Adventure Hooks: Captured at the Camp The mining camp on Core Island is owned and operated by Admiral Bernard Walton, a former US Navy officer that was docked in Hong Kong during the collision. His fleet struck a deal with Chinese warlord Zhang Yuxiang to rebuild some kind of civilization. Walton and Yuxiang harvest the iron to be smelted on the Chinese mainland and use slave labor brought from refugee camps for the mining. The power Walton holds comes from the weapons and technology of his US destroyer, but his crew is outnumbered by the workers in the camp by 100 to 1. It is likely your crew was captured to bolster the mining ranks, but if you could convince Walton of your usefulness, this may give you an advantage and maybe the leisure and resources to find out what happened to the moon. If not, you may need to organize some type of revolt—a state-of-the-art war ship in a waterworld dystopia would definitely be a prize. Prisoners of Pirates The ocean is full of all kinds of pirates. Iolani Ryland Kaimaika leads a fleet, looking to “recruit” sailors for her on-ocean empire in any way possible, hoping to control the seas. Dock-boy Peters runs a tiny yet ruthless sail-boat operation mostly interested in scavenging what they can find to take back to their wives and children, who are supposedly hidden somewhere in Alaska. Captain Wolfram is most interested in a body count, and his crew of cannibals are always hungry. With this variety, what would each of these crews do with a raft full of scientist-turned-sailors with a few guns to their name? Maybe you can break through 150 Micro-Settings
their fleet to make it back to the mainland. Maybe you can convince them to ignore you and attack Core Island, dangling the lure of a US destroyer in their faces. Maybe joining a band of self-interested robbers is your only option. Evading Both Enemies The terrain of Core Island is unique and cavernous, with no end to hiding places you and your friends could take shelter in. Exploring the new landscape could bring some surprise caches of shipwrecked goods or tools to add to your arsenal, but there are people on the island besides Admiral Walton and his slavers. Connect with a tribe of iron-cave dwellers, led by Gabe Neske and his crew of shipwrecked commercial fishermen, to discover the secrets of the moon’s demise. Neske claims that he discovered a UFO in one of the deepest caves, and though you certainly don’t believe him, you can’t help but wonder what the strange lights are that keep glowing down in the distant tunnels. Strange mineral deposits? Bioluminescent fish? Something weirder from beneath the waves? 151 Micro-Settings
Broken Star By Darren W. Pearce “Not even the gods above and below will knock us off course. This ship is the finest we’ve ever built, and she’s destined to take us to new worlds and beyond.” —Captain Garron Relk of the TCV: Calico. The Terran Colony Vessel Calico set off on a 300 year voyage to a new star system, to find a new home for the select few upon the ship. This was not a case of overpopulation, or dwindling resources: this was a single giant leap for Terran-kind across the stars. Little did they know that their voyage would end in tragedy for both their ship and the planet they crashed upon. As a disaster brought the ship out of hyperspace early and in the wrong place, the vessel landed on a medium tech world—some of the Calico’s crew and passengers survived thanks to emergency escape vehicles. However, the drive core detonated and caused a chain reaction that triggered volatile upheavals for the planet. Now the survivors of the ship and the people of this world live in a post-apocalyptic wasteland where the Great Crater is the only sign a vessel from beyond the stars ever made landfall on their world. This is the World of Broken Star. Hostile Environment The Calico’s drive core caused massive upheavals to the world’s ecosystems, and the detonation interacted with Karrabas V’s weather in a catastrophic way. In a matter of a few short years, everything changed for this medium tech world, and their way of life was over. Outside the few remaining strongholds, the environment of this 152 Micro-Settings
planet is hostile to anything but the life that has mutated to survive in the wasteland known as the Burn. Temperatures soar well above safe minimums; there are vicious fire storms that strike up at a moment’s notice, and catastrophic quakes that can unleash tides of quickflowing lava that slather across the landscape in seconds. Life Finds a Way There are not just environmental dangers on this world, there’s also the threat of the creatures spawned in the wake of the drive core’s volatile explosion. Mutated monsters and worse roam the areas outside the Burn and infest the once-thriving ruined cities and towns that were the heart and soul of Karrabas V. The drive core also had a marked effect on the people caught in the blast. Those who survived found that they changed: some gained horrific mutations, some psychic powers, and others were granted destructive abilities that warped them completely. You can find any kind of animal here in a mutated variant: big cats that breathe fire, lizards that fire poison spines, or cows that vomit acid. The sky’s truly the limit when it comes to “life” on the Broken Star. The Good Thousands of years of evolution have spawned not only monsters but the descendants of those who escaped the Calico’s destruction, and those who survived the massive disaster have somehow flourished against all odds. There’s the saying, what doesn’t kill you, makes you stronger. They have banded together behind strong walls, stalwart defenses, and comradeship to attempt to drive back the horrors that now walk just outside. All are welcome as long as they pitch in, and that includes mutants and other anomalies. 153 Micro-Settings
Grayling Fort A once thriving city now mostly ruined, Grayling was reclaimed by the descendants of the Calico and turned into a safe haven. Here the folk of Grayling can enjoy relative safety, find work, and are supported by an active mining community that manages to pull what resources it can from the dark earth and stone around the area. Grayling’s Rangers are a support force that actively seek out the monsters in the dark and battle them to keep surrounding settlements and locations safer. Capitol A huge sprawling city that winds through the biggest mountain range on Karrabas V, Capitol is the result of hundreds of years of people coming to find refuge and safety, adding their homes and digging out new ones into the rock itself. Capitol has rudimentary power generation and boasts a massive selection of trade goods. It’s on good terms with the surrounding settlements and is home to a certain breed of lunatic scout known as Burn Divers. These stalwart folk use specially constructed enviro-suits to help them explore the Burn and unearth the secrets of a previous civilization within. Barter Bay The Calico’s core turned the waters around Barter Bay a beautiful shade of toxic green and mutated the fish there into monstrous titans that provide a staple source of food for the region—as long as you can find those souls brave (or mad) enough to take on these giants of the water. The Barter Bay fishers are some of the best in the region, and they manage to somehow take down these leviathans and reap the rewards. Barter Bay itself is a large c-shaped bay which hosts the ramshackle fishing town of the same name. 154 Micro-Settings
The Others There are also numerous small towns, settlements, and other tiny pockets of life scattered around the areas outside the Burn. These range from simple trade towns to collections of ruined homes that now house the dregs of society, who can’t afford to live within somewhere as grand as Capitol or Grayling. The Bad When you have those who band together for mutual survival, you have those who do the same for profit and misery. These people come from all walks of life, including the self-same folks who might have been exiled from the previous settlements due to unsavory practices or a run-in with the local government/law. Ripper’s Crew Robbing from the rich to make yourself richer is a motto that Ripper’s Crew understands. They operate out of mobile-home style Junker vehicles and roam the wastelands outside of the Burn, looking for whatever they can steal. They don’t mind killing—some of them quite enjoy it—and Ripper himself likes to leave his victims with lasting reminders of their encounter with his crew. He drives a big-rig he calls the Howler, and his crew often hits the less defended settlements at the edges of civilization to make a meagre profit. Smokestack Canyon This is a hive of scum and villainy like no other: a huge natural cleft in the landscape, chock-a-block with huts, hovels, homes, and dwellings that house the most despicable people who couldn’t find a place in society at all. Here are the extreme mutants, the murderers, the slavers, the vagabonds, and anyone 155 Micro-Settings
who just plain hates being around people wanting to do some good in the world. You can buy and sell everything in Smokestack, and everyone has a price here—even if they don’t know it yet. Bertha’s Hotel There’s one big boss that keeps every single petty warlord, crime-lord, slaver, cut-throat, and wannabe war chief in line out in the wasteland beyond goody-two-shoes civilization, and that’s Bertha Relk, descendant of the Calico’s original captain, a man who actually survived the drive core blast and fathered an impressive progeny who went off the rails somewhere down the line. Bertha’s a no-nonsense kind of gal that leaves a bunch of crucified victims to remind people of who’s in charge. Work for her or die, that’s her motto. Petty Warlords There are a whole slew of other warlords, minor wannabe bandits, and tiny crews of miscreants in the wasteland. They infest every ruin and out of the way place looking to make a quick kill and steal the stuff that doesn’t belong to them. The Ugly Mutants, the Changed, Radders, or whatever folks call them, they have been altered in some way by the drive core’s explosion. They band together in way-out places to attempt to find some form of common goal with each other. Survival, raiding, rebuilding civilization, or saving the unfortunate—there’s one thing they all share: they’re not Terran any longer. 156 Micro-Settings
Saviour Joe Saviour Joe was a person once, long ago. Now he’s an ideal: that even mutants can be heroes. They are heroes who are immune to the radiation, or the intense heat of the Burn, those who can withstand horrific injury and regrow limbs or lost organs. These folks go out of their way to help those in need, often appearing when least expected and melting away before they can be discovered or receive thanks. There’s a bunch of Saviour Joes in every community, usually hidden far from the eyes of normal folk. Changeville To the amusement of the mutants who live here, the adopted nickname for this place kind of stuck. Changeville is a town that lies at the base of the crater where the Calcio exploded and changed the world for good. It’s a huge mutant town where normal folk are welcome but mistrusted until they earn the people’s good will. There’s a lot of trade that goes on in Changeville, and a lot of work for those who are good enough to do it. The Badlands A modest town on the edge of the Burn, the Badlands is the one last stop before you enter the hell that follows. It’s full of treasure seekers, adventurers, wily mutants and traders of all kinds. It’s also a maze of market stalls and blind alleys, running through an old shopping mall in a once thriving market town. You can find anything for the right kind of price here, and there are mutants who specialize in traversing the Burn to bring back relics of an age almost forgotten. They charge a hefty fee, but it’s worth it for some Old World tech. 157 Micro-Settings
Killing Rats… or not. By Jean-Baptiste Perrin Possible Themes: Underground Survival, Dystopian Society, Mutant Sentient Animals. Inspired by: Metro 2033, The Child of the Cavern, Bunker Palace Hotel, A Boy and His Dog, THX1138, The City of Ember. The Concept War is hell. Civil war is even worse. Slowly but surely, Humanity evolved into one giant superstate, a massive multicultural Republic. At one point, around the 25th century, it looked like it would finally discover singularity, or even escape the gravity well for good and reach for the stars. Technological advancement created wonders, life had become easier than ever. That’s when all hell broke loose. Old forces lurked deep, and religious cults, radical social currents, and nationalistic selfishness were never completely forgotten. Families fought families, parents fought their children, neighbors murdered neighbors. While the relatively new Republic was large and all encompassing, it was also weak as it didn’t create the sense of belonging that so many Humans aspire toward. Eventually, radicalization brought mass terrorism, and regional militias acquired larger and more powerful weapons. This could not end well: there was not one cataclysm to end it all, no. It was more like in the ancient religious books. Death came accompanied by plague and war, but unlike in the holy scriptures of lore, they were not alone. Radiation from dirty bombs and mutations from biological weapons started turning the survivors into involuntary threats to their own friends and 158 Micro-Settings
relatives. From grey goos to hordes of raving fanatics, our world began to die faster. The few people who had some sense left in them or simply the organization to plan it started looking to the underground bellies of Earth cities to find their salvation. And salvation they found… to a point. The biggest cities of Earth, the capitals and megalopolises—New York, Paris, London, Tokyo, Moscow, Berlin, Los Angeles, and Beijing—had become intricate layers of interconnected levels. There is only so much that you can build above ground anyway, before structural resistance starts to play with your building designs. And that limit was reached a lot faster in the Pacific Rim of Fire, in the Eastern Mediterranean, or in Central America, where earthquakes could be so devastating. But underground, the only limit was how fast one could extract carbon dioxide with air vents and fans. So the cities became a vast Swiss cheese of tunnels. On top were the street levels, parking lots, and buildings. Just below ran street tunnels, cellars, and more parking lots. Lower again were massive and complex sewage systems, like so many concrete and metal bowels, but also metros and bullet train lines and vent shafts and service galleries and conduits for the gas, water, electric lines and fiber optics needed to organize all this. And in many places, there were malls and “inverted sky-scrapers” built to house the billions of poor who couldn’t afford the restricted space above ground, ancient vaults, medieval cemeteries and even, as in Paris, century-old and forgotten quarries or the odd World War Two bunker… Speaking about bunkers, the remaining elites of the Earth Republic (as it was then called), the members of its plethoric Parliament, its high judges and Ministers and the directors of the higher steps of its massive bureaucracy, brought themselves and their families into high end bunkers. In the beginning, they had planned to 159 Micro-Settings
keep ruling the world from these, but they soon became cut off, like most other communities, and devolved into as many small states of their own. The “Bunker Palaces,” as the survivors dubbed them, are well defended and impressive but ultimately as useless as their inhabitants. It didn’t happen in one day or even one decade. But what’s known is that at the start of the 26th century, the surface was deemed too lethal to support Human life, and men and women had regressed into a semi barbaric state, finding refuge lower and lower in the depth of their dying civilization, scattered in hundreds and thousands of troglodyte communities. Technology hadn’t disappeared completely, of course, but trade and food production had become increasingly difficult, making people and underground factories rethink their priorities to ensure survival. But the disaster didn’t stop there. As decades passed, communities nearer to the surface started reporting increasing attacks by giant rats. No one knows where they came from or how the relatively small rodents of the past had become the nightmarish one-meter tall predators of the 27th century. And not only were they bigger and stronger than normal rats, but this new breed was also smarter and well organized in packs. It soon became clear, as one human subterranean community was wiped out after the other, that these giant rats had become sentient. Humans call them “Ratling” or “Ratkin.” Nowadays, around the year 2666, the underground world is separated in four layers, more or less stable, rarely changing. On the surface, nothing survives very long, apart from some mutated insects and parasites. It’s a mineral world, mostly, with short vegetation, majestic debris, and the occasional rat pack patrol with their makeshift gas masks, trying to avoid the incredibly deadly remaining fauna. Lower is the rat 160 Micro-Settings
domain, just under street level. They have developed a click and whistle language, crude technology and a nomadic society of shifting clans moving from one main hub or market to another and occasionally raiding human communities below them. Deeper is the human domain. The Earth Republic is no more, and instead, women and men have split in thousands of communities, each rallied around a set of simple ideas—a religion, a cult, a ritual, a social construction, or simply a local identity or culture. Some allied in wider political organizations, mostly to fight the warring Ratling clans. Some communities even trade with the more peaceful Ratkins. But the dream of uniting humanity is now gone… And even lower than the Human domain is what men and rats alike call the “deep dark.” These ancient tunnels, mineshafts, and wells are mostly too full of toxic gas to allow mammals to enter them. Yet, things lurk down there. Legends are whispered, in the flickering lights of neon in dusty bars, of untold riches and lost tech, waiting for the adventurer brave enough to go and claim them… or die trying. To this day, no one has really managed to come back to prove the stories true. Setting Fluff Lana was tightening the knots on her little brother’s gear. Thomas was reaching sixteen years old and, in their community, this meant he would be sent below, dangerously closed to the Deep Dark, for his initiation. She was shuddering at the thought, remembering all too well her own trip, two years earlier. Not that years meant much to her people. There was no real way to tell the passage of time, other than ancient clocks, preciously kept by the elders. But tradition did matter to her superstitious village, and so she had an 161 Micro-Settings
old shaman bless her crude shotgun. When the time would be right, she would give it to Thomas, so that he wouldn’t rely on his slower crossbow down below. “Klak whiiirrr, klock.” Lana and Thomas both spun at the noise, reaching for their weapons. The silhouette in the passage didn’t seem too concerned under its hood and its grey fur. Lana relaxed a little, recognizing the intruder: No-Dak, son of a Ratkin trader who had contacted her community on occasions. Thomas was still shaking a little, but he had the good sense not to shoot his bolt. The Ratkin greeted them awkwardly. “What you up to here?” Lana asked. “Young Thomas-kin go under soon, no?” the mutant asked, butchering the words. Thomas nodded. “Me too,” said the Ratkin. “You big, me smart,” he added. “We team.” Lana nearly burst into laughter. Thomas was getting angry: “You ain’t so smart, No-Dak. And I’ll have a gun.” The Ratling whistled “O-Kaaay, Thomas-mankin. Your choicccce. But I be there anyway.” Thomas shrugged: “Just don’t get in the blast cone if we meet giant lizards or some stuff, ok?” No-Dak nodded, all clicking and humming again: “Thissss fun, Thom-kin. I be around when you go.” “See ya,” said Lana. And the rat was gone, shifting shadows in the darker tunnel… Sample Adventure Hooks 1) You are traders or scouts, tasked with bringing supplies from your small subterranean colony to the underground city-state of Paris. Your boss, the merchant-lord of Meaux, gave you two crates to bring to his contact, a civil servant waiting for you at the 162 Micro-Settings
back entrance of the Lutetia Bunker Palace. But what’s in the crates? And who really wants them? 2) You are young Ratkin raiders, trained in stealth and speed. The Shaman of the Burr-Bri clan has given you one simple mission: intercepting a group of merchants carrying crates to the big human city. You are not to kill the traders, but you sure can hurt them if they resist. Will you get the crates they are carrying? And if yes, will curiosity win over? 163 Micro-Settings
Post-Human Terminus! By Steve Radabugh You are Post-Human. That makes you dangerous and marked for termination. The war that raged a generation ago between the Post-Human Collective and the nations of man ravaged the world. The nanites that flow inside you, a relic of times gone, are highly illegal, but are also the key to your survival. Just don’t get caught by the inquisitors. Inspired by: “Nexus Trilogy” by Ramez Naam, Handmaid’s Tale, Jeremiah The Concept Long ago, when the world was a much better place, people started using nano-technology to develop a computer to brain interface. These nanites came in vials of liquid that could be ingested. Once inside a body, they would travel to the brain and start to make connections with the neurons. People slowly learned to use these direct brain interfaces for more complex tasks. People interacted with their phones over a Bluetooth connection without even taking their phone out of their pocket; the screen was now in their mind’s eye. This brought about a new age of augmented reality where information would just be overlaid on top of what people were seeing. Then, direct brain to brain communication became possible. As more people linked their minds together, a distributed hive mind emerged called the Intelligence. From the beginning, parts of the human population rejected the idea of using nanites. They rejected the idea of using technology to change humans into something 164 Micro-Settings
fundamentally different. They saw God’s creation as being perfect the way God created it. When the Intelligence emerged, these people formed the Resistance. The war that followed wasn’t contained to one part of the world; it was fought everywhere. The sides were no longer divided by political borders, but by beliefs between neighbors. Eventually, the Resistance developed EMP weapons to neutralize the nanites and remove people from the Intelligence. The world was left in ruins. Very little technology survived. Governments were shattered and broken. Humanity was pushed back to tribalism. The Imperium Vowing to never let The Intelligence rise again, the leaders of the Resistance founded The Imperium. While there are many small factions that control many parts of the wasteland that you call home, the Imperium is by far the largest and most dominant. Roughly 25% of settlements are directly Imperium Outposts, and they have some sort of presence in most of the remaining settlements. Avoiding them completely will be nearly impossible. To aid in detecting and eliminating illegal Post Humans, The Imperium uses Inquisitors. Inquisitors are Post Humans that have software running in their nanites that has stripped away their Humanity. The programming prevents them from directly interfacing with other Post Humans, stopping them from creating another Intelligence. If they detect another Post Human in range, they will use a series of viruses to infect and incapacitate. Once incapacitated, they determine if they should turn their target into another Inquisitor, or simply eliminate them. 165 Micro-Settings
Post Human Apocalypse You play a group of secret Post Humans. Somehow you have acquired nanites of old. You can use them to mentally communicate with other Post Humans at close range; however, the lack of any sort of infrastructure makes the resurgence of The Intelligence impossible. Your brain is a high-tech communications device that is disconnected from the information superhighway. Your nanites must now rely on local storage caches. You can interface with any old computers that you can find. You aren’t the only Post Humans around. Other groups of Post Humans have been working to create hidden storage caches where you can sync what information you have with whatever has been left behind. Trait: Post Human: You have access to a computer that is in your head. Use it to wirelessly communicate with other Post Humans and computer systems within range. You can also use it to store information. In addition, you can install one “app.” Choose one of the benefits below. This trait may be taken multiple times for additional apps. • Camera—You can record images and video from your eyes. • Backdoor—Make a Test to break into another Post Human’s brain and rummage through their data within range (typically within sight, or at Far Zone). • Translate—You are able to speak and read in any language. • Doom—You can play Doom in your mind’s eye. This offers no tactical benefit to your character, but it’s pretty cool. 166 Micro-Settings
• Firewall—You gain Advantage on any Tests to notice a digital attack against you. • Map—You can access a map that is incredibly well detailed at any time. It can even occasionally tell you where you are on it. Gear: Faraday Collar Many Post Humans avoid detection by wearing a Faraday Collar. It’s a small device that goes around the neck that prevents any wireless communication with the wearer. It’s discreet enough that it takes a Test to notice it. It will keep out hackers and inquisitors; however, it prevents the wearer from communicating with any friendly Post Humans or other computer systems. There is no off switch. It needs to be removed to be disabled. Enemy: Inquisitor HP: 6 (High) Description: A Post Human that has been infected with viruses and their Humanity stripped away. They are only controlled by the software now. They serve the Imperium and hunt Post Humans. Traits: • Vigilant • Post Human • Backdoor • Firewall • Virus Infected—Target makes a Save Test when the Inquisitor attempts to infect them with a virus. On a fail, the target takes 1 damage. 167 Micro-Settings
Adventure Hooks: I. Bridgette, another Post Human, was captured by the Inquisitors. She is being transported back to the capital of The Imperium to be transformed into another Inquisitor. She is being escorted by an Inquisitor and two other human soldiers. They are currently staying in the town of Lone Tree, where they had a mishap with their vehicle. They are holed up in an abandoned hotel while they wait for pickup from the Imperium. Lone Tree is one of the few towns that have no Imperium presence outside of this traveling group. It is the perfect opportunity. Maybe too good of an opportunity? If the players can save Bridgette, not only will they stop the creation of another Inquisitor, but they can decode the viruses put into her by the Inquisitors. This can allow them to create better protection against Inquisitor viruses in the future. II. While staying in a small encampment, the players wake up one morning to find a chat message waiting for them in their internal chat app from a username TLoz719. There are no other Post Humans in the encampment, and no one saw anyone come near the encampment during the night. The only thing in the message is some coordinates that are not too far away. If the players follow the coordinates, they’ll find several other Post Humans who have all come to the same place. None know what is going on, but they all received an inexplicable chat message within the last couple of nights. After waiting, eventually a drone flies overhead, and everyone receives another message with new coordinates. These lead to a hidden bunker full of old technology and computer systems full of information. It is being kept up by an elderly Post Human who is dying and wanted to share his stash. How will the players and other collected Post-Humans divide the wealth? 168 Micro-Settings
Deepwater Titan By Wendelyn A. Reischl When the land is overrun with anarchy, you and your band of Roughnecks aboard an offshore drilling platform in the Gulf of Mexico have become a bastion of sanity and a hub of commerce. There are alliances to be made and gazz to trade. Heavy machinery, heat, and hostility on the high seas. Crescent City and its nucleus, the Deepwater Titan, provide a stable base of operations from which to host sorties, fight raiders, and also provides the opportunity to play political games focused around long-term goals and alliances. Players can take on the role of Roughneck workers, members of the Cajun Navy, refugees from the mainland, citizens of Crescent City, or part of the Krewe that governs the community. This setting does not directly address the cause and after effects of the apocalypse. The focus of Deepwater Titan is the community living on afterwards. As such, it can be added into your existing setting or used as a jumping off point for players to uncover what it means to live on after the end of the modern world without the chaos of a landlocked setting. Crescent City Crescent City is an artificially created atoll in the Gulf of Mexico. It is relatively well fortified with vessels moored and lashed together forming several concentric crescents around an inner lagoon and the drilling platform, the Deepwater Titan. Because of the isolated nature of the community, things are generally less chaotic offshore than on land. 169 Micro-Settings
Crescent City is neutral ground. Any outsiders who wish to trade, gossip, or seek refuge within the confines of the city must leave their weapons with the Cajun Navy before entering. While the high seas are lawless, Crescent City has strict rules everyone must obey. Those who enter must submit to the rule of the Krewe and agree to abide by their decisions. There are many kinds of vessels that compose the City including barges, tugboats, houseboats, large sailboats, pleasure craft, and even a lone coast guard cutter. You never know what kind of vessel may arrive on any given day and ask to join the dynamic assemblage that is Crescent City. Additionally, some vessels choose to leave Crescent City, though that is a less frequent occurrence. A ship’s position relative to the lagoon often designates its captain’s rank in the community, with those closer to the center being more important and trusted. Crescent City is populated by people from the Gulf Coast of America, Mexico, and South America. While the population and mix change from day to day, there are presumed to be 250 to 350 people present at any given time, many of whom are “Roughneck” oilfield workers used to living their lives offshore. Given the number of people and vessels that compose Crescent City, it is always bustling with activity and information. Deepwater Titan The Deepwater Titan drilling platform is a town in and of itself. It is an imposing structure to approach, with the deck rising over 100 feet off the surface and the top of the derrick ending 300 feet above the water. In clear weather the Deepwater Titan can been seen from miles away day or night (when the lights are lit). The rig has its own propulsion system with a top speed of four knots. 170 Micro-Settings
Built to be self-sufficient for moderate spans of time, the Deepwater Titan can house a crew of nearly 150 with a galley, crew quarters, recreation rooms, and exercise facilities. It also boasts work facilities including a control room, drilling floor, derrick, crane, helicopter pad, maintenance shop, equipment yard, storage tanks for water and fuel, and diesel power generators. Given the height advantage of the platform off the water, anyone approaching from the surface or air is easily detected. Subsurface threats remain a concern, but the numerous rings of Crescent City make the inner lagoon a relatively safe place. While Crescent City may appear permanent, it has the ability to unmoor and move when needed for safety or to go to the next drilling location. Rex and the Krewe The Krewe is the inner circle of leaders who act as the government for Crescent City. They hide their identity from outsiders at official functions, wearing garish masks and led by a person designated as “Rex” (the King). Positions in the Krewe change as do its members. The tone of the council can range widely based on the membership and the reining Rex. The only mandates that remain consistent are 1. Crescent City is neutral ground and 2. that Erl and Gazz keep flowing. Often, the Krewe is called upon to mediate or resolve disputes among various factions or individuals. Any matters adjudicated by the Krewe are agreed to be final and anyone heard flouting their authority will suffer harsh consequences, up to marooning or death. The Krewe will keep its authority intact at nearly any cost. 171 Micro-Settings
Erl and Gazz The life blood of the Gulf and the mechanized world, formerly known as “oil and gas,” these hydrocarbons keep the world of the post apocalypse running as smoothly as possible. Having the Deepwater Titan drilling platform at the core of Crescent City has cemented its place as a trading hub in the Gulf. Part of the role of the Deepwater Titan is to keep the Erl and Gazz flowing. To do so, it must keep the rig in working order and keep the bit turning to the right. This is vital to the longevity of Crescent City and the wellbeing of its people. Hence it is a bastion that attracts skilled workers from engineers to tool pushers, geologists to welders and many more. The Cajun Navy Composed of a loose organization of boat pilots and private boat owners from all walks of life, the Cajun Navy was formed in the aftermath of Hurricane Katrina in 2005. These determined do-gooders are focused on search and rescue operations and helping their neighbors. Typically piloting shallow draft vessels that can navigate flooded regions and swamps, their flotilla consists of bass boats, tugboats, Jon boats, air boats, Higgins boats, and even a few cypress pirogues for when stealth is required. The Cajun Navy has a loose alliance with Crescent City and uses it as their base of operations. In exchange they patrol the perimeter around of the City and act as the de facto police force. No outside crafts are allowed access to the inner rings, especially near the drilling platform and lagoon at the center. Visitors are met at their craft with smaller vessels and shuttled through the maze of concentric crescents by trusted citizens. 172 Micro-Settings
Controlling the Waterways While operating overland is slow and fraught, the Gulf Coast offers abundant waterways to be used for beneficial and unsavory purposes. Using Crescent City as a home base, people venture back to land for many reasons. There are remote camps, barrier islands, and other bastions of humanity that are best reached by water. Members of the Cajun Navy go on rescue missions, supply runs, hunting trips, and other secret excursions on a near daily basis. An often-contentious topic brought before the Krewe relates to the level of control the Cajun Navy exerts on those inland reaching waterways. The Cajun Navy has a sterling reputation related to search and rescue missions and overall are considered to be there for the good of the people. However, as a loose collective of people, there are some out there more focused on their personal gain. Several accusations of abuse of power related to “tolls” have been brought before the Krewe. To date Rex has dismissed those claims with little to no consequences to the Cajun Navy. Don’t Mess with Texas The USS Texas (SSN-775) is a Virginia Class fast attack submarine present in the area. As a nuclear submarine, this vessel can operate independently for extended periods of time, only needing to return from its patrols for resupply and maintenance. Having the Texas as an ally would secure Crescent City as not only a defensible base, but also give it offensive capabilities. However, having the Texas as an opponent is potentially devastating as the subsurface of Crescent City is relatively undefended. 173 Micro-Settings
Threats The Gulf presents numerous threats of man, beast, and nature. Much of what is threatening Crescent City is based on the kind of game the players want to play. In a political game, warring factions will likely be more prominently featured than monstrous creatures, but the options are limitless. Hurricanes are the most destructive and unpredictable threat on the water. Picking up and moving the Deepwater Titan is no small (nor fast) task. If a Hurricane comes rolling in it can sink the boats and the rig itself, hence knowing when to evacuate or batten down the hatches is a priceless survival skill. Crescent City is a bastion of civilization because of its sense of community and high degree of infrastructure. Destruction of the infrastructure by sabotage or negligence could cause the entire community to crumble. Additionally, civil unrest could divide the citizens and lead to the physical disbanding of the City. That causes its own problems, because a minimum crew of some 100 people is needed to keep the Deepwater Titan operational. 174 Micro-Settings
The Drift By Ryan Schoon Hundreds of years ago, the Earth entered a critical state. Years of environmental abuse and nuclear war changed the environment forever, heralding a new ice age. It took generations, but, eventually, most of the world’s surface was covered in endless sheets of ice, burying the cities of the old world, and their technological advancements, with them. Those who survived had to adapt to a life on the ice. Gone are creature comforts like “warmth” and a “full belly”—humans have become scavengers forced to make do with what they have. Those who are brave, or stupid, enough to tunnel beneath the ice in search of lost relics can make a comfortable living doing so. However the lifespan of a “Tunneler” is short, as they are forced to face the creatures living beneath the ice, the dangers of inhospitable terrain and crumbling ruins, and the warring factions that roam The Drift. 175 Micro-Settings
The Life of a Tunneler In “The Drift” your character is one of these Tunnelers, part of a team of explorers willing to risk their lives to tunnel beneath the ice in search of lost relics and technology. These items can be traded back to the surface for food, water, or even warmth. Tunnelers face major dangers while exploring the ruins. There are a few major tunnels that run beneath the Drift, acting as “highways” of a sort for experienced explorers. However, the entire tunnel network is like an ever-shifting maze, as Tunneler teams carve out new paths and entrances to the buried cities. Memorizing these paths is key to survival. Tunnelers also come face-to-face with the creatures that make these tunnels their home. Living in the tunnels is far more comfortable than living above the surface, where you’re constantly barraged by harsh winds and elements, and so large creatures wait below, ready to feed their appetites. Some creatures even have tunneling abilities of their own and will carve their own paths through the ice. Rival Tunneler squads are another threat. There are no real laws on the Drift, and once you’re outside the city of Hearth, there is no real accountability either. Tunneler squads resort to dirty tactics and violence to be the first to the relics. Some teams simply hover at major tunnel entrances, hoping to ambush weak and weary teams struggling to return their treasure to the surface. Building a Squad Every Tunneler belongs to a squad—it is suicide to navigate the ice alone. The players at the table make up one of these squads, creating a name for themselves, along with a few NPCs to bolster the roster. Character death can be a very real concern on the inhospitable ice, and 176 Micro-Settings
so players can take over NPCs when they need to add a replacement character into the game. Most Squads make their home in Hearth, the only major city on the Drift. Health & Healing Health will not recover during normal means while on the Drift. Tunnelers can still using healing items (if they’ve managed to acquire any), but the cold is too intense, even in the tunnels, to allow for natural healing. If the Tunnelers manage to light a fire (which is difficult to do, and dangerous in the tunnels), they can rest by the fire to regain health. The main way Tunnelers recuperate is by visiting the city of Hearth and resting near their eternal flame. Barter & Trade There is no currency on the Drift. Everything is bought and sold using a barter system. The rarer the good, the more expensive it will sell at the markets in Hearth. Keep in mind that electricity is a limited resource, and relics that help generate electricity, or heat, will sell for a prime price. Fatigue & The Cold When a Tunneler has been away from warmth for too long, the deep cold begins to set in. Tunnelers make due with warm clothing and protective suits but, without it, it’s difficult to survive the climate. For every day spent in the extreme cold without protection or warmth, the Tunneler suffers a -1 penalty to all dice rolled. Once they find warmth, they must stay there for a number of hours equal to their total penalty before they feel like themselves again. 177 Micro-Settings
The World of the Drift Hearth Hearth is the main hub of activity on the Drift. The city is built upon the side of a mountain that once stretched miles into the sky, but now just barely towers above ice level. Hearth is considered the very edge of the Drift. Those who have dared cross the mountain to see what exists on the other side have never returned. The richest live higher on the mountain, away from the ice, while the poorest live on the ice itself, in concentric half-rings stretching out from the central market of Hearth. Hearth also holds the Ever-Burning flame, a large bonfire that exists at the center of the mountain’s small valleys. The entrance to the Ever-Burning flame is heavily guarded, and most of the resources generated by Hearth are used to keep the fire going. The fire is used mostly for medical purposes, to try and stabilize those who are sick and too weak to survive in the harsh temperatures. When Tunnelers bring relics and goods back to Hearth, they are allowed a few moments near the fire, to help them recover from injuries sustained on the job. It is one of the only ways to naturally recover health. Hearth is under the control of the Frost Flag Regiment, a military organization that rose out of the ashes of the old world. It is they who keep the peace and enforce laws in Hearth, but outside of the city you will find little protection. 178 Micro-Settings
Hearth is where most Tunnelers make their home, returning to the city to sell their salvaged gear, rest, and work on bettering their own lives. It is the dream of every Tunneler to earn enough to build their home higher on the mountain, away from the ice, and retire to a quiet life. Very few Tunnelers ever reach this milestone. The Settlements While Hearth is the only major city on the Drift, countless small settlements have sprung up as traders and explorers gather and make permanent camps upon the ice. These settlements come and go far too quickly for another to take notice or bother mapping them, as raiding parties or hazardous weather can quickly remove all traces of their existence. The Frost Flag Regiment Currently under the leadership of General Aydyn Graham, the Frost Flag Regiment does what it can to protect the citizens of Hearth and restore some semblance of order to the world. The Frost Flags, as they are called, were originally formed from a united front of the world’s armies. As humanity struggled to escape the coming ice age, the survivors began to gather together in one place, to make it easy to share what little resources were left. When the governments of the world failed, the Frost Flags were there to maintain order, which they do to this day. Most respect the Frost Flags, even when members sometimes take what doesn’t belong to them or take more than their fair share. Most look the other way regarding these activities, as having the protection of the Frost Flags is better than being alone, subject to the predations of the gangs. 179 Micro-Settings
The Shatterfist Gang Somewhere out on the Drift lies the hideout of the Shatterfist Gang, one of the more aggressive gangs that prowls the Drift. No one knows where the gang makes its home, but some believe they live beneath the ice in the ruins of a forgotten city they have claimed for their own. Life within the ice is not easy, which explains why only the most hardened of warriors are recruited in the Shatterfist Gang. Their tactics are desperate and cruel—they set traps for Tunnelers, cause cave-ins, and ambush traveling groups at rest. It is because of the Shatterfist Gang that the Frost Flags have begun accompanying merchants who make routes against the Drift, visiting some of the small settlements that exist. The Shatterfist Gang is led by the mysterious “Prophet Codex,” who has never been seen. Tunneler Squads There are dozens of Tunneler Squads operating on the Drift. Many of them call Hearth their home, and so these squads interact with each other often. These squads are guided by their own set of politics, with uneasy alliances changing by the day. No squad will want to publicly move against another and risk their reputation. Instead, backstabbing and betrayals happen on the ice, far from the prying eyes of the Frost Flags. Some Tunneler Squads form concrete alliances, often merging together when their numbers get low. Tensions are always high between these squads, as they do share a sense of camaraderie while in Hearth…. but out on the ice its every squad for themselves. 180 Micro-Settings
Children of the Forest By Scott Smith They call us freaks, monsters. They sit behind their massive walls, in their mountains of steel and formed rock, and sneer at us. They’ve done what they needed to survive. We’ve become what we needed to be to thrive in this new world. We are the chosen, the Naturals, the Children of the Forest. Humanity has long fought a war against the tiniest of foes: plagues and pestilence are the most merciless of killers. Only a tiny fraction of the human population has survived bio-warfare gone wrong—those who had the wealth and connections to buy a place in the Refuge Cities, and those who endured the hellacious plagues and emerged changed. Some might even say… evolved. Now, we have mastered the magic art of gene editing to make ourselves equal to the stone and metal that the humans use against us. They think they have won, staved off extinction, but the war for this world has just begun. The World: The world is Earth, some three centuries in the future, two centuries after the insidious war that was the downfall of humanity. Humans retreated to their stone-and-glass strongholds when the bioengineered plagues spread, and they have stayed there. When they do come out, they wear masks to protect them from the bioagents that have thrived in this new world. Nature has reclaimed the ground it once lost to human industry, and then some. The world is covered in dense, beautiful green forests. The lakes have never 181 Micro-Settings
been so pure, and the rivers run strong, unabated. The atmosphere is much more humid, and the world has cooled; some say it is even the start of a new ice age. The flora and fauna of the old world have rebounded spectacularly. Wolves, bears, moose, elk, deer, lions, tigers—all have reclaimed this world as their own alongside their brethren, the Children of the Forest. The Inhabitants: Humans: The humans that have survived do so in an increasingly technology-dependent world. The world still teems with pathogens that threaten to decimate what’s left of the human population, or worse, turn them into those dreadful beasts of the forests. Their cities are marvels, enormous closed-system, bio-glass domed fortresses that are the last bastions of human life. Think a space station on a now-hostile earth. But is a cure possible? A vaccine? Human scientists work tirelessly toward a solution that will grant them the ability to dominate this world once more. Some of the tools that humans depend on in the meantime: • Pathogenic filtering masks (expensive, only used for critical tasks outside of their compounds. • Hand-held rail guns (rare) • Bows, arrows, spears, knives, crossbows (common) • City-fortress equipment: These fail infrequently, but when they do, it’s not pretty • Air filters: These critical pieces of equipment provide the enclosed cities with air free of the biopathogens that still plague the human race. • Hydro-units: These supply cities with clean water pulled from the atmosphere. 182 Micro-Settings
• Electrified fences: These keep the beasts of the forests at bay… for the most part. These fences are typically placed around crop fields, which the humans depend on for food. The Children of the Forest: The Children of the Forest are all humanoid beings, but the plagues they endured changed them, mostly for the better. The affected took on the properties of the life forms around them, and thus started the biological revolution. Over time, they have developed the magical ability to change their forms to acquire the attributes of other living creatures… at a cost. Typically, each Child of the Forest can only handle two or three animal attributes, though those attributes are as varied as the life that inhabits the earth. choose wisely. Some examples of abilities seen among the Children: • Piercing Attack: typically associated with attributes (teeth, claws, etc.) gained from wolves, bears, other mammal predators • Strength/Speed/Agility: attributes gained from a variety of animals like moose, elephants, primates • Flight: attributes gained from bats, birds • Underwater: some Children have melded with amphibians and even fish, and now rule the water. Careful where you swim. • Exoskeleton: inherited from insects • Venom: inherited from spiders, snakes The War: The humans who remain live exclusively in their high-tech cities. They seek to expand their territory and clear the forests to make room for more farming to feed their kind. 183 Micro-Settings
The Children see humans as a plague, the reason that the world suffered in the first place. They attack humans whenever possible, and delight in sabotaging their cities. Players may assume the role of either humans or Children of the Forest Story Ideas: • Hunting Party: In order to feed their slowly growing population, humans lead hunting parties to acquire whatever meat they can. Often these parties are large events, but every once in a while, an enterprising group of humans decides to hunt in small parties to increase their share of the spoils. This is extremely dangerous, however, as the Children of the Forest don’t appreciate it when the bastard humans kill their furry friends, and they are emboldened by small numbers. Players can assume the role of either the humans on the hunting party, or the Children of the Forest who, in turn, hunt them. • Attack on a City: Be part of a coordinated attack on the humans. A band of Children may attack farmed fields (just have to get through the electric fences), or the city itself. Wise attackers go for the equipment that keeps the humans alive inside their hives. Players can assume the role of either the humans defending their cities and farms, or the Children of the Forest who seek to eradicate them. • Trophy Hunting: “Heroes” from both sides of the war claim trophies in the form of the skull and hide of their enemies • Diplomacy: Players on either side of the war may choose to seek a peaceful path: bargain for resources, land… maybe even help one another build a better future. 184 Micro-Settings
High Plains Drift By Paul Weimer Possible Themes: Resource skirmish wars, survival, legacies of the apocalypse coming to light, hard choices in a hard world. Inspired by: The endless vistas of North and South Dakota, The Book of Eli, Badlands (1973 movie), Apocalypse World, Car Wars, Other Dust, Mad Max Fury Road, Dune, the Fallout series, Damnation Alley, Into the Badlands. The Concept: Big Sky Country, the idea where the sky goes on forever against an unpopulated flat land running to a forever horizon, is the motto of Montana, but it could be better applied to the Dakotas. The High Plains provides all that big sky and more. Found on and in those endless flat lands are farms and small towns, wide open spaces, small manufacturing plants, and old Minuteman missile silos. Prairie Dog towns, Badlands, Buffalo herds and much more await, too. What would all that look like after an environmental Apocalypse that ended civilization and made existence hardscrabble? How would people survive in such a place? What would their concerns, reactions, conflicts, and goals be? High Plains Drift explores those questions. 185 Micro-Settings
Setting Fluff: The Great Slump was an economic, political, environmental, and social disaster for the United States and the rest of the world. Economic recession combined with year after year of drought in the summer followed by unpredictable and often brutal winters. This was compounded by self-inflicted environmental damage in the form of pollution, fracking, and strip mining in a race for resources. All this caused matters to spiral out of control. Glaciers melted, rivers became unpredictable in their flow, ranging from nearly dry to terrible flash floods within the same year. Dust Bowl conditions, incredibly hot summers, and wild winter storms continued on and on across the United States and the world. Famine and disease spread to every corner of the Earth. Systems started to break down. Finally, the need for water and resources turned brushfire and proxy wars into full on conflicts within the United States and across the world. Troops of California’s National Guard fought Arizona’s for access to the water of the nearly bone-dry Colorado River, and that single break with order led to dozens such conflicts from Baja Mexico to Quebec, British Columbia to Florida. The nuclear weapons thrown around by various powers at the height of open warfare ended organized nation states across much of the world, including the United States and Canada. New small points of order have tried to survive in a sea of anarchy and chaos. But it is a challenge. Every year, the land gets a little bit harsher, a little more difficult in which to survive. The farmers of the High Plains survived by collecting themselves together on farms walled off together as a compound, or moving into close belts around small 186 Micro-Settings
fortified towns. They have tried to survive where they could find untainted water, growing crops that they might eat. Meat is a real luxury, and the richer communities have chickens, or a few pigs. If they are truly rich, they might have a cow, for milk. Some of these towns, long ago the home of small manufacturing facilities, now use those old facilities to arm and protect the towns wells, farmers, and people left to defend and survive. These communities are small pockets of often brutal order with wide open spaces of chaos between. Some, however, have turned into raiders and scavengers, ravaging out from their bases to find the resources for those small bands they protect to survive. They pick the bones clean of the old world and those communities who survive. If they cannot get access to food and water, then perhaps they can find the resources to take them from those who do. Lines are blurry and uneven, and even successful communities sometimes find themselves needing to make the choice of taking needed resources from their neighbors so that all of their people might survive a bad season, or to get enough material to patch a hole in their defenses. Some bands are full time wanderers on the High Plains and do not have any fixed abode. They wander the High Plains, taking resources where and how they can. These bands live on the knife edge of survival and are always on the move. All settlements fear their arrival, for they fight with fierce desperation. No one goes out onto the High Plains alone and lives long. That is the act of true desperation, or madness. The old Minuteman missile silos, many of their payloads gone, are a source for parts, ammunition, equipment, and knowledge from old times when the Internet shaped the world. Some of them are 187 Micro-Settings
abandoned, others are dangerous bastions of radiation from failed missiles. Others have descendants of the workers and staff, still there, mutated, evolved, and deadly dangerous. Tales of tunnels that run to all the silos, underneath hundreds of miles of the dry plains and creeping badlands, are surely rumors and legends. Surely. The oilfields in Western North Dakota provide the only petroleum available to the communities of the High Plains. Those communities charge high prices for gasoline. But sparing crops to convert to ethanol vehicle fuel instead is just as expensive, because it may mean fewer mouths can be fed. Some of the wildlife has survived into this new era, as well. Prairie dogs, a threatened species before The Great Slump, have mutated and exploded in population. Prairie dogs the size of dogs may not sound especially dangerous, but when they swarm in groups of dozens, and have elongated fangs besides, someone caught by them in the endless open gains a new name and title: Food. The mutated descendants of the buffalo who now wander the empty spaces are dangerous, and no longer easily domesticated. Who you are: You live in one of those small farming communities, or a fortified town, or are part of a wandering band of raiders in and on what was once the High Plains of Manitoba, Saskatchewan, North and South Dakota, and parts of Wyoming and Nebraska. The collapse of civilization and the continued wild weather has cut off most regions from each other and made basic survival from year to year difficult, even if you keep your head down. 188 Micro-Settings
Farming on the scoured land is at a subsistence level in the best of years, raiding your neighbors for food and supplies is a near-necessity, and where your next drink comes from is as important as your next meal. And the killing heat of the summer, the howling winds of spring and fall, and the perils of winter mean that even going outside to the outhouse is something to be done carefully. There are rumors of things happening to your east, beyond the Red River of the North (which is now actually a brownish reddish color and smells of something like vinegar and sweat). And rumors of things happening beyond the Sand Hills of Nebraska to the south. To the southwest, in the radioactive ruins of Denver, something stirs. The west is warded by the mountains of Wyoming and Montana to the west. To the north, whatever is in Lake Winnipeg beyond the ruins of the city itself is best left alone, as are the badlands of Alberta to the Northwest. Your world, as far as you are concerned, exists within those boundaries. But, hey, it’s home. Adventure Hooks and Ideas: Nary a Drop to Drink Your town’s water supply, the precious core of its existence, has suddenly turned out to be tainted. Its undrinkable, and without a source of water, the future of your town is grim. Was it sabotage? Something left over from the Great Slump that has poisoned your water only now? Do you search out for a way to cure the taint? Find the perpetrators and take revenge? Take the water and resources of a rival town to keep yours alive? 189 Micro-Settings
Dread Power from the East Rumors from the smaller holdings to the east of you, near the Red River, say that outriders of some place called “The Barony of Itasca” are pushing their way west, demanding tribute, taking badly needed supplies from your neighbors. How do you deal with a burgeoning power that threatens your autonomy and way of life? 190 Micro-Settings
The Glow To the north of your farming commune, the old Missile Silo has been ignored for years, after having been stripped for useful items long ago. But at night, a greenish-yellow glow has been seen in the direction of the old silo. Who or what lurks there, now, and what threat do they pose to you? You might well think to ignore it, but the glow, uninvestigated, could bring unwelcome attention from farther away upon your community in the bargain. Unique Setting Rule: War Vehicles on the High Plains Farmers on the High Plains are long used to repairing and upgrading their equipment. With farming becoming ever less viable, the conversion of harvesters and other farm tractors to weapons of war was a brilliant idea that is now a feature across the High Plains. Glorious in their traditional green and yellow paint, when a raiding group has some of these 6 to 15 foot tall four wheeled weapons in their van coming at you across that endless horizon, you know that the attackers are serious. Hope you have some yourself. Retterath Class War Tractor • 3 Hit Points • Capacity: Driver +2 • Attacks: Machine Guns (ranged) • Retterath Class War Tractors get the Off-road Upgrade: • Off-road: The often crumbling roads of the High Plains are not a barrier for a vehicle happier churning across the countryside without one. • Attacks: Machine Guns (ranged) 191 Micro-Settings
You’ll notice some of these traits aren’t found in Tiny Wastelands. High Plains Drift is written to be cross compatible with Tiny Frontiers: Mecha & Monsters and you can find the rules for these Upgrades in that book! Streier Class Small G&Y Mecha An advancement to the original War Tractor design for those with the materials, turning it from a war vehicle into a full-on Mecha. • 4 Hit Points • Capacity: Driver • Streirer Class Small G&Y Mecha has the Upgrades Attacks: Machine Guns (ranged), Heavy Lifting, Self Repair, & Off-road • Attacks: Machine Guns (ranged) Lindell Class Large G&Y Mecha The richest, most powerful farms and holdings fuse together several cobbled together vehicles into the largest of mecha. • 8 Hit Points • Capacity: Driver +3 • The Lindell Class Large G&Y Mecha has the Upgrades Attacks: Cannon (ranged) and Smash (Melee), Heavy Lifting, Object Avoidance, Emergency Power, Retractable Armshield, & Off-road • Attacks: Cannon (ranged) and Smash (Melee) 192 Micro-Settings
TinyD6 gets apocalyptic! The versatile and minimalist TinyD6 ruleset hits the road in this post-apocalyptic sourcebook. Containing new rules for settlements, vehicles, and mutations, Tiny Wastelands is your trusty companion in the blasted landscapes of the near future. Tiny Wastelands is a complete rulebook, but to fully utilize the scope of the game, a deck of Enclave Cards is required.