• Rojak Barely Escapes (Fallout 2 Load Screen)
    Fallout 2 by artist Justin Sweet

    The Old Place reeked of rust and decay, its crumbling walls scarred by decades of war and neglect. Once a slum, now a battleground, its skeletal frame echoed with the clash of steel and the guttural roars of the Gammarauders. The Iron Society’s hunting party, cloaked in their ash-gray armor, had come for Rojak, their motley firearms glinting under the sickly green glow of a fractured sky. But the players—ragtag mercenaries turned heroes—fought with feral precision, their blades and blasters cutting through the hunters’ ranks. By the time the dust settled, more than half the Society’s party lay broken on the cracked concrete, their ambush thwarted by the players’ relentless counterattack. Rojak, the Purist they’d been sent to capture, cowered behind a rusted vat, his eyes darting like a trapped animal’s.
    The Mutationists of the Iron Society fared no better. Six of their number sprawled lifeless, their twisted, misshapen bodies torn apart by the Gammarauders’ savage strength. Amid the chaos, the players caught sight of the Mutationists’ leader—a towering figure in tattered military fatigues, his presence commanding even in retreat. His eyes glowed with an unnatural sheen as he rose into the air, propelled by telepathic flight, another comrade clinging desperately to his back. The pair vanished into the smog-choked sky, while on the ground, the remaining Mutationists fled, scrambling over rubble toward the distant hills. Their retreat left a bitter tang of ozone in the air, the residue of their unnatural powers.
    Rojak saw his chance in the aftermath, slipping away from the carnage with the stealth of a man who’d dodged death before. But Paul Best, the players’ sharp-eyed tracker, wasn’t fooled. His nose twitched—something about Rojak’s nervous sweat smelled of betrayal. With a lunge, Paul tackled the Purist, pinning him to the ground. Rojak’s protests were shrill, his claims of innocence drowned out by the clatter of his own gear spilling across the floor. The players bound his wrists with scavenged wire. Any trust in this one has now completely eroded.

    Among Rojak’s scattered belongings, a polished book caught their eye. Its black leather cover was worn, but the title was unmistakable, penned by a twentieth-century despot whose name was a curse even in this broken world. The players exchanged grim looks—Rojak was definitely not worth the trouble. The book was damning proof of his treachery, a thread connecting him to the Knights of Genetic Purity’s twisted ideology. Whispers passed among the group: Rojak wasn’t just a coward—he was a tyrant’s best cabana boy.
    They dragged him to an abandoned tenement on the edge of the Old Place, its walls sagging under the weight of time. Inside, the air was thick with mold and the faint glow of microscopic flakes of decaying isotopes. The players huddled in a shadowed corner, their faces lit by a flickering chem-lamp. Rojak knelt before them now in handcuffs, his breath shallow, his eyes pleading. Paul cracked his knuckles, while Mordecai sharpened a blade against a whetstone, the sound deliberate and menacing. The interrogation was about to begin, and in the silence that followed, the question hung unspoken: would words alone break Rojak, or would they carve the truth from him with something sharper?

  • A post-apocalyptic cityscape featuring wrecked cars and crumbling buildings under a cloudy sky, creating a desolate atmosphere.
    Destroyed City by Nacho3 on DeviantArt

    Fandom describes Radioactivists as “worshippers of a radiation god which they reverently call the “Radiant Divine Glory”. These cultists are those with high radiation resistance and many are mutated, as initiation requires that they spend a week in a radioactive area. Radioactivists are often seen traveling the desolate areas of Gamma World, searching for new “holy lands”.”

    This time the party encounters a group of Radioactivists who are willing to trade and parlay. Since their society requires each member to relinquish their possessions, the trade stores are quite abundant.

    Their leader is a man named Clouth, shrouded entirely in power armor, Clouth’s voice sounds rough and raspy, as if he is constantly chewing on nails, and its grating quality makes it impossible to mistake him for anybody else.

    A figure in heavy power armor with glowing eyes, surrounded by a muted, post-apocalyptic background.
    Apocalypse Raider Art by Marcodalidingo on Deviantart

    “Welcome Outlanders. Please have a look at our wonderful wares. Our stock is 100% no-strings-attached-we-swear, all-sales-are-fabulous, and batteries ARE included! Domars only, but interesting trades considered. Don’t leave empty handed or you’ll be FOMO’d by all your savvy buddies. Step right up!” Close by, a bouncing silver sphere displays a rapid succession of adverts across its surface. The Radioactivists unload their wares from nearby cargo carriers into bins, trays and onto folding tables. The apocalypse mart is open.

    DON’T FORGET

    Bags & Boxes Purchase DCs : -2
    Clothing & Outfits Purchase DCs : -2
    Computer Electronics Purchase DCs : +6
    Surveillance Gear Purchase DCs : +6
    Kits & Tools (Professional Equipment) Purchase DCs : +4
    Survival Gear Purchase DCs : +2
    Services Purchase DCs : +5
    Ranged Weapons (handguns and longarms) Purchase DCs : -4
    Heavy Ranged Weapons Purchase DCs : +0
    Ammunition Purchase DCs : +1
    Arrows & Crossbow bolts Purchase DCs : -5
    Melee Weapons Purchase DCs : -2
    Modifications Purchase DCs : +2
    Explosive & Splash Weapons Purchase DCs : +2
    Mild Acid Purchase DCs : +0
    Traps Purchase DCs : +0
    Pre-War Armor Purchase DCs : +4
    Weapon Accessories Purchase DCs : +0

    WE VALUE YOUR BUSINESS

    A character in futuristic attire looks thoughtfully at a coin, with a speech bubble asking about using wealth in D20 Modern.

    * GAMMA AGE GEAR *

    (DC adjustments included)

    A detailed table listing various types of armor, including Light, Medium, Heavy, and Shield categories, along with their respective equipment bonuses, non-professional bonuses, maximum Dexterity allowances, armor penalties, speed, weight, and purchase difficulty ratings.
    A group of Radioactivists displaying their wares at an apocalypse mart, featuring tables filled with various items and a silver sphere advertising products.
    Table displaying various ranged weapons with details on damage, critical hits, damage types, range, and purchase DC.
    Table displaying various grenades and missiles with details on damage, critical hits, damage type, burst radius, reflex DC, range increment, size, weight, and purchase DC.

    * Special Offerings *

    “CB”: DC 30 40

    Portable Scanner – Second Life Marketplace

    PORTABLE SCANNER: DC 35

    Holo Sight 2 by Ivan Lavretsov

    TRACTOR PRESSOR: DC 45

    NUDIE MAG: DC 50 60

    * From the Warehouse *

    Robocase: DC 20
    Repair Goo: DC 21
    Tool Bracelet: DC 24
    Wrist Assistant: DC 24
    Shelter Pak: DC 25
    Sense Specs: DC 20

    Fix-It: DC 21
    Handi-Lite: DC 19
    Biogill: DC 17
    Camping Bio-Band: DC 17
    Grooming Nanotechnology: DC 19

    * ARSENAL OF FREEDOM *

    (By Special Order only. Black & Bliss weapons unavailable)

    Field Medical Kit: DC 33
    Artificial Immune System: DC NA
    Nanotech Regeneration Pod: DC NA
    Stabilization Unit: DC 17
    Rescue and Revivification Nanotech: DC 21
    Treatment Gun (loaded): DC 27
    Treatment Egg: DC 23
    Triage Spider: DC 36

    Thank you for shopping!

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  • Our next story starts with a mysterious stranger, lost and alone in the wasteland of this blighted earth. He has come a long way from home, on a desperate mission to evade catastrophe of the kind that may effect the multitudes of living organisms everywhere. At least, that is what he believes. Here in this place, the thoughts and ideas in memory you hold onto quickly lose their cohesiveness. As day becomes night becomes day, the mysterious stranger drifts along like the ghost of a long forgotten battlefield.

    Wasteland Fantasy Backdrop Concept Art by Vecteezy

    Eventually, he meets a traveling merchant, and after a brief misunderstanding, the two set off together. The merchant takes his new companion to a small base he has tucked away in the mountainside nearby. The mysterious stranger watches the merchant for days while he rests in this dank abode and delights in his other pastimes. Often times he’ll occupy the broken toilet, skivvies tucked protectively around his waist whilst reading a dirty magazine, or the dingy couch where many an imaginary maiden has lost their way to the old broker’s wily charm.

    Meanwhile, the party is exploring the cave and they find therein the buried ruins of the Redwood Empire Golf Club lodge, interred centuries ago. Inside of the submerged country club, there is an imposing vault door, which they easily bypass. Within lies the Nilone-Yukani Corporate Vault, one of three bases that may or may not be the enemy HQ; Where The Created think-tank resides, and where their numbers are being manufactured. Rumors hold that this vault in particular, no matter who resides here, would provide our heroes with enough firepower to take on their seemingly immortal foe. Still bloodied from their previous skirmishes in the mall, the explorers enter the bunker with furtive steps.

    A long hallway stretches northward, and large double doors left ajar seem to be the only security currently keeping trespassers out of the vault. Beyond them are separate corridors going east and west, and directly across from the doors sits a mining elevator, its gate closed. There is no power in the building, no emergency lights and no working air filters. The place is a dank tomb. The players first decide to explore the east side of the bunker. As they approach the door at the end of the hallway, they notice light streaming from the slit beneath it.

    After some discussion, the players decide to enter the room, but before they can the dweller inside suddenly opens the door, having overheard their conversation. A standoff ensues, but cooler heads prevail, and the party decides that this person is no immediate threat. A brief silence is interrupted when the merchant finally awakens from his drug induced dream state to a room full of intruders. Another standoff ensues, but the stranger convinces the trader that the newcomers are scavs just like he is. The trader introduces himself as Thurston Denk, entrepreneurial mutie about town! He opens his shop to the players and commerce becomes the order of the day.

    Wasteland Merchant by Thorsten-Denk on DeviantArt

    When asked about the rest of the bunker, Thurston declares that anything of value was hauled off years ago. The players ask if Thurston minds if they explore the place and he agrees. Then the mysterious stranger asks if he can accompany the players and they agree. They first decide to check out the two rooms to the south. The room on the left is a security room and contains storage cabinets, desks, a weapons locker and an old jail cell. Inside the room the players find a large computer terminal with a keyed lock on the hardware and a gasoline generator. The room on the right is a decaying locker room, now empty.

    Before moving on to the western hallway, the players decide to check out the north room. They find an old sickbay, loaded with gurneys and steel trays. At the end of the room on the right, a curtain is drawn. The players enter quietly and poke around. Eventually one of the players steps through the curtain and is immediately set upon by a floating, tentacle-armed eye-bot. The octopus like creature is covered in metallic wire, and the bulbous head is loaded with sensors that are feverishly keeping a lock on its current target: Hans. The drone inflicts frostbitten lesions on its victim with every strike from its tentacles. The two are tangled up pretty quick and a battle ensues. The players in the room blast away, but meanwhile a new threat is trying to slither its way out of the nearby toilet. The mysterious stranger dispatches the floating menace with his incredible Astra Arm, and Hans – seeing the toilet lid bouncing repeatedly – immediately sits on the can to keep the drone from entering the fray. The gambit pays off and the team dispatches the room’s guardian. After which they pile on heavy equipment found nearby to ensure that the toilet lid remains shut. The trapped eye-bot retreats into the bowels of the place via the sewage line.

    Bolack, David, Gareth Hanrahan, Patrick O’Duffy, and Chuck Wendig. Machines & Mutants. Clarkston, GA: White Wolf Publishing, 2003. WW17252.

    The players are now looking to explore the western hallway.

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  • ENGRAM ENCODER ACTIVATED

    UNKNOWN THETA WAVES DETECTED … TRANSMISSION INTERCEPT INITIALIZING

    TRANSMISSION INTERCEPTED

    SIGNAL EROSION DETECTED

    BEGIN PLAYBACK

    (more…)
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  • Xander, Tanni and Hans are on the second floor of the Redwood mall, taking care of the wounds they sustained from the battle that took place below a few seconds earlier. They managed to escape from the fight with the DeLorean intact, but Doc is left behind and the MHUTOs rip him apart in short order, his screams echoing out in all directions.

    Some time passes and without warning, a distant clapping noise fills the air belonging to the Mall’s AI: Techno Boy. Techno Boy offers the players some new toys and safe passage out of the mall if they agree to help terminate the MHUTOs. The creatures are male and female, and they found their way into the mall by tunneling through the sewer line beneath the structure. Techno Boy is certain that way is now sealed, but he fears that no one will come to peruse the mall and window shop if there are two gigantic beasts terrorizing the shoppers. The team agrees and soon they are back in the gun shop, where the AI uncovers a buried cache from the previous owners. They find a Plasma Rifle and a Black Ray Rifle with a few shots to spare in each.
    This discovery comes at the perfect time because the MHUTO’s smell the players’ arrival and are ready to bring on the fight again. They charge forward, the female leading the pack. The players stand their ground this time and take out the beasts, only using up about half of the available ammunition for the newly acquired weapons.

    Being an AI of its word, Techno Boy releases the force field protecting the mall’s occupants and the party is provided with safe passage. They quickly clear out the place, set the DeLorean on park and beeline for the underground, where they find two trains awaiting them. On train is clearly attempting to get their attention but the doors come to a close before any passengers are accepted. Good thing, for the insane train reverses course and smashes into the concrete mall and all the infrastructure behind it. Had the players been inside the vehicle, they too would have suffered a similar fate. Luckily they are the cautious types and only entered the second train after carefully inspecting the AI’s current appreciation for staying intact.

    The train leads the party away from all civilization, deep into the Californian hinterland. There are no craters here, no missile strikes or downed asteroids. No space faring wrecks are lapping on these shores. The players are returned to the wasteland. Once it surfaces the train riders are afforded a series of astounding vistas, mainly of golf courses – a sea of courses in fact – amidst a permanent winter. Nothing lives out here, and all the trees stand petrified, some still enflamed, as sentinels guarding a deceased species of conquerors.

    The train heads for their tomb, a lone mountain that commands the horizon. The train stops at the last station a few miles from the western slope. It is a crumbling slab of concrete with nothing to shield it from the elements. No ruins can be seen nearby… Desolation station. The players disembark and head for the mountain entrance. There is a wide mouthed cave there; the surrounding flora is barely keeping it hidden.

    Within, there is a grand vault entrance. The players easily cast it aside using their knowledge of computers. The thing was practically left open.

    A circular vault door made of reinforced steel. Computers panels hang from the walls on either side of the entrance.
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