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09:19, 26th April 2024 (GMT+0)

Maps & Rumours.

Posted by The ShadowFor group 0
The Shadow
GM, 473 posts
Tue 9 Nov 2010
at 18:00
  • msg #1

Maps & Rumours

Rumours

One of the skyscrapers in the Financial District at the centre of the Sprawl is an Ishtar enclave, stuffed with advanced technology including a wormhole back to their home dimension.

The easiest way into the Financial District is via the remnants of the underground mass transit system.

Some sort of killer stalks the abandoned warehouses and wharves of the South River, striking always by night. They are known as the Cutter, the nickname arising from the pitiful state of the victims the next morning.

Factions

Dabbers
The dabbers have occupied a network of cellars and tunnels under a particularly trashed area of the suburbs, with most of the buildings picked clean and barely standing. The main entrance is in the cellar of a small, unremarkable utility structure. The dabbers keep themselves to themselves, but are often employed as muscle for contracts where the hiring faction wants to maintain plausible deniability.

Allied with: None
Enemies with: None

Badders
The Badders form a loose alliance of various tribes throughout the Sprawl, but their headquarters is Caiger Mall, officially neutral ground and home to the largest weekly market in the sprawl. Anything and anyone is for sale at the right price. Dealing mainly in slaves, the badders are unpopular with all the factions, but only the porkers have the reach to challenge them directly.

Allied with: None
Enemies with: Porkers

You have incurred the enmity of a Badder group called the Troika by attacking their operation at the site of the Soup Kitchen. You have established contact with another group, called the Burners.


Porkers
The porkers live inside a huge oval compound surrounded by a high wall of scrap metal dotted with guard towers called the Tunderdrome. From here they spill out to patrol the surrounding area on their motorbikes. Inside the Thunderdrome is a large maze-like arena in a former junkyard, where the porkers stage their ever popular Death Race. The porkers have an alliance with the Gren in Greenleaf Park. They provide protection in return for biofuel. The porkers struggle for dominance with the Badders.

Allied with: Gren
Enemies with: Badders

Now you've wiped out two thirds of the porkers, killed their leader and trashed their copter their days as a power in the suburbs are finished.

Gren
A small, reclusive tribe of Gren are based in the old sports complex at the centre of Greenleaf Park, an oasis of vegetation in the middle of the concrete jungle that is the suburbs. Bordered on one side by the South River, the park is a haven for various jungle-loving beasties.

Allied with: Porkers
Enemies with: Badders

The Gren will suffer without the porker patrols keeping Greenleaf Park safe and may bear you a grudge.

Sleeth
The Sleer control the one existing bridge across the South River from a heavily fortified redoubt. They shun all outsiders, but will permit passage over the bridge in exchange for Omega technology. The Sleer have let it be know that the bridge is wired with explosives, and any attempt to usurp their control of the bridge will result in its destruction. That doesn't stop the porkers and badders trying from time to time.

Allied with: None
Enemies with: Badders & Porkers

Restorationists
A group of Restorationists has set up shop in an old robot factory in the light industry zone, and are rumoured to be close to getting it online. They are careful and security is very tight, so their intentions are unknown. They maintain an outpost in the suburbs in a fortified mini-mall called Exchange & Mart where they trade for Omega tech.

Allied with: Unknown
Enemies with: Unknown

The Collective
Somewhere in the light industry zone there is said to be a community of thinking machines called the Collective. Their current disposition, aims and location are as yet unknown

Allied with: Unknown
Enemies with: Unknown

Maps

A note on maps
Maps are better described as rough diagrams complete with descriptions on how to navigate a small slice of the Sprawl (e.g. turn left at the bombed out school, access the storm drain on the third alley past the downed airliner etc.). During the course of exploring the city the party may get a chance to improve their map. Once per day of travel, the mapper can make a Science or Perception roll to improve the party map to the next stage. DC is 20 for Basic, 25 for superior and 30 for Masterwork.

Maps come in four types: Poor (2x Travel time), Basic (1.5x Travel Time), Superior and Masterwork (0.5 x Travel time)

Using any kind of vehicular transport is very difficult without a Masterwork Map. Multiply the travel times using the following formula. Poor(x3), Basic(x2), Masterwork (x0.5). In addition, for motor vehicles, driver must make a Mechanic check DC15 or suffer some kind of problem.

District: The Suburbs (Masterwork)
A wasteland of smashed residential buildings and small retails outlets, thoroughly picked over by waves of looters. The suburbs are dotted with small strongholds and patrolled by ruthless scavengers who pray on the unwary explorer.
Daylight Encounters: 3 in 6 every 6 hours
Night Encounters: 2 in 6 every night
Find Water: DC15 (Bad 2 in 6)
Scavenge: DC20 Table I
Alpha Flux: 1 in 6 every day

Location: Dabbeville (Dabber lair)
Accessible from: Suburbs (6 hours)
Daylight Encounters: 3 in 6 every hour
Night Encounters: 2 in 6 every hour
Find Water: DC25 (Bad 3 in 6)
Scavenge: DC30 Table I
Alpha Flux: 1 in 6 every day

Location: Thunderdrome (Porker lair)
Accessible from: Suburbs (6 hours)
Daylight Encounters: 4 in 6 every hour
Night Encounters: 3 in 6 every hour
Find Water: DC20 (Bad 3 in 6)
Scavenge: DC30 Table I
Alpha Flux: 1 in 6 every day

Location: Caiger Mall (Badder lair)
Accessible from: Suburbs (12 hours)
Daylight Encounters: 3 in 6 every hour
Night Encounters: 1 in 6 every hour
Find Water: DC20 (Bad 2 in 6)
Scavenge: DC20 Table II
Alpha Flux: 1 in 6 every day

Location: Exchange & Mart (Restorationist outpost)
Accessible from: Suburbs (6 hours)
Daylight Encounters: 3 in 6 every hour
Night Encounters: 1 in 6 every hour
Find Water: DC20 (Bad 2 in 6)
Scavenge: DC20 Table I
Alpha Flux: 1 in 6 every day

District: The South River (Superior)
Most of the river bank areas are controlled by various factions that jealously guard their territories. Beasties living in the river make swimming dangerous, and only one bridge remains.
Accessible from: Suburbs (18 hours)
Daylight Encounters: 2 in 6 every 6 hours
Night Encounters: 2 in 6 every night
Find Water: DC10 (Bad 1 in 6)
Scavenge: DC20 Table I
Alpha Flux: 1 in 6 every day

Location: Greenleaf Park (Gren lair)
Accessible from: South River (3 hours)
Daylight Encounters: 3 in 6 every hour
Night Encounters: 3 in 6 every 3 hours
Find Water: DC10 (Bad 1 in 6)
Scavenge: DC25 Table II
Alpha Flux: 2 in 6 every day

Location: South River Bridge (Sleeth lair)
Accessible from: South River (3 hours)
Daylight Encounters: 4 in 6 every hour
Night Encounters: 2 in 6 every 3 hours
Find Water: DC10 (Bad 2 in 6)
Scavenge: DC25 Table I
Alpha Flux: 1 in 6 every day

District: Light Industry Zone (Standard)
The factories and warehouses in this district are mostly picked clean or bristling withe defences from one of the many active groups in the zone. Once in a while explorers can stumble over an overlooked cache of technology.
Accessible from: South River (3 hours)
Daylight Encounters: 1 in 6 every 6 hours
Night Encounters: 2 in 6 every night
Find Water: DC20 (Bad 2 in 6)
Scavenge: DC25 Table II
Alpha Flux: 2 in 6 every day

Location: Robot Factory (Restorationist lair)
Accessible from: Light Industry Zone  (6 hours)
Daylight Encounters: 4 in 6 every 3 hours
Night Encounters: 4 in 6 every 3 hours
Find Water: DC20 (Bad 3 in 6)
Scavenge: DC20 Table III
Alpha Flux: 3 in 6 every day

District: The Slums (Poor)
This hive of decaying tenements and collapses tower blocks is ruled over by an unpleasant individual known as King Worm. Little is known of the district as hardly anyone who enters ever walks out again.
Accessible from: Light Industry Zone  (12 hours)
Daylight Encounters: 3 in 6 every 2 hours
Night Encounters: 3 in 6 every 6 hours
Find Water: DC15 (Bad 4 in 6)
Scavenge: DC25 Table I
Alpha Flux: 2 in 6 every day
This message was last edited by the GM at 11:47, Wed 13 July 2016.
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