Gamma World RPG Texas Campaign

This was just a fun little campaign setting created pretty much randomly back in 2013.  The Republic of Texas wanted to be Independent from the United States, and the timeline for Texas in the near future completely supported that. Remember, Mutant Armadillos are totally a thing here, and they have a base Armor Class of 4. Other new mutated critters are listed below.

Gamma World Texas Master Map.

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Gamma World RPG Texas Master Map
Texas Map, Gamma World RPG — scale 1 hex = 5 miles

Keyed Encounter Tables (Campaign Map)

1 – Yexil, NA: 1 AC:6 HD:10 Mv 4/15, Bite 3d6, Laser Eyes 5d6 range 25m
2 – Giant Armadillo, NA: 1d4, AC: 4, HD 4 Mv 10, Claw 1d4, Claw 1d4, Bite 1d8.
3 – Sep , NA: 3 AC:5, HD: 17, Mv 10, Landshark Bite 9d6
4 – Bar Bar, NA: 1d6, AC 6, HD: 12 Mv: 18, Damage Attack Bite 5d6, 4x Claws 2d8. Mutated Bear, Extra set of Arms, Mental Blast.
5 – Sep, NA: 2 AC: 5, HD: 17, Mv: 10, Landshark, Bite 9d6
6 – Giant Tarantula, NA: 1d6, AC: 4 HD: 8 Damage Attack Bite 1d12 plus INT 8 venom
7 – Serf, NA: 1, AC: 6, HD: 10 Mv: 12 By weapon type, also Life Leech & Mental Blast
8 – Keeshin, NA: 1, AC: 3 HD: 7 Mv 9, Telekintetic Flight, Forcefield, Life Leech, Mental Blast (Giant Mutated Bat)
9 – Parn, NA: 2, AC: 6 HD: 10 Mv: 6/16 Spines 2d6, 4 sword antennae 3d6 each.
10: Mutant Legion (Cryptic Alliance) , NA: 12.
11: Mutated Scorpion, NA: 1d6, AC: 4, HD 1, Mv: 6 Heightened Hearing, Mental Blast, Venom Int 10.
12: Texas Highway Patrol, NA: 1d10, AC: 4 HD: 10 2 Hovercar + Prison Hoverbus.
13: Robotics Factory.
14: Texas Rangers, NA: 1d8, AC: 4 Weapons: Pistols & Revolvers, WC: 10 + 2 Hover Cars. 10% chance of having a Chuck Norris clone.
15: Nuclear Missile Silo, roll for condition, requires 5th stage key card for entry.
16: Oil Well.
17: Automobile Factory (Hover).
18: Police Station. Need Stage 4 Keycard for entry.
19: Dragon, NA: 1 AC: 2 HD: 22, Mv: 12/48, Damage/Attack: Bite 8d6, 2x Claws 3d6, Breath Weapons: fire breath 6d6t, Radioactive Blast Intensity eight 50% chance or breath fire instead.
20: Mutated Giant Wolves, AC: 8 HD: 12 Mv 18, Damage Attack 6d6 Bite, Taller, 9’ at the shoulder, Telepathy, Heightened Intelligence..
21: Lost Mine (Gold, Silver, Uranium)
22: Military base. Need keycard for entry.
23: Texas Highway Patrol, NA: 1d4, AC: 4 HD: 10 1x Hovercar, Body Armor, Pistols & Shotguns.
24: Mutant Whorehouse & Saloon
25: Death Blossoms, NA: 100
26: Short Faced Bear, NA: 1 AC: 7, HD: 11 (1500 lbs), Mv 18, Damage: Bite 5d6, 2x Claw 3d6.
27: Hospital, Need 3rd stage ID for entry, White, or Red & White.
28: Hot Springs.
29: Subterranean Mag Tunnel Entryway.
30: Caves & Caverns.
31: Forest Groos, NA: 3d6.
32: Cybernetic Ranch.
33: Texas National Guard Armory & Barracks.
34: Hydrofarm Cybernetic Installation.
35: Civil Service Shelter, Second Stage ID, Red & Blue Badge required.
36: Military Checkpoint.
37: Bendijo, NA: 2d6 Intelligent Mutant Armadillos, AC: 0 (heightened dexterity), HD: 12. Mv: 18, Damage/Attack Bite, 1d12, or by wpn type. Increased size (large), Heightened Intelligence, Resistant to Poison, Heightened Dexterity, Heightened Brain talent, receives extra ST vs. Mental attacks, detects all lies.
38: Oil Well.
39: Satellite Communications Array.
40: Robo-Pony Express Station.
41: Wendigo / Shapeshifter.
42: Military Air Base, Keycard for entry.
43: Solar Power Station.
44: Immobile Ogre MK III Supertank, AI Functioning, Out of Ammo.
45: Texas sized Cyber/Android Ranch
46: Oil Refinery.
47: Texas Rangers on foot, NA: 1d8 Weapons: Pistols & Revolvers, & Swords, Wearing bulletproof body armor 50/50 chance one Chuck Norris martial arts Android Ranger.
48: Genetics Research Facility.
49: Nuclear Power Plant.
50: Hover Train Station.

 

Ruins Condition Table (roll 2d6)

2-3 Wrecked/Ruins

4-5 Heavily Damaged

6-7 Lightly Damaged

8-9 Missing an important part or feature.

10-11 Barely Functional however out of power, Needs batteries or broadcast power.

12 – Pristine Condition, fully functional

 

Starman’s Village

The starting point for new players in the Gamma World Texas Campaign. All the rest…

Stardust

Welcome to Stardust
Population: 1,737

Once a major city, Stardust was plagued by looting, disease, aerial bombardment as well as a Nuetron bomb during the war. It fared no better after the bombs fell, suffering looting, invasion & fires as well. A portion of the old city survived, and is the frame work for the settlement. The portion of the town that makes up the survivor settlement is roughly 4 city blocks. The town isn’t against mutants, but there are no mutants living inside the town limit.

The Government here is a Dictatorship: The Rambling Cactus Overlords, a local gang, has terrorized the town, and keeps everyone in check using brute force.

Supplies:
Food: The town has been working and now has barley, celery, hemp, peas, sugar beets & wheat. Some ranchers have collected sheep, dogs & horses for livestock. From scavenging, they stashed 25 Domars in cash. There are enough surplus to trade, and sells off, at fair or low prices.
Water: With all the city had been through, radiation has seeped into the water supply. Unfortunately for the survivors purifying abilities and/or technology are in limited supply. The town will buy water testers/purifiers at three times the normal price (good luck buying one from someone in town though). They have is major source of water near by from a pre-existing irrigation systems and will sell it for 50 Domars a Gallon.
Fuel and Power: This town has several water wheels and windmills allowing them to repair sections of the old power grids. They have repaired the plumbing and have running water and indoor plumbing. Thanks to the local crops, they can produce ethanol alcohol for cars. A few industrial survivors stared mining the near by area. A lucky few have struck nickel, limestone & sulfur.
Medical: They have 9 med packs and 1 assorted medical drugs for sell.
Communications: They have developed limited mail service.

Military:
Town has a moat or fighting trenches around the perimeter. Some of the gang members are equipped with melee weapons, Kevlar vests, firearms, mostly ‘cap & ball’ firearms and/or bows, however a few have modern rifled weapons that use brass cartridges. The gang members also have access to various types of explosives including TNT, blasting caps, Dynamite and Semtex/Plastic Explosives.

The Law:
Major crimes (like murder) can be punished by floggin’ or beatin’.
Serious crimes (theft, assault, etc.) are normally punished by hard labor, stockades or jail sentences.
All other crimes are punished by fine, stockades, or temporary exile.
None of the laws pertain to Rambling Cactus Landlords or it’s leader’s (Anna Holladay), and new laws are made at Anna’s whims.
The survivors do not concern themselves with the city ruins outside their town, so the salvage there is up for grabs (…what’s left that is).

Predators (Natural and otherwise):
“Natural” predators: wolverine, scorpion, lion & cheetah
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards
Supernatural predators: skin walkers, brain buzzard & jackalope
Places of interest:

Fred’s : Fred Rathbun (Owner) & Pearl Lockridge (Worker).
The Lean Skillet: Scott Humphrey makes some of the finest baked goods, from bread to flat bread.
Thaddeus’s Butcher shop: Thaddeus Doctor offers a wide variety of meat cuts. He’s willing to custom slice an animal (if he has any fresh). He keeps a few prime cuts locked in a frig in the back, the rest is pickled, salted or dried for preservation sake.
The Overdorf Farm: Marjorie Overdorf and her husband Raphael Overdorf owns and runs the farm. Eugene Saunders, Jason Torrey work it for a small share of the crops.
The Waites Hotel and casino: Visitors looking for a place to stay or have a drink in town might try here. The owner, Isabel Waites, is always happy to see new guests. Nathan McKellar* is the “pit boss” of the casino part of The Waites Hotel and casino. Nolan Josue & Christina Obrian. handle the tables and Hilda Gracia is the watchful bartender (local hooch Vodka & sugar beet rum). The Hotel bar doubles as a restaurant (Sample Menu).
Carlo’s Leather works: Carlos can fill all your leather good needs. Among the normal leather jackets and boots (which he can also repair) he makes animal harnesses, bits and the like, one can also find weapon sheaths.
Market place: Traders from town (that can’t afford a shop) and from out of town set up stalls here to trade their goods. A few locals you can find here are Julia Shankle (deals in hemp “milk” & clothing and blankets), Irene Huerta (deals in car parts & bread), Ann Findlay (deals in random junk & oils), Shawn Equihua (deals in flat bread) & Genna Kincaid (deals in random junk, bread & weapons).
The Wood Ranch: The ranch raises sheep & dogs. Brandy Wood and her husband John Wood owns and runs the ranch. Howard Overdorf, Ramona Fahey work it for a room and board.
The Ferris Ranch: The ranch raises horses. Peter Ferris and his wife Emma Ferris* owns and runs the ranch. Roxanne Rinehart, Christopher Rollins work it for a room and board.
Peter’s Stables: The owner, Peter Swisher, buys mounts and beasts of burden from the local ranchers and visitors. Currently there are 13 horses & 8 dogs for sale. Rod Wiggens makes carts and carriages and sells them here. There are about 15 available.
The Larsen’ Saloon: Drinking and gambling, what town would be complete with out one of these. The owner, Ana Larsen, runs the place and Joanne Mashburn tends the bar. Genevieve Merrill Danny Rawson & Keith Sirbaugh deal cards at the tables. Some of the local hooch: Vodka & sugar beet rum.
Becerra’s Garage: Becerra Stamdifer owns and runs Becerra’s Garage while & Debra Wingate helps out around the shop. Becerra has Bicycle, Sports Car, Muscle Car, Econobox, Econobox, Econobox & Dirt bike for sale. She also has a working pump and 10 gallons of ethanol.
The General Store: The store is filled with lots of goods, from canned and dry foods to tools, camping and clothing. Among the shelves there are a few staples, that the town’s people make: hemp cheese, hemp “milk”, candles, candy, oils, cheese, milk, lotions, sunscreen & perfume. The owner, Mark Delgado, runs things. Nathan Bank* & Jacob Greenway help out around the store (stocking the shelves cleaning and what not). Mark has , 98 bullets, 82 explosives, 2 bows in stock and for sell.

 

Cost Modifiers: ?

Demographics:

Buy:

Sell:

Muties:

358

7%

General Items:

1-1/4 listed

3/4 listed

Doom sayers:

46

3%

Food and Drink:

1-1/4 listed

3/4 listed

Junkers:

74

3%

Fuel and Power:

as listed

1/2 listed

Mentalists:

9

4%

Medical Items:

as listed

1/2 listed

Templars:

12

0%

Weapons and Armor Items:

as listed

1/2 listed

Other Arcane:

5

0%

Max Availability:

Scarce

Population:

—> Anna Holladay & the Rambling Cactus Overlords <—

Anna Holladay

Gang Leader

She is loathsome, foolish, tactful woman in her late 40s. She is a talented Tale-Teller.

Yvonne Humphrey

Gang Member

She is hideous, irrational, acrimonious woman in her late 20s. She is a horrible Bartender.

Kristine Equihua

Gang Member

She is dapper, reasonable, sulky woman in her mid 50s.

Patrick Shankle

Gang Member

He is gawky, prudent, ill-bred man in his late 20s.

Charles Parent

Gang Member

He is beautiful, vacuous, jovial man in his mid 40s. He is a poor Occultist.

Daisy Mears

Gang Member

She is spare, unintelligent, unctuous woman in her mid 40s. She is a miserable Mason.

Justin Gaspard

Gang Member

He is graceful, foolish, malevolent man in his mid 50s. He is a quick Syker.

Joanne Robey

Gang Member

She is fair, talented, ungracious woman in her late 70s.

Anthony Campise

Gang Member

He is spirited, crass, quarrelsome man in his late 50s. He is a good Actor.

Rose McKellar

Gang Member

She is spare, shrewd, contentious woman in her mid 50s.

Daisy Tempest

Gang Member

She is odious, dull, sniveling woman in her late 70s.

Todd Carrington

Gang Member

He is dexterous, unschooled, gracious man in his early 50s. He is a poor Mason.

Kristen Lafone

Gang Member

She is decrepit, subtle, caustic woman in her mid 50s. She is a poor Junker.

—> Random NPCs <—

Deborah Ahearn

She is exquisite, narrow-minded, malevolent woman in her early 40s.

Tara Landrum

She is pretty, wily, ill-bred woman in her late 20s.

Emely Equihua

She is muscular, unintelligent, malevolent woman in her late 20s. She is a horrible Law Dog.

Shakia Hay

She is spare, educated, anti-social woman in her mid 20s.

Gerald Vargas

He is nimble, intellectual, unpolished man in his late 50s. He is a talented Undertaker.

Howard Folks

He is decrepit, inane, tactful man in his late 30s.

Julia Swisher

She is repellent, puerile, quarrelsome woman in her mid 50s. She is a not-so-good Syker.

Pamela Levi

She is gawky, simple, elegant woman in her early 20s. She is a miserable Fighter.

Brian Addis

He is handsome, erudite, polite man in his late 40s.

Glenn Calvo

He is fair, bigoted, critical man in his late 20s. He is a miserable Thief.

Juana Pulliam

She is bizarre, ingenious, irascible woman in her early 40s. She is a poor Shopkeeper.

Denise Finnell

She is winsome, astute, polite woman in her mid 30s.

Deathtown, Texas

Welcome to Deathtown, Texas
Population: 1,557 (55)

Fear Level: 2
Once a large city, Deathtown was spared the majority of the war and relatively untouched by the events of the world. Even as the bombs fell and the Four Horsemen made their clandestine ride, the survivors in Deathtown remained out of harms way. Over time, the horrors came calling, but that took time.

Shanty town. Most are huts, tents and ramshackle post-War construction in the rubble. The portion of the town that makes up the survivor settlement is roughly 160 city blocks. The town is against mutants, and here are no mutants living in town permanently, or allowed to buy property in town, but on occasion the citizens here will trade with them. Paying guests are always welcome, …even mutants, but they have to pay more, and not cause any trouble.

Government:
The Government is a Aristocracy: The town is under control of a founding family (the Campises) that has been there since Judgment Day.

Supplies:
Food: The town has been working and now has barley, beans, broccoli, corn, peas, potatoes, sugar beets, tomatoes & wheat. Some ranchers have collected pigs, dogs, mules, donkeys & guinea pigs for livestock. Local hunters have been trapping and killing lizards, hawk, eagle, porcupine, fox & falcons. From scavenging, they stashed 7 milrats. There are enough surplus to trade and sells off at fair or low prices.
Water: Lucky for the survivors, what water they have access to is clean (for the Wasteland) and drinkable. They have is major source of water near by from an old pre-war dam and will sell uncontaminated fresh water for $.50/ gallon.
Fuel and Power: They have outdoor latrines, lamps (kerosene and oil) and candles for lights and no sewer system (most use indoor chamber pots or out houses).
Medical: The town has some medical capability. There are 65 doctors and 125 medics operating two major hospitals, as well as two clinics. They have 5 med packs and 1 assorted medical drugs for sell at any given time, and can get more in 1d4 days time.
Communications: They have developed limited mail service.
Commerce: There is limited trade. They have enough for themselves only, and almost no one in town does businesses, except for a few commercial businesses listed here, the hotel, the saloons, and the hospital.

Military:
Town has a wall: 11 feet high and 1 feet thick, made from collapsed buildings. Some of the town members, 128 actually, are conscripted into the militia. One third to one half are on patrol at any given time. Some of the militia are equipped with melee weapons, ‘cap & ball’ firearms WC:10 and/or bows WC:9, and generally wear cured hide armor, though some have sheath.

The Law:
Major crimes (like murder) can be punished by hangin’ or shootin’ squad
Serious crimes (theft, assault, etc.) are normally punished by stockades, jail sentences or temporary exile
All other crimes are punished by stockades, temporary exile or hard labor

Everyone in town (visitors included) are held to a strict moral code.
Scroungin’ in the ruins is allowed by permit only, violation is considered a serious crime.

Predators (Natural and otherwise):
“Natural” predators: wolf, jackal & brown bear
Unnatural predators: mutant rabbit, mutant falcons & mutant weasel
Supernatural predators: bone bot & dopplegangers
Local Gang: Tough Switchblade Gorillas (members 15)

Places of interest:

Clemencia’s : Clemencia Campise* (Owner).
The Old lady’s: Carl Hinson makes some of the finest baked goods, from bread to flat bread.
Clarence’s Butcher shop: Clarence Francesco offers a wide variety of meat cuts. He’s willing to custom slice an animal (if he has any fresh). He has to pickle, salt or dry the meat to preservation it, so fresh cuts are both harder to get, and cost twice as much.
The Abreu Farm: Colleen Abreu owns and runs the farm. Wayne Feeney work it for a small share of the crops.
Laurinda’s Leather works: Laurinda can fill all your leather and fur good needs. Among the normal leather jackets and boots (which she can also repair) she makes animal harnesses, bits and the like, one can also find weapon sheaths.
The Campise Ranch: The ranch raises pigs & dogs. Weiner Campise owns and runs the ranch. Brittany Campise work it for a room and board.
The Camp Ranch: The ranch raises mules & donkeys & guinea pigs. Joshua Camp owns and runs the ranch. Lefler Hing work it for a room and board.
Alvaro’s Stables: The owner, Alvaro Finnell, buys mounts and beasts of burden from the local ranchers and visitors. Currently there are 15 dogs, 15 donkeys & 10 mules for sale. Kendrick Burgos makes carts and carriages and sells them here. There are about 15 available.
The McDaniel’ Saloon: Drinking and gambling, what town would be complete with out one of these. The owner, Kristina McDaniel, runs the place and Ana McKellar tends the bar. Randy Delgado Rebecca Helms deal cards at the tables. Some of the local hooch: corn whiskey, corn beer, single malt barley whiskey, beer, Vodka, sugar beet rum & Vodka.
The Biscuit Roller: Need to put the feed bag on? Randy Delgado , the owner, runs the place while his wife Delsie Delgado is in the back cooking up grub for the customers (Sample Menu).
Roger’s Garage: Roger Stambaugh owns and runs Roger’s Garage. Roger has Hover jeep, Military Humvee, Bicycle, Station Wagon, Military Humvee, Bicycle & Cab over for sale. He also has a working pump and 15 gallons of ethanol.

 

 

Cost Modifiers: [?]

Demographics:

Buy:

Sell:

Muties:

168

11%

General Items:

2 x listed

1-1/4 listed

Doomsayers:

84

5%

Food and Drink:

as listed

1/2 listed

Junkers:

28

2%

Fuel and Power:

1-1/2 listed

as listed

Psionicists:

28

2%

Medical Items:

as listed

1/2 listed

PSH Templars:

17

0.5%

Weapons and Armor Items:

2 x listed

1-1/4 listed

Other Arcane:

11

0.4%

Max Availability:

Very Common

Population:

—> Some of the Campise Family <—

Darius Campise

Campise Family Patriarch

He is comely, ignorant, cooperative man in his early 40s. He is a talented test.

Theresa Campise

Campise Family Member

She is adroit, subtle, polite woman in her early 70s.

Jacob Campise

Campise Family Member

He is lovely, capable, obsequious man in his early 50s.

Darius Campise

Campise Family Member

He is ugly, clever, crusty man in his late 50s. He is a dedicated Syker.

Ana Campise

Campise Family Member

She is ugly, scholarly, civil woman in her early 70s.

Delsie Campise

Campise Family Member

She is vivacious, stupid, amiable woman in her mid 60s.

Gary Campise

Campise Family Member

He is gawky, erudite, brusque man in his late 50s. He is a horrible Chemist.

Raphael Campise

Campise Family Member

He is ravishing, scholarly, malevolent man in his early 30s.

—> The town Militia <—

Delores Bard

Militia Leader

She is skillful, prudent, fawning woman in her early 40s.

Kathryn Rae

Militia Member

She is ravishing, intelligent, ill-bred woman in her early 50s. She is a horrible Bowyer/Fletcher.

Violet Bolanos

Militia Member

She is repellent, foolish, sullen woman in her mid 50s. She is a fair Tailor.

Fidel Sorrell

Militia Member

He is hardy, unlettered, churlish man in his early 30s. He is a dedicated Doom sayer. This man is also a mutant.

Raphael Swearingen

Militia Member

He is spare, foolish, rustic man in his mid 30s. He is a fair Doom sayer. This man is also a mutant.

Bristow Brockmeier

Militia Member

She is repellent, fatuous, ill-bred woman in her mid 40s. She is a slow Junker.

Stanley Stansbury

Militia Member

He is coarse, unintelligent, debonair man in his early 30s. He is a respectable Butcher. This man is also a mutant.

Eufemia Halford

Militia Member

She is strapping, unlettered, misanthropic woman in her mid 30s. She is a horrible Veterinarian.

—> Random NPCs <—

Travis Robey

He is graceful, competent, brusque man in his mid 70s.

Raphael Campise

He is decrepit, intelligent, elegant man in his late 30s.

Francene Byrum

She is coarse, stupid, malevolent woman in her late 40s.

Carlos Hubbard

He is incongruous, cunning, hospitable man in his early 60s.

Gary Campise

He is frail, intellectual, insolent man in his early 60s.

Delsie Campise

She is ugly, intelligent, genial woman in her early 30s. She is a quick Animal Handler.

Thomas Granger

He is lively, inane, fawning man in his late 20s.

Willie Brasher

He is ghastly, wise, cordial man in his late 70s.

Alison Rawson

She is hardy, unlettered, critical woman in her mid 30s. She is a fair Journalist.

Gary Darr

He is repellent, narrow-minded, sulky man in his mid 20s.

Irma Sandy

She is delicate, educated, contentious woman in her late 50s. She is a not-so-good Dentist. She is also Harrowed.

Loralee Cutler

She is sickly, stupid, gracious woman in her late 50s. She is a dedicated Doomsayer. She is also a mutant.

Ruth McGaha

She is exquisite, unintelligent, irascible woman in her late 20s. She is a talented Occultist.

Denise Saldana

She is ghastly, erudite, acrimonious woman in her mid 50s.

Brain Haworth

He is lovely, foolish, crusty man in his late 70s.

NPCs who’s name has an * is a mutant.

Dr. Android Cassidy, Leading town Doctor, works at the full service hospital and supervises a staff of twenty nine surgeons and doctors with a staff of about fifty-five nurses, medics, and technicians. Deathtown is actually misnamed as one can find the best medical services in Texas provided the patient is able to pay, or trade. Mental Strength:  11   Intelligence:   14  Dexterity: 10   Charisma: 17    Constitution: 11   Physical Strength: 11

Crazy Harold – Scribe. Crazy Harold buys and sells maps. Mental Strength: 16    Intelligence: 8     Dexterity: 12    Charisma: 8   Constitution: 13    Physical Strength: 7. Armed with a baseball bat (1d6/1d3), Crazy Harold will beat you if you attack or threaten him, or otherwise toss 3d6 Domars at the attackers every round for four rounds while fleeing in order to make a getaway.

Sargent Mental* – Sargent Mental is a mutant scout available for hire. 200 Domars along with an equal share of any loot found will secure his services. Mental Strength: 11    Intelligence:  12   Dexterity: 7   Charisma:  13  Constitution: 9   Physical Strength: 13. Mental Mutations: Mental Blast 4d6, Intuition, and Telekinesis. Physical Mutations: Ultravision. He is armed with a crossbow and a laser carbine with a rechargeable power cell good for 20 shots. He has a battery recharger at his house, and can recharge any weapons or small power cells, typically charging five domars per power cell. He wears cured hide armor, AC: 6

Sparky the Robot – Mental Strength:  13   Intelligence: 14     Dexterity: 3   Charisma:  14  Constitution:  10  Physical Strength: 18 Sparky is the official town greeter, working at the chamber of commerce Kiosk located just inside the main entrance to town. Sparky will provide information on the town, per any characters request, at a cost of 1 Domar, but will attack any hostile people, or mutants, and attempt to restrain/subdue them, if he observes them attacking or threatening any townsfolk or citizens, and Sparky knows everyone.  AC: 2 HP: 25

Feather Buster – Mental Strength: 10    Intelligence: 13     Dexterity: 13    Charisma: 15   Constitution: 9    Physical Strength: 11 Feather Buster is the town fence, and knows who owns what, and what is available for trade, and who to contact to get it. There is a 25% chance he knows someone from another town who he will refer for a fee, with a 75% chance of providing the correct out-of-town referral for whatever the players happen to be requesting. He wears cured hide armor, AC: 6

Pacifist Max – Mental Strength:  4   Intelligence: 7     Dexterity: 9    Charisma:  13   Constitution:  8   Physical Strength: 12. Is a nutcase who runs around town constantly preaching non-violence. he is harmless, but will not stop trying to get anyone who openly carrying weapons from selling the weapons and denouncing violence as a suitable solution for any problem. Hitting him and doing 1 point of damage or more will resort in him fleeing, and openly denouncing his attacker at every available opportunity, at least until someone else he is preaching to, attack him. AC: 10

Beardy Raoul* – Mental Strength:  12   Intelligence:  12  Dexterity: 7   Charisma: 12    Constitution: 11    Physical Strength: 12. Beardy Raoul runs one of the major hotels in town and will provide a bed and full meal for twenty Domars or the equivalent in trade goods. He is peaceful and courteous, but shuns water (aquaphobia). He has an increased Metabolism which requires him to stop and eat every three hours or so, he is shorter than average and looks like a Dwarf, and has wings, and is capable of flying 12 meters per turn. He mental mutations are impressive as well, and he is capable of producing a Death Field and can also become invisible at will using his Light Wave Manipulation mutation. He wears cured hide armor, AC: 6

Elder Jericho* – Mental Strength: 11    Intelligence: 13    Dexterity: 11    Charisma: 11   Constitution: 14    Physical Strength: 15. Elder Jericho was alive before the great war, and knows just about every mutant in Texas. He’ll refer the players upon request to any mutant leader in the Texas community and only asks for the players to inform him, if they find any new mutant leaders that he is unaware of. He wears cured hide armor, AC: 6

Colonel Burke – Mental Strength: 9    Intelligence: 14    Dexterity: 11   Charisma: 5   Constitution: 16   Physical Strength: 12 Colonel Burke is the militia commander for the town and carries to Cap & Ball flintlock pistols along with a Large Sabre. he sometimes provides a squad to escort players into the wilderness so long as they remain within a days’ journey by foot from Deathtown. He wears sheath armor, AC:4

Sentinel Lugnut – Mental Strength: 11    Intelligence:  14   Dexterity: 12   Charisma: 12   Constitution:  10  Physical Strength: 9. Is Colonel Burke’s second-in-command of the militia Company. He can usually be found escorting Colonel Burke around, and is armed with an semi-automatic rifle (3 shots per turn) 4d6 damage WC:12, as well as six throwing daggers (1d4/1d3), and he is also wearing Sheath Armor, AC: 4

X4-18 (Robot) – Mental Strength: 8   Intelligence: 11     Dexterity: 10   Charisma: 9   Constitution: 13    Physical Strength: 16. X4-18 is a repair robot, and will offer to repair any mechanical device receiving a +4 bonus to any attempt to effect repairs. He can synthesize spare parts in his workshop to replace any damaged or missing mechanical parts, and charges a modest 20 Domar plus material/parts replacements costs to effect the repair. He is also secretly a spy for the Android community, and once a month leaves town for a secret meeting where he relays everything that he has learned since the last meeting to his Android Thinker programmers.

 

Hunters Village, Texas

Population: 2,721

A General Store, Sheriff’s Offices & Jail, A Pub with a Brewery, a Gas Station and Garage, a 2 Story Motor Inn along with a family Restaurant and nine residential buildings make up Hunter’s Village. Comprised of Pure Strain Humans in a tribal organization of Families and Clans using stone aged weapons. The village is ruled by a chief, there is also a Shaman, A Medicine Woman, and a Medicine Man, a Soothsayer, and a Talker (Translator) that form up the village leadership. They sometimes are willing to serve as wasteland guides. They are mostly distasteful of outsiders, and trade is difficult with other groups, except for Starmen whom they consider their friends and allies. They generally wear war paint, and the village is known for its’ clean and uncontaminated soil, where the best crops are grown by the river. Their equipment and clothes are well crafted. The Hunters ride mounts, mostly horses, along with some camels, as well as some mutated mounts. They have crudely steam powered wagons and carts that have blades and spikes fitted onto them.

 

Skeleton Waters, Texas

Population: 2,604

The town is made up of a farm machinery store, a post office, a doctors clinic, and water tower, along with nine residences including a mostly empty apartment complex. The town is mostly humans with four or five mutants living here as well. There is no formal government, and anarchy is featured with multiple leaders sometimes cooperating, although often not. They avoid humans and outsiders, except for humans from Hunter’s Village whom they consider allies and friends and are related to by blood and marriages. They have lots of scrap metal and vehicle spare parts in a junkyard they are willing to trade, and their equipment, weapons, & Armor are well crafted. They have a large wood-fired steam powered Tractor-Trailer rig, along with motorcycles, dirt bikes, and three hover bikes. They ride with primitive weapons, spears, swords, axes, crossbows, & lances, being long sticks with dynamite or grenades attached to the end which they use to disable or destroy other vehicles with.

 

Purgatory, Texas

Population: 607

Notable Intact Structures: Train Station with a working Steam Engine. Tractor & machinery store, Large Warehouse, and Nine residences. This town is 80% Mutant, and was recently attacked by monsters which only were finally driven off days before so the entire town is trigger happy and skittish. This town is democracy based, where the leaders are elected by popular vote once a year, and they serve for a year. They have distinctive icons or symbols (Red Texas Longhorns on a Black Background) that they wear on their clothing and hats that readily identifies them. They hoard and have extra scrap metal for sale, their equipment is ramshackle, their armor pieced together, their guns and weapons are hand tooled, and their homes and clothes are not generally in the best of condition. Their vehicles are mostly motorcycles and motorized bikes with lots of metallic blades and spikes added. A huge heavily armored Hover RV serves as their flagship vehicle, and they do use the steam train to patrol once or twice a month along intact areas of the railway.

 

Shade Gorge, Texas

Population: 259

Buildings: 907 Notable Intact Structures: Six Story Bank Building with a subterranean vault, Masonic Hall, Two Story bank Building (With a vault), and a large Gun Shop. Roadhouse Diner, Gas Station, Toilet & Shower Block, Four Story Hotel with a Restaurant and a bar,, Pub with a Brewery. One story Twenty-Eight room Motor Lodge with a swimming pool, General Store, Sheriff’s office with a Jail, Doctor Clinic, Post Office, Fallout Shelter, Abandoned Bus Station, Tourist Lookout & Rest Stop, Prostitutes in tiny lit sheds, Water Tower, Vehicle Graveyard/Junkyard, Grain Silo, Livestock Truck Loading Yards. Sports Field with team Clubhouse (cap. 400) and locker rooms. Tiny old Church and Graveyard. Settlers are here with no firm leadership. Law id by rule of the strongest here. The townspeople have a distinctive icon, made of silver, and use silver or silver-tipped melee weapons. The townsfolk wear body paint, and tattoo information, lore, and technical diagrams on the chest/back, arms, and legs. There are a lot of especially healthy, fertile, & beautiful Men & Women here. They have military grade equipment with a healthy stockpile of armor, guns & gear. The area is studded with bunkers, fire bases, command posts and other heavily sandbagged fortified locations.

 

Low Trail, Texas

Population: 477

All Androids, who are at war with the people from Shade Gorge: Notable Intact Structures: Agricultural Supply Store (Trade with any mutant slaves or humans slaves that need food, clothing, and water), Cult Hall, Town Dump. Minor buildings include Roadhouse Diner, Gas Station, Toilet & Shower Block, Four Story Hotel with a Restaurant and a bar,, Pub with a Brewery. One story Twenty-Eight room Motor Lodge with a swimming pool, General Store, Two-Story Brick Sheriff’s office with a Jail, Doctor Clinic, Post Office, Fallout Shelter, Abandoned Bus Station, Tourist Lookout & Rest Stop, prostitutes in tiny roadside sheds, Water Tower, Vehicle Graveyard/Junkyard, Grain Silo, Livestock Truck Loading Yards. Sports Field with team Clubhouse (cap. 400) and locker rooms. Tiny old Church and Graveyard, although the core of the Android group live in a residential suburb about ten blocks Northwest of the downtown area. These Androids are organized as Raiders and Travel the Wastelands seeking out other groups to attack and loot. One Android, a Turing grade AI rules the rest here. These Androids worship their rides as tools of divine salvation. They are swaddled in heavy hooded robes and wrap themselves to prevent being contaminated from the unclean wastes. They also have a solar powered operational power station that powers energy weapon turrets to defend the town with. They have well crafted weapons, equipment, gear, ammo & vehicles, and they have a large helium balloon escorted by three heavily armored attack helicopters that they use for stealth insertions and for distant travel and trade with other Android enclaves.

 

Oxbellow, Texas

Population: 1,167

23% Mutant, 76% Human. Approximately 218 intact buildings, mostly unlooted.

Notable Structures: Working railway and train station. Water tower. Vehicle dealership, Aircraft dealership

Government: Military Council with business leaders

Supplies: Dry goods store, general store, gas staions x4 (2 with garages)

Food: Restaurant x7, Pub/Inn x3, Supermarket x2

Water: Well water only.

Fuel and Power: oil refinery, LNG power plant.

Medical: Regional Hospital with four doctors and ten staff.

Communications: Radio and Television Station

Military: One company of town militia (225), supplemented by one company of mercenaries (160), under command of the military council.

The Law:
Major crimes (like murder) can be punished by
Serious crimes (theft, assault, etc.) are normally punished by e

Predators (Natural and otherwise):
“Natural” predators: wolves, wolverine, scorpion, rattlesnakes, tarantulas.
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards, mutated tigers
Supernatural predators: skin walkers, mutant armadillos, brain buzzard & jackalope. Giant tarantulas, mutant scorpions, and mutated rattlesnakes.

Several dozen oil rigs pump crude oil which is refined in Oxbellow and exported. Oxbellow imports just about everything else.

 

Pueblo de Oro, Texas

Population: 629

19% Mutant, 81% Human. Approximately 117 intact buildings.

Notable Structures: Mall with jewelry stores. LNG Power plant supplied from Oxbellow, Salughterhouse, refrigerated warehouses, warehouses, Large Church x3. Ancient native american pueblo,

Government: Elected Mayor, MilitiaCommander, and town council.

Supplies: Bottled water facility. General store, gun shop, pawn shop x2,

Food: Resaurant x3, supermarket x1, gas station x2.

Water: Water purification plant on river.

Fuel and Power: LNG Powerplant, 3x gas stations (1 with full service garage)

Medical: Nomadic doctor with tent clinics

Communications: Nationa Guard Armory, radio Station, Portable radios.

Military: One company (155) town militia, 50 on call every week except for emergencies.

The Law: Police Station & Jail
Major crimes (like murder) can be punished by hanging
Serious crimes (theft, assault, etc.) are normally punished by extended jail time and servitude.

Predators (Natural and otherwise):
“Natural” predators: wolves, wolverine, scorpion, rattlesnakes, tarantulas.
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards, mutated tigers
Supernatural predators: skin walkers, mutant armadillos, brain buzzard & jackalope. Giant tarantulas, mutant scorpions, and mutated rattlesnakes.

 

Redtown, Texas

Population: 282

Approximately 882 intact buildings. Notable Structures: A Construction Supply Yard, Police Station & Jail, Town Dump, and a large Scouts & Girls Guide Hall as well as Roadhouse Diner and Gas Station, Toilet & Shower Block, Two Story Hotel with a Restaurant, Pub with a Brewery. One story twelve room Motor Lodge with a swimming pool, General Store, Single level Brick Sherriff’s office with a Jail, Doctor Clinic, Post Office, Fallout Shelter, Abandoned Train Station, Tourist Lookout & Rest Stop, prostitutes in tiny roadside sheds, Water Tower, Vehicle Graveyard/Junkyard, Grain Silo, Livestock Rail Loading Yards. Sports Field with team Clubhouse (cap. 400) and locker rooms. Small Pueblo Style Church, with a Graveyard.

Pure Strain Humans and about 54% in this town are mutants. Humans have very short lives rarely living to be over forty years of age, with a lot of deaths by cancer. The Redtown folks are organized raiders that attack other clans. A small group of Raider Elite rules over the rest. This is a bloodthirsty group, exceptionally violent with a taste for gore, and known for using brutal weapons. The wear lots of gear featuring iron spikes and paint themselves with blood. Redtown has oil wells and an operational gas refinery as well. Their armor is cobbled together, the guns here are hand-tooled, and their houses/everyday clothes are generally in the not better category. They travel in heavily modified old world military vehicles which are tough, dependable, and powerful, but not fast. Some vehicles however do feature Turbo-Chargers which enjoy temporary but incredible explosive bursts of high speed. Their flagship vehicle is a heavily modified tractor-trailer war rig which includes a generator and half-a-dozen expandable five ton trucks as well as two tanker trucks for extended nomadic operations.

Predators (Natural and otherwise):
“Natural” predators: wolves, wolverine, scorpion, rattlesnakes, tarantulas.
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards, mutated tigers
Supernatural predators: skin walkers, mutant armadillos, brain buzzard & jackalope. Giant tarantulas, mutant scorpions, and mutated rattlesnakes.

Forsaken Rock, Texas

Population: 112

80% Mutant, 20% Human. Approximately 145 intact buildings. Notable Structures: Water Tower, Fire Station,

Government: Town Council

Supplies: Dry Good Supply Store, Gun Shop with ammo manufacturer.

Food: Locally farmed, or imported.

Water: Well water

Fuel and Power: Electrical power provided by a custom built wood powered generator.

Medical: None

Communications: None

Military: None

The Law:
Major crimes (like murder or rape) can be punished by death or hanging.
Serious crimes (theft, assault, etc.) are normally punished by indentured servitude/prison work release. The most violent offenders are incarcerated in the local prison.

Predators (Natural and otherwise):
“Natural” predators: wolves, wolverine, scorpion, rattlesnakes, tarantulas, lion, tiger, & cheetah
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards, mutated tigers
Supernatural predators: skin walkers, mutant armadillos, brain buzzard & jackalope. Giant tarantulas, mutant scorpions, and mutated rattlesnakes.

 

Pale Stone, Texas

Population: 750

51% Mutant, 49% Human. Approximately 145 intact buildings. Notable Structures: Water Tower, Fire Station,

Government: Druidic Hall, Stadium w/team clubhouse & changing rooms. County fire station.

Supplies: gas station, garage & gas station, toilet & shower block, general store

Food:Roadhouse diner, brewery, pub & brewery x3, Grain Silos, Livestock loading yards.

Water: Water Tower & purification plant. River nearby, radiation Intensity: 3.

Fuel and Power:gas station, garage & gas station, coal fire power plant currently running on animal waste.

Medical: Regional Hospital, Also Clinic with a Doctor

Communications: Post Office,

Military: Town fortified with Walls and a Fallout Shleter

The Law: Sherriff’s Office
Major crimes (like murder) can be punished by hanging.
Serious crimes (theft, assault, etc.) are normally punished by extended jail time/community service.

Predators (Natural and otherwise):
“Natural” predators: wolves, wolverine, scorpion, rattlesnakes, tarantulas, lion, tiger, & cheetah
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards, mutated tigers
Supernatural predators: skin walkers, mutant armadillos, brain buzzard & jackalope. Giant tarantulas, mutant scorpions, and mutated rattlesnakes.

Train Station (functional). Camping sites. Small church graveyard (cultists). Warehouse District for traders. Tourist overlook & rest spot, overlooking river. Prostitutes in Caravansari. Grain Silos. Three story hotel with a conference center and a bar/restaurant.

 

Grave Hollow, Texas

Grave Hollow population: 297

91% Mutant, 9% Human. Approximately 973 intact buildings. Lots of booby trapped empty spaces protect the settlement.

Notable Structures: Oil refinery, Police station & jail. Fallout shelter, bus station, grain silos facility, water tower, vehicle graveyard, livestock loading yards, Stadium with team clubhouse and changing rooms. Church with large graveyard. Toilets & shower block, Camping sites with a family restaurant & pool. Three story motor inn with a family restaurant (Stuckey’s!), tourist lookout and rest stop.

Government: Mutant Council. Here the humans are slaves or servants. The residents are hostile towards pure strain humans, robots, & androids, and regularly send out raiding patrols to kill or capture humans/robots/androids.

Supplies: Garage & gas station. Gun shop. Tractor & farm machinery store. Abattior & butcher shop.

Food: Pub with a brewery. Diner & gas station, Ag supply store

Water: Ag supply store, Pub with a brewery,

Fuel and Power: Gas powered power plant.

Medical: Doctor in a clinic.

Communications: Police station and jail

Military: none, lots of hostile mutant campers though.

The Law: Mutant PD
Major crimes (like murder) can be punished by exile.
Serious crimes (theft, assault, etc.) are normally punished by jail time & work sentence.

Predators (Natural and otherwise):
“Natural” predators: wolves, wolverine, scorpion, rattlesnakes, tarantulas.
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards, mutated wolves.
Supernatural predators: skin walkers, mutant armadillos, brain buzzard & jackalope. Giant tarantulas, mutant scorpions, and mutated rattlesnakes.

 

Rich Creek, Texas

population: 168

50% Mutant, 50% Human. Approximately 121 intact buildings. Corporate spies and feral nomadic raiders force this town to build fences and walls to protect the town. Some roads and areas mined around town!!!

Notable Structures: Sheriffs office & jail. Police Station & Jail. Courthouse & Regional police command. Fallout shelter, bus station, grain silo, water tower, vehicle graveyard/junkyard, Stadium with team clubhouse and changing rooms. Church with large graveyard. Toilets & shower block, Camping sites with a family restaurant & pool. Two story hotel with a family restaurant. Five story hotel with a bar and family restaurant. Sporting field with bleachers, club house, and changing rooms. Church with a graveyard. Toilet and shower block. Functional train station.

Government: Elected Town mayor and Elected town judge. Town Council.

Supplies: Garage & gas station. Gun shop. Tractor & farm machinery store. Abattior & butcher shop. Builder’s yard, Corporate research laboratory, silos and grain mill. TV station. Warehouses.

Food: Pub with a brewery. Diner & gas station, general store, hotel restaurants.

Water: Ag supply store, Pub with a brewery, well in town

Fuel and Power: coal fired power plant.

Medical: Doctor in a clinic.

Communications: Police station and jail, Sheriffs office, corporate labs, 5 story hotel. Post office.

Military: none, round the clock militia defense.

The Law: police for town, sheriffs and rangers patrol the wilderness around town.
Major crimes (like murder) can be punished by hanging.
Serious crimes (theft, assault, etc.) are normally punished by jail time & work sentence.

Predators (Natural and otherwise):
“Natural” predators: wolves, wolverine, scorpion, rattlesnakes, tarantulas.
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards, mutated tigers
Supernatural predators: skin walkers, mutant armadillos, brain buzzard & jackalope. Giant tarantulas, mutant scorpions, and mutated rattlesnakes.

Sunshine, Texas

Population: 2,744

65% Mutant, 35% Human. Approximately 915 intact buildings.

Notable Structures: Riverside hydroelectric power plant (automated). Church tower, church, & large graveyard. Bowling Alley. Water purification plant. Public school @ university (all grades).

Government: Raider gang, Wasteland marauders

Supplies: Forge, Cold Fusion vehicles, General store, gun shop, armory, blacksmith.

Food: Restaurants x5, Bowling Alley. Kitchen & mess hall for raiders only!

Water: river, water stalls

Fuel and Power: Riverside hydroelectric power plant (automated). Multiple raider fuel dumps. Open air trading market

Medical: Medical clinic with doctor. Cold storage cryo vault with chambers for rent.

Communications: Riverside hydroelectric power plant (automated)

Military: none, all raiders & gangs.

The Law:
Major crimes (like murder) can be punished by death
Serious crimes (theft, assault, etc.) are normally punished by death or forfeiture of trade goods and supplies..
Minor Crimes: Punishable by death, slavery, or work release program.

Predators (Natural and otherwise):
“Natural” predators: wolves, wolverine, scorpion, rattlesnakes, tarantulas.
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards, mutated tigers
Supernatural predators: skin walkers, mutant armadillos, brain buzzard & jackalope. Giant tarantulas, mutant scorpions, and mutated rattlesnakes.

 

Cuidad Plata “Silver city”, Texas

Population: 4,457

24% Mutant, 76% Human. Approximately 9655 intact buildings mostly unlooted.

Notable Structures: Roadhouse Truck Stop & Diner, Sheriffs office & jail. Police Station & Jail. Courthouse & Regional police command. Eight pump gas station, toilet & shower blocks, three story hotel with a restaurant and bar, bus stop, airport, brothels, gambling casinos, car yard, city dump, refrigerated warehouses, highrise motel (eight stories), serves as command center too!. Militia bunkers scattered around, armory, cattle yard & meatworks, open air trading market.

Government: Elected Town mayor and Elected town council.

Supplies: Garage & gas station. Minimart, silos and grain mill. TV station. Warehouses.

Food: Pub with a brewery. Diner & gas station, general store, hotel restaurants, minimart.

Water: Ag supply store, Pub with a brewery, well in town, minimart, nearby river

Fuel and Power: nuclear power plant.

Medical: Doctor in a clinic. Second medical clinic.

Communications: Police station and jail, Sherriffs office, corporate labs, 8 story motel. Post office.

Military: Two companies of Silver city National Guard, based out of the armory, with vehicles and aircraft. Scattered manned bunkers in key locations with autogun sentry turrets, and manned towers with molotov cocktails protect the citizens of the city.

The Law: police for town, sheriffs and rangers patrol the wilderness around town.
Major crimes (like murder) can be punished by hanging or firing squad.
Serious crimes (theft, assault, etc.) are normally punished by jail time & work sentence.

Predators (Natural and otherwise):
“Natural” predators: wolves, wolverine, scorpion, rattlesnakes, tarantulas.
Unnatural predators: dire dog, mutant condor, dire komodo dragon & dire buzzards, mutated tigers
Supernatural predators: skin walkers, mutant armadillos, brain buzzard & jackalope. Giant tarantulas, mutant scorpions, and mutated rattlesnakes.

There are many operational silver mines close to town, along with numerous cave and cavern system.

Local Problems:

1) Death racers

2) Secret mutant societies.

Gamma World Texas Campaign created ca. 2013 A.D.

 

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