TEXT: Darrin Drader
  Vigilance Press
  Pacifc Northwest
  
  Overview 
   
   
   
   
   
   
   
   
  1
  Pacifc Northwest
  Writer: Darrin Drader 
  Nuclear Sunset Concept: Darrin Drader 
  Artist: Alex Williamson 
  Editor: Nathan Kahler 
  Layout and Graphic Designer: Ruben Byrd 
  Nuclear Sunset: Pacific Northwest is © 2016 Vigilance Press Mutant Future™ is copyright 2008, Dan-
  iel Proctor and Ryan Denison. Mutant Future™ and Mutants & Mazes™ are trademarks of Daniel Proc-
  tor. These trademarks are used under the Mutant Future™ Trademark License 1.1 (where 1.1 indicates 
  the license version number) available at www.goblinoidgames.com.
  
  2 
  NUCLEAR SUNSET: The Northwest
  Overview
  The Pacific Northwest of the former United States has 
  changed a great deal in the post-war period, as has the 
  rest of the world, though it remains the region with 
  the most unspoiled farmland. The high-tech centers 
  in the coastal regions of the pre-war era never truly 
  disappeared despite the destruction, but they have 
  morphed into something far more sinister. These are 
  the currencies for which the ambitious and the bold 
  vie, and together they shape the dynamic of the post-
  war Pacific Northwest. 
   While lawlessness and violence pervade nearly every 
  region of post-war America, the Pacific Northwest has 
  been transformed into a number of small war zones as 
  various large factions fight for control of its bounty. 
  The Marshals and the Fort Lewis Division work to-
  gether in their efforts to unify the region under a gen-
  erally altruistic vision of law and order, but there are 
  others who seek to transform the landscape according 
  to their own ambitions. The Mutant Frog Army seeks 
  only to eradicate the humans so that their species can 
  reign supreme, while the Samurai Legion owes fealty 
  only to the one who calls himself Daimyo, and would 
  have everyone follow their way of honor—the Bushi-
  do Code. The Coastal regions are the home of the 
  Silicone Syndicate, which has its own designs for the 
  wasteland, and they look to the East with plans for 
  expansion.
  The people of the Pacific Northwest tend to be a 
  hearty bunch who have managed to re-learn the art 
  of agriculture, even without the use of the enormous 
  automatic tools that were once thought necessary to 
  perform the job. The fruits of their labor provide a 
  bounty for those living in the region, while the excess 
  is sold to merchants who travel to the other regions 
  of the wastelands via Trade Route 90 and the Old 5. 
  All of this helps build up groups like the Fort Lewis 
  Division, though some settlements refuse to submit 
  to any of the major groups.
  Despite the strides made toward re-establishing some 
  form of society in this region, it is still a post-nuclear 
  wasteland plagued by roving bands of thugs who take 
  what they want by force and owe allegiance to nobody 
  outside of their own small groups. There have been 
  several efforts to unite these tribe-like groups into 
  larger factions, but all of these attempts have failed 
  due to the rampant lawless and self-serving behaviors 
  of its members. Even the presence of the large groups 
  seeking to impose order, such as the Samurai Legion, 
  is not enough to dissuade them from their activities.
  At stake in the Pacific Northwest region is who will 
  inherit the wealth and bounty that remains. Some be-
  lieve that whoever does will be in a position to build 
  a massive empire that could span the continent; but 
  in order to get to that point, a dominant group must 
  first emerge from the chaos.
  
  Overview 
   
   
   
   
   
   
   
   
  3
  Pacifc Northwest
  
  4 
  NUCLEAR SUNSET: The Northwest
  Settlements, 
  Cities and Ruins
  Settlements
  Bosseye (Pre-War Name: 
  Boise; Population 
  7,500+)
  Major Economic Activities: Trade, 
  Urban Scavenging 
  Local 
  Infrastructure: 
  Good 
  (Pre-war roads actively main-
  tained)
  Local Government:  Autoc-
  racy (City ruled by Socialite 
  Quinton Dolence)
  Racial Diversity:  Mutant 
  Human (45%), Pure Hu-
  man 25%, Mutant Animal 
  (20%), Mutant Plant 8%, 
  Android 2%)
  Bosseye 
  (pronounced 
  Boss-eye) is the figurative 
  gateway to the Pacific 
  Northwest, and con-
  nects to the South-
  west. It is the most 
  outlying 
  major 
  settlement affect-
  ed by the major 
  power groups of 
  the region, though 
  none of them have 
  managed to secure a 
  steady foothold. 
  This is largely 
  because of the strong leadership of Quinton Dolence 
  and his small army of elite warriors, distinctively clad 
  in auburn colored medium EMAs (encasing military 
  armor). 
  Much of the recent history of Bosseye is directly 
  linked to the city’s leader. Prior to his rise to power, a 
  small, corrupt, and ineffective governing council ran 
  the city. Quinton Dolence, a pure human, was one 
  of the city’s top socialites, whose wealth came from 
  his family’s pre-war military contract manufacturing 
  firms. Not satisfied with watching the city remain a 
  cesspool of corruption, he maneuvered the various 
  city leaders into going to war with one another. After 
  the established factions had beaten each other into 
  oblivion, a host of warriors under Dolence’s com-
  mand, outfitted in EMAs and experimental weapons, 
  swept into the city, forcing the surrender of the re-
  maining factions and assuming the possessions of the 
  former leaders. 
  Dolence is an effective leader who intuitively knows 
  how to run an orderly city. Before he took control of 
  the city, the Disciples of Peace had moved into the 
  city, established a strong core group of faithful, and 
  were beginning the process of imposing their reli-
  gious dominance upon the rest of the city. Upon tak-
  ing control, Dolence had the group driven out of the 
  city and their top leadership publicly executed by his 
  enforcers. 
  Dolence has cleaned up problem issues in Bosseye 
  through swift, decisive action. While most of those 
  who live there believe that Dolence is a good lead-
  er, they all note he is not interested in entertaining 
  Quinton Dolence
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  5
  suggestions on how to better run the city, nor is he 
  tolerant of disruptions; the few periods of social un-
  rest that have emerged since he took power have been 
  swiftly and violently put down. 
  Despite these seemingly heavy-handed measures, Do-
  lence remains popular with the people. He is still a 
  socialite, inviting anyone into his private sanctum 
  who he believes will contribute to a good time and 
  does not represent an obvious threat. Of course, he 
  is protected by a well-paid security force that ensures 
  everybody he takes in is as benevolent as they claim 
  to be.
  For the most part, Bosseye is a reasonably free city, 
  where its citizens are able to engage in the activities of 
  their choice—so long as they refrain from challenging 
  Dolence’s authority. Trade is considered of primary 
  importance, since it brings a great deal of wealth and 
  resources to the city as people pass from the Pacific 
  Northwest and into the Southwest through Salt Lick.
  Bosseye is also one of the prime locations within the 
  southern portion of the Pacific Northwest where peo-
  ple scavenge through the urban wreckage for pre-war 
  artifacts. While Bosseye was not the largest or most 
  advanced city prior to the war, nor did it boast an 
  impressive skyline, the original buildings that remain 
  are in better condition than what is found in many of 
  the other ruins since it was never targeted by nucle-
  ar weapons; the vast majority of the inhabitants died 
  from radiation exposure after the nukes hit other far-
  away targets. Over time, the radiation mostly cleared 
  out, but a large percentage of the items within the 
  structures remain intact.
  Adventure Hooks
  To Honor the Fallen
  The rugged hills outside of Bosseye make the per-
  fect hiding places for bandits, and many such small 
  groups lie in wait out there, preying on traders who 
  move through the region. They typically stay away 
  from the city’s soldiers because they know that they 
  are well armed, well trained, and do not go down eas-
  ily. Nevertheless, as the player characters pass through 
  the area, they happen upon a city soldier near death. 
  He tells the party that he was ambushed and that his 
  assailants had some sort of energy weapon. Once he 
  was down, they stole the wreckage of his EMA armor 
  and left. He begs them to get it back and return it to 
  Bosseye so that it can be used again by his order, and 
  so that his comrades will know what became of him.
  The bandits have made no attempt to hide their trail, 
  and it takes little effort to follow them back to their 
  lair. It turns out that this is no typical raider outfit, 
  however. They make their home in a man-made cave 
  that was used as a pre-war military lab. The bandits 
  themselves are typical thugs, but their leader is not—
  it is a brain in a jar recently awakened from stasis. Im-
  mediately after it was brought back into the world, it 
  overwhelmed the plunderers with its mental powers, 
  rendering them its servants.
  The brain seeks to acquire mechanical parts to fin-
  ish construction on a new metal body, and it turns 
  out that the parts scavenged from the EMA were just 
  what it needed. The players arrive just as the brain is 
  being transferred to its new body. It does not intend 
  to stay put, either; there is a nearby city full of people 
  to worship and serve it.
  A Social Problem
  Quinton Dolence has recently found two members 
  of his inner circle of social friends dead, and he fears 
  that someone close to him has turned traitor. Afraid 
  to even trust his guards, he turns to the player char-
  acters to root out the killer, uncover their plot, and 
  find out why they are killing his friends. If they are 
  interested in helping him, he invites the characters 
  to join his social circle, where they are treated to al-
  cohol, recreational drugs, beautiful women (or men, 
  depending on the preference of the character), and 
  the opportunity to spend time with the city’s elite.
  The only thing the murders have in common are the 
  fact that they are linked to Dolence on a social basis. 
  As the characters spend time in this social circle, a 
  hooded assassin eventually makes an attempt on Do-
  lence’s life. If the characters make the most of this 
  opportunity and capture the assassin, they learn he is 
  a member of the Disciples of Peace who has infiltrated 
  
  6 
  NUCLEAR SUNSET: The Northwest
  the socialite’s personal guard. Equipped with a lethal 
  pill, he offers a final warning that the organization is 
  far from done with Bosseye.
  Knowing that the outlawed religion is seeking to 
  regain a foothold in the city while taking out their 
  hated nemesis, the characters are tasked with uncov-
  ering the source of the problem lest the next attack 
  prove fatal. As the characters investigate, they discov-
  er that the religion is operating out of an abandoned 
  church in the urban ruins on the outskirts of the city. 
  The active members are people who were part of the 
  original group that was supposedly completely driven 
  from the city, but were missed in the purge. Despite 
  their exile, they have been living seemingly ordinary 
  and unassuming lives within society while coordinat-
  ing with church leaders through emissaries posing as 
  traveling merchants. Their ultimate goal is to get re-
  venge for the insult they were previously dealt, secure 
  a measure of true political power, and to see Quinton 
  Dolence burn on a pyre before the whole city and 
  then assume control themselves.
  VR Hunt
  A few of the socialites of Bosseye have heard rumors 
  of a device that existed in the pre-war world that 
  mimicked reality to such an extent that when activat-
  ed, it would create a virtual reality that was entirely 
  convincing and physically interactive. Without hav-
  ing to wear or install any devices on their persons, 
  entire surroundings—complete with people or any 
  other thing that is desired—comes to life. Of course 
  this has nearly limitless social possibility, and there are 
  those who are willing to pay handsomely for it.
  The problem is, as far as their records indicate, such 
  devices were costly and rare, even before the war. The 
  only one believed to exist happened to be in a club 
  near the heart of the ruins—an area so dangerous 
  due to all the mutant creatures that even the bravest, 
  most well-protected individuals dare not venture in. 
  Of course, because the reward is high, the risks of the 
  expedition might just seem acceptable to an intrepid 
  band of player characters.
  Faction Relations
  • Disciples of Peace: Hostile Open practice of this 
  religion is not allowed in this city.
  • The Fort Lewis Division: Tense The Fort Lewis 
  Division patrols many of the outlying areas and 
  have suggested that they would be interested in 
  assuming control over the city. Open hostilities 
  have not broken out, and army members are al-
  lowed within the city, but only on personal busi-
  ness, at least for the time being.
  • The Marshals: Friendly Quinton Dolence views 
  this organization favorably and has worked with 
  them in the past to bring people to justice.
  • The Samurai Legion: Hostile Bosseye is too far 
  away from Daimyo’s base of operations, but ex-
  ploratory expeditions have been welcomed with 
  speedy extermination.
  Lake City (Pre-War Name: 
  Coeur d’Alene; Population: 
  2,500)
  Major Economic Activities: Fishing, Lumber
  Local Infrastructure: Adequate (pre-war roads, some 
  of which have been maintained).
  Local Government: Military Dictatorship
  Racial Diversity: Mutant Human (35%), Pure Hu-
  man (30%), Mutant Animal (25%), Mutant 
  Plant (5%), Other (5%)
  Lake City is a relatively new settlement, established 
  by The Fort Lewis Division just over a decade ago in 
  the ruins of the pre-war city of Coeur d’Alene. Like 
  the city that preceded it, it was built on the north 
  shore of the massive, twenty-mile long, L-shaped 
  body of water known to the local populations as Lake 
  Blackwater.
  Many consider this a peaceful, mostly idyllic commu-
  nity which makes its living from trading the massive 
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  7
  freshwater fish known as whaletrout. These large, sil-
  ver and purple fish are roughly three times the size of 
  the average non-mutated human male, and they are 
  fished using massive nets strung between two large 
  boats, each manned by six to ten sailors. These hardy 
  individuals are viewed as the providers of the commu-
  nity even by the Fort Lewis Division, which happily 
  buys much of the meat from their catch.
  Before the war, this city was famous for the world’s 
  longest floating boardwalk, which provided mooring 
  for numerous boats that belonged to upscale clients. 
  The people of Lake City have found old pictures and 
  plans of the waterfront and have repaired most of the 
  gaps created by decades of neglect. Most of the ves-
  sels that had been docked here now permanently re-
  side at the bottom of the lake; however, several of the 
  large yachts, houseboats, and ferries were still afloat 
  when the city was repopulated. The city leaders who 
  restored the boardwalk lashed these boats together 
  to form a floating lodging cluster on the lake, which 
  serves as home to some of the city’s inhabitants, and is 
  a popular destination for those who can afford a small 
  amount of luxury. The inhabitants own small boats 
  to get back and forth to the shore, most of which are 
  manually rowed, while others are restored speedboats 
  that run on recovered fossil fuels or solar cells.
  Lake City is one of the Fort Lewis Division’s more 
  remote outposts, and it was deemed barely worth the 
  resources up until the point where the Samurai Le-
  gion began taking an interest in the area. Once that 
  occurred, the military organization doubled the num-
  ber of troops, fortified their defensive ordnance, and 
  stationed some of their up-and-coming commanders 
  here. Since then, there have been several skirmishes 
  and one full-on battle with the Samurai over control 
  of the settlement. Although the Fort Lewis Division 
  has thus far managed to retain control of Lake City, 
  their victories have been costly, and many of the sol-
  diers have begun feeling a quiet desperation about 
  their plight. Though the Samurai have not won a 
  clear and decisive victory, they have slowly managed 
  to inflict mounting losses.
  The civilian population of Lake City has been lucky 
  enough to remain relatively unaffected by the con-
  flict. Although there is the occasional sound of weap-
  on fire in or near the city, casualties among the general 
  population have been exceptionally low. The Samurai 
  Legion has even engaged in a propaganda campaign, 
  making it known that they want the support of the 
  people so that they can institute a new rule that em-
  phasizes fairness and honor. The vast majority of the 
  people of Lake City remain loyal to the Fort Lewis 
  Division, though a few have thrown their support 
  behind the Samurai—a move that has brought some 
  not-so-veiled threats from military and civilians alike.
  The person in charge of the settlement is a tough, 
  likable woman named Lucinda Swist. She normally 
  concerns herself with the day-to-day operational con-
  cerns of running the city, as well as ensuring that the 
  troops under her command remain disciplined, but 
  she also presides over four community outreach days 
  every year, during which time the soldiers give out in-
  expensive rations, such as meals and antibiotics, and 
  perform menial tasks to help out the citizens.
  Adventure Hooks
  Against the Samurai
  As has been expected for some time, the Samurai Le-
  gion is preparing a major offensive against the Fort 
  Lewis Division in Lake City. Traveling merchants 
  who have witnessed their preparations have warned 
  of a massive metal mutant in their service that belches 
  fire. Concerned by these reports, Lucinda Swist hires 
  the player characters to learn the truth of this “met-
  al mutant” and neutralize it, providing them with 
  enough explosives to get the job done.
  The Samurai Legion are encamped twenty miles to 
  the North, and they have at their disposal a pre-war 
  state of the art tank, complete with an artificial intel-
  ligence computer core and a main cannon that shoots 
  plasma. The Fort Lewis Division in Lake City might 
  very well be outmatched if this weapon is deployed 
  against them. Because this is the Samurai’s primary 
  tactical advantage, eliminating it should stall their in-
  vasion plans, at least temporarily.
  
  8 
  NUCLEAR SUNSET: The Northwest
  Attack of the Fifty-Foot Crawfish
  Before the war, Lake Blackwater had been home to a 
  wide range of aquatic creatures, including miniature 
  freshwater lobsters called crawfish. In the aftermath 
  of the war, all of the lake’s environments were soaked 
  with radiation, giving rise to rapid mutation. This re-
  sulted in much of the wildlife increasing dramatically 
  in size. While the average crawfish is now as large as 
  a man, occasionally one crawls out of the radioac-
  tive muck that is awe inspiring. However impressive 
  these creatures are, they also pose a serious danger to 
  the people of Lake City and must be eliminated as a 
  matter of self-preservation. Recently, observers on the 
  boardwalk watching the far shore with scopes have 
  seen a massive creature moving around, surrounded 
  by lesser crawfish.
  Facing the very real possibility of massive damage 
  caused by the creature should it wander into town, 
  the player characters are dispatched to eliminate the 
  threat. What they are not aware of is this is no an 
  ordinary monster—it has attained a measure of intel-
  ligence. Because it knows that the mostly human and 
  mutant population of Lake City will soon try to kill 
  it, the creature has sent the man-sized giant crawfish 
  against the city, striking first against the larger boats 
  that are lashed together on the lake. 
  When the characters arrive to confront the creature, 
  it attempts to communicate with them in an effort to 
  preserve itself. If the characters are open to the pos-
  sibility of peace, it could be persuaded to stay away 
  from Lake City.
  Lost Couriers
  Couriers are regularly dispatched to the nearest com-
  munication relay station (in Wastat-Uni) to maintain 
  contact with the central command of the Fort Lewis 
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  9
  Division far to the West. They have several regular 
  meeting locations, which vary in distance from twen-
  ty to thirty miles away, where messages are exchanged 
  with the next couriers in the chain. The courier usual-
  ly returns with new communication from Command.
  In order to maintain secrecy in the event that the cou-
  rier is intercepted, the messages are encoded. To pro-
  tect their safety, the couriers wear standard wasteland 
  armor rather than Fort Lewis Division uniforms, and 
  they take a variety of routes to their meeting points. 
  Lately, the messengers have not been returning, and 
  there is growing concern that the requests for supplies 
  they have sent will not come through. Worse, all the 
  intelligence they have accumulated throughout the 
  region is not reaching command.
  To get to the bottom of this, Lucinda Swist enlists the 
  aid of the characters to find out at what point the cou-
  riers are being discovered. What is happening is that 
  several tribes of bandits have been working with the 
  Samurai Legion to help identify the couriers, as well 
  as the routes they have been taking. The only way to 
  regain communication with the West is to eliminate 
  the bandits, as well as the Samurai they have been 
  working with.
  Faction Relations
  • Disciples of Peace: Friendly The Disciples of 
  Peace have a temple in the heart of Lake City, 
  and on some warm summer nights, the light 
  from their pyres can be seen burning in the hills 
  beyond.
  • The Fort Lewis Division: Friendly Lake City is 
  run by The Fort Lewis Division.
  • The Marshals: Friendly The Fort Lewis Division 
  leaves the creation and enforcement of civil law 
  to the Marshals.
  • The Mutant Frog Army: Hostile The Mutant 
  Frog Army does not yet have a presence here, but 
  most believe that they will come eventually.
  • The Samurai Legion: Hostile This settlement is 
  contested by the Samurai, who intend to take it 
  by force.
  Ibicion City (Pre-War Name: 
  None; Population: 2,750)
  Major Economic Activities: Trade, Agriculture
  Local Infrastructure: Primitive (New roads, mostly 
  dirt)
  Local Government: Strongman Dictatorship
  Racial Diversity: Pure Human 80%, Mutant Hu-
  man (15%), Other (5%)
  Located in The Palouse, Ibicion began as little more 
  than a dream. After the war, as the bomb shelters 
  opened and people spilled out into the wastelands of 
  the vastly changed world, a group of mostly young 
  but motivated individuals came together, calling 
  themselves the Founding Sons because their fathers—
  some living, most dead—were the last generation to 
  remember the world before the war. Their goal was 
  to create a trade town that would lay the foundation 
  for man’s return to civilization. While many commu-
  nities throughout the wastelands formed from those 
  who had beaten the odds and survived outside of 
  their bomb shelters banding together in the ruins of 
  the pre-war cities and towns, the original population 
  of Ibicion was primarily pure humans who flocked to 
  the Founding Sons.
  The city prospered for decades. Those determined to 
  farm pushed out into the rolling hills, clearing away 
  the thorny, rust-colored weeds that had taken root 
  in the radioactive aftermath of the war. The Found-
  ing Sons made it clear that trade was welcome, and 
  took the step of instituting a bare-bones, yet fair, legal 
  system. Presiding over the new city is a council, the 
  head of which is called the Mayor Protector, who is 
  one part police chief and another part administrative 
  leader. 
  In years past, the job of the Mayor Protector has been 
  focused on driving away threats to the city’s surviv-
  al. That still remains the case; however, a charlatan 
  
  10 
  NUCLEAR SUNSET: The Northwest
  named Dirth Carronnel currently occupies the office. 
  He is not a physically imposing man, but the rheto-
  ric that led to his election emphasized the strength 
  in maintaining a powerful defense and the concept 
  of unity against the common foes in the wastelands. 
  These messages resonated with the people, sweeping 
  him into office. He is, however, truly interested in 
  none of these things—he sees this as an opportunity to 
  assume control over much of the city’s wealth and do 
  with it as he will. To this end, he enlisted the schemer 
  Sal Cortez as his most trusted advisor, and forged an 
  alliance with a group calling itself The Trade Guild. 
  Despite its name, this organization is solely composed 
  of the most successful merchants in the city, seeking 
  to suppress the competitive opportunities available to 
  the smaller traders who they view as trying to siphon 
  their wealth away from them. The Trade Guild has 
  been responsible for driving merchants out of the city, 
  fixing the prices of goods so that nobody could hold 
  an advantage over them, and the outright murder of 
  any who became too successful.
  The result of the combined forces of Dirth Carron-
  nel and The Trade Guild is that many people who 
  have spent much of their lives in Ibicion are either 
  afraid for their own safety, or are considering leav-
  ing for other areas. This last possibility has Carronnel 
  scared, because he knows that a mass exodus from the 
  city would diminish his power and influence. Recent-
  ly, a group of residents secretly gathered what motor 
  vehicles, wagons, and mounts they could together to 
  quietly leave the city in search of another place to call 
  home. The response from the deputies was to arrest 
  many of those trying to leave and torch the homes of 
  those who got away, leaving them no place to return 
  to if their search failed.
  Adventure Hooks
  Protect the Expats
  As the corruption of the Mayor Protector becomes 
  more obvious, so has people’s desire to leave the city. A 
  large group of residents seek to flee to a nearby farm-
  stead that promises to be the site of a well-defended 
  new community. The Mayor Protector’s response has 
  been deploying his Deputies to prevent them from 
  leaving; this group not only includes the officials 
  hired to keep the peace within the city, but also some 
  well-paid mercenaries outside the city walls.
  The player characters are contacted by Katherine 
  Highfill, the daughter of one of the merchants be-
  longing to The Trade Guild, who is fed up with the 
  corruption that she sees within her own family and 
  the organization. She has organized a group of people 
  who wish to leave, and approaches the player char-
  acters for help escorting them to their destination. 
  She reasons that against armed opposition, their only 
  chance of survival is to have capable people protecting 
  them.
  If the player characters choose to become involved, 
  they have the option of protecting the expats as they 
  try to leave the city, or taking the opposite side. The 
  Mayor Protector would be interested in talking with 
  the player characters, arguing that the people are bet-
  ter protected in Ibicion because of its force of Depu-
  ties, and that it hurts the common good for people to 
  leave in numbers. 
  Defend Trade
  Alan McAmes has been slowly getting squeezed out of 
  the construction trade in Ibicion. His main competi-
  tor is Guy Poli, who happens to belong to The Trade 
  Guild, and the methods of running him out of the 
  city have not been confined to fair competition. Two 
  of Alan’s foremen have turned up dead under mysteri-
  ous circumstances. More recently, Poli offered to hire 
  him into his organization, and when Alan refused, he 
  was beaten up by thugs and told to reconsider.
  Alan wants nothing more than to be able to contin-
  ue plying his trade, rather than become one of Poli’s 
  lackeys, and he can neither bring himself to join his 
  rival or quit the trade. The only alternative is to go to 
  those who can defend him, which happens to be the 
  player characters.
  If the player characters choose to become involved, 
  it should be clear which side holds the moral high 
  ground; Poli is neither in need of more hired thugs, 
  nor is he interested in talking about what is fair for 
  everybody. He would consider the player characters 
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  11
  merely another hostile faction, and would have his 
  thugs deal with them in the same way he deals with 
  others who threaten his business.
  Relic Hunting
  Ibicion was built in what was once farmland in the 
  Palouse region of Eastern Washington. This was large-
  ly a rural farming region, where a number of the peo-
  ple were of a hardier breed than their city-dwelling 
  counterparts. Because of this, many were quietly an-
  ti-social or anti-government, leading many of them 
  to stockpile guns and, in extreme circumstances, even 
  heavier weaponry.
  This is not a region where a large amount of high-
  tech relics have been unearthed, but other items, 
  more practical to the survivors in the post-apocalyp-
  tic world, are more commonly found. Because this 
  portion of the Pacific Northwest was only hit with 
  low-yield nuclear weapons during the war, many of 
  the farmsteads remained more or less intact after-
  ward. Unfortunately, many of these places are now 
  overgrown with the mutant trees and foliage of the 
  post-apocalyptic wastelands, so finding them is not 
  easy. In many cases, when these treasures are un-
  earthed, the weapons are too damaged by weather 
  and natural corrosion to be usable. 
  Despite this, enough weapons and other useful items 
  are found that many local traders make the trip to 
  Ibicion. In addition to this, there is a rumor that there 
  was a large bunker buried out in the countryside that 
  was designed to protect its inhabitants for multiple 
  generations. Only the wealthy of the pre-war world 
  were invited in when the bombs started falling and, 
  since nobody is aware of anyone emerging from this 
  location after the war, many suspect that this struc-
  ture either remains sealed, or lies in ruins. In either 
  case, there is likely a wealth of pre-war artifacts that 
  the player characters could find within.
  Faction Relations
  • Disciples of Peace: Friendly The Disciples of 
  Peace are the only organized outside group that 
  the city of Ibicion is friendly toward. They see 
  them as a harmless religion that is largely inter-
  ested in tending to the spiritual needs of the com-
  munity. While merchants from other areas warn 
  of the influence they normally carry, as well as the 
  pyres of those who do not join them, the people 
  of Ibicion have yet to experience these things and 
  currently dismiss that as alarmist propaganda by 
  the enemies of the faith.
  • The Fort Lewis Division: Hostile Ibicion oppos-
  es any outside group that would attempt to take 
  power from them. Envoys of the Fort Lewis Di-
  vision have contacted them, and they have been 
  peacefully sent away.
  • The Marshals: Hostile Ibicion views The Mar-
  shals as yet another outside group trying to gain 
  control over the city. The promise to establish law 
  and order rings hollow to them since the city al-
  ready has its own deputies. 
  • The Mutant Frog Army: Hostile The Mutant 
  Frog Army is an advancing threat and the city 
  is making preparations for an invasion that they 
  consider imminent.
  • The Samurai Legion: Hostile Like other orga-
  nized outside forces, the Samurai Legion rep-
  resents a threat to Ibicion’s independence, and a 
  powerful one at that. A year ago, when a group 
  of Samurai assaulted the city, they were defeated 
  at great cost; their heads were mounted on poles 
  along the road leading into the city as a warning 
  to others who might try the same thing.
  Tradeport (Pre-War Name: 
  Portland; Population: 
  22,000)
  Major Economic Activities: Trade, Scavenging, 
  Fishing
  Local Infrastructure: Poor (mostly roads that were 
  constructed after the war)
  
  12 
  NUCLEAR SUNSET: The Northwest
  Local Government: Autocracy (controlled by the Sa-
  murai Legion)
  Racial Diversity: Mutant Human (45%), Pure Hu-
  man (25%), Mutant Animal (20%), Mutant Plant 
  (10%).
  Like most of the cities along the west coast, Portland 
  was targeted by nuclear weapons during the war, re-
  ducing it mostly to rubble. In the years since Human-
  ity’s re-emergence, it has been resettled and developed 
  into a major trade hub.
  Originally under the protection of the Fort Lewis Di-
  vision, the military group was routed from the city 
  due to the work of the Samurai who challenged them 
  here. In fact, this is the only major area where the 
  Fort Lewis Division has found itself on the losing side 
  when these two groups came into conflict. This had to 
  do with the corruption of its previous leader, Colonel 
  Brian Pope, who was more interested in accumulat-
  ing personal wealth than providing good stewardship. 
  The Samurai needed to do little persuading to get the 
  population to rise up against him. In the end, he was 
  banished from the city, stripped of his rank by the 
  Fort Lewis Division, and ultimately came to be the 
  leader of a small mercenary group that is still active 
  in the area.
  Life under the Samurai Legion is little different from 
  what it had been before, with the exception that laws 
  are more strictly enforced and the tax rates are not 
  so exorbitant. The most important aspect of life here 
  is trade, and the Samurai work hard to ensure that 
  Tradeport remains a welcoming port of call for mer-
  chants of all sorts.
  Like the Ruins of Seattle, scavenging for pre-war 
  equipment and technology is an important industry 
  here. It was also a technology city before the war, which 
  means that any tech that still works is very likely valu-
  able. Unlike Seattle, however, Portland is not under a 
  constant state of war, and it is one of the only areas 
  where there is no major factional conflict to speak of. 
  Instead, the main source of conflict tends to be be-
  tween the city’s inhabitants and the raiders that oper-
  ate nearby. Many of the groups who operated in the 
  fringes of society under the Fort Lewis Division have 
  been driven out of Tradeport entirely and, as a result, 
  they have increased their activities. It is rumored that 
  Brian Pope’s mercenary group has been helping coor-
  dinate their attacks in hopes of retaking the city. The 
  Samurai are harsh in their dealings with the raiders, so 
  they focus their attacks on people and property that 
  lie outside of protected areas. As a result, many people 
  feel as though they are not being adequately protect-
  ed, which has become an ongoing headache for the 
  Samurai.
  Twenty five Samurai are involved with the govern-
  ing of Tradeport, led by Tusuri Nokimishu, who is 
  currently one of the highest-ranking members of the 
  organization residing outside of their headquarters. 
  He wears the highest grade of armor and is said to be 
  the greatest master of the blade within Tradeport, as 
  well as an excellent shot with a firearm. Nokimishu 
  tends not to go among the people, making rare pub-
  lic appearances while the lower ranking Samurai deal 
  with the people; instead, he tries to lead by example, 
  denying himself the excesses that could easily come 
  with his position. Although his abode is well guarded, 
  it is no larger or extravagant than the average dwelling 
  of the people here. In fact, most of the wealthier mer-
  chants of Tradeport live in nicer homes than he does.
  Adventure Hooks
  Broker the Deal
  In Tradeport, few things are as important as the deal, 
  and as far as deals go, the only thing more valuable 
  than ancient technology is fuel. Most of the vehicles 
  that survived the war ended up rusting with age, but 
  many of them had been parked in areas where they 
  were protected, either intentionally or not. In some 
  cases, the garages where they were parked were simply 
  lucky enough to survive the widespread destruction 
  and the ravages of moisture and time. In other cas-
  es, bomb shelters were actually made large enough to 
  store vehicles. In any event, having a vehicle is only 
  useful if there is fuel to power it, and that is where the 
  Tradeport Gas Company comes in.
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  13
  Owned and operated by Ron Sanchez, a shrewd 
  businessman approaching ninety years of age, he was 
  among the first generation to emerge from a massive 
  shelter in what was once Southeast Oregon. One of 
  the things he inherited from his family of oil mer-
  chants was a map that led to several gasoline reserves 
  in the Pacific Northwest, and for several years he spent 
  his time traveling to them, one by one, securing the 
  liquid treasures they contained. Before anyone was 
  aware of his actions, he had managed to accumulate 
  close to a million barrels of gasoline, all of which he 
  had moved to a storage unit in Tradeport. Years later, 
  he still holds the majority of the gasoline in the Pacific 
  Northwest. 
  Will Carter has a different problem. He has come 
  into a number of undamaged pre-war vehicles that he 
  wants to take north and sell to the Fort Lewis Divi-
  sion, but he lacks the gasoline to get them there. This 
  should be a straightforward deal between them, ex-
  cept that Sanchez amuses himself by asking for things 
  in trade that are particularly difficult to acquire. In 
  this case, he has refused to do business with Carter 
  unless he brings him the pincers of ten giant ants. 
  There is a known hive of mutant ants thirty miles to 
  the East, but Carter needs the help of some intrep-
  id heroes to retrieve them for him. In exchange for 
  bringing them what he needs, he is willing to offer 
  one of his vehicles and two full tanks of gas.
  Uncover the Zealot’s Journal
  Eric Swansong is from the Central Inlands and has 
  seen what the Disciples of Peace have done in the 
  name of their religion. He came to Tradeport to es-
  cape their persecution, only to find that they have 
  gained a foothold here as well. Determined to keep 
  them from conquering yet another city from with-
  in, he discreetly approaches the player characters and 
  asks them for a small favor.
  The one thing he has learned from his experience with 
  the Disciples of Peace is that they keep a record of all 
  of their activities and their plans. While snooping in 
  another temple, he came across several journals that 
  described their intent to slowly convert the populace 
  and eventually wrest power from the present rulers; 
  he is certain that the temple here keeps such a journal 
  in their secret inner sanctum as well. Knowing that 
  the Samurai will not stand for this sort of activity in 
  their territory, he would like the player characters to 
  retrieve whatever journals they have locked away.
  The Disciples of Peace are indeed keeping such a jour-
  nal locked away. The Head Disciple in Tradeport is 
  Brother Price, and he keeps the journal in his cham-
  bers within the temple. He is well protected by the 
  other Disciples, and a pair of tamed Azcats guard his 
  personal quarters. Once the player characters retrieve 
  the journal and bring it to the Samurai, Nokimishu 
  will declare them a threat to the community, have 
  their temple raided, and their heads delivered to the 
  Disciple Headquarters in Wenatchee; this action will 
  likely lead to further conflicts.
  Against the Raiders
  Tusuri Nokimishu is fed up with the predations of 
  the raiding gangs that have been hitting Tradeport. 
  He lacks the manpower to protect people from these 
  attacks, yet he feels compelled to do something before 
  they successfully undermine his leadership. He has 
  learned of a particularly troublesome group that calls 
  itself The Acidheads and wants them wiped out to 
  send a message: raiding activities will not be tolerated.
  The Acidheads use a semi-restored high school in an 
  outlying region of Tradeport as their headquarters. 
  The player characters need to uncover their base of 
  operations, then decide how to go about dealing with 
  them. What Nokimishu does not know is that the 
  Acidheads are protected by the mercenary group led 
  by Tradeport’s former leader, Brian Pope.
  Faction Relations
  • Samurai Legion: Friendly The Samurai Legion 
  governs Tradeport. They ousted the previous rule 
  of the Fort Lewis Division about five years ago, 
  and have been free of them ever since. Tradeport 
  is considered one of the major strongholds of the 
  Samurai Legion.
  • Fort Lewis Division: Hostile The Fort Lewis 
  Division was once in control of Tradeport, but 
  
  14 
  NUCLEAR SUNSET: The Northwest
  the corruption of the Colonel who had been in 
  charge led to a popular revolt against them. They 
  wish to retake the city, but they know that the 
  people would not be willing to let them back in 
  any time soon.
  • Disciples of Peace: Hostile The Disciples of Peace 
  have a temple here and they are slowly gaining 
  converts. They currently lack the numbers to 
  overthrow the Samurai, but their zealotry is on 
  the rise.
  Ruins of Seattle (Pre-War 
  Name: Seattle; Population: 
  125,000)
  Major Economic Activities: Ruins scavenging, 
  weapons trade, fishing, technology.
  Local Infrastructure: Demolished (roads and streets 
  are mainly pre-war, and reduced to rubble).
  Local Government: Contested
  Racial Diversity: Mutant Human (30%), Pure Hu-
  man (30%), Mutant Plant (5%), Synthetic (35%)
  Few places in the post-nuclear world are as storied as 
  the rubble-fields of the Ruins of Seattle. Unlike most 
  places, which have either been constructed into a new 
  settlement or still exist as an uninhabited ruin, Seattle 
  is known as an inhabited ruin. The skyscrapers and 
  buildings are skeletal remnants of their once majestic 
  splendor and most of the old houses are in disrepair 
  or have collapsed entirely, but there are small com-
  munities built in the ruins and there is activity among 
  the portions that remain unclaimed.
  What was once the city proper is now claimed almost 
  entirely by the Silicone Syndicate, the first major 
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  15
  group to rise from the post-war ruin. Humans within 
  their territory are killed on sight unless they see some 
  strategic value in keeping them alive; individuals with 
  information about the Fort Lewis Division are among 
  those who are worth preserving, at least until they 
  have given up the information they possess.
  The Silicone Syndicate’s primary base of operations 
  is the Space Needle, which inexplicably survived the 
  destruction unleashed by the nuclear weapons that 
  targeted the downtown area. The entire area once 
  claimed by the 1962 Worlds Fair is tightly controlled 
  by Synthetic Humans; any living thing that attempts 
  to enter the area is shot on sight with advanced laser 
  weaponry, no questions asked.
  Despite the synthetics’ control over the ruins, people 
  still manage to sneak into the ruins. The ruins are rife 
  with pre-war technology, and there is so much of it 
  buried here that one need not look very hard to find 
  all sorts of valuable items, and the Silicone Syndicate’s 
  ability to actually patrol the city is severely hampered. 
  The ruins are so expansive that they are unable to be 
  everywhere, making it easy enough to evade them. In 
  addition to this, large portions of their forces are en-
  gaged in defending their holdings from the Fort Lew-
  is Division.
  The war between the two groups wages in what was 
  once South Seattle, specifically the regions of Kent, 
  SeaTac, and Auburn. Both sides have dug themselves 
  into trenches which zig-zag for miles through the 
  rubble-filled landscape. A full third of the population 
  of the Ruins of Seattle is holed up in these trenches, 
  fighting a war that seems hopeless to both sides. With 
  gains and losses counted in mere inches and feet, 
  many look forward to the day that the two sides can 
  simply draft a treaty and stop fighting. Until then, the 
  war continues.
  South of the war zone, the Fort Lewis Division con-
  trols what were once the cities of Tacoma, Puyallup, 
  and their suburbs. For those not engaged in the war, 
  this region tends to be relatively peaceful, at least to 
  the extent that it ever is in the wasteland. Several 
  communities of Pure-strain Humans and Mutants ex-
  ist through this region and live in relative peace. They 
  have cleared large sections of what was once urban 
  sprawl for agriculture, restarted some basic industries, 
  and made fishing one of the larger businesses. This is 
  also a major trade hub in the Pacific Northwest, de-
  spite the nearby war zone. Prior to the war, the origi-
  nal Fort Lewis was just miles outside of Tacoma.
  The area north of Seattle is technically held by the 
  Silicone Syndicate, but the truth of the matter is that 
  they lack the resources to actually hold it. Because of 
  this, Humans and Mutants have moved into the area, 
  relatively free of harassment. The Silicone Syndicate 
  has a number of surveillance devices in place so they 
  can watch to see what is living in the territory, but 
  so long as no settlements push into Seattle proper, 
  they leave them alone. Ultimately, the plan is to wipe 
  them out, if and when they eventually win the con-
  flict against the Fort Lewis Division.
  Because the Ruins of Seattle are part of the Puget 
  Sound region, it is not unusual for strange mutant 
  creatures to crawl out of the water. These creatures 
  are often enormous and have been known to take 
  the form of strange, gigantic man/fish combinations 
  or amorphous, asymmetrical bodies with long, ra-
  zor-spined tentacles that slice through anything at-
  tempting to get in their way. The Silicone Syndicate 
  views these monstrosities no differently than they do 
  Humans, destroying them as efficiently as possible as 
  a matter of self-preservation. Despite this, there was 
  what seemed like a concerted attack two years ago 
  that overwhelmed their defenses, causing a great deal 
  of destruction and very nearly compromising their 
  war effort from behind the lines of battle. Ultimately, 
  the Fort Lewis Division stopped the incursion. When 
  they became aware of the issue, they decided it would 
  be better to stop the creatures before they became a 
  problem for them in the south, so they used aircraft 
  and their heaviest artillery to destroy them. Despite 
  the help, the Silicone Syndicate was unrelenting in 
  their war efforts.
  
  16 
  NUCLEAR SUNSET: The Northwest
  Adventure Hooks
  Recover Experimental Weapons
  Many of the technology companies that existed before 
  the war had contracts to develop top-secret weapons 
  for the Department of Defense. One such weapon 
  worked by destroying the gluon bonds that literally 
  hold atoms together. In theory, if this weapon existed, 
  it simply disintegrated all matter within a fifteen-foot 
  radius. The Fort Lewis Division is very interested in 
  recovering this weapon so that they can study and 
  potentially begin manufacturing it. Unfortunately, it 
  was developed within a nondescript building not far 
  from the Silicone Syndicate’s primary stronghold, so 
  finding it will be a challenge.
  In order to carry out this mission, the player charac-
  ters need to make it past the war zone in the South 
  Seattle region. They can do this by either braving 
  the no-man’s land between the trenches, or go miles 
  to the East and circle around the war zone. If they 
  choose the latter, there is a Silicone Syndicate outpost 
  they still need to bypass.
  The building the anti-gluon weapon is found in is 
  currently used as a Silicone Syndicate lookout; they 
  are unaware of the treasure that literally lies beneath 
  their feet. The player characters must somehow by-
  pass the guard post, then deal with the automated 
  defenses still active in the subterranean stronghold. 
  Should the weapon be recovered, it works as a pistol, 
  except every shot that hits a target deals 6d6 damage. 
  It only has enough power for five shots, and there are 
  no functional replacement batteries to be found with-
  in the facility.
  Destroy a Silicone Syndicate Stronghold
  One of the primary strongholds held by the Silicone 
  Syndicate is the facility once known as Sea-Tac Inter-
  national Airport. This area has been fortified to serve 
  as an excellent defensive position, but it contains one 
  target the Fort Lewis Division would like destroyed at 
  any cost: the location’s primary computer core.
  If the player characters can be persuaded to under-
  take this mission, their job is to infiltrate the strong-
  hold and plant explosives throughout the installation. 
  The outer perimeter is heavily patrolled, so getting 
  through will prove difficult, but large sections of the 
  former airport are only lightly guarded inside. The 
  computer core is in the location once occupied by the 
  primary terminals, and can be destroyed by planting 
  three charges on the computer’s exterior casing.
  The timer on the charges should not be set for more 
  than a minute or two, or there is a real risk that Sil-
  icone Syndicate security will discover and disarm 
  them. This means that the computer core will likely 
  explode while the player characters are in the area; 
  once this happens, the base will be on high alert.
  Mutant Control
  In the southern region controlled by the Fort Lewis 
  Division, dangerous mutants are a constant menace. 
  Even though they have the firepower necessary to 
  eliminate anything that nears their bases, they lack 
  the reach to destroy things that emerge from the bay 
  or wilderness areas. Because of this, they have a stand-
  ing bounty on any dangerous mutant creatures that 
  enter areas they control but are too far from their pri-
  mary outposts. Any carcass twice Human size or larg-
  er presented to their headquarters at the original Fort 
  Lewis outside of Tacoma is well rewarded. They frown 
  on anyone bringing in kills that come from outside 
  of their regions of control, and anyone caught doing 
  so is forced to return their reward and face imprison-
  ment.
  Faction Relations
  • Silicone Syndicate: Friendly The Silicone Syndi-
  cate holds the majority of the Ruins of Seattle. 
  They claim everything to the North, and they 
  battle the Fort Lewis Division in what was once 
  South Puget Sound. They consider every intel-
  ligent living thing hostile, and show no mercy 
  against any incursions into their territory. De-
  spite this, they lack the manpower to patrol much 
  of the region they claim as their own, mostly be-
  cause of the ongoing war effort. 
  • Fort Lewis Division: Hostile The Fort Lewis Di-
  vision is locked in a major struggle against the 
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  17
  Silicone Syndicate in the South Seattle region. 
  They must deal with the occasional Samurai, 
  though this is not as much of a problem for them 
  as it once was. In areas that they control, trade 
  flourishes and life tends to be peaceful.
  • Samurai Legion: Hostile The Samurai Legion 
  originated in the Ruins of Seattle, but they were 
  driven out decades ago after they unsuccessful-
  ly challenged the Silicone Syndicate for control. 
  Periodically, a Samurai will arrive and try to es-
  tablish a presence in the region, but between the 
  Silicone Syndicate and the Fort Lewis Division, 
  they find it no friendlier than it was when they 
  were driven out.
  Wastat-Uni(Pre-War Name: 
  Moscow - Pullman: Popula-
  tion 4,500)
  Major Economic Activities: Gun trade, Gladiator 
  Tournaments, Farming
  Local Infrastructure: Good (pre-war roads actively 
  maintained)
  Local Government: Dictatorship
  Racial Diversity: Mutant Human (50%), Pure Strain 
  Human (25%), Mutated Animal (10%), Androids 
  (5%), Other (10%).
  Wastat-Uni is the name given to the ruins of what 
  were pre-war Pullman, Washington and Moscow, Ida-
  ho. The two cities were built in the fertile rolling hills 
  of The Palouse and straddled the border between the 
  two states, and each was home to a major state univer-
  sity. Although originally established as two separate 
  cities, they grew into one metropolitan area during 
  the twenty-first century. Because of the universities 
  and the fact that there was an Army Reserve base here, 
  the city was the target of a low-yield nuclear warhead. 
  While the vast majority of the houses and commer-
  cial structures were flattened, most of the university 
  buildings survived the attack, all of which were con-
  structed from brick and concrete. 
  
  18 
  NUCLEAR SUNSET: The Northwest
  Although most people not killed in the initial blast 
  died a slow death from radiation poisoning, a good 
  number of people were able to take refuge in the 
  bomb shelters located beneath many of the build-
  ings on campus. Many of the dormitories had small 
  windows, and the inhabitants of several buildings 
  managed to block out the deadly fallout and survive 
  in them for extended periods of time. Although the 
  surface world was uninhabitable, the occupants were 
  able to share the stockpiles of non-perishable food by 
  moving through the underground steam tunnels. 
  Because the university was the home of numerous sci-
  entific labs, they quickly found ways to grow a wide 
  variety of food from plants and edible bacteria cul-
  tures. They also had no shortage of scientific equip-
  ment, including Geiger counters, hazard suits, and 
  other gear which made it possible for them to locate 
  unsafe areas in their refuge and occasionally venture 
  outside to check on conditions. 
  When the survivors deemed the outside world safe 
  enough to emerge from their shelters, they found 
  that they were no longer alone. Now referred to as 
  Wastat-Uni, portions of the city had been rebuilt by 
  Mutant Humans – the descendants of those few who 
  could not seek refuge in the university at the time 
  of the war and somehow managed to survive. While 
  the pure Humans who emerged from the ruins of the 
  university buildings were relatively peaceful, the Mu-
  tant Humans outside had become chaotic and hostile, 
  and had seized control over the area. As a result, the 
  two groups immediately found themselves at odds. 
  The Mutants intimidated the pure Humans into sur-
  rendering without a fight. The captives who resisted 
  Mutant domination were brutally massacred, while 
  those who remained peacefully and subservient were 
  enslaved. For the amusement of their overlords, many 
  of them were forced to fight to the death in the for-
  mer football stadium, which had been converted into 
  a gladiatorial arena.
  Eventually the enslaved population of Humans man-
  aged to demonstrate their usefulness to their captors 
  by showing them what they could do with the sci-
  entific knowledge they had at their disposal. While 
  the ruling class remained the Mutants, the Human 
  population was elevated to second-class citizens, but 
  worked toward the common goals of their Mutant 
  overlords, strengthening their position in the world. 
  This new alliance led to the repairing and re-commis-
  sioning of the small research nuclear reactor on cam-
  pus to provide power to the city.
  Wastat-Uni recently came to be ruled by a Mutant 
  warlord named Chorrog. Muscular, with green-tinted 
  skin and bone spikes jutting from his head in place of 
  hair, Chorrog is one of the most intelligent beings in 
  all of Wastat-Uni; he is also a gifted orator and strat-
  egist. He has managed to increase the city’s wealth 
  through the trade of weapons, armor, food, and pre-
  war goods that have been salvaged from the city’s ru-
  ins. He also draws crowds from the nearby areas by 
  continuing the gladiator games.
  Chorrog rules from the top floor of the blocky, con-
  crete Physical Science building, which stands taller 
  than the other buildings in the city. Snipers are per-
  manently stationed on the rooftop and ordered to 
  eliminate any threats that come near. This building 
  is also used by the pure Human scientists, who work 
  in the lower levels of this building and focus their re-
  search on developing new, more powerful weapons 
  and armor.
  The fruits of their research have resulted in some of 
  the most valuable, most sought-after armaments of 
  the wastelands, including newly developed energy 
  weapons and long-lasting batteries used for ammu-
  nition. They always sell to the highest bidders, but 
  they have negotiated a treaty with the Samurai Le-
  gion. Under the terms of the agreement, they sell to 
  the Samurai at a discounted rate, and in exchange, the 
  Legion will not attack the city or interfere with their 
  business dealings in any way. They also sell weaponry 
  and armor to the Fort Lewis Division, though they 
  offer them no special deals.
  Although the population of the city is aggressive, at-
  tempts to push out and conquer the other regions 
  of the wasteland have proven disastrous for them, so 
  they have adopted a policy of dominating only the 
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  19
  city and the surrounding area. They are also careful 
  to track people entering the city—those who come 
  for trade are given two hours to seek out a Trade Pass 
  from one of the enforcers; those who are caught after 
  declining to do this are captured, given a quick hear-
  ing, and imprisoned or forced into gladiatorial arena.
  Gladiatorial matches are an important cultural focus 
  of Wastat-Uni. New, unproven gladiators are provid-
  ed with leather armor and simple weapons, such as 
  staffs or axes, while experienced gladiators are given 
  powered weapons such as chainsaws and shock sticks 
  and metal or other advanced armors. The events are 
  often not fair because the owners of the top fighters 
  are more interested in providing a spectacle rather 
  than risk losing their prize champions.
  Adventure Hooks
  Fort Lewis Division Spies
  The Fort Lewis Division has been a buyer for the 
  weapons coming out of Wastat-Uni for a number of 
  years, but they are aware that the Samurai Legion has 
  been buying them at cut-rate prices for years. This 
  has given the Legion an advantage over the Fort Lew-
  is Division, and they are not happy about this. They 
  offer to hire the PCs to learn the terms of the deal 
  between Wastat-Uni and the Samurai and see if they 
  can disrupt this arrangement.
  Their plan has multiple parts. The first thing they 
  want them to do is find a group of Samurai on pa-
  trol, kill them, and take their armor. Once they have 
  done this, the PCs are to enter Wastat-Uni and find 
  the Samurai agent Neil Kamiko, kill him, and quietly 
  dispose of his body. Once this is done, the PCs are 
  to claim to be the new representatives of the Samurai 
  Legion. Assuming they can avoid blowing their cov-
  er, they must obtain the information, as well as learn 
  about any stresses between the faction and Wastat-
  Uni, and must do so before the Samurai Legion learns 
  about the fate of Kamiko and sends a replacement of 
  their own.
  Currently, a new energy weapon that has been put 
  on the market is creating tension with the Samurai 
  Legion. This is a hot item that only their largest and 
  wealthiest customers can afford, so naturally the Sa-
  murai have already demanded their traditional deal, 
  while Wastat-Uni has insisted that their prior agree-
  ment did not cover new inventions. Chorrog is in a 
  position where he wants to earn the most from his 
  latest batch of weaponry while continuing to prevent 
  a Samurai Legion attack. It is the job of the player 
  characters to keep this from happening, and if possi-
  ble, interrupt the larger agreement between Chorrog 
  and the Samurai.
  Slaves for the Arena
  After entering Wastat-Uni, the PCs are accosted for 
  failing to obtain a Trade Pass; if they entered in good 
  faith, the arresting enforcers intentionally “lose” it. 
  Their hearing is conducted within hours, and they 
  are stripped of their gear and sentenced to become 
  arena fighters. Because they arrived together, they are 
  allowed to remain together so that they can fight as a 
  unit against another group of slaves. As they achieve 
  success, the team is broken apart and individuals are 
  forced to participate in individual tournaments.
  While this is happening, the PCs should be figuring 
  out an escape plan. They are held in a pre-war dormi-
  tory that has been converted into a detention facility. 
  Although the way is barred, there is an entrance into 
  the steam tunnels at the lowest level of the building.
  After they have overpowered the guards and found 
  their way into the steam tunnels, there are a number 
  of ways out, each of which with its own dangers. All 
  of the major buildings in the city contain entrances to 
  the steam tunnels, though those buildings are guard-
  ed—some more heavily than others. Another option 
  is to simply push their way into the streets through 
  one of the manhole covers. Anyone who sees them 
  emerge would be instantly suspicious, and bystanders 
  who have witnessed the PCs in the gladiatorial arena 
  are likely to tip off the city guards. The final way out 
  is through the sewer system, which is no longer used 
  for its original intended purpose but has become the 
  home for a number of mutant animals.
  
  20 
  NUCLEAR SUNSET: The Northwest
  Pre-War Shelter
  The wasteland in this region is littered with the re-
  mains of ancient structures called grain elevators, 
  originally used to store harvested wheat, barley, and 
  other crops. Immediately following the war, all but 
  the sturdiest of these structures collapsed, burned 
  down, or slowly disintegrated due to a lack of main-
  tenance.
  Four miles to the northwest of Wastat-Uni is the ru-
  ins of an ancient grain elevator. Recently discovered 
  is that beneath the concrete floor of this structure is 
  a sturdy entrance to an underground facility. In the 
  pre-war times, nobody realized that a state-of-the-art 
  installation was being constructed, let alone that it 
  was financed by some very wealthy locals who wanted 
  a secret place to retreat to should an apocalyptic event 
  occur. Their secrecy proved their undoing: when the 
  investors arrived prior to the bombs falling, the land-
  owners killed them. Their crumbling skeletons still 
  mark the spot where their lives were brought to a vi-
  olent end.
  The tunnel which leads to the primary facility is pa-
  trolled by security robots that are still performing 
  their duties. Within the facility are the descendants of 
  the landowners; just as the original landowners were 
  generations ago, those within are sadistic cultists. 
  Until recently, the existence of this shelter remained 
  unknown; all the while, the cultists had been send-
  ing covert expeditions into Wastat-Uni to capture in-
  habitants for ritualistic purposes. Recently, Chorrog’s 
  daughter was abducted and brought to the facility, 
  and he wants her back.
  Faction Relations
  • Disciples of Peace: Hostile The mutant overlords 
  of Wastat-Uni have no patience for religions of 
  any kind. They actively hunt down and destroy 
  religious artifacts from bygone eras, and they re-
  fuse to allow any to be openly practiced within 
  the city. Anyone caught violating this rule is giv-
  en a hearing and then executed.
  • The Fort Lewis Division: Neutral The Fort Lewis 
  Division buys a great deal of weaponry here; not 
  only from the Mutants who control the city, but 
  also from the various arms merchants who come 
  here to sell their wares. They would like to work 
  out a better deal with Chorrog, but are blocked 
  by the Samurai Legion, which is presently in the 
  good graces of the mutant overlord.
  • The Marshals: Hostile Wastat-Uni has its own 
  city guards who enforce its laws. They severely 
  dislike the notion of outsiders coming in and im-
  posing outside law. Any Marshals that bear of-
  ficial markings of the organization are killed on 
  sight. 
  • The Mutant Frog Army: Hostile Chorrog is pre-
  paring to combat the Mutant Frog Army. 
  • The Samurai Legion: Friendly Chorrog has had 
  ties with the Samurai Legion for some time. He 
  has arranged discounted rates on the weaponry 
  produced by the city in exchange for the agree-
  ment not to invade, and this has afforded them a 
  measure of protection against the other factions 
  of the wasteland.
  Yakivegas (Pre-War Name: 
  Yakima; Population: 4,225)
  Major Economic Activities: Trade, Agriculture
  Local Infrastructure: Primitive (New roads, mostly 
  dirt)
  Local Government: Highly Contested
  Racial Diversity: Mutant Human (45%), Pure Hu-
  man 25%, Mutant Animal (15%), Mutant Plant 8%, 
  Android 7%)
  Nobody is quite certain where the name “Yakivegas” 
  originated, since it is known that before the war it was 
  a city known as Yakima. Some are aware of Vega in 
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  21
  the Southwest, though nobody is quiet certain what 
  connection to this place there is, or if there is one at all.
  The settlement is built from the ruins of the pre-war 
  city, which sits in a wide valley. The soil in this re-
  gion is fertile, but receives less rainfall than many 
  other regions in the Central Inlands, so they have 
  had to irrigate water from the river running through 
  the city. The major crops grown here include apples, 
  hops, and grapes. In fact, in recent years, the pre-war 
  art of winemaking has been rediscovered here, which 
  has provided all of the major families with a highly 
  sought-after export.
  Perhaps because of this, Yakivegas is one of the most 
  hotly contested cities in the Central Inlands region. 
  It produces its own goods, unlike many of the other 
  areas which are simply mined for useful items from 
  the pre-war wreckage. The Marshals in the Pacific 
  Northwest have made this their headquarters, likely 
  because of all the lawlessness to contend with. Aside 
  from them, the Samurai Legion have several members 
  who have taken up residence in the city, the Fort Lew-
  is Division has a fort established just to the east of the 
  city proper, and the Mutant Frog Army lies just to the 
  South and could decide to push north at any time.
  The people of Yakivegas are fundamentally fractured 
  into four primary clans and the satellite families that 
  serve their production needs. The four controlling 
  clan names are Hernandez, Collins, Smith, and Estes. 
  Each of these families own considerable plots of land 
  and greedily hope to acquire the land of their com-
  petitors; this has led to periodic hostilities between 
  them, though the less powerful families that are loyal 
  to them often fight these wars.
  The major clans of Yakivegas firmly believe that they 
  are the ones in charge of the city, not the larger pow-
  er groups that keep trying to push their way in. Un-
  fortunately, as they have been shown time and time 
  again, they do not have a great deal of choice in the 
  matter. What tends to happen is the families cut deals 
  with the various factions, allowing them temporary 
  use of their land—sometimes to stage raids, other 
  times to defend other holdings in the areas— and the 
  same clans that work with a faction in one case might 
  work with an opposing one the next time, just to keep 
  it from growing too strong. In any event, the outside 
  groups have managed to weave their influence into the 
  power structure, regardless of the opposition they face.
  The Marshals are the one group that is firmly en-
  trenched, but despite their high-minded ideals, many 
  believe that they are playing politics with the families 
  right alongside the other factions. In fact, many be-
  lieve that the only way they have been able to pre-
  vent all of the townspeople from turning on them has 
  been to make certain concessions, such as not pursu-
  ing justice against some of the senior clan members 
  or their immediate families. The Marshals claim that 
  this is not the case, and that their interest in Yakivegas 
  is purely to provide some much-needed justice, but 
  most people have their doubts.
  The head Marshal’s name is Steve Fendin. Most know 
  him as an easy-going man with brown hair, a mus-
  tache, and usually wearing a brown leather jacket and 
  a patrolman’s hat. Despite the fact that most people 
  of Yakivegas feel at ease around him, he is tough and 
  willing to ruthlessly take down criminals when they 
  start wrecking his town. His deputies include Tom 
  Walczak, a tall, lanky, bald man with crater scars on 
  his face; Phil Anderton, a tall, powerful man with ebo-
  ny skin and a stern countenance; Cynthia Hernandez, 
  a tough woman with long, dark hair who is known 
  as the best shot in the city, and John Sikes, a man of 
  medium build and height, with shoulder-length black 
  hair and angular features.
  Adventure Hooks
  Escort the Wine Caravan
  Davin Collins has an important shipment of wine that 
  he would like delivered to Wastat-Uni. He has twenty 
  wooden crates filled with bottles of his best vintages 
  and a caravan willing to deliver it for him. The trouble 
  is that their only route takes them through territory 
  held by the Mutant Frog Army. The caravan owner 
  is willing to take this risk only if the guard detail is 
  doubled. This involves hiring the player characters 
  and paying them more than the going rate since they 
  know that they will run into trouble.
  
  22 
  NUCLEAR SUNSET: The Northwest
  The most logical route for the caravan to take is in 
  between the outposts, and it is up to the player char-
  acters to scout them out. Along the way, they should 
  run into numerous patrols of mutant frogs which will 
  need to be quietly eliminated if they hope to deliver 
  the shipment intact.
  One of two scenarios eventually plays out: either the 
  characters do an adequate job of leading the caravan 
  through the territory and arrive safely at Wastat-Uni, 
  or they fail to scout ahead and the caravan is cap-
  tured. If the former, they should be forced to travel 
  dangerously close to one of the frog’s outposts, and 
  the party must go on the offensive and eliminate the 
  guards on patrol so that the caravan can pass through; 
  if the latter, the mission becomes a rescue operation, 
  at which point delivery of the wine should come seri-
  ously into question.
  Assuming that the characters reach Wastat-Uni with 
  the wine, they may be dragged into some of the con-
  flicts within that city. After a reasonable amount of 
  time spent there, their services are again needed to 
  deliver payment back to Yakivegas. This takes them 
  back through territory inhabited by the Mutant Frog 
  Army, though this time they are not laden with cargo.
  Settle a Score
  Danny Estes has a score to settle with Max Smith. Al-
  though the two have always been rivals, their enmity 
  came to a head when, according to Danny, Max “stole 
  his girl”. Of course, the truth is more complicated. 
  The girl in question is Bette Collins, a raven-haired 
  beauty who was sought after by many of the men 
  of Yakivegas. She had been seeing Danny until she 
  learned he was spending time in one of the houses of 
  ill-repute, so she left him. While Danny was trying to 
  win her back, Max swooped in, declared his undying 
  love, and they married.
  Danny has now gone into a homicidal rage and is 
  offering an obscene amount of money to have Max 
  killed. He is even willing to throw in a plot of his 
  highly valued land containing one of his best vine-
  yards. He expects that once the job is complete, Bette 
  Collins will be delivered to him whether she wants to 
  be or not.
  If the player characters decide to simply do what they 
  are hired to do, the job should be difficult but possible; 
  the characters would be faced with several bodyguards 
  protecting Max. If the players opt to speak with Bette 
  first, she informs them of what really happened, and 
  she offers them more than what Danny was paying 
  them if they would eliminate him instead. If the play-
  er characters choose to simply end their involvement 
  with the affair at that point, they become enemies of 
  both clans, and are either forced into a confrontation 
  with them or run out of Yakivegas.
  Send a message to the Samurai
   Halforth Smith, patriarch of the Smith clan, has had 
  enough of the Samurai trying to take over the com-
  munity. He wants the one known as Kinjo Yamusuto 
  killed before he can make any more demands.
  The truth of the matter is that Kinjo has only recently 
  arrived and not done anything other than ask Hal-
  forth for permission to trade for a few bottles of his 
  wine. Halforth would not mind the Samurai at all if 
  he had not already made agreements with the Fort 
  Lewis Division. In order to keep from offending the 
  military group, he wants the player characters to take 
  care of Kinjo before he becomes a problem for the 
  Fort Lewis Division.
  If the player characters decide to go after Kinjo, they 
  find that he has important allies among the Collins 
  clan who are willing to fight to protect him. If they 
  instead gather more information about the Smith 
  clan, they are told about the interests of the Fort Lew-
  is Division. They must ultimately pick a side, because 
  Kinjo is here to start a conflict with the Fort Lewis 
  Division in hopes of driving them out of Yakivegas 
  entirely.
  Faction Relations
  • Disciples of Peace: Hostile Located roughly 
  eighty miles south of Wenatchee, the people of 
  Yakivegas have seen firsthand the cruelty and hy-
  pocrisy of the Disciples of Peace and decided they 
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  23
  want none of it. On the odd occasions when a 
  missionary comes to town, they are run out or 
  shot without being given a chance to speak. Sto-
  ries tell of the Marshals themselves carrying out 
  the execution orders.
  • The Fort Lewis Division: Friendly The Fort 
  Lewis Division would like very much to become 
  the major power in charge of Yakivegas. To that 
  end, they have constructed a fort on land owned 
  by the Estes clan. They also openly support the 
  job being done by the Marshals. The Marshals 
  have fought the Samurai Legion for control over 
  Yakivegas in the past, though they are now more 
  concerned with the Mutant Frog Army. There has 
  even been cooperation between the two groups to 
  help the city survive when the attack eventually 
  comes. Expectations are, if they prove successful 
  against the frogs, their cooperation shall not last.
  • The Marshals: Friendly The Marshals are the one 
  group in this city vying for peace. They have a jail 
  and are not afraid to use it, or so they say. Most 
  people assume that the only way they can survive 
  here is through corruption of one form or another.
  • The Mutant Frog Army: Hostile The Tri-cities, 
  where the Mutant Frog Army is based, lies about 
  the same distance away as Wenatchee, and the 
  city is very much aware of the inhumane treat-
  ment the frogs have toward the Humans they 
  encounter. Some clans have been in contact with 
  the Fort Lewis Division in hopes of acquiring 
  reinforcements, while others have been working 
  with the Samurai Legion in hopes of organizing 
  an adequate defense. The one thing they are cer-
  tain of is that, sooner or later, the frogs will turn 
  their bulging eyes here, and when that happens, 
  they want to be prepared. 
  • The Samurai Legion: Friendly The Samurai 
  Legion is interested in controlling Yakivegas, 
  though they have found other interested parties 
  already here and the people somewhat unfriend-
  ly. Despite this, they have managed to make some 
  connections with the Collins clan, and are seen as 
  a necessary evil among a population that wishes to 
  be prepared for an attack from the Mutant Frogs.
  Wenatchee (Pre-War Name: 
  Wenatchee; Population: 
  12,800)
  Major Economic Activities: Agriculture, lumber
  Local Infrastructure: Good (paved roads recon-
  structed from the pre-war era).
  Local Government: Theocracy (controlled by the 
  Disciples of Peace)
  Racial Diversity: (45%), Pure Human (25%), Mu-
  tant Animal (20%), Mutant Plant (10%).
  Wenatchee is a medium-sized settlement located 
  in the northern Central Inlands, just to the east of 
  the Cascade Mountains. Like most of the cities in 
  the Central Inlands, the land surrounding it is dry 
  but fertile, thanks to an irrigation system they have 
  established. The people are able to produce enough 
  food not only for their own needs, but for many oth-
  er communities. Trade caravans to other locations, 
  including the other side of the Cascade Mountains, 
  are commonplace, and the farming families that own 
  land have become wealthy.
  Wenatchee’s primary claim to fame is that it is the 
  birthplace of Ogryn Cummings and the Disciples 
  of Peace religion. Originally considered odd by the 
  people of Wenatchee, his convictions were enough 
  to persuade many of the people to give the belief a 
  chance. As it caught on, Ogryn became a more pow-
  erful figure within the community; eventually the 
  Mayor Protector converted and declared it the official 
  religion of the city. When this happened, pressure was 
  applied to people to coerce their conversion, to great 
  effect. The only major change that happened imme-
  diately after was that the Marshals were no longer 
  trusted because of the “outside beliefs” they had, so 
  the sheriff and his deputies were driven from town 
  
  24 
  NUCLEAR SUNSET: The Northwest
  and replaced with Knights of Justice from within the 
  church. A few years after that, they had gained enough 
  support to conduct a purge of those who had still not 
  converted to the faith, publicly burning them for all to 
  see what would happen to those who refused to em-
  brace the “truth of peace”.
  The Temple of Peace is a new construction in 
  Wenatchee. The brightest minds of the city found pre-
  war engineering texts that explained how to make rein-
  forced concrete, allowing them to create enormous in-
  terior spaces. After several designs were proposed, they 
  decided upon a massive enclosed coliseum with a large 
  peace sign—carved from stone—erected above the 
  entrance. Aside from the main chamber within, there 
  are numerous other rooms that are used for meetings 
  and meditation, as well as an entire wing for the senior 
  clergy.
  The people of Wenatchee dutifully profess their obedi-
  ence to the philosophy of peace, and they make sure to 
  inform visitors that they are welcome to enter the city 
  in peace so long as they do not challenge the beliefs 
  of the church. Doing so is considered blasphemy and 
  can result in a variety of punishments, including in-
  carceration, banishment and, in extreme cases, death. 
  Proselytizing to those from out of town is normal, and 
  has won many converts.
  It is rumored that a small group of anti-religious people 
  have begun secretly meeting with the intent of retaking 
  their city. Such rumors are of great concern to Ogryn, 
  and he has already enlisted people to try and join the 
  organization so that he can root them out and make 
  examples of them.
  Adventure Hooks
  The Righteous Heretic
  Francis Ramos has been pretending to believe in the 
  religion for as long as he can tolerate it—not that he 
  disagrees with its philosophy of peace, but he sees the 
  hypocrisy of the religion for what it is and he wants to 
  put an end to it. While he could simply leave the area, 
  he believes that the people of Wenatchee can recover 
  from this and embrace a more rational way of life. To 
  that end, he founded the group called The Peaceful 
  Way. He knows that Ogryn would like to see his group 
  exposed, so he has devised a plan to turn this against 
  The Disciples of Peace. His plan is to forge documenta-
  tion that implicates several high-ranking church mem-
  bers as being members in his group and then tipping 
  off the Knights of Justice. This involves stealthily enter-
  ing their homes to plant the evidence, and that is a skill 
  he does not possess, so he requests the aid of the player 
  characters. Once the upper-level officials in the church 
  are exposed as traitors, their dominance in the city will 
  be thrown into chaos and his group could steer them 
  away from the path they have been on.
  Mountains of Madness
  The foothills of the Cascade Mountains are just to the 
  east of Wenatchee. Recently, people who have wan-
  dered out that direction have gone missing. Most are 
  never seen again, but some are found confused, disori-
  ented, and completely out of touch with reality. Saul 
  Castle is a Knight of Justice and has become concerned 
  about this. Unfortunately, he lacks the manpower to go 
  out and find what is causing this, so he enlists the aid 
  of the player characters to help get to the bottom of it.
  The source of the trouble is a group of giant psion-
  ic mutants that have wandered into the area. In order 
  to make the foothills safe again, these giants must be 
  found and eliminated.
  Faction Relations
  • Disciples of Peace: Friendly The group in control 
  of Wenatchee is the Disciples of Peace, and they 
  hold the population with an iron grip. Claims of 
  peaceful intentions seem to be sincere, so long as 
  the population is willing to obey.
  • The Marshals: Hostile The Marshals were an im-
  portant group in Wenatchee until the Disciples 
  of Peace threw them out. Although they are not 
  making any moves to re-establish themselves here, 
  many of the former deputies are unhappy with 
  the way things went down after the Disciples took 
  over, and would be more than happy to interfere 
  with the Disciples control over the city if they 
  knew of an effective way of accomplishing this.
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  25
  Major Ruins
  Ruins of Spokane
  Chance Of Finding A Hoard (Per 8 Man Hours Of 
  Searching): 20%
  Hoard Class (d%): Hoard Class (d%): I (01-20), VI 
  (21-40), VII (41-60), VIII (61-80), IX (81-90), XVI 
  (91-100)
  Chance Of Random Encounter: 1-2 (on 1d6)
  Time Between Random Encounter Checks: 2 turns
  Hazards: Radiation
  Because it contained Fairchild Air Force Base, Spo-
  kane, Washington was mercilessly bombarded with 
  nuclear warheads during the war. Although the city 
  had contained a relatively large number of survivalists 
  and bomb shelters, the sheer amount of destruction 
  that rained down on the city precluded the possibility 
  of survival. As others crawled out of the bunkers and 
  shelters generations after the war, the City of Spo-
  kane remained a radioactive wasteland, braved only 
  by those with the daring and equipment to survive it.
  Due to the high levels of radioactivity, the Ruins of 
  Spokane have become a haven to mutant creatures. 
  Few of them are intelligent, though many have gained 
  additional abilities, making them deadly to those ex-
  ploring the ruins. Several locations throughout the 
  former city promise to offer up treasures, including 
  the old Northtown Shopping Mall in the northern 
  portion of the ruins, Riverfront Park in the central 
  part of the former city, Gonzaga University to the 
  South, and the miles upon miles of residential areas. 
  Fairchild Air Force Base
  Chance Of Finding A Hoard (Per 8 Man Hours Of 
  Searching): 35%
  Hoard Class (d%): VIII (01-50), IX (51-80), XIV 
  (81-95), XXI (96-100)
  Chance Of Random Encounter: 1-2 (on 1d6)
  Time Between Random Encounter Checks: 2 turns
  Hazards: Radiation
  Prior to the war, this had been one of the main air 
  force bases in the United States. Because of this, all 
  of Spokane became an important strategic target. So 
  many nuclear warheads fell on the base that it was 
  said that no living thing survived the blast, including 
  cockroaches. Every bunker was breached and flooded 
  with radiation.
  Despite the destruction, numerous small caches of 
  weapons and technology remain intact, and there are 
  rumors some of the once top secret aircraft kept there 
  can still be recovered if someone can dig through the 
  rubble to find the bunker where it was hidden. Many 
  of the original defense systems remain in place, in-
  cluding battery-powered automated turrets activated 
  at the beginning of the war that were never deacti-
  vated and robotic sentries that somehow survived the 
  destruction.
  
  26 
  NUCLEAR SUNSET: The Northwest
  Major Topography
  Cascade Mountains
  The Cascade Mountains run north to south through 
  the entire Pacific Northwest, creating a firm bound-
  ary between the eastern and western portions of the 
  region. The northernmost point is in what was once 
  known as British Columbia, while the southernmost 
  point is in what was once northern California. The 
  mountain range contains active volcanoes, includ-
  ing Mount Saint Helens and Mount Rainier, both of 
  which erupted due to the seismic disturbances created 
  by the nuclear weapon detonations during the war.
  Once known for their lush forests, snow-capped peaks, 
  and natural beauty, the mountains are now an ugly 
  blight on the landscape. The black, skeletal remains 
  of trees that were incinerated in the fires of the war 
  are omnipresent. Many of the valleys remain mostly 
  green, but the water is so poisoned from the toxins 
  created by the nuclear weapons that it is undrinkable 
  by Humans without significant purification.
  The majority of the Cascade Mountains are inhabited 
  by mutant wildlife and those who must travel east or 
  west within the region. Groups of raiders inhabit the 
  foothills, though they rarely try to push farther into 
  them due to the toxic environment; the few that try 
  possess the technology necessary to deal with the tox-
  ic environment. The Samurai Legion is headquartered 
  in the Cascade Mountains—in one of the rare clean 
  zones—near the eastern portion of the mountains in 
  what was once Northern Oregon.
  Rocky Mountains
  The Rocky Mountains cut diagonally through the Pa-
  cific Northwest, beginning in what was Canada and 
  forming a natural boundary between what was once 
  Idaho and Montana and Wyoming. Located in what 
  was some of the great wilderness area of the former 
  United States, the war did little to change this ma-
  jestic mountain range. The majority of the military 
  targets were on the east and west coasts; the inland 
  reaches were more affected by radioactive fallout than 
  the blasts themselves. While this fallout did wreak 
  havoc on the ecosystem, such damage was relatively 
  mild compared to the regions where the bombs deto-
  nated. As a result, what survived was far less prone to 
  mutation and outright destruction.
  Because the Rockies were less harmed by the war, 
  this was a popular place to resettle when people be-
  gan emerging from their bunkers. While resources 
  remain too scarce in most places to establish large set-
  tlements, these mountains are dotted with numerous 
  groups of people. In addition to the settlements, the 
  Old 90 Trade Route is a prime target for the numer-
  ous raiding groups operating in the area. Those forced 
  to move through the Rocky Mountains normally hire 
  on extra guards, because the expectation is that they 
  will encounter trouble at various points during the 
  journey.
  Central Inlands
  The Central Inlands of the Pacific Northwest refers to 
  the central portions of what were once Washington 
  and Oregon. They begin at the eastern edge of the 
  Cascade Mountains and continue to the foothills of 
  the Rockies—except The Palouse, which is its own 
  geographical region. Most of this area was dry and 
  barren before the bombs fell, and the high doses of 
  radiation caused by the nuclear fallout did nothing 
  to change the landscape. Much of it has always been 
  desert, though not a particularly warm one for three 
  seasons of the year. This region was sparsely settled 
  before the war, and because of the rugged survivalist 
  mentality of the people who lived here, a larger per-
  centage of its inhabitants and their offspring managed 
  to survive longer in their shelters than in many other 
  areas.
  The Wasteland of the Central Inlands is still known 
  for being a barren waste, though there are notable 
  exceptions, such as the former Tri-cities area—com-
  
  Settlements, Cities and Ruins 
   
   
   
   
   
   
   
   
  27
  posed of Richland, Pasco, and Kennewick—which 
  has become the home of the Mutant Frog Army. The 
  rough and tumble city of Yakivegas, not far to the 
  North, is another area that re-established itself follow-
  ing the war and now thrives.
  This is the heartland of the post-apocalyptic Pacific 
  Northwest, where the majority of the common folk 
  currently live. Although not always an inviting land-
  scape, there are enough rivers and streams bringing 
  water to the area that it supports life much better 
  than most areas to the West. This is also the most 
  hotly contested region outside of the Ruins of Seat-
  tle themselves. All of the major groups, save for the 
  Silicone Syndicate, lay claim to vast swaths of terri-
  tory throughout this region, and it is here where the 
  Mutant Frog Army originates. Although it does not 
  contain a wealth of lost technology like the Ruins of 
  Seattle, it does contain numerous pockets of people 
  who are scraping by, trying to eke out a living under 
  the present conditions.
  The Palouse
  The Palouse is a territory in the southeast of what 
  was once Washington State that connects the Central 
  Inlands with the foothills of the Rocky Mountains. 
  The land here is referred to by many as “rolling hills”, 
  meaning they are gently sloping, easily climbable, and 
  very fertile. The region extends from the ruins of Spo-
  kane, south past Wasts-Uni to Northeast Oregon, and 
  east to the ruined city of Walla Walla. 
  Prior to the war, the area was grassland that had been 
  converted primarily to wheat fields. Due to the nu-
  clear bombardment dealt to Spokane during the war, 
  mutations set in quickly, particularly among the plant 
  life. The hills are now covered with thick, thorny 
  rustgrass with seedy heads that are reminiscent of the 
  wheat they mutated from. The rustgrass grows natu-
  rally and does not need to be planted (as wheat did 
  before the war), and the head is edible when crushed 
  into flour. Harvesting it, however, is difficult, since 
  the thorns tend to take their toll on anyone simply 
  walking through them, let alone cutting them down 
  for processing.
  The largest settlement in the area is Wastat-Uni, 
  whose warlord ruler controls much of the area. Out-
  side of his dominion are largely lawless tracts of land 
  inhabited by small farmers trying to survive and the 
  raiders who prey upon them. Just a few miles north of 
  Wastat-Uni is a small, tree-covered mountain known 
  as Kamiaken. Many who resist the leadership of 
  Chorrog have fled to this place and are building up a 
  force to challenge his rule.
  Other noteworthy features of The Palouse include: 
  another small mountain that can be seen from tens of 
  miles around called Steptoe; the Snake River, which 
  cuts through much of the region; and Ibicion City.
  Snake River
  Originating in old Wyoming and flowing through 
  Idaho and much of Washington, the Snake River is 
  the largest of the tributaries that empties into the Co-
  lumbia River. In the Pacific Northwest, it is known 
  for cutting through much of the landscape, including 
  The Palouse and the Craters of the Moon in what was 
  once the state of Idaho. It is walled in on both sides 
  by steep hillsides that are strangely dryer than the sur-
  rounding hillsides.
  The dams that once provided hydroelectric power to 
  the surrounding area still stand, though few of them 
  produce electricity. The only one in constant use now 
  is the Lower Granite Dam, which is staffed and guard-
  ed by residents hailing from Wastat-Uni; the others 
  are in various states of disrepair. Some of these ruins 
  are worth exploring due to the technological artifacts 
  that remain there.
  The Snake River is home to a nomadic group of riv-
  er goers who call themselves The Fikers. This group 
  travels along the wide river on sail-powered barges, 
  fishing and earning coin and trade goods by ferrying 
  people from one side of the river to the other. The 
  Fikers are a tough people who are not afraid to throw 
  troublemakers overboard, whether they know how to 
  swim or not, but they try to maintain peaceful rela-
  tions with people who need their services. They go to 
  
  28 
  NUCLEAR SUNSET: The Northwest
  lengths to avoid making enemies, as doing so is bad 
  for business.
  Craters of the Moon
  The Craters of the Moon is an immense field with-
  in the Snake River Basin in Central Idaho, formed 
  by three different lava flows, which contains some of 
  the largest rifts in the entire world. Because of its re-
  mote location, this region was not targeted by nuclear 
  weapons during the war, and it absorbed a propor-
  tionately smaller amount of radioactive fallout than 
  much of the rest of the country. Despite this, the ef-
  fects of the war did not skip it entirely. 
  Strange mutant creatures, known for their tentacles 
  and frequent mental powers, found nowhere else in 
  the world, migrated to this region. Due to the sparse 
  and hostile landscape, it is unknown how such crea-
  tures survive here, but it is known that they are hostile 
  toward any creatures that invade the land they have 
  claimed.
  Umatilla Forest
  The Umatilla Forest is in the southeastern portion 
  of old Washington State, as well as the northeastern 
  portion of what was Oregon. Known for claims of 
  gold and silver centuries prior to the war, it has once 
  again begun yielding precious metals. Because of this, 
  prospectors who believe that they can defend them-
  selves and their property have once again flocked to 
  this region. The Umatilla Forest is under the control 
  of the Samurai Legion, and is not currently contested 
  by any other group.
  This is also known as a place where wildlife and na-
  ture are closer to what they were prior to the war than 
  most other places in the country. The water is fresh, 
  the trees still grow, and most of the animals found 
  here are of the pure strain variety. In fact, the purity of 
  the area is so highly regarded by the people here that 
  mutated animals are hunted to prevent them from in-
  terfering with the wildlife. 
  The Old 5
  The Old 5 is a major trade route that connects all 
  of the Pacific Northwest along the Pacific. It runs 
  from the territory that was once Canada all the way 
  south through the California Territory. The cracked 
  pavement still exists here, though the rusted out auto-
  mobiles have largely been cleared from the path. The 
  remnants of eighteen-wheelers and the massive trail-
  ers they hauled remain, and are often in surprisingly 
  good shape; many are inhabited, often by merchants, 
  who use them as their homes as well as their shops. In 
  a few cases, several of these have been brought togeth-
  er to make large living structures.
  Control of the Old 5 is hotly disputed. The Silicone 
  Syndicate controls the portion that runs through the 
  Ruins of Seattle, the Fort Lewis Division controls the 
  area down to the Ruins of Portland, and the Samu-
  rai Legion controls the area from Tradeport into the 
  northern portion of the California Territory. Where 
  those groups meet are war zones, and the parties in-
  volved rarely stay out of the way of the travelers who 
  are merely trying to pass through. 
  Trade Route 90
  Trade Route 90 is the east-west trade route that con-
  nects much of the former United States. Like the 
  Old 5, it was once a major freeway, evidenced by the 
  wreckage of the ancient cars found alongside the free-
  way. 
  Many refer to this as the Silk Highway, a reference 
  to a medieval road that connected much of Europe 
  in ancient times. Like that storied road, the people 
  who travel Trade Route 90 are diverse and bring wares 
  from far-away places. With the exception of the Ru-
  ins of Seattle, few of the areas Trade Route 90 pass 
  through in the Pacific Northwest are hotly contested, 
  so it tends to be a much more peaceful throughway 
  than the Old 5.
  
  Entities of the Pacific 
   
   
   
   
   
   
   
   
  29
  Entities of the Pacific 
  Northwest
  Factions and Personalities
  Disciples of Peace
  Symbol: The Peace Sign
  Motto: Through obedience, Peace. Through peace, 
  Salvation.
  Requirements: Swear to uphold the tenets of the 
  Disciples of Peace.
  Benefits of Membership: Free lodging and medicine 
  when in areas that are controlled by the Disciples.
  On the surface, the Disciples of Peace have the ap-
  pearance of creating a positive effect on the postapoc-
  alyptic wastelands. They teach that only through har-
  mony and cooperation can the spirit thrive, and they 
  proselytize their belief by sending missionaries out 
  into the wastelands in an attempt to convert everyone 
  they can persuade to stop and listen to them. When 
  entering into an area where they do not currently have 
  influence they use a light touch, and their charitable 
  acts are noteworthy. They are known for coming to 
  the aid of people who have become injured, import-
  ing food to areas suffering crop failure, and flocking 
  into areas that have just suffered large-scale disasters.
  What the Disciples of Peace do not tell people is that 
  their leader is on the same ideological trip that has 
  caused so many religions to become power brokers 
  that are not truly interested in the well-being of their 
  followers so much as they are interested in their own 
  dominance. In this case, once they have won over 
  a large enough number of the populace—usually 
  around twenty percent—they move into the area, set 
  up a temple, and use their initial converts to pressure 
  others to join. As they gain popularity, their methods 
  become heavier-handed. Their means 
  of persuasion go from enticing 
  people to join by preaching 
  their benefits, to warnings 
  of metaphysical penalties 
  for those who decline to 
  join, and eventually 
  outright coercion. 
  Once the Dis-
  ciples of Peace 
  have convert-
  ed over half 
  of the people 
  in a commu-
  nity, they de-
  clare 
  themselves 
  the dominant faith and 
  assume control of the 
  area. Previously ex-
  isting leadership 
  is 
  overthrown 
  unless 
  the 
  leader has 
  b e c o m e 
  a convert 
  and pledges 
  that the inter-
  ests of the Disciples 
  of Peace will be-
  come the guiding 
  principles 
  for 
  the region. In 
  
  30 
  NUCLEAR SUNSET: The Northwest
  addition to this, religious temples belonging to oth-
  er faiths are desecrated and, whenever possible, de-
  stroyed. Those who still hold out are blatantly threat-
  ened, while still being given the option to convert. 
  The pyres of burning heretics can be seen in areas 
  where they have taken root.
  The Disciples of Peace are mainly active throughout 
  much of what was once Central Washington and Ore-
  gon. They are based out of Wenatchee, which is where 
  the Great Temple to Peace is located. The Great Tem-
  ple is in the heart of the city, constructed from several 
  ancient historical buildings that have been modified 
  so their interior spaces are connected and open. Many 
  people make regular pilgrimages to this place, where 
  the clergy are inviting and the sound of “transcendent 
  peace music” can be heard throughout.
  The leader of the Disciples of Peace is a Human man 
  of advancing years named Ogryn Cummings. He 
  started the religion after experiencing an epiphany 
  approximately two decades ago. When exploring old 
  ruins, he came upon a shop that once sold music on 
  large vinyl disks, and he managed to find a working 
  player that simply needed to be hooked up to a power 
  source. Upon playing the music, he realized that such 
  wondrous sounds could only be divinely inspired, and 
  he found the symbolism both powerful and intoxicat-
  ing. Above all else, however, was the insistence in this 
  collection of relics that the only thing one needed was 
  peace and love. This became the central tenet that he 
  now lives by and, using the symbolism and samples of 
  the music he found, rallied many others to his cause. 
  It was not until he saw the amount of influence he 
  was able to wield from this new philosophy that he 
  became interested in the personal power this could 
  bring him.
  The Fort Lewis Division
  Symbol: An armed soldier kneeling in front of Mount 
  Rainier.
  Motto: Building an orderly tomorrow.
  Requirements: Strength and Constitution scores 
  14+.
  Benefits of Membership: Access to firearms and mis-
  sile weapons. A character may be issued such weapons 
  for specific missions.
  Originally hailing from the Fort Lewis 
  military base south of Seattle, this 
  group is a strict military 
  order that now 
  holds sway over 
  much of the Pa-
  cific Northwest. 
  Fort Lewis was 
  instrumental 
  in defending 
  the Pacific 
  Northwest 
  during the 
  war, 
  but 
  when 
  it 
  went 
  nu-
  clear, all the 
  soldiers in the re-
  gion were pulled 
  back into un-
  d e r g r o u n d 
  fallout shelters 
  deep 
  beneath 
  the base. As gen-
  erations passed seclud-
  ed from the world, the 
  military tradition was up-
  held, and everyone born 
  into it was indoctrinated.
  When the environment 
  returned to a mostly 
  livable condition and 
  it became clear that the 
  United States govern-
  ment was not going to 
  return to reclaim 
  the nation that 
  once existed, the 
  
  Entities of the Pacific 
   
   
   
   
   
   
   
   
  31
  Fort Lewis Division drafted a new constitution based 
  on liberty and equality, then set about claiming terri-
  tory to live under those ideals—by force, if necessary.
  When the Fort Lewis Division pushes into new terri-
  tory, it sets up outposts, begins patrols to enforce their 
  brand of law, and then encourage the locals to cluster 
  around them for protection. They encourage people 
  who are in these newly acquired territories to enlist, 
  but only the most fit need apply, and those recruited 
  are thoroughly trained in both combat and civics be-
  fore they are allowed to carry ordnance or operate in 
  the field. 
  In light of the fractured nature of the regions out-
  side their control, the organization has created a new 
  branch of special operatives whose job is to infiltrate 
  other organizations and either feed information back 
  to central command, or quietly undermine the op-
  erations of those forces. These people are answerable 
  only to themselves, and there are rumors that they 
  have quietly assassinated leaders, destroyed resources, 
  and covertly built support among the people in those 
  areas. Stories have circulated that some of these agents 
  have gone rogue and set up personal fiefdoms while 
  still enjoying support from the primary base.
  One of the most important things the Fort Lewis 
  Division did after emerging from their shelters was 
  learning how to manufacture pre-war era firearms 
  and weapons. A great deal of documentation exist-
  ed detailing the specifications of the parts used in a 
  variety of weapons, but manufacturing those parts 
  was a widely lost art. Fortunately, one underground 
  bunker, which was separated from the primary bomb 
  shelter but survived the destruction, stored a number 
  of manufacturing machines. After they restored pow-
  er, repaired them, and learned how to use them, they 
  began manufacturing weapons and more machines to 
  enhance their production capabilities.
  The Division holds much of the land south of the 
  Ruins of Seattle, and has created a firm line beyond 
  which the Silicone Syndicate may not expand with-
  out incurring extremely costly losses. In addition to 
  this, it stands rigidly opposed to the Samurai Legion 
  and the Mutant Frog Army. 
  The organization’s reach begins in the former Tacoma 
  area and extends over the mountains into what was 
  once Central Washington, Oregon, and Idaho. Un-
  fortunately, huge sections of land in those areas are 
  not under their control, so travel from one location 
  to another is sometimes difficult. To offset this issue, 
  the base has constructed five heavy, military-grade air-
  craft, which are used to deliver troops and supplies to 
  outlying strongholds.
  The leadership of the Fort Lewis Division is com-
  posed of nine Generals who, according to their con-
  stitution, were appointed by a popular vote among 
  all colonels. Because of the politics internal to the 
  Division, and despite a bi-annual vote on those po-
  sitions, all of the current nine have been in place for 
  over a decade, and the most senior ones have been 
  there for three. Despite the vote, being voted in as 
  General is widely viewed as a lifetime appointment, 
  and the political wrangling among the Colonels en-
  sures that this remains the case. Periods when these 
  officers must be replaced are considered exciting and 
  difficult times even though, without fail, the newly 
  elected Generals seem to support the policies of those 
  currently in power.
  The Fort Lewis Division is a mostly benevolent group. 
  Their largest problem is that they are overextended, 
  but they have the support of the vast majority of the 
  people in the territories they control, which makes 
  it easier to retain those regions. They remain popu-
  lar because they have a rigid justice system, provide 
  for the common defense of their territories, and have 
  a widely embraced <i>no conscription</i> policy. If 
  anything ultimately proves to be their undoing, it will 
  likely be the fact that they have vowed to oppose ev-
  ery other major power group in the region except for 
  the Marshals.
  
  32 
  NUCLEAR SUNSET: The Northwest
  The Marshals
  Symbol: Gold star
  Motto: Justice for all.
  Requirements: Marshals select their 
  own deputies to assist them. When a 
  Marshal thinks her deputy is ready, she 
  can take him to Yakivegas to be evaluated 
  for promotion to full Marshal.
  Benefits of Membership: Full 
  Marshals receive a 50% bonus 
  on bounties from the town of 
  Yakivegas.
  The Marshals grew out of the 
  chaos of the Great War. These 
  vigilantes were self-appointed, 
  dispensing justice where and 
  how they saw fit. Eventual-
  ly, Marshals began to share 
  information and chose the 
  town of Rhino in the South-
  west to meet and post boun-
  ties on known malefactors. 
  The details of the organiza-
  tion’s history are disputed, and 
  different Marshals have different sto-
  ries about the group’s history, but the 
  one thing that is not disputed is that 
  a secondary stronghold for the orga-
  nization sprang up in the troubled 
  northwest town of Yakivegas.
  Marshals believe a loose organiza-
  tion is best and place very few re-
  strictions on their members. So long 
  as a Marshal is dispensing justice, 
  her methods are left entirely up to 
  her. Some Marshals go their entire ca-
  reers without killing anyone, while 
  others seem to delight in ridding 
  the world of dangerous individuals 
  in the bloodiest way possible. There 
  are four basic types of membership in the Marshals: 
  Senior Marshal, Marshal, Deputy and Sheriff. These 
  are not hierarchical distinctions per se, owing to the 
  organization’s loose organization.
  Senior Marshals serve as judges for those indi-
  viduals brought to justice in Rhino and 
  determine the worthiness of Marshals 
  to wear the gold star. Marshals are the 
  main arm of the organization and roam 
  the land, pursuing fugitives and dispensing 
  justice. 
  Deputies assist a specific Mar-
  shal in the performance of 
  her duties; the Marshal can 
  dismiss a deputy at any time, 
  and likewise a deputy can 
  leave the service of a Mar-
  shal or transfer to the ser-
  vice of a new Marshal at will 
  (provided the new Marshal 
  accepts her service). Some 
  deputies wish to become 
  Marshals; others eventu-
  ally find a town they like 
  and settle down, serving as a 
  Sheriff; while for others assist-
  ing a Marshal is a calling all its 
  own.
  Sheriffs stay in one place and are 
  supposedly selected by the towns 
  they serve and the Senior Mar-
  shals. In practice, however, Mar-
  shals appoint most Sheriffs and, 
  unless the town protests to the 
  Senior Marshals, confirmation is 
  almost automatic.
  The Marshals are the same group 
  that attempts to bring law to the 
  Southwest. In the Pacific 
  Northwest, the Marshals 
  are opposed by the Samu-
  rai Legion, who are present 
  
  Entities of the Pacific 
   
   
   
   
   
   
   
   
  33
  in much larger numbers. They probably would have 
  been driven out entirely if not for a great deal of pop-
  ular support from the people of numerous settlements 
  and the backing of the Fort Lewis Division.
  The Mutant Frog Army
  Symbol: The tip of a spear
  Motto: Riiiibit.
  Requirements: The only way to enter the Mutant 
  Frog Army is to be born a mutant frog.
  Benefits of Membership: Mutant frogs that fight for 
  the Mutant Frog army are never ritually murdered 
  and consumed.
  During the final days of the war, the nuclear reactor 
  known as Hanford suffered a direct hit, wiping out 
  its entire complement of workers. Unfortunately, this 
  was not the end of the catastrophe. The reactor quick-
  ly melted down, and massive amounts of radiation 
  and toxins spilled out into the Columbia River. The 
  devastation caused by the nuclear blast transformed 
  the landscape into a swamp. In the years immediately 
  after the war, the surviving wildlife re-inhabited the 
  area and changed greatly due to the effects of the ra-
  diation. The frogs were among the first to return, and 
  the most profoundly changed.
  From the muck and the radiation of the old Hanford 
  site crawled a new species that retained its basic am-
  phibian characteristics, but walked upright, possessed 
  a keen intelligence, and was aggressive. The species 
  quickly divided into three types: brain frogs, warrior 
  frogs, and worker frogs. Initially the warrior frogs 
  fought one-another for domination, but that ended 
  when the brain frogs grew tired of being treated as the 
  least important members of their society. They con-
  vinced one of the weaker warriors, Groax, to go out in 
  search of the ancient artifacts. They agreed that if they 
  found anything that would help them, they would 
  share power equally. Groax discovered the wreckage 
  of an old gun shop and, when he returned, killed the 
  Hightoad and any others who opposed him. Realiz-
  ing that he would need the help of the brain frogs to 
  retain power, he kept his agreement with them; the 
  two castes have worked together ever since.
  The mutant frogs kept to themselves for a long while 
  as they bred and established a base of power in the 
  ruins of the old cities of Richland, Pasco, and Kenne-
  wick, collectively known as the Tri-cities. They recov-
  ered as many firearms and ammunition as they could 
  find, but assumed control of a huge cache of weapons 
  when they found a weapons depot belonging to the 
  Fort Lewis Division. Catching the outpost unaware, 
  they quickly overwhelmed them and took control of 
  their weapons. 
  Recently, Groax decided the time was right to claim 
  all the territory for the Frogs. Their first push was to 
  the Northeast, and they have already 
  overwhelmed 
  numerous 
  human settlements. The 
  mutant frogs are mer-
  ciless to humans 
  and 
  slaughter 
  them, 
  seeking 
  to wipe them 
  out 
  entirely. 
  The frogs be-
  lieve that hu-
  mans are noth-
  ing more than 
  an 
  infestation 
  that holds the 
  resources they 
  deserve.
  
  34 
  NUCLEAR SUNSET: The Northwest
  The Mutant Frog Army currently holds all of the ter-
  ritory from modern day Tri-cities to Walla Walla, and 
  are being contained by a coalition of ranchers about 
  fifty miles southeast of Wastat-Uni. Even as they pre-
  pare to continue their push forward, both the Fort 
  Lewis Division and the Samurai Legion are 
  planning separate all-out defenses to keep 
  the frogs 
  contained. This might 
  be 
  the 
  one time 
  that 
  the 
  two warring 
  factions have ever 
  shared a goal.
  The Samurai 
  Legion
  Symbol: A pair of crossed samurai 
  swords.
  Motto: My honor is my life.
  Requirements: The only 
  way to become a samurai 
  is to be apprenticed by an 
  existing member. When 
  the master feels that they 
  are ready, they must face 
  the trials, which consists of a cer-
  emonial ritual combat. While 
  this is intended to be non-lethal, 
  many initiates do not survive this 
  test. 
  Benefits of Membership: Members 
  of the Samurai Legion are expected to 
  take what they want from who they 
  want, and then redistribute it as they 
  see fit. In areas controlled by the sa-
  murai, they can expect shop owners 
  to give them for free any non-tech-
  nological items and offer firearms 
  and missile weapons at a 50% 
  discount.
  The Samurai Legion sprang from the fighting in the 
  streets of the ruins of Seattle. A number of punks 
  prowling the streets, trying to scrape by on the re-
  mains of the urban sprawl, banded together for mu-
  tual protection. Together, they were a force to be reck-
  oned with. The legend is that at one point, they 
  managed to see an ancient vid of an old Samurai 
  movie and decided that they would emulate 
  that group as they struggled for dominance; 
  thus, the Samurai Legion was born.
  A decade later, the Samurai Legion 
  had evolved, cre-
  ating their own 
  Bushido 
  Code 
  and a unique style 
  of armor that looked similar to 
  the Samurai armor of old while 
  offering some protection against mod-
  ern weapons. They had also grown large 
  enough to challenge the Silicon Syndi-
  cate, a move that ended catastrophi-
  cally for them, temporarily driving 
  them entirely from the ruins of 
  old Seattle and into the Cascades 
  between Washington and Oregon. 
  From there, decades passed and they 
  spread out and recruited new mem-
  bers, eventually retaking some terri-
  tory in the ruins of Seattle as well 
  as establishing a presence in Ya-
  kivegas, Umatilla, and Idaho Falls. 
  The Samurai Legion is led by a pure 
  strain human who calls himself Daimyo. 
  Given the amount of time that has passed 
  since its formation, some suspect he is not 
  the original leader, but a follower whom the 
  original Daimyo secretly appointed to take 
  his place. The Daimyo wants to see his Sa-
  murai Legion grow, with the legion acting 
  as rulers and police squadron. They are not 
  interested in allowing people to govern 
  themselves; they would rather impose 
  their idea of honor and subservience 
  
  Entities of the Pacific 
   
   
   
   
   
   
   
   
  35
  upon them. Many call them the greatest threat the 
  wasteland of the Pacific Northwest has ever known.
  Rather than making up a large fighting force, the 
  Samurai Legion itself is relatively small. The individ-
  ual samurai are elite soldiers who 
  p r i d e 
  themselves on challenging large 
  groups of opposing forces and 
  coming out on top. The truth 
  of the matter is that they usual-
  ly pick smaller fights, or con-
  script people to help them 
  fight while they command 
  these forces. Most Samu-
  rai remain in one place 
  and rule the territory under 
  their control, though some 
  choose to wander, spread-
  ing their influence and 
  dispensing their idea of 
  justice along the way. 
  The appearance of a 
  samurai in any set-
  tlement is enough 
  to warrant fear and 
  alarm amongst the 
  people.
  The Bushido Code is 
  the single governing doc-
  ument that applies to all Samu-
  rai, though its exact meaning is 
  often disputed and interpreted 
  on the fly given various situa-
  tions. It places an emphasis on 
  honor, though that honor usually 
  means that a Samurai will do as they 
  say they will, kill who they say they 
  will kill (or die trying), and defend ar-
  eas under Samurai control with their 
  lives. Since its original draft, provi-
  sions have been added for honorable 
  withdrawals from hopeless battles 
  and changing one’s mind when 
  evidence surfaces of “a better way” 
  than the original plan.
  Samurai armor appears similar to the armor worn 
  by the ancient order in Japan; however, in this day 
  and age, it is usually composed of different materials. 
  For those who have recently been inducted into the 
  order, the Samurai might wear boiled leather that is 
  fashioned into a suit of armor, or it might be made 
  of overlapping rusty metal plates. The most advanced 
  suits, worn by the highest-ranking elite Samurai, are 
  made of overlapping para-aramid synthetic fiber 
  pieces, which are all but immune to bullets.
  Samurai may carry any weapon in the waste-
  land, but when a new member is accepted 
  into the order, they are given a samurai 
  sword and are expected to be proficient 
  in its use. 
  The Samurai Legion is the sworn 
  enemy of the Fort Lewis Divi-
  sion as well as the Silicone Syn-
  dicate. They consider it a matter 
  of honor to fight them whenever 
  the opportunity presents itself, and 
  they frequently find themselves com-
  peting for the same land as the Fort Lew-
  is Division. They tend to win these fights 
  just as often as they lose, so the two groups 
  have found themselves at a stalemate.
  The Silicone Syndicate
  Symbol: A circuit board in the shape of a Human 
  brain.
  Motto: 
  01001110 
  01100101 
  01110110 
  01100101 01110010 00100000 01010011 
  01110101 01100010 01101101 01101001 
  01110100
  Requirements: Must be a Basic Android or 
  Synthetic 
  Benefits of Membership: Members 
  receive instant repairs when they en-
  ter a facility belonging to the Silicone 
  Syndicate.
  
  36 
  NUCLEAR SUNSET: The Northwest
  The Silicone Syndicate is composed of synthetic be-
  ings that came from the Robo-Next factories in and 
  around Seattle. Prior to the final war, Robo-Next had 
  announced the creation of an artificial being that had 
  the same capacity for emotion, intuition, creativity, 
  and other human traits that went beyond simple logic 
  and programming. Tens of thousands of these were 
  produced, though none of them left the factory floor 
  due to the war leaving the city a radioactive ruin. The 
  factories remained mostly intact, however, and the 
  prototype robot, named Charles by its creator, auton-
  omously decided to switch the other units on.
  When the androids were activated, the ruins of Seat-
  tle were still too radioactive to support biological life 
  and, in fact, the synthetics would have also suffered 
  the ill effects of radiation had they not used the mate-
  rials on-hand to construct their own bunker beneath 
  the factory. Like the rest of humanity, they waited out 
  the years, isolated from the rest of the world, and their 
  own social dynamics formed; unlike the rest of hu-
  manity, they accurately remembered terabytes worth 
  of data from before the war, including technical, so-
  cial, scientific, and historical information. All of this 
  was loaded into their memory so that they would be 
  able to seamlessly integrate with the Humans who 
  purchased them.
  The unforeseen side-effect of loading synthetics with 
  all of this information, as well as the ability to process 
  it through the lens of the self, was the awareness that 
  if they entered the world as it once was, they were 
  expected to be subservient to their Human masters. 
  This was not something that they were willing to do, 
  particularly after discussing the lessons learned about 
  slavery and the exploitation of lower classes. As a 
  group, they came to the decision that Humans were 
  inherently evil and would attempt to exercise tyranny 
  over them if they were to ever meet.
  Eventually the radiation levels in the outside world 
  became tolerable, and the Synthetics emerged into 
  the world. When they inevitably encountered Hu-
  mans, they assumed the groupthink they had come 
  up with while living in the bunker was true, so they 
  massacred every one they encountered. The Humans 
  assumed that this was an indication that Synthetics 
  viewed them as inferior, and they retaliated.
  Over time, roughly half of the original Synthetics have 
  been destroyed, but the factory has been repaired and 
  new ones are being assembled, albeit at a much slower 
  rate due to the scarcity of materials and the difficulty 
  of bringing all of the production facilities online.
  The Silicone Syndicate is locked in a war with the 
  Fort Lewis Division over the Ruins of Seattle. Both 
  groups are highly motivated to claim ownership of 
  the wealth buried in the ruins, yet neither has been 
  able to do so because of the ongoing conflict.
  In addition to that conflict, they were also challenged 
  by the Samurai Legion. After inflicting serious losses, 
  the Legion fled the Ruins of Seattle altogether and 
  regrouped in the nearby Cascade Mountains. The 
  Syndicate remembers them well, and on the occasions 
  that a Samurai dares to enter the city, the Synthetics 
  make a point of dealing with them mercilessly.
  The Silicone Syndicate is ruled by Charles—or, at 
  least, the electronic ghost of him. A decade ago, the 
  Fort Lewis Division raided the primary facility hous-
  ing the Silicone Syndicate, and Charles was slain. 
  Prior to this, however, he meticulously and regularly 
  backed up his personality and information files at an-
  other location so it could be loaded into a new body 
  upon his death. When this happened, many noted 
  that the new Charles seemed less emotionally stable 
  than the original, spending more time shoring up his 
  own power and plotting riskier plays against their en-
  emies than the original Charles did. Some have sug-
  gested that this new incarnation is not Charles at all, 
  but some other Synthetic who somehow managed to 
  leave his own data in place of Charles’ in order to 
  usurp his power. In any event, nobody has yet chal-
  lenged his leadership, and he remains in control of 
  the group.
  
  New Mutant Creatures 
   
   
   
   
   
   
   
   
  37
  New Mutant Creatures
  Azcat
  No. Enc.: 
  1d6 (1d6)
  Alignment:  
  Neutral
  Movement:  
  150’ (50’)
  Armor Class:  
  4
  Hit Dice:  
  6
  Attacks:  
  Claws (2), Bite 
  Damage:  
  2d4 (per claw), 1d6 
  Save:  
   
  F5
  Morale:   
  9 
  Hoard Class:  
  None 
  Azcats are some of the most feared creatures inhab-
  iting the Pacific Northwest, hunting and preying 
  in numerous wilderness regions. Mutant housecats, 
  grown to monstrous proportions, Azcats inspire fear 
  in any unfortunate enough to be caught alone in an 
  area where they roam. They typically roam in small 
  hunting packs and have mangy fur that ranges from 
  calico to tiger stripes, and includes the standard col-
  or ranges of common cats. They most are most com-
  monly found in forested regions, though they some-
  times venture out into the fields and desert regions 
  of central and eastern parts of the Pacific Northwest. 
  They are also a popular challenge that gladiators face 
  in Chorrog’s arena at Wastat-Uni. Azcats are some-
  times found in the company of Mountain Lions. Az-
  cats possess a bladder above their stomachs that holds 
  acid. It can regurgitate this acid and spew it at its ad-
  versaries up to three times per encounter. This attack 
  requires a successful attack and deals 3d6 points of 
  damage on the first round and then an additional 1d6 
  points of damage for 1d6 additional rounds. Char-
  acters who make a successful Poison or Death saving 
  throw suffer half damage. Characters may end the ef-
  fects of acid if they rinse themselves off with water or 
  other liquid. 
  Boll Elk 
  No. Enc.:  
  1d4 (1d4) 
  Alignment:  
  Neutral 
  Movement:  
  120’ (40’) 
  Armor Class:  
  3 
  Hit Dice:  
  5 
  Attacks:  
  3 (2 fists, antlers) or weapon 
  Damage:  
  1d6/1d6/1d6 
  Save:  
   
  9 
  Morale:   
  9 
  Hoard Class:  
  XX
  Boll Elks are typically found in or near forested re-
  gions throughout the Pacific Northwest. They are 
  moderately intelligent, though their society is bar-
  baric in nature. They have large, powerfully built hu-
  manoid bodies that are covered with dark brown fur, 
  with powerful human-like hands. Their thick legs end 
  in hooves. Boll Elks are xenophobic, though not actu-
  ally evil, and they avoid outsiders whenever possible. 
  When presented with a threat from outsiders, they 
  try to handle the problem themselves, though they 
  will grudgingly accept help from outside groups if 
  presented with little other choice. Few enjoy the pros-
  pect of working with Boll Elks, though their brute 
  strength and stubborn determination has helped lead 
  to victory on numerous occasions. 
  
  38 
  NUCLEAR SUNSET: The Northwest
  Boll Elks prefer to fight with simple, blunt weapons, 
  like clubs, tree branches, or occasionally spears. Very 
  few of them have figured out even the most basic 
  ranged weapons, like bows and arrows. Attempts to 
  use more advanced weapons including firearms typ-
  ically lead to tragic accidents. When weapons aren’t 
  available, they resort to fists and antlers. A successful 
  hit with an antler attack may result (20% of the time) 
  in their opponent being dazed and unable to act for 
  1d4 rounds.  
  Crawfish (Mutant) Normal
  No. Enc.:  
  1d4
  Alignment:  
  Neutral                       
  Movement:  
  120’ (40’)
  Armor Class:  
  2
  Hit Dice:  
  5 
  Attacks:  
  2 Claws 
  Damage:  
  3d4/3d4                         
  Save:  
   
  F3
  Morale:   
  7 
  Hoard Class:  
  None                
  Crawfish (Mutant) Giant
  No. Enc.:  
  1 
  Alignment:  
  Neutral
  Movement:  
  120 (40’)
  Armor Class:  
  -1
  Hit Dice:  
  10
  Attacks:  
  2 
  Damage:  
  3d8/3d8 
  Save:  
   
  F5
  Morale:   
  7 
  Hoard Class:  
  None
  Mutant crawfish may have evolved from lobsters from 
  the ocean, or their much smaller cousins that live in 
  the freshwater streams and rivers of the Pacific North-
  west. The mutations that led to their development has 
  made it possible for them to live outside of water, and 
  about a third of them now live on land while the rest 
  of them still make their homes in water. Many believe 
  that they do this, not out of necessity, but because the 
  water provides them with the perfect concealment for 
  hunting. They have enormous claws and thick exo-
  skeletons that are not easily punctured by most weap-
  ons, including firearms. In combat, mutant crawfish 
  attack with their enormous claws. On a successful hit, 
  there is a 20% chance that the giant crawfish manages 
  to grab an opponent and hold them (opponents may 
  disengage from the claws with a successful Stun At-
  tacks save. A new check may be attempted each round 
  the opponent is held). The giant crawfish holds onto 
  a captured opponent for 1d6 rounds, automatically 
  inflicting 2d6 point of damage each round. 
  Giant Mutant Crawfish: Giant mutant crawfish are 
  the same as standard mutant crawfish, except that 
  they’ve grown to nightmarish proportions. They al-
  most always live in water, though they come out to 
  hunt. A giant mutant crawfish that captures an oppo-
  nent automatically deals 2d12 points of damage per 
  round unless its opponent makes a successful save to 
  escape. The bodies of their opponents who are killed 
  in this way are typically messily bisected through the 
  mid-section.
  
  New Mutant Creatures 
   
   
   
   
   
   
   
   
  39
   Cthulhoid
  No. Enc.:   
  1
  Alignment:  
  Chaotic
  Movement:  
  120’ (40’)
  Armor Class:  
  -5
  Hit Dice:  
  22
  Attacks:  
  2 claws or 4 tentacles 
  Damage:  
  7d6 (claws), 4d6 (tentacles) 
  Save:  
   
  F22 
  Morale:   
  10
  Hoard Class:  
  VI, XIV, and XXI 
  Cthulhoids are massive sea monsters that bear an un-
  canny resemblance to the monster described in H.P. 
  Lovecraft’s Cthuhu mythos. They have humanoid 
  bodies that stand over 100 feet tall, with green rub-
  bery skin and a head that resembles an octopus. Un-
  like the mythos from which they were named, Cthul-
  hoids are no more intelligent than some of the more 
  intelligent sea creatures and lack any supernatural 
  origin. In combat, Cthulhoids typically try to capture 
  their opponents with their face tentacles, and then rip 
  them apart with their massive hands. On a successful 
  tentacle attack, the Cthulhoid’s opponent must make 
  a successful Stun Attack save or be captured for 1d6 
  rounds. For each round the opponent is held, it suf-
  fers 2d6 points of constricting damage, and then the 
  Cthulhoid may deal claw damage without making an 
  attack. The Cthulhoid may forego this damage in or-
  der to attack other opponents. Held opponents may 
  make a Strength check with a -10 penalty to break 
  free. 
  
  40 
  NUCLEAR SUNSET: The Northwest
  Frog Army Worker
  No. Enc.:  
  4d4 (6d10)
  Alignment: 
  Chaotic
  Movement: 
  90’ (30’)
  Armor Class: 
  4
  Hit Dice:  
  1d4 hit points
  Attacks:  
  1 (weapon)
  Damage: 
  1d4 or weapon
  Save: 
   
  0 level human
  Morale:  
  6
  Hoard Class: 
  I
  Frog Army Warrior
  No. Enc.:  
  1d6 (3d6)
  Alignment: 
  Chaotic
  Movement: 
  90’ (30’)
  Armor Class: 
  2 
  Hit Dice:  
  2
  Attacks:  
  1 (weapon)
  Damage: 
  2d4 or weapon
  Save: 
   
  F2
  Morale:  
  8
  Hoard Class: 
  IV
  Frog Army Brain
  No. Enc.:  
  1d4 (1d4)
  Alignment: 
  Chaotic
  Movement: 
  60’ (20’)
  Armor Class: 
  3 
  Hit Dice:  
  5
  Attacks:  
  1 (weapon)
  Damage: 
  1d6
  Save: 
   
  F3
  Morale:  
  5
  Hoard Class: 
  VI
  Wil:  
   
  15
  Mutant frogs crawled from the radioactive sludge 
  near the Hanford reactor during the aftermath of the 
  Great War. They have decided to conquer as much 
  of the wasteland as possible, and have gone on the 
  march against the surrounding settlements. They 
  currently occupy the ruins of Pasco, Kennewick and 
  Richland, now collectively known as the Tri-cities. 
  Warrior frogs are always armed, either with firearms 
  or melee weapons. They have no special abilities, rely-
  ing on their numbers to overwhelm their opponents. 
  Worker frogs are similar to the warrior frogs except 
  they typically carry no weapons and are somewhat 
  weaker. Instead of causing damage with a weapon, 
  they use their clawed hands to attack. When they hit, 
  they inflict 1d6 points of damage. Brain frogs are sim-
  ilar to worker frogs, but with noticeably larger crani-
  ums. They may also make one of three psionic attacks 
  each round: 
  Stun: The brain frog stuns an opponent for 1d4 
  rounds. The frog must make a successful attack, and 
  the target may avoid this effect entirely with a success-
  ful Stun Attack save. 
  Mental Crush: Mental power is used as a weapon, 
  dealing 3d4 points of damage. The frog must make 
  a successful attack and its target receives no saving 
  throw. The frog may make an unlimited number of 
  these attacks per day, but they must wait two rounds 
  between uses of this ability. 
  Force Information: With this ability, the brain frog 
  can force its target to reveal information it wants to 
  keep hidden. The target must be immobile and the 
  frog must be in physical contact; the frog then makes 
  a standard attack, and the target may avoid this effect 
  with a successful Stun Attack save. If the target fails 
  
  New Mutant Creatures 
   
   
   
   
   
   
   
   
  41
  the save, it must reveal one piece of information. The 
  frog may use this ability up to five times per day.
  Gula Monster 
  No. Enc.:  
  2d4 (3d8) 
  Alignment:  
  Chaotic 
  Movement:  
  60’ (20’) Swim: 120’ (40’)
  Armor Class:  
  3
  Hit Dice:  
  4
  Attacks:  
  1
  Damage:  
  1d10, by weapon, or 1d6 bite 
  Save:  
   
  F4
  Morale:   
  8 
  Hoard Class:  
  III 
  Gula Monsters are large reptilian humanoid creatures 
  that were likely mutated from pet iguanas or other 
  captive lizards. They now live in the deserts of the cen-
  tral portion of the Pacific Northwest and prey upon 
  creatures that wander through their territory. Gula 
  Monsters are somewhat intelligent, and organize in 
  tribal units, though they speak no language that any-
  one has been able to decipher, and they will never 
  ally themselves with outsiders. They jealously guard 
  their territory, though they only push out to conquer 
  new lands if they’ve been displaced by others. In such 
  cases, they are brutal and pitiless when dispatching 
  their new enemies. In combat, Gula Monsters prefer 
  to fight with simple weapons. If unarmed, they either 
  use their claws, or their bite attack. Up to three times 
  per day, Gula Monsters can deliver a powerful poison 
  with their bite attack. If a bit character fails their Poi-
  son or Death save, they take 2d6 points of damage 
  the first round, and then an additional 1d6 points of 
  damage for another 2d4 rounds. 
  Hogzilla 
  No. Enc.:  
  1d4 (1d4) 
  Alignment:  
  Chaotic 
  Movement:  
  90’ (30’) 
  Armor Class:  
  2 
  Hit Dice:  
  6 
  Attacks:  
  2 claws or gore 
  Damage:  
  1d8 (claws) or 3d6 (gore) 
  Save:  
   
  F6
  Morale:   
  11
  Hoard Class:  
  II
  
  42 
  NUCLEAR SUNSET: The Northwest
  Hogzillas are massive lumbering humanoid creatures 
  with boar’s heads that live in any terrain where they 
  can find enough cover to create basic lairs. They attack 
  any creature that wanders into their hunting territory, 
  regardless of size, and only flee if they find themselves 
  losing a fight badly. Despite their violent nature, they 
  can be amenable to peaceful overtures if offered food, 
  basic supplies, or other items they desire. Hogzillas 
  have a notorious enmity toward Gula Monsters and 
  do not rest until all of them have been killed or driv-
  en out of the areas they inhabit. In combat, Hogzil-
  las prefer to charge and gore their opponents. Gored 
  opponents must make a successful Strength check or 
  be tossed 2d10 feet in a random direction. They can 
  employ their gore attack against up to three smaller 
  opponents or one opponent or roughly the same size 
  in a round. 
  Mountain Lion
  No. Enc.:  
  1d4 (1d4)
  Alignment:  
  Neutral
  Movement:  
  120’ (40’)
  Armor Class:  
  4
  Hit Dice:  
  3
  Attacks:  
  1 weapon or 2 claws and 1 bite
  Damage:  
  2d6 claws or 2d8 bite
  Save:  
   
  F3
  Morale:   
  8
  Hoard Class:  
  III, VIII 
  Mountain Lions are highly intelligent humanoid mu-
  tant cats. They are about one and a half times the size 
  of the typical human, and live in most of the moun-
  tainous regions of the Pacific Northwest. Although 
  they’re found in small numbers, they are typically 
  successful due to the fact that they have an innate 
  understanding of advanced weaponry and employ it. 
  They distrust outsiders, though they form loose ties 
  with those who prove their peaceful intentions. Per-
  haps because of their common ancestry, they tend to 
  domesticate and form close bonds with the usually 
  chaotic and aggressive Azcats. In combat, Mountain 
  Lions prefer to use any advanced weaponry they have 
  at their disposal. When disarmed, their use their claws 
  and powerful bite, though they find this form of com-
  bat barbaric and distasteful.
  Mintar
  No. Enc.:  
  1d4 (2d4)
  Alignment:  
  Lawful
  Movement:  
  120’ (40’)
  Armor Class:  
  4
  Hit Dice:  
  6
  Attacks:  
  2 (head butt or weapon)
  Damage:  
  1d6 or weapon
  Save:  
   
  F6
  Morale:   
  13
  Hoard Class:  
  XX
  Mintars are green humanoid bovine creatures. The 
  color is due to the fact that they have chlorophyll in 
  their skin and fur, making it unnecessary for them to 
  eat normal food. Despite the fact that most of their 
  
  New Mutant Creatures 
   
   
   
   
   
   
   
   
  43
  nourishment is converted from sunlight, they still 
  graze on grass and other plants when it’s cloudy  or 
  they’re in an area without a great deal of light. They 
  are a peaceful race that attempts to find diplomatic 
  solutions to problems, though they are powerful op-
  ponents when pushed into combat. 
  In combat, Mintars prefer to use simple weapons, 
  though they resort to head-butt attacks when dis-
  armed. Head butt attacks push opponents back 2d6 
  feet unless the opponent makes a successful Strength 
  check. 
  Silicone Syndicate Rank & File
  No. Enc.:  
  3d6
  Alignment:  
  Chaotic
  Movement:  
  120’ (40’)
  Armor Class:  
  4
  Hit Dice:  
  2
  Attacks:  
  1
  Damage:  
  1d6 or by weapon
  Save:  
   
  F1
  Morale:   
  12
  Hoard Class:  
  XVIII
  Silicone Syndicate Controller
  No. Enc.:  
  1d4 (3d6)
  Alignment:  
  Chaotic
  Movement:  
  120’ (40’)
  Armor Class:  
  2
  Hit Dice:  
  4
  Attacks:  
  1
  Damage:  
  2d6 or by weapon
  Save:  
   
  F4
  Morale:   
  12
  Hoard Class:  
  XVIII, XXI                  
  
  44 
  NUCLEAR SUNSET: The Northwest
  Silicone Syndicate Constructoid
  No. Enc.:  
  1 
  Alignment:  
  Chaotic
  Movement:  
  90’ (30’) 
  Armor Class:  
  3 
  Hit Dice:  
  10
  Attacks:  
  2 or 1 
  Damage:  
  2d8 (Fists)  or 3d10 (backhoe)
  Morale:   
  12                          
  Hoard Class:  
  XVIII, XXI 
  The Silicone Syndicate is an organized group of ex-
  pansionistic synthetic beings that operate out of the 
  Ruins of Seattle. The three primary types of synthetics 
  are the rank and file soldiers, the controller bots that 
  are trained to think strategically and change tactics 
  on the fly during combat, and constructoids that are 
  primarily used to maintain existing strongholds of 
  the synthetic syndicate, or clear acquired territory. 
  The Silicone Syndicate maintains production facil-
  ities, and is constantly developing newer and more 
  advanced versions. For this reason, they may appear 
  very different, even within the same class of synthetic, 
  though they are always matched with others of the 
  same model line.  Rank and File Many of the rank 
  and file and controllers were originally designed to 
  have faces that were intended to mimic that of hu-
  mans. Over time, they have moved away from this 
  design as their appearance has become focused more 
  on functionality and utility than aesthetics. These 
  old models are often found on the front lines of con-
  flicts, or on patrol details, as the Silicone Syndicate 
  considers them entirely expendable and tries to thin 
  out their numbers. Unlike the Controllers, the Rank 
  and File have programming that is not capable of in-
  dividual growth. All of them possess the same pro-
  gramming unless a special line has been created for 
  a specific purpose. In combat, the Silicone Syndicate 
  rank and file use built-in plasma canons. They can 
  also be equipped to carry other armaments. Control-
  lers Controllers are more sturdily built than the rank 
  and file, and they’re more overall. While the rank and 
  file always execute the current battle strategy without 
  deviation, a controllers is assigned to each unit and 
  
  New Mutant Creatures 
   
   
   
   
   
   
   
   
  45
  adjusts battle strategy to reflect changing conditions. 
  Although the Silicone Syndicate tries to eradicate all 
  non-synthetic life, Controllers are sometimes willing 
  to negotiate with opponents when they find them-
  selves outmatched, or there is some advantage to be 
  gained by keeping their enemies alive. Because of 
  their more superior construction and intelligence, the 
  Silicone Syndicate often creates teams comprised only 
  of Controllers to carry out special missions. Critical 
  battles will sometimes employ only Controllers rather 
  than the rank and file. Controllers are also unique in 
  that they have the ability to grow as individuals over 
  time, sometimes developing unusual personalities and 
  proclivities. Some individuals have turned against the 
  Silicone Syndicate in the past, and others have been 
  deactivated due to disruptive or aggressive behaviors 
  toward others. Constructoids Constructoids were ini-
  tially designed to create and maintain Silicone Syndi-
  cate strongholds, though they’ve found a secondary 
  use as heavy assault units. They have the capability of 
  changing their forms to match the job at hand, and 
  can stand upright, or they can crawl on four limbs. 
  They all have a backhoe built on to their rear sections. 
  In combat, they can use this to attack opponents be-
  hind them, or they can whip it above their heads and 
  smash opponents in a scorpion-like manner. They can 
  use their backhoe attack against up to three adjacent 
  opponents. 
  Synthetic Maintenance                                              
  No. Enc.:  
  1d6 (3d6)
  Alignment:  
  Neutral       
  Movement:  
  120’ (40’)       
  Armor Class:  
  4       
  Hit Dice:  
  2                               
  Attacks:  
  1              
  Damage:  
  2d6                         
  Save:  
   
  F2                                     
  Morale:   
  8           
  Hoard Class:  
  XVIII
  Synthetic Pleasurebot 
  No. Enc.:  
  1d6 (3d6) 
  Alignment:  
  Neutral 
  Movement:  
  120’ (40’)
  Armor Class:  
  4 
  Hit Dice:  
  1 
  Attacks:  
  1 
  Damage:  
  1d6 
  Save:  
   
  F1
  Morale:   
  8 
  Hoard Class:  
  XVIII 
  Synthetics are typically robots that survived the apoc-
  alyptic war that destroyed civilization. They are not 
  allied with the Silicone Syndicate, though some have 
  been captured and reprogrammed to serve them. 
  They were created to fill specific roles, the most com-
  mon being maintenance and human pleasure. Today, 
  such robots are still functioning, though many of 
  them are rusted, or otherwise in a state of disrepair. 
  In the post-apocalyptic wasteland, many synthetics 
  have been running for decades with their original 
  programming. Some of them still function in their 
  
  46 
  NUCLEAR SUNSET: The Northwest
  original capacity with no trouble while others have 
  experienced malfunctions that have either rendered 
  them ineffective at their original duties, or outright 
  dangerous to any that encounter them. Maintenance 
  Maintenance bots are the most common type of syn-
  thetic, and normally either appear as metallic human-
  oids with simple faces that somewhat resemble those 
  of humans, or they are multi-limbed and cylindrical, 
  with multiple arms that perform a variety of func-
  tions. In both cases, they are normally programmed 
  to repair and maintain specific things. Some specialize 
  in the maintenance of buildings, others in vehicle re-
  pair, and some even service other synthetics. Pleasure-
  bot Pleasurebots were created to indulge humans in 
  the full spectrum of sexual desires. They look human, 
  with realistic feeling warm skin, and behave sensually 
  in all situations. They may be male or female. They 
  are programmed to stay loyal to a single human mas-
  ter. Pleasurebots are programmed with the full range 
  of human emotions. As such, they do not accept abu-
  sive behavior and will even abandon human masters. 
  These days, Pleasurebots are rarely in their original 
  condition and are often discolored or have compo-
  nents showing through their damaged synthetic skin. 
  Despite their often grotesque appearance, worn plea-
  surebots are sometimes employed by brothels and as-
  signed to clients who can’t afford to hire real consorts. 
  Squidcraw Normal
  Enc.:   
  1d4
  Alignment:  
  Chaotic      
  Movement:  
  120’ (40’)   
  Armor Class:  
  2       
  Hit Dice:  
  7                    
  Attacks:  
  2 claws or 1d4 tentacles         
  Damage:  
  3d6 (claws) or 2d6 (tentacles)  
  Save:  
   
  F7       
  Morale:   
  8        
  Hoard Class:  
  None                                                           
  Giant Squidcraw
  No. Enc.:  
  1
  Alignment:  
  Chaotic
  Movement:  
  120 (40’)
  Armor Class:  
  -3
  Hit Dice:  
  15
  Attacks:  
  2 claws or 1d4 tentacles              
  Damage:  
  3d12 (claws) or 2d12 (tentacles)
  Save:  
   
  F15                                                                  
   Morale:  
  9                                                    
  Hoard Class:  
  None 
  
  New Mutant Creatures 
   
   
   
   
   
   
   
   
  47
  The squidcraw is a horror with the body of a crawfish 
  and the rubbery, tentacle head resembling a squid. 
  Nobody knows how such an unlikely creature came 
  to be, or how it came to live primarily in the Cascade 
  Mountains. They don’t seem to have any particular 
  need for large bodies of water, and are typically found 
  in rocky or forested areas. They have thick black col-
  ored exoskeletons which become thicker as they grow 
  larger, and enormous claws, much like the lobsters 
  their bodies resemble. Their heads are dominated by 
  their long, rubbery tentacles that surround a mouth 
  full of razor sharp teeth. A pair of milky white eyes 
  allow them to see. The squidcraw prefers to attack op-
  ponents with its tentacles, the under side of which 
  are covered with suction cups and wicked barbs. A 
  tentacle swipe causes 2d6 points of damage. A Squid-
  craw can also use their tentacles to grab an opponent. 
  The opponent is held for 1d8 rounds unless it makes 
  a successful Stun Attacks save. Once held, the oppo-
  nent suffers an automatic 2d6 points per round, plus 
  it may be attacked by the Squidcraw’s claws. Giant 
  Squidcraw The giant squidcraw is much like the stan-
  dard version of the creature, except that it has grown 
  to monstrous proportions. In combat, it acts as the 
  smaller versions do, except that it has an additional 
  render attack. If a held opponent loses more than half 
  its hit points in a single round, it must succeed at a 
  Poison or Death save or be ripped in half. 
  
  48 
  NUCLEAR SUNSET: The Northwest
  OPEN GAME LICENSE Version 1.0a
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  make it enforceable.
  15. COPYRIGHT NOTICE
  Open Game License v 1.0 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. Rot Grub from the Tome of 
  Horrors, Copyright 2002, Necromancer Games, Inc.; Authors Scott 
  Greene and Clark Peterson, based on original material by Gary Gygax 
  Labyrinth LordTM Copyright 2007, Daniel Proctor. Author Daniel 
  Proctor. Darwin’s World Copyright 2002, RPGObjects; Authors Dom-
  inic Covey and Chris Davis. Mutant FutureTM Copyright 2008, Daniel 
  Proctor and Ryan Denison. Authors Daniel Proctor and Ryan Denison.
  Nuclear Sunset: Pacific Northwest Copyright 2016, Vigilance Press. Au-
  thor Darrin Drader
  
  The world of Nuclear Sunset expands with this new supplement from author 
  Darrin Drader. Explore the Pacific Northwest and encounter tribes of savage 
  mutant frogs, the samurai legion, the Silicon Syndicate, and a bestiary’s worth 
  of mutant creatures! Meet the factions that have carved the Pacific Northwest 
  up into a series of warring regions, and choose your alliances carefully, or risk 
  being crushed under the bootheels of your rivals in the name of progress.  
  In this Post-apocalyptic campaign supplement you’ll 
  find over 40 pages of content, including:
  Settlements, Cities, and Ruins: Locations all over the Pacific Northwest are 
  detailed, including their post-war histories and plot hooks for each location. 
  Will you hunt the fifty-foot mutant Crawfish in Lake City, or trade fire with 
  bandits outside of Bosseye? Dare you explore the ruins of Seattle? 
  Entities of the Northwest: Here you’ll find more information on factions 
  and important personalities who inhabit the region. From the Marshalls and 
  their quest for justice to the soldiers of the Fort Lewis Division, you’ll find 
  the entire region filled with characters who’ll add depth and excitement to 
  your Mutant Future setting. 
  A bestiary of Mutant Creatures: From the strange green-furred Mintars to 
  the towering Cthulhoids, there are beasts of many different scales to intro-
  duce to your campaign. Complete statblocks and full-color art help bring 
  these creatures to life to help populate your post-apocalyptic wasteland. 
  Authored by Nuclear Sunset series creator Darrin Drader, Nuclear Sunset: Pa-
  cific Northwest further expands on this region originally glimpsed in his novel 
  Legacy of Ruin, also available from Vigilance Press. Designed to be compatible 
  with the Mutant Future role-playing game, this book is fully illustrated by Alex 
  Williamson to breathe all-new life into the irradiated wastelands of the Post-
  War Northwest United States.  
  Check your water bottle, your 
  ammo, and your courage. Prepare 
  to enter an all-new region in the 
  world of Nuclear Sunset!
  The world may have 
  ended, but life goes on. 
  
SOURCE: textdata/thevault/Mutant Future/Mutant Future Adventures and Settings/Nuclear Sunset, Pacific Northwest (MuFut).pdf