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A TRADER'S GUIDE TO TENNESSEE
A TRADER'S GUIDE TO TENNESSEE
Welcome to Tennessee Yankee!
In this guide you will find rules on how to play a game set in Tennessee. Enjoy!
-Andrew Martin
I. A HISTORY:
History of Tennessee (as told to me by Athulu, Uiaoe Shaman)
Child I tell you the story that has been told for many years through our tribe, long ago,
before the scourge, there were great tribes, they ruled massive lands, one day these tribes
went to war, they invoked the wrath of god, but god saw that these tribes had become to
powerful, so his wrath fell on all of them, and the land changed, forever. But, god is not
completely cruel, he spared some and gave everyone just enough to live, and his wrath
bore new beasts, so became the world. Many tribes ruled the land, but some weren't
satisfied with that, so they became raiders or built towns out of scrap, and some came
from Vaults, and others simply hid from god and started anew in the ruins of the Old
Ones. Then the Super-Mutants came, and now they have become part of this intricate
web, like that of a Dryder's, this web Tenessee.
II. LOCATIONS:
Locations: Places in the wasteland of Tenessee that are well rooted.
Fort Crater:
Population: 0 known
Radiation Level: Deadly
Description:
Fort Crater (once known as Fort Campbell) was where a tactical Megaton Warhead hit,
crippling the military in case of a land-based invasion. It is known as Fort Crater for
obvious reasons, since all it is a big crater that once was a fort. Travellers are advised to
be weary of it, since anything that get's within half a mile is as good as dead.
Neo Nashville:
Population: 40,000 (not counting slaves)
Radiation Level: Low
Description:
Nashville, a city of traders, gambling dens, Bloody Rugby, Pitfighting, and gang warfare.
There are plenty of places for drink, barter, rest, and entertainment. However, tensions are
rising between Punks and Police. Sometimes there's open warfare between the two sides
in the streets. So a traveler might get caught in the middle of a conflict. This aside, you
can find almost anything or have any experience for the right price in Nashville. Just as
before the war, religion is everywhere in Nashville, most common is The Divine Church,
who control quite a bit of the Police gangs and numerous bussinesses. The
Armageddonists have a rather large mission close to the Riverfront, a prime spot to bring
in the downtrodden. As for Bartering there are three prime places: The Caravan Center,
The Barterer's Market and Trader Mills, where two Trading Companies own most of two.
WastelandWarez has gotten it's clutches on the The Caravan Center, while The Opry
Company runs Trader Mills. The Barterer's Market is run by independent traders who
have their own guards and run assorted places. The competition between the two
Companies is fierce, and promotions abound, Ranging from Free Nuka Cola to Car
Giveaways, both Nashville based companies will do anything to get ahead in the buyer
race.
The Dam:
Population: 2,500
Radiation Level: Low
Description:
An Ancient Dam built on the former Tennessee river, which is now a dry riverbed. It is
home to 2,500 Refugium soliders, who have converted the massive structure into a
mighty fortess and call it Fortress D-5000, with defensive howitzers on the roof.
Travellers aren't welcome and will be shot on sight. The reason it is there is to exercise
the Refugium's military might and inspire fear of the Machine Gods.
Scrap Field:
Population: 750 (not counting Raiders)
Radiation Level: none
Description:
A massive collection of scrap along a ruined super-highway, it is home to numerous
cutthroats, bandits, and raiders. On the outer southern edge, a small group of scavengers
live, who go deeper into the perils of the scrap to collect useful items to sell to passing
caravans and traders. The most infamous Raiders who live in the scrap are the Jolly
Roger Raiders. A ruthless band of cutthroats, they raid the surrounding settlements and
passing caravans. They seem to have some sort of agreement with the scavengers on the
southern part, since the scavengers never seem to talk about raids, and many a time an
artefact looted by the Raiders from a caravan turns up for sale on a stand two days later.
Also living amongst the junk, is a rather crazy individual with a love for explosives. He is
known simply as "The Mad Bomber" and loves to blow things up. He (or she) has
become a real nuisance to all so a high price is offered to those who capture the individual
by many Junk-Dwellers. Numerous creatures live within the Scrap, so exploring can be a
real hazard.
Atomic Ridge:
Population: 5,000
Radiation Level: Moderate
Description:
The old Oakridge laboratory, this massive nuclear warhead factory and laboratory has
become the home of the Armageddonists or The Children of the Apocalypse as they are
sometimes called. Crazed Doomsayers, they were driven out of Iorn City by the
Refugium. Old texts spoke of a place where the old ones manufactured Atomic Bombs, a
mighty laboratory called Oakridge. They flocked there, and flourished. It now is heavily
guarded by Enviro-Armoured Guards weilding combat shotguns and plasma grenades.
Visitors aren't welcome, and given fair warning to "leave this holy place or soil the sacred
ground with your lifeblood" and they can back that threat up. Most of the population are
either ghouls who are usually working on the bombs or computer systems, since they
have such good understanding of the machines. Humans are either guarding certain areas
or going about their business in their dark red robes, and numerous humans act as
technicians as well.
Tecumseh:
Population: 10,000
Radiation Level: Low
Description:
Formed by Cherokee who left their reservation some 50 years after the bomb. It is a
peaceful settlement, Home to the Uiaoe tribe, surrounded completely by an adobe wall.
The houses are small adobe buildings with tile roofs made of scrap. The Uiaoe live a
simple life, growing their own crops and brahmin. They also hunt animals out in the
wastes. At the center of the community is a large firepit around 15 feet deep, sitting right
in front of the elder longhouse. Unlike most tribals however, they wear armour and weild
guns. Since they grow a surplus of food, they trade crops, meat, and leather to gun dealers
in Nashville in exchange for weapons and ammunition. Most of the tribals have hunting
rifles or shotguns since they are useful to hunt and kill with, although occasionally pistols
and SMGs can find their way into a hunter's hands. The Main gate is guarded by two
tribesmen using the attached Miniguns. Visitors are welcome, but mistrusted.
Jhonnyville:
Population: 500
Radiation Level: none
Description:
Jhonnyville is a tiny trading town, where one passing through could relax, get refreshed
and take a nap without worry. That's pretty much it. It's economy thrives on trade.
Visitors are definitely welcome.
Chatanooga:
Population: 12,000
Radiation Level: none
Description:
Chatanooga is alot like Nashville, only it's controlled by one central government. People
are free to say and practice what they want in Chatanooga, and trade is always welcome.
Violence is not tolerated and visitors are required to check their weapons at the gates. All
in all a great example of what humanity can do if it works together. Slavery is not allowed
in Chatanooga.
Iorn City:
Population: 25,000
Radiation Level: low
Description:
Iorn City (formerly known as Knoxville) got it's name for many reasons. Number one: it
was filled with factories that mass-produced arms before the war. Number two:
cybernetic laboratories were built there. Finnally Number three: The Refugium who
worship the Machine God live there. It's very unfriendly to visitors, unless they are a
cyborg. Ghouls with or without cybernetics aren't allowed since they are "unworthy" of
the holy Machine. If you can get in, there's not much other than praying and rallies, along
with arms manufacturing. There is a slight "war" going on between them and the folks at
Atomic Ridge.
Plantae Temple:
Population: 500
Radiation Level: low
Description:
A large two-story, adobe building, surrounded by a wall. The Plantae Temple is the only
known concentration of Plantae Cultists in the wasteland. The shabby robed figures go
about nuturing their crops on the outer yard and raise spitting plants on the inner
courtyard. They live simply, and don't usually welcome visitors, however, if a patrol finds
a sick or badly injured person, they'll bring them back, nurse them to health and send
them on their way. A strange place that most people avoid if at all possible.
Mictlan:
Population: 23,000
Radiation Level: moderate
Description:
Mictlan is the Underworld in Mayan Culture, and quite right too. During the daytime the
surface is devoid of life, but at night, the Ghouls, Glowing Ones, and all manner of other
critters come out. Five factions of Ghouls exist, and each constantly vies for supremacy
over the others. A large disease control lab existed in the city, and when the bombs
dropped, the diseases were released, although most of them have since been killed by
fallout, a few survived, most notably The Black Plauge. A leaking Nuke Reactor is at the
heart of the city, which gives the Ghouls that little bit of radiation. Most Normies and
Cyborgs aren't welcome, but there is no coherent government, so anyone can really enter
the city. But, anyone in their right mind would avoid the city at all costs.
VaultTown:
Population: 5,000 (not counting slaves or campers)
Radiation Level: none
Description:
VaultTown is a Vault turned into a town. It was founded by several traders, a mercenary
company, and some outcasts all looking for a solid place to live. Citizens live in the vault,
and anyone selling something who doesn't live there camps outside. It's pretty much the
trading capital of Tenessee, and one could buy almost anything there. Slaves are bought
and sold on the auction block, while pitfights entertain many. It is governed by a Trader
Council with the Head Trader in the Overseer's chair, with 4 other council members on
each side. All trials and disputes are brought before them. Visitors are always welcome.
Bedford:
Population: 650 (not counting slaves)
Radiation Level: low
Description:
Bedford is a New Confederacy goverened town, and a disliked one at that. It's economy
thrives on the slave trade and the New Confederacy. More or less a pitstop for travellers,
and if you have tribals, mutants, or ghouls in your party, better say they're your slaves. It's
nestled nicely in a small valley. You'd probably want to avoid it.
Skullbone:
Population: 1,000
Radiation Level: moderate
Description:
A community of Ghouls and Mutants. It has a close proximity to Fort Crater, giving it it's
name, since bones and skulls are everywhere in the area. The ghouls and mutants enjoy a
peaceful living there, salvaging scrap, weaponry, and ancient tech from ruins and less
radioactive parts of Fort Crater and trading it across the wasteland, living in tents and
ramshackle huts made of scrap. Their leader is a gruff Mutant named Karl. Everyone is
welcome, but normies are mistrusted.
Rosetta:
Population: 2,000 (not counting slaves)
Description:
A small town that grows crops, raises livestock, and works the Iorn Mine. Essentially one
giant farm and a big mine, there's not much to do in Rosetta. They trade their produce and
raw ore to other cities, towns, and orginizations. Visitors are welcome.
III. CRITTERS:
Critters: Loads of 'em are to be found in Tennessee. (Note: this replaces the Beastiary in
the regular rules!)
Mutations: Mutations of critters that once were.
Mammals: warm blooded, body hair or fur, give milk, live births, you get the picture
Common Rat: Large Rodents, they have beady red eyes, hairless tails, and often carry
disease.
Common Rat:
HP: 10
SQ: 6
AP: 6
XP: 25
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