DC 10: Phoenix is a violent city.  Gringos should 
  stay out.  There is nothing here but gang violence 
  and slavers.  
  DC 15: Several of the gang mid-bosses have gained 
  control of the upper estates east and north of 
  Saint’s Row.  Anyone who is anyone of importance 
  in Phoenix works for a mid-boss.  
  DC 20: The mid-bosses Valdez and Danberas have 
  been warring over control of Saint’s Row.  Valdez 
  had the upper hand until about three weeks ago.  
  Someone has been sniping his guard and making 
  life difficult for him.  Valdez has been locked up in 
  his mansion, under heavy guard.  
  DC 25: A Gringo on a motorbike came through 
  Saint’s Row about a week ago asking questions 
  about the mid-bosses.  A few of the Dirty 
  Mexicanas gang gave him some trouble.  Those 
  Mexicanas are now pushing up cacti. 
  Gathering Information 
  Desert Rangers/Mid-Bosses 
  Time Required: 1d4 minutes 
  Bribe: 3d10 steel + DC 
  DC 20: Desert Rangers don’t come to Phoenix.  If 
  they did, those Gringos wouldn’t last long against 
  NEMO or the Slavers’’ Union and they know it.  The 
  Rangers know their domain and where not to 
  tread. 
  DC 25: Jean Valdez is the boss of the third largest 
  NEMO gang in Phoenix.  He has risen above his 
  competitors through deceit and terror tactics.  He 
  boasts that he has bedded over 300 women in the 
  wasteland in the last year and has killed over 1000 
  men.  He has many enemies, especially his main 
  competitor in Phoenix, Antonio Danberas.  
  Antonio Danberas is the Capitan of one of 
  toughest NEMO gangs and is at constant war with 
  Valdez over Saint’s Row.  Danberas is more 
  concerned with the inner workings of NEMO and 
  Phoenix than what is going on in the wasteland.  It 
  is said he has strong ties with the Children of the 
  Apocalypse and Vegas Mafia families.  
  A large pre-Exodus highway sign has been 
  propped up against a rusted burned wrecked 
  vehicle.  The sign states “Saint’s Row” painted in 
  black over the old lettering of the sign.  
  Saint’s Row is a stretch of cracked, sandy parking 
  lots surrounded by old strip malls and box stores 
  reduced to ruins.  Mexicans and a small percent of 
  non-Mexican descendants mill about in small 
  groups, buying and selling goods from clusters of 
  gang members who hawk scavenged or stolen 
  merchandise from the backs of pickup trucks.  
  Beyond Saint’s Row to the north is a mansion 
  sitting on a hill.  To the east of the row are several 
  partially ruined estates houses. 
  Phoenix City 
  Once the party gains entrance to the city, they have 
  several locations that they can explore in order to gather 
  clues of the activities and whereabouts of Jackford 
  Pusser. 
  There are four areas detailed below that the party can 
  access without be hassled by a gang.  If the party wants 
  to explore a part of the city that is not detailed here, they 
  will run into a group of gangbangers that is more than 
  willing to engage in combat.  If this is the case, the party 
  will have to face a group of 8 gangbangers, detailed in 
  Appendix A.  Every 20 minutes of exploration in a non-
  detailed area will result in an encounter with the 
  gangbangers.  
  Saint’s Row 
  Saint’s Row is the main trading hub in Phoenix.  It’s 
  located at the northern edge of the southern part of the 
  city, amidst a number of bombed-out big box stores that 
  were reclaimed by the desert ages ago.  NEMO gangs 
  control various chunks of turf throughout Saint’s Row. 
  Violence between the gangs is not an uncommon site in 
  the row. 
  Saint’s Row is a good place to gather information and 
  buy “newly acquired” supplies of Infrequent or less 
  scarcity equal to or less than 2500 steel coins. 
  If the party has gathered up enough information, they 
  may wish to inquire with the mid-bosses of the area at 
  the mansion or the estate houses that overlook Saint’s 
  Row.  Additionally they also have the option to explore 
  some of the ruins around Saint’s Row.  All three 
  locations are detailed below. 
      
   
  
   
  Exodus OPS 
  Retribution 
  10 
   
  ©2009-2010 Glutton Creeper Games 
  Gathering Information 
  Phoenix General Rumors  
  Time Required: 1d4 minutes 
  Bribe: 1d10 steel + DC 
  DC 5: All the hombres on this turf are from the Latino 
  Heat gang and are allied to Antonio Banderas and 
  belong to. 
  DC 15: Several of the gang mid-bosses have gained 
  control of the upper estates east and north of Saint’s 
  Row.  Anyone who is anyone of importance in Phoenix 
  works for a mid-boss.  
  DC 20: The mid-bosses Valdez and Banderas have 
  been warring over control of Saint’s Row.  Valdez had 
  the upper hand until about three weeks ago.  Someone 
  has been sniping his guards and making life difficult 
  for him.  Valdez has been locked up in his mansion, 
  under heavy guard.  
  DC 25: A Gringo on a motorbike came through Saint’s 
  Row about a week ago, asking questions about the 
  mid-bosses.  A few of the Dirty Mexicanas gang gave 
  him some trouble.  Those Mexicanas are now pushing 
  up cacti. 
  A huge but slightly run down mansion sprawls atop a ridge above Saint’s Row.  The building is 
  surrounded on all sides by white brick walls, and a narrow dirt and cobbled path choked with brush 
  curves around a few piles of tires, up the side of the ridge, and to a brutal, barbed-wire metal gate.  
  Grim gangland executioners stand guard at the Mansion’s Gate. 
  Several partially ruined palatial estates lie east of Saint’s Row.  Most of these estates are in ruins or 
  are just burnt out husks of remains.  One estate ruin stands out from the rest, however.  A cracked 
  brick wall surrounds the inner compound of this estate which resembles a whitewashed Mexican 
  villa.  The large compound is overgrown with weeds, and a cast iron gate sits closed with a guard on 
  either side.  Several gangbangers hang around outside the villa and the other ruins, drinking and 
  having a good time. 
  The Mansion 
  A huge mansion sits on a hill at the far north end of Saint’s Row, overlooking the entire merchant square.  A 
  dirt path, wide enough for a pull-cart, winds itself up the hill to the Mansion’s gate.   
  Four elite gangbangers guard the gate and will stop anyone attempting to gain entrance.  If a fight breaks out, 
  eight more elite gangbanger guards will emerge from the gate in 3 rounds to combat the party.  Should the 
  party manage to defeat all twelve guards, then they can enter the mansion grounds, but will have to contend 
  with two ground turrets controlled by Valdez in his underground bunker.  If these are bypassed, then the 
  party will have to fight Valdez and his bodyguards as detailed in Retribution (part 2).  If the party is defeated, 
  the survivors will be rewarded with Conclusion D.  
  If the party is seeking information from the guards, the guards will accept a few gifts, but will be very tight-
  lipped about the current situation.  They’ll not respond to any questions about Jackford, but will share general 
  rumors as detailed in Saint’s Row above.  
  The Estate House 
  Several ruined estates lie to the east of Saint’s Row.  Within these ruined estates the mid-boss Antonio 
  Danberas and his gangbanger underlings live and dwell.   
  If the party decides to talk to these gangbangers, they’ll 
  need to provide money, drugs, or exceptional bravado 
  to get anything out of them better than a punch to the 
  face.  With a proper bribe and some time, the 
  characters may turn up some additional information to 
  aid in their search for Jackford. 
  If the party is looking for a fight, there are eight gang 
  bangers hanging around the estate house.  Use the 
  statistics found in Appendix A.  If the flight lasts longer 
  than three rounds four more gang bangers will join in 
  the fight.  Every three rounds after, three more will join. 
  Should the party deduce that Valdez is being targeted 
  by Jackford for revenge, they may seek an audience 
  with Antonio to cut a deal.  In order to seek an 
  audience, the party must bribe the Desperado guard 
  with drugs or money (as detailed above) to be granted 
  the meeting.  Only one character will be allowed to 
  meet with Antonio Danberas, and they will be stripped 
  of all equipment, as well as searched (DC 35).  Once in 
  the meeting, the character can make a deal to eliminate 
  Valdez in exchange for a favor from the Desperados.  
  Antonio will not offer anything else except the favor, so 
  the character has the option of taking it of leaving it.  
  
   
  Exodus OPS 
  Retribution 
  11 
   
  ©2009-2010 Glutton Creeper Games 
  Gathering Information 
  Slavers’ Union General Rumors  
  Time Required: 1d4x5 minutes 
  DC 10: All types of slaves are available at the 
  Slavers’ Union.  The Slavers’ Union provides all 
  types of human slaves from many different types of 
  backgrounds and race types. 
  DC 15: NEMO and the Slavers’ Union have a mutual 
  respect for one another and don't tread on each 
  other's turf.  
  DC 20: A middle aged man on a motorbike came 
  through the Slavers’ Bazaar about a week ago, 
  asking questions about the NEMO mid-bosses, 
  particularly Jean Valdez.  The man seemed to be 
  holding some sort of grudge. 
  Circling around the ruins of Phoenix, a large open area emerges from the ruins.  In an open area is 
  a bazaar selling all types of wares.  Behind the bazaar are the remains of a large pre-Exodus football 
  stadium.  A large sign hangs above the entrance of the stadium stating, “Slaves!”  The stadium 
  entrance is well fortified with several well armed guards.  A large wooden board lists the types of 
  slaves that can be purchased here. 
  The baking sun is slowly dipping behind the mountains, providing relief from an incredibly hot 
  day.  As the light diminishes, bringing dusk, a powerful explosion shakes the very ground you stand 
  upon.  The sky suddenly bursts aflame, with a mushroom cloud emerging high into the sky above 
  Saint’s Row.  As the light from the explosion fades to black, heavy gunfire begins in the same region. 
  Slavers’ Union 
  The Slavers’ Union is located on the east ruins of Phoenix.  A small bazaar sits in an old parking lot of a pre-
  Exodus outdoor stadium.  The party will be free to explore the Slavers’ bazaar, purchasing goods of 
  Infrequent or lesser scarcity up to 2000 steel.  If a character wishes to purchase a slave, this as detailed in 
  Appendix B. 
  The party is free to explore the bazaar and gather 
  information as provided in the sidebar.  Should a 
  character wish to buy a slave, they may consult the 
  board listing the type of slaves that they may 
  purchase and may purchase only one.  Consult 
  Appendix B for details on the slaves available for 
  purchase. 
  If any character attempts to rescue or free slaves, 
  creates a commotion, or just plain out attacks the 
  Slavers’ Union, eight elite gangbangers will attack the 
  party.  Four additional elite gangbangers will join the 
  fight every round until 20 elite gangbangers are 
  present fighting the party.  The 20 elite gangbangers 
  is a static number that is replaced by any dying, until 
  the party flees or is defeated.  Sorry, the players 
  cannot storm the Slavers’ Union (in this scenario)! 
  Additionally, if the party attempts to seek out anyone 
  in the Slavers’ Unions above merchant status, the slavers will give them a big runaround leading to only to 
  frustration.  The Slavers’ Union is a mysterious group of individuals.  Very few people actually know who runs 
  the Union, and everything is delegated down a blind alley so as to not reveal the leaders of the Union.   
  Retribution (part one) 
  Once the party has determined that Jackford has been stalking Valdez and gathered enough clues to support 
  this fact, Jackford will spring a surprise attack on Valdez at dusk.  The players assume that they have wasted 
  enough time gathering information to progress to him by dusk. 
  Jack Pusser had rigged Valdez’s mansion with explosives and proceeded to detonate the explosives.  The 
  mansion is completely destroyed, leaving nothing but a smoldering ruin.  Valdez was lucky as he was in his 
  bunker beneath the mansion.  
  If the party explores the explosion, they will come upon Valdez and his elite guard as well as several gang 
  bangers outside the smoldering ruin.   
  
   
  Exodus OPS 
  Retribution 
  12 
   
  ©2009-2010 Glutton Creeper Games 
  Gathering Information 
  The Saboteur  
  Time Required: 1d4 minutes 
  The bombing was carried out by an enemy of 
  Valdez who has attempted to gain access to the 
  mansion before.  This assassin has attempted on 
  several occasions to eliminate Valdez, with little 
  success.  However, this time, he had made it past 
  the guards and infiltrated the mansion, setting up 
  several small charged explosives on timers. 
  Valdez was lucky, due to his paranoia and was in 
  his underground bunker beneath the mansion 
  when the charges exploded. 
  Several of Valdez’s guards saw a man fleeing into 
  the ruins of Phoenix.  The guards exchanged 
  gunfire with the man as they pursue him.  The man 
  had stumbled to the ground after being shot.  He 
  picked himself up and continued to flee to a 
  motorbike and escaped.  Blood was found where 
  he stumbled and where he mounted the bike.  
  Expert wasteland trackers have been sent to track 
  the saboteur down and eliminate him. 
  What was once a gorgeous Mexican mansion on a ridge overlooking Saint’s Row is now a flaming 
  ruin.  Flaming debris is scattered all over the ridge and into parts of Saint’s Row.  A few chunks of 
  charred wall and twisted metal rebar are the only things visible in the column of flame that roars 
  before the building.  Ash rains down from the massive soot cloud above.  A number of gang bangers 
  stare at the debris in disbelief while one partially burnt gangster, wrapped in a poncho, limps to the 
  front of the crowd.  He’s a tall, thin man with slicked back hair and mirrored sunglasses.  He waves a 
  submachine gun and suddenly starts to scream. 
  “You dirty son of a whelp’s whore.  My home has been violated by some gringo son of a bitch!  This 
  is my turf and no gringo loco son of a bastard blows it up!  5000 steel to the hombres who bring me 
  this saboteur’s head.  This mother bastard is wounded and drove away on a red motorcycle!  Go get 
  that gringo bitch!” 
  Jean Valdez is the partially burned man and he is out for 
  blood.  Valdez is furious with rage and will wave a gun at 
  anyone who tries to speak with him.  His personal 
  guards will quickly take anyone approaching Valdez 
  aside and answer a few questions about what happened 
  to characters that are interested in tracking down 
  Jackford. 
  The party doesn't have to make any agreement with 
  Valdez or his people.  Even if they do say they’ll bring 
  Jackford in, they are in no way beholden to do so 
  (although they have the option to try once they 
  encounter him.)  No matter their intentions, if they want 
  to find Jackford, they’re going to have to track him down. 
  If the party made an agreement with Antonio Banderos, 
  or views this as a good opportunity to eliminate a gang 
  boss, this is a prime spot to attack Valdez in his 
  weakened state of defense.  Valdez will be present along 
  with 4 elite gangbangers.   
  Tracking Jackford 
  If the party spoke with Valdez’s personal guard, finding 
  Jackford will be easier than if they have not.  The 
  characters will need to make a Survival (tracking) check based on the clues that they have gathered.   
  If the party did speak with the guard, they know where the motorcycle tracks depart Phoenix.  Following the 
  motorcycle tracks and blood requires a survival (tracking) check DC 20.  If successful, the tracks and blood 
  will lead the characters back to a trailer park about 10 miles south east of Phoenix.  Proceed to the encounter, 
  Trailer Park. 
  If the party did not speak with the guard, they will need to make a Search check DC 30 to find the blood in the 
  ruins for a Search check DC 25 to locate motorcycle tracks outside of Phoenix.  If the party succeeds on one of 
  the two checks, they may make the Survival (tracking) check DC 20 to find a trailer park.  Proceed to the 
  encounter, Trailer Park. 
  Failure to find the trailer park will result in Jackford’s death, as detailed under the Trailer Park entry.  The 
  gang bangers and others that are attempting to track this saboteur from Phoenix will fail in their attempt at 
  finding him.  Proceed to Conclusion F. 
   
  
   
  Exodus OPS 
  Retribution 
  13 
   
  ©2009-2010 Glutton Creeper Games 
  Gathering Information 
  Jackford Pusser 
  Time Required: 1d4 minutes 
   
  Jackie boy has been living in this trailer park 
  for over five years on and off.  He is our lifeline, 
  bringing us food and supplies about once a 
  month.  
   
  Jackie spends a lot of time on the road, 
  scavenging the wasteland for supplies.  He 
  does 
  some 
  tinkering 
  with 
  old 
  world 
  components.  Thought he retired, as much time 
  as he was spending at the park in the last 
  couple months. 
   
  Jackie must have found a new job as a 
  geographer.  He has been surveying the lands 
  from Vegas to Phoenix and east to the San 
  Andreas Mountains.  He has a host of maps in 
  his trailer, detailing caravan routes, hostile 
  lands, 
  hotspots, 
  merchants, 
  and 
  safe 
  communities. 
   
  Jackie just returned after being gone for a few 
  days riding in on his motorbike.  He is in his 
  trailer over there. 
  Following the various motorcycle tracks and the blood trail, you have arrived at a small trailer 
  park within the ruins of a small scavenged city.  The trailers are rusted, dented, and some even 
  collapsed.  The trailers are lined in two rows, split by a dirt road.  Each trailer rests on a crumbling 
  concrete slab, spaced out about 20 feet apart from each other.  Music from Station X can be heard 
  coming from at least two different locations within the small trailer park.  
  Several fusion powered lanterns light the trailer park.  On the left side of the trailer park, a middle 
  aged man wearing a dirty white tank top and cut off blue jean shorts sits on a lawn chair drinking a 
  beer and laughing as two homely looking women bicker over clothes.  At the end of the trailer park, 
  near a rusted out fence, an elderly couple sits at a picnic table, listening to a radio. 
  A screen door swings inward into the dilapidated 
  trailer.  Faint rays of light from the outdoor lanterns 
  stream in through a slatted window, touching down 
  on a dusty dining room table covered with papers.  
  There’s a dining room and kitchen attachment to the 
  right with recessed velvet couches and a small, dusty 
  fusion-powered CB/radio wired into the trailer 
  itself.  Through an adjoining room you can see a bed 
  with a figure sprawled on it.  A small pool of blood is 
  pooling next to the bed. 
  Trailer Park 
  This is a small cluster of rusty trailers around ten miles south of Phoenix on the outskirts of a small ruined 
  city that had been picked clean by scavengers.  Jackford retreated here after being wounded and collapsed in 
  one of the trailers.  Jackford’s condition varies depending on how long the party took to get here.   
  The party is free to interact with any of the residents here, 
  none of them really know that Jackford is wanted by the 
  law and will point the party towards the appropriate 
  trailer with little provocation.  Consult the sidebar for the 
  information that trailer inhabitants can provide to the 
  party. 
  Jackford’s Trailer 
  Jackford’s trailer is in the back of the park.  A Spot DC 12 
  skill check locates a suspiciously motorcycle-shaped blue 
  tarp out in front of the trailer.  Read the following when 
  the characters enter the trailer: 
  Jackford can be in one of two conditions. 
   
  If the party found Jackford by immediately tracking 
  him after the explosion detailed in Retribution (part one), they will find him alive but bleeding out and 
  in need of surgery to repair a punctured lung.  He’s at –4 hp and requires immediate medical attention (a 
  Treat Injury DC 20 check with a –4 penalty unless the character has the surgery feat.  Proceed below to 
  Jackford Lives. 
   
  If the party fails to immediately track Jackford after the explosion detailed in Retribution (part one) and 
  finds him later, he’s dead.  Proceed below to Jackford Dies. 
   
   
  
   
  Exodus OPS 
  Retribution 
  14 
   
  ©2009-2010 Glutton Creeper Games 
  Underneath two framed pictures – one of a young girl, another of an older woman, there’s a 
  carefully penned note.  
  Dear Maria and Janet.  I’m very close now to avenging you.  Jean Valdez will soon be dead and your 
  murders avenged.  Soon his empire, built on the deaths of innocent people all across the wastelands, 
  will lie in ruins.  I wish I could do more, but I’m only one man – a man with a death wish.  And a death 
  wish always comes true. 
  –Jackford 
  Jackford Lives 
  If Jackford receives surgery and survives, he’ll explain his mission for revenge against Valdez.   
   
  Jackford strongly suspects that Valdez was the man who raped and murdered his wife and daughter, 
  because Valdez bragged about raping and murdering several people around the area of Jackford’s home 
  town.  
   
  Jackford came here for revenge.  After seeing the way Valdez treats people, even members of his own 
  gang, he decided that Valdez deserved nothing better than death no matter what the cost. Jackford had 
  been killing Valdez’s men, and including informants. 
   
  The Desert Rangers are lawmen and are supposed to find solutions to keep the peace before resulting to 
  violence.  Retribution was the only way to serve justice to Valdez and his NEMO gang bangers. 
  Since Jackford is in no condition to stage the final act of his death wish, he'll attempt to recruit the party to 
  finish off Valdez and his gang.  For payment, Jackford will offer his motorbike and detailed maps of Arizona.  
  After Valdez is defeated, Jackford will willingly go with the party to a Desert Ranger station to turn himself in. 
  Jackford Dies 
  If Jackford dies, a Search DC 12 check will find a pile of notes on the dining room table, along with pictures of 
  a young girl and an older woman (Jackford’s daughter and wife). 
  In addition to this note, the party can find a number of maps and sketches of Valdez’s house, and of the man 
  himself.  It’s extremely obvious from all of the notes and pictures that Jackford was planning an attack on 
  Valdez.  Jackford’s ID and Desert Ranger badge are still on his body.  The party can also pick up Jackford’s 
  Rangemaster Rifle, a special item noted on the adventurer certificate.  Also, if the party searches the trailer, 
  there are available fine, detailed maps of Arizona.  Additionally, the party may acquire the motorcycle outside 
  of the trailer. 
  Ending the Encounter 
  Whether alive or dead, it’s clear that the party has their bounty.  As it stands, they have several options, most 
  of which result in conclusions, but two of which do not. 
   
  If the party brings Jackford in dead or alive to the Desert Rangers for the bounty, head to Conclusion 
  A – The Law Reigns Supreme. 
   
  If the party brings Jackford in dead or alive to Valdez, go to Conclusion B – Valdez’s Bounty. 
   
  If the party decides to help Jackford finish his mission (if alive), or finish his mission for him (if dead), 
  head to Retribution (part two).   
   
  Finally, if the party simply patches Jackford up and lets him go on his way, head to Conclusion C – 
  Jackford hits the Road. 
   
  
   
  Exodus OPS 
  Retribution 
  15 
   
  ©2009-2010 Glutton Creeper Games 
  Jackford couldn’t do much to resist you in his weakened state, and agrees to be taken in.  He’s 
  mostly silent on the way back.  The journey to the nearest Desert Ranger Station is surprisingly quiet 
  and smooth.  When you arrive, Rupert and Junior are sitting at a table eating Diablo burgers and 
  drinking Toxicola (ground zero).  
  Rupert stands and brushes the crumbs off his shirt, stating “Well lookie here!  You brought 
  Jackford in alive.  I didn’t think you had it in you, boy.”  Rupert puts Jackford’s into custody and 
  places him into a cell at the station.  After Jackford is locked away, Rupert returns to the front of the 
  station and states “I guess you boys want your rewards for capturing this damn dangerous son of a 
  bitch!  Junior, get the fine folks their well deserved rewards.” 
  Retribution (part two) 
  This encounter can happen in one of two ways.  
  1) If Jackford is alive, and the party agrees to finish his retribution against Valdez and his gang.  
  2) If Jackford is dead, the party may find his death wish and decide to complete it for the good of the 
  wastelands. 
  It is completely up to the party on how they wish to encounter Valdez and his gang bangers in this fight 
  between good and evil.  Obviously, the party will need to return to Valdez’s mansion.  Speed will be of the 
  essence here as Valdez has not yet recovered from Jackford’s attack.  If the party returns there within 24 
  hours from the original retribution attack, Valdez has not replaced his entourage or guards that died in the 
  attack.  However, if the party takes more than 24 hours, Valdez will be at full strength, as detailed below. 
  Valdez, regardless of the situation, is held up in his bunker under the ruins of his destroyed mansion.  Here, 
  the characters will have an opportunity, depending on their circumstances, to attempt diplomacy or launch an 
  attack. 
  If the party arrives within 24 hours of the retribution attack, Valdez only has four elite guards protecting the 
  bunker’s entrance.  If they arrive after 24 hours, there will also be six gang bangers, patrolling the Manor 
  grounds.  All statistics for the combatants can be found in Appendix A. 
  The party may attempt to use guile, if they have brought the dead body of Jackford or through attempting 
  bluffing or the use of diplomacy.  Should the party have the body, they may make a Diplomacy DC 15 check to 
  request an audience with Valdez.  The party may make up lies, stories or fact, in attempt to gain an audience 
  with Valdez, but must succeed a Bluff or Diplomacy DC 25 skill check.  If successful in any of these checks, 
  Valdez will be summoned from his bunker and emerge.  At this point, the players may take any actions they 
  may wish to, and should it be an attack, they will gain a surprise round.  If the check fails, the characters will 
  be escorted by bangers from the grounds or attacked if they fail to leave. 
  Should a fight break out before Valdez is summoned, he will join the fight in the third round of combat.  
  Additionally, if he is reduced to 15 HP or less, he will attempt to flee into the ruins. 
  Should the characters defeat Valdez in combat, they may search his bunker and acquire his stockpile of 
  armaments, food stocks, and steel.  Valdez’s bunker has the following: Afterburner (10), AK 47 rifle (2),  
  Ammunition (9mm – 600 rounds), Ammunition (7.62 – 100 rounds), Burnout (10), Colt 635 submachine gun 
  (10), H-Ration (100), Inferno (10), Rockwell Launcher, Rocket (5), Super Medpak (5), and Water 
  (bottled)(100). 
  At the end of this encounter there are several conclusions the players may earn.  If Valdez is defeated, proceed 
  to Conclusion E.  If the party is defeated, proceed to Conclusion D for any surviving members.   
  Conclusion A 
  The Law reigns Supreme - Turning Jackford in to the Desert Rangers 
  The party opted to take Jackford in to Rupert P. Justice and claim their original reward. 
  Jackford is Alive:  
  
   
  Exodus OPS 
  Retribution 
  16 
   
  ©2009-2010 Glutton Creeper Games 
  Valdez emerges from a well guarded bunker, and then relaxes a bit when he sees Jackford.  He can’t 
  conceal his excitement upon seeing Jackford alive.  “Well done.  You brought him in intact… I’m going 
  to have fun with this one.  Boys, take him to the shop.”  Jackford is led into the ruins of Phoenix as 
  Valdez descends back into his bunker, speaking as he disappears, “Augusto, pay these hombres.” 
  Valdez emerges from a well guarded bunker, and then relaxes a bit when he sees Jackford.  “He’s 
  dead.  I am somewhat disappointed that I cannot pay back his retribution.”  Valdez descends back 
  into his bunker, speaking as he disappears, “Augusto, pay these hombres.” 
   
  News around several Southwest communities and trading posts reports that several small guerrilla 
  warfare like attacks have taken place on the gangs in and around Phoenix over last few weeks.  
  Rumor has it that a rogue Desert Ranger has been eliminating NEMO gang bangers with extreme 
  prejudice.  At least one NEMO mid-boss has perished in these attacks.  However, a NEMO mid-boss, 
  Antonio Banderas, claims that his gang is responsible for eliminating the Valdez gang family. 
   
  If the party listens, they can hear Rupert quietly say to Jackford that he’s glad they brought him in alive, which 
  Jackford only glares at.  Junior hands over the monetary reward and ‘the little something extra’ that was 
  promised – an extra 250 steel each.  The party earns +5% fame with the Desert Rangers. 
  Jackford is Dead:  
  If the party brings Jackford back dead, they get the regular reward, but no badges.  Rupert is very grim when 
  the party brings Jackford’s body back, but lightens a bit if they explain that Jackford was dead when they 
  found him.  Rupert will probably ask the circumstances of Jackford’s death, and if the party informs him, he 
  will cluck his tongue for a moment then be lost in thought.  This is a good place to tie in another adventure if 
  you want.  The party earns 3% fame with the Desert Rangers. 
  Conclusion B 
  Valdez’s Bounty - Turning Jackford in to NEMO 
  The party takes a turn for the ugly side and opts to turn Jackford in to NEMO, Valdez in particular. When they 
  come back to the bombed out manor carrying Jackford (alive or dead), Valdez greets them with a scowl from 
  the mansion's grounds.  
  Jackford is Alive:  
  The party gains +5% fame with NEMO and the 5000 steel reward.  Additionally, they gain a +3% infamy with 
  the Desert Rangers. 
  Jackford is Dead:  
  The party gains +3% fame with NEMO and the 5000 steel reward.  Additionally, they gain a +1% infamy with 
  the Desert Rangers. 
  Conclusion C 
  Jackford hits the Road  
  The party has healed or revived Jackford and decided to let him follow his own path.   
  In this conclusion, the party will receive no fame or infamy, nor gain any other rewards.   
  
   
  Exodus OPS 
  Retribution 
  17 
   
  ©2009-2010 Glutton Creeper Games 
  As your vision blurs, and you begin to slump and unconsciousness, Valdez looks down on you and 
  smirks.  “You damn gringos have been nothing but trouble lately.  Soon you people will learn not to 
  come to Phoenix and interfere in NEMO affairs.  Augusto – tell the Slavers’ Union I got some goods for 
  sale.” 
   
  You have completed Jackford's death wish, by killing Valdez.  Upon his death, a man wearing a 
  dusty poncho and a large cowboy hat rides up on a quad.  The man puts his hands in the air, showing 
  that he has no weapons as he steps off the quad.  The man tilts back his hat, revealing that he is of 
  Mexican descent and speaks in heavily accented English, “Well done, hombres.  My employer Antonio 
  Danberas, leader of the Desperados, would like to thank you for eliminating his competitor.  You 
  have gained the respect of the Desperados and have earned a future favor from the Desperados.  We 
  already know who you are, so when you wish to cash in your favor, seek out a Desperado.”   
   
  Returning to report to the closest Desert Ranger station is surprisingly quiet and smooth.  When 
  you arrive, Rupert and Junior are sitting at a table eating Diablo burgers and drinking Toxicola.  
  Rupert stands and brushes the crumbs off his shirt, stating “Well lookie here! You returned empty 
  handed.  So boys, start talking.”  After hearing your explorative tale, Rupert continues “I suppose it 
  couldn't be helped.  After all, most or all of you were all born after the Exodus and much like Junior, 
  the dumb son of a bitch he is, were born in the wastes and are uneducated in the manners of tracking 
  down your prey.  I am sure somebody with more experience will complete this task.  I suppose I 
  should thank you for your effort in any case.  Thanks for wasting the Desert Rangers time.  You can go 
  now.” 
   
  Conclusion D 
  Retribution Failure 
  The party has decided to take up Jackford's death wish and eliminate Valdez.  However, the party is defeated 
  by Valdez, and the survivors are sold into slavery. 
  Surviving characters gets sold into slavery and shipped south into Mexico.  The survivors are forced to work 
  in brothels or labor camps.  By spending 60 TU, a character can make their escape from the slavers.  The 
  character earns the Former Slave entry on the certificate log. 
  Conclusion E 
  Retribution Success 
  The party has defeated Valdez.  Upon Valdez’s defeat, a gang banger ambassador from the Desperado gang 
  will approach the party with hands outstretched coming in peace. 
  In addition to this conclusion, the party may also gain Conclusion A, if they turn in Jackford over to the 
  Desert Rangers.   
  The characters will earn +5% fame in NEMO.  They also gain of the Desperado’s Favor entry on their 
  certificate log 
  Conclusion F 
  Failed to Find Jackford 
  In spite of the clues, the party couldn’t track down Jackford.  If this is the case, eventually they have to give up 
  and either return to Rupert to report their failure or just forget about it. If they actually do report back to 
  Rupert: 
  The party will receive no fame, infamy, or rewards.   
   
  …The End 
  
   
  Exodus OPS 
  Retribution 
  18 
   
  ©2009-2010 Glutton Creeper Games 
  Experience 
  Experience is divided into three categories: combat, skill, and role-playing, as denoted below.  First, 
  determine the character’s APL as it will be important to calculate Combat XP.  Second, add all XP earned 
  together and divide by the number of characters to get each character’s earned XP.  Record their earned XP 
  upon their OPS Certificate Log. 
  Average Party Level (APL): To determine APL, add together all of the player character levels, including 
  any animal’s CR (that is not an Advanced Class feature) or NPCs that are aiding the characters and then divide 
  by the number of characters, assisting creatures, and NPCs to determine the APL of the group.  APL plays a 
  factor in the amount of Combat XP earned and represents the challenge presented by the group.   
  CEL (Combat Encounter Level)  
  Combat XP = CEL (plus or minus the difference of APL) times total HP of the creatures or NPCs.  If the APL is 
  under the CEL add the difference to determine the adjusted CEL.  If the APL is over the CEL subtract the 
  difference to the CEL to determine the adjusted CEL. 
  SC (Skill Challenge)  
  RP (Role-Playing) 
  Skill XP = 250 times SC  
  Conclusion and Story Rewards 
  Reputation 
  Reputation is gained through the actions of the characters as a group or of a single character during the 
  scenario.  Each character earns either fame or infamy in the Reputation category as defined by the actions 
  listed below.  Record all of the results on the Scenario Log.   
  Conclusion A: +3%(dead) or +5%(alive) fame in Desert Rangers 
  Conclusion B: +3%(dead) or +5%(alive) fame in NEMO 
  Conclusion E: +5% fame in NEMO 
   
  Experience 
   
  Combat Encounter (CEL)  
  Achievements 
  XP Earned 
  Phoenix 
  (Stolen Vehicle) Defeat Car Thieves (6) 
  Defeat the Howling Diablos  
  7 (+/– APL) x 102 
  8 (+/– APL) x 108 
  Phoenix City (various) 
  Defeat opposing Gangbangers (6) 1 
  7 (+/– APL) x 102 
  Retribution (part 1 or 2) 
  Defeat Valdez and his Elite Gangbangers(4) 2 
  10 (+/– APL) x 174 
  1 Add +1 to CEL for every additional 4 gangbangers that join the fight as well as +68 HP 
  2 Add +1 to CEL for every additional 4 elite gangbangers that join the fight as well as +108HP 
  Skill Challenges (SC)  
  Achievements 
  XP Earned 
  Red Rim Trading Post 
  Diplomacy with Rupert (diplomacy) 
  250 or 500 
  On the Trail  
  Determining the time of death of the Raider (treat injury) 
  250 
  Phoenix 
  Show respect to the Howling Diablos (diplomacy or intimidate) 
  Gather information from the NEMO enforcers (gather information) 
  750 or 1000 
  250, 500, or  750 
  Phoenix City 
  Gather Information from anywhere in the city (gather information) 
  250, 500, or  750 
  Tracking Jackford 
  Track Jackford to Trailer Park (search, survival) 
  1000 
  Trailer Park 
  Save Jackford’s life (treat injury) 
  500 
  Retribution (part 1 or 2) 
  Gaining an Audience with Valdez (bluff or diplomacy) 
  750 
  Role-Playing (RP)  
  Achievements 
  XP Earned 
  Introduction 
  Interacting with Rupert P. Justice 
  50 
  Phoenix 
  Gather Information from at least 3 different sources in Phoenix 
  300 
  Conclusion A  
   
  1000 
  Conclusion B 
   
  500 
  Conclusion C 
   
  250 
  Conclusion E 
   
  500 
  Divide by the number of players for each player’s total EXP 
  Time Units Spent: Day Spent in Adventure (min. 2 TU) 
  
   
  Exodus OPS 
  Retribution 
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  ©2009-2010 Glutton Creeper Games 
  Treasure 
  To determine the amount of treasure (loot and 
  coin) that a character earns, consult the results 
  below for items and add up the coin earned 
  from the encounters in which 
  the character participated.  A 
  chart of potential coin earned is 
  included 
  below 
  for 
  quick 
  reference.  Allow the players to 
  determine the items that they 
  are keeping and what they are 
  selling.  Items with a quantity 
  of (1) only one player can 
  attain, and it is up to the 
  players to determine who gets 
  the item without in-character 
  fighting.  A common method to 
  determine who gets a disputed 
  item is a dice roll off; or, one of 
  the characters adding the sell 
  value to the coin earn that is 
  split 
  amongst 
  the 
  other 
  characters.  Selling items is 
  broken up into three categories 
  below with a base sell price 
  (1/2 cost) and two barter 
  categories (5% and 10%). 
   
   
   
   
  Encounter 
  Maximum Attainable Coin 
  Introduction (Caravan Guards) 
  500 steel each 
  On the Trail 
  150 steel 
  Conclusion A 
  5000 steel (+250 each)  
  Conclusion B 
  5000 steel total 
  Equipment  
  Sell Value 
  (individual) 
  Sell Value 
  (total) 
  Barter  
  DC 25 
  Barter  
  DC 30 
  On the Trail 
  +5% 
  +10% 
  Ammunition 9mm (80 rounds) 
  2.5 
   
  Berretta 93R pistol 
   
  450 
  Canteen 
   
  12.5 
  Roasted Lizard on a Stick 
   
  5 
  Phoenix 
  Ammunition .44 AP (32 rounds) 
  1.5 
   
  Ammunition 9mm (80 rounds) 1 
  2.5 
   
  Combat Leather Jacket 
   
  500 
  Crowbar or Lead Pipe1 
  22.5 
   
  Desert Eagle .44 
   
  400 
  Outfit (causal) 1 
  10 
   
  Spiked Knuckles 
   
  30 
  1 times the number of gang bangers defeated 
  The Mansion 
  Ammunition .45 (60 rounds) 1 
  4 
   
  Combat Knife 1 
  82.5 
   
  Casual Clothes 1 
  10 
   
  Combat Leather Jacket 1 
  500 
   
  MAG Ingram 10 SMG 1 
  487.5 
   
  1 times the number of elite gangbangers defeated 
  Jackford’s Trailer 
  Colt Switchblade (red) 
   
  8750 
  Jackford’s Rangemaster Rifle 
   
  4000 
  Retribution (part 2):  
  Ammunition .45 (60 rounds) 1 
  4 
   
  Ammunition 7.62 (90 rounds) 
  4 
   
  AK-47 Rifle 
   
  650 
  Combat Knife 1 
  82.5 
   
  Casual Clothes 1 
  10 
   
  Cocaine (10 doses) 
  250 
   
  Combat Leather Jacket 1 
  500 
   
  Combat Vest 
   
  1550 
  Humpback Cigarettes (2 packs)   
  12.5 
   
  MAG Ingram 10 SMG 1 
  487.5 
   
  1 times the number of elite  gangbangers defeated 
  Retribution (part 2): Valdez’s Bunker 
  Afterburner (10) 
  75 
   
  AK 47 rifle (2) 
  650 
   
  Ammunition (9mm – 600 rounds) 
  2.5 
   
  Ammunition (7.62 – 100 rounds) 
  4 
   
  Burnout (10) 
  300 
   
  Colt 635 submachine gun (10) 
  475 
   
  H-Ration (100) 
  5 
   
  Inferno (10) 
  200 
   
  Rockwell Launcher 
   
  2000 
  Rocket (5) 
  300 
   
  Super Medpak (5) 
  175 
   
  Water (bottled)(100) 
  20 
   
  Total 
   
   
   
   
  
   
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  Retribution 
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  ©2009-2010 Glutton Creeper Games 
  Certificate Entries 
  Colt Switchblade Motorcycle: This is a classic pre-Exodus American Vintage Colt Switchblade.  Very few of 
  these classics remain in the wasteland.  The owner of this motorcycle must pay 100 steel plus expend 1 TU 
  per adventure in upkeep to cover fusion cells costs and vehicle protection and repairs.  Failure to pay either 
  cost results in the motorcycle being repossessed by new owners.    
  Desperado’s Favor: By completing a task for the Desperado gang in Phoenix, you have earned their respect.  
  A Desperado’s favor comes in many forms and can be used in any settlement of 50 or more residence in 
  Arizona, California, Nevada, Northern Mexico, or New Mexico.  The character can redeem his favor for one of 
  the following: (when one of the following favors is used, strike out this entry on the log). 
   Sold into Slavery:  The character has been sold into slavery, but has used his favor with the Desperados 
  to be released. 
   Gather Intelligence: The character can contact a Desperado to gather intelligence on a particular 
  location, organization, or person.  The character will learn the layout of a location with guard rosters, 
  location of a individual (not in hiding), as well as other intelligence up to a DC 25 on Gather Information 
  and Knowledge (local and underworld) skill checks that is relevant to the target.  
   Upgrade: The Desperados have friends in both high and low places and can acquire one Rare piece of 
  equipment (from either the EXS or SWG) up to 10,000 steel for the character. 
   Join the Gang: The character may cash in his favor to meet both the Reputation and Special requirements 
  of the Made Man advanced class.  When the character takes a level of Made Man, he serves under the 
  leader of the Desperados’ “Antonio Danberas”.   
  Jackford’s Rangemaster: This Colt Rangemaster Rifle has been modified by Jackford Pusser to shoot farther, 
  more accurate and deal greater damage to a target.  The shooter gain +1 accuracy bonus on attack rolls and 
  gain the additional stats listed below: 
  Rifle 
  DMG 
  Crit 
  RNG 
  ROF 
  MAG 
  Size 
  WT 
  STR 
  SCAR 
  Cost 
  Jackford’s Colt Rangemaster 
  3d8 
  19-20, x2 
  110 
  S 
  15 
  LG 
  12 
  13 
  U 
  4500 
  Slaver: You have acquired a slave from the Slavers’ Union as detailed in this scenario.  Fill out the Slavers OPS 
  Log to determine the slave’s build and costs.   
  Sold into Slavery: You have been sold into slavery by NEMO gangbangers; however, after 60 days of slaving, 
  you manage to escape to freedom.  You have no equipment or money and cannot spend TU to earn money 
  until at least one scenario is played.  Additionally, you have been branded with a lightning bolt S-shaped 
  slavers mark on the left side of your face and neck. 
   
   
    
   
  
   
  Exodus OPS 
  Retribution 
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  ©2009-2010 Glutton Creeper Games 
  Appendix A: NEMO Combatants 
  Howling Diablo Gangbanger Leader: 
  Human Male (Mexican) 
  Aggressive 3/Gangbanger 2 
  Medium Human; HD 3d10+2d8+15; hp 40; Mas 16; Init +6; 
  Spd 30 ft.; Defense 20 (+4 Armor, +4 Def, +2 Dex), touch 16, 
  flat-footed 18, PDR/1; BAB +4; Grap +7; Atk +9 melee (brawl 
  1d6+3) or +7 ranged (handgun 2d8, ignore PDR/5); FS: 5 ft. 
  sq.; SV Fort +4, Ref +3, Will +1; Str 17, Dex 14, Con 16, Int 9, 
  Wis 9, Cha 14.  
  Skills: Bluff +3, Intimidate +4, Listen +3, Spot +3 
  Feats: Archaic Weapon Proficiency, Armor (light), Brawl,  Fast 
  Shot, Improved Initiative, Personal Firearms, Point Blank 
  Shot, Precise Shot, Quick Draw.    
  Talents: Goad, Sneak Attack 
  Class Features: Gang Colors, Gang Tactics, Improvised 
  Weapon 
  Languages: English and Spanish 
  Traits: One-Hander, Physically Fit 
  Background: Gangster  
  Occupation: Soldier 
  Equipment: Ammo (.44 AP – 32 rounds), Combat Leather 
  Jacket, Desert Eagle .44, Spiked Knuckles.   
  Jean Valdez  
  Human Male (Mexican) 
  Aggressive 2/Gangbanger 3/Gunslinger 1 
  Medium Human; HD 3d10+4d8+1d10+21; hp 56 (66); Mas 16 
  (20); Init +6; Spd 30 ft.; Defense 22 (+5 Armor, +5 Def, +2 
  Dex), touch 16, flat-footed 18, PDR/3, EDR/2, LDR/2, XDR/2; 
  BAB +4; Grap +7; Atk +7 melee (MA 1d4+3) or +6 ranged (rifle 
  2d8); FS: 5 ft. sq.; SV Fort +4 (+6), Ref +5, Will +1; Str 17, Dex 
  14, Con 16 (20), Int 14, Wis 13, Cha 12.  
  Skills (35): Bluff +8, Escape Artist +12, Intimidate +8, Listen +7 
  (+8), Spot +7 (+8) 
  Feats: Advanced Firearm Proficiency, (Alertness), Archaic 
  Weapon Proficiency, Armor (light), Burst Fire, Combat 
  Martial Arts, Double Tap, Improved Initiative, Personal 
  Firearms, Point Blank Shot, Precise Shot.    
  Talents: Battlefield Inspiration, Combat Focus, (Remain 
  Conscious) 
  Class Features: Close Combat Shot, Gang Colors, Gang Tactics, 
  Improvised Weapon, Respect 
  Languages: English and Spanish 
  Traits: Physically Fit, Super Genius 
  Background: Gangster  
  Occupation: Soldier 
  Equipment: AK-47 Rifle, Ammo (7.62 – 90 rounds), Cocaine 
  (10 doses), Combat Vest, Humpback Cigarettes (2 packs).   
   
  Gangbangers: 
  Human Male and Female (90% Mexicans, 10% Other) 
  Aggressive 2 
  Medium Human; HD 2d10+6; hp 17; Mas 19; Init +2; Spd 30 
  ft.; Defense 12 (+2 Defense), touch 14, flat-footed 12; BAB +2; 
  Grap +4; Atk: +5 melee (crowbar 1d6+2, 19-20) or ranged +4 
  (SMG 2d6); FS: 5 ft./5 ft. ; SV Fort +5, Ref +2, Will +0; Str 15, 
  Dex 14, Con 16, Int 10, Wis 10, Cha 8.  
  Skills: Intimidate +4, Knowledge (underworld) +5  
  Feats: Advance Firearm Proficiency, Archaic Weapon 
  Proficiency, Armor (light) Proficiency, Brawl, Improved 
  Damage Threshold, Improved Initiative, Personal Firearms, 
  Strafe.   
  Talents: Melee Smash 
  Languages: Spanish 
  Traits: Kamikaze  
  Background: Gangster 
  Occupation: Criminal 
  Equipment (each): Ammo (9mm – 80 rounds), Crowbar or 
  Lead Pipe, Outfit (causal).   
  Elite Gangbangers  
  Human Male and Female (90% Mexicans, 10% Other) 
  Aggressive 3 
  Medium Human; HD 3d10+6; hp 27; Mas 14; Init +2; Spd 30 
  ft.; Defense 18 (+4 Armor, +2 Def, +2 Dex), touch 14, flat-
  footed 16, PDR 1; BAB +3; Grap +4; Atk +4 melee (combat 
  knife 1d4+1, 19-20) or +6 range (SMG 2d6); FS 5 ft. by 5 ft.; 
  Reach 5 ft.; SV Fort +3, Ref +5, Will +1; Str 14, Dex 16, Con 14, 
  Int 12, Wis 10, Cha 9. 
  Skills: Bluff +4, Gamble +4, Gather Information +3, Intimidate 
  +3, Knowledge (tactics) +4, Knowledge (underworld) +2, 
  Listen +6, Navigate +3, Sense Motive +4, Spot +6. 
  Feats: Archaic Weapon Proficiency, Armor Proficiency (light), 
  Burst Fire, Brawl, Personal Firearm Proficiency, Point Blank 
  Range, Precise Shot, Strafe. 
  Talents: Evasion, Gunslinger 
  Languages: English and Spanish 
  Background: Gangster 
  Occupation: Military 
  Languages: English. 
  Traits: Angry 
  Equipment (each): Ammunition (.45) (60 rounds), Casual 
  Clothes, Combat Knife, Combat Leather Jacket, MAG Ingram 
  10 SMG. 
  
   
  Exodus OPS 
  Retribution 
  22 
   
  ©2009-2010 Glutton Creeper Games 
  Appendix B: Slavers’ Union Slaves 
  The characters may be interested in purchasing slaves while in Phoenix.  The following charts determine the 
  final cost for a slave of a particular race, type, or skill set. 
  Race: 
  Cost: 
  Bio-Mutant 
  1000 steel 
  Ghul 
  750 steel 
  Human (Male) 
  250 steel 
  Human (Female) 
  500 steel 
  Trans-Genetic Mutant 
  1500 steel 
   
  Age:  
  Cost: 
  Teenager (12-20) 
  1000 steel 
  Adult (21-60) 
  500 steel 
  Elderly (61+) 
  100 steel 
   
  Class: 
  Cost: 
  Aggressive 
  250 steel 
  Defensive 
  0 steel 
  ¼ Character’s level 
  0 steel 
  ½ Character’s level 
  500 steel 
   
  Background: 
  Cost: 
  None 
  0 steel 
  Chi Descendant 
  250 steel 
  City Slicker 
  100 steel 
  Cultist 
  100 steel 
  Feral Child 
  50 steel 
  Gangster 
  250 steel 
  Mutant Defector 
  500 steel 
  Shelter Dweller 
  300 steel 
  Survivalist 
  250 steel 
  Techno-Reaper 
  500 steel 
  Tribal 
  100 steel 
  Urban Survivor 
  100 steel 
  Wanderer 
  100 steel 
   
  Ability Point Buy: 
  Cost: 
  22 points 
  0 steel 
  25 points 
  500 steel 
  28 points 
  1250 steel 
   
   
  
   
  Exodus OPS 
  Retribution 
  23 
   
  ©2009-2010 Glutton Creeper Games 
  Appendix C: Overseer’s Map 
   
   
  Phoenix 
  Red Rim 
  Trailer 
  Park 
  Ranger 
  Post 
  Ruins 
  Ruins 
  15 Miles 
  Ruins 
  
SOURCE: textdata/thevault/Exodus/Operations/#19 Retrubtion V2/Retribution.pdf