The Morrow Project

Expanded Morrow Project Encounter Groups

By Chris Van Deelen

Edited by David Little

 

Air Merchants

Geographical Location: Everywhere
Number Found: 1D10 Aircraft, 2D6 per Aircraft.
Tech Level: C-A
Transport: Aircraft
Power and Resources: Aircraft from all Era's.
Weapons: Personal Sidearm, some Aircraft weapons.
Primary Base: None
Special Attributes: Access to aircraft of all sorts, airfields and Aviation Fuel. 
Reaction Modifier: +0
H&M Average: 10
H&M Range: 4 - 12
Air Merchants were formed by a group of pilots who managed to survive WW3. They found that by having the only aircraft still in flying condition that they would become the new traders in the harsh new world. They set up bases in small airports across the nation, fortifying them and gathering weapons and spare parts and Aircraft. Over the years the number of Aircraft have diminished greatly, and only a few modern Airliners or military aircraft are still flying. Most of the planes they are flying are small, primitive aircraft such as WW1 biplanes and a lot of vintage WW2 fighters and bombers converted to carrying cargo. For the most part, Air Merchants are friendly traders, but if they are attacked or find that they have been cheated, the offending community or group can expect to be attacked by means bombs and strafing.

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Aryan Brotherhood

Geographical Location: 2,4,5,8
Number Found: 4D6
Tech Level: D-B
Transport: Some trucks, cars, and motorcycles
Power and Resources: Some fuel production.
Weapons: Everything from melee weapons to modern firearms.
Primary Base: None
Special Attributes: This group tends to wear all white, or they have a swastika tattooed somewhere on their body or they wear it on an arm band. 
Reaction Modifier: +0 or -50 for non whites.
H&M Average: 2
H&M Range: 0 - 6
After the war, various racial hatred groups such as the Aryan nation and the K.K.K. decided to take advantage of the lack of government and laws in order to begin their task of racial genocide. In some area's all non-white, non W.A.S.P. people have been completely wiped out. In other area's, some of these groups have just enslaved these other racial groups. For the most part, all non-whites are first captured, and then tortured, but some are killed outright, and others are kept as slaves. This group is very dangerous and will pose one hell of a threat to the Projects goal of rebuilding the nation.

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Badges

Geographical Location: Everywhere
Number Found: 1D6
Tech Level: E-C
Transport: Some cars, motorcycles.
Power and Resources: No power, basic survival equipment.
Weapons: Shotguns, some repaired modern weapons, home made weapons.
Primary Base: None
Special Attributes: Sneaky, vicious and unpredictable.
Reaction Modifier: -30
H&M Average: 5
H&M Range: 2 - 8
Badges are the decedents of law enforcement agents who survived the war. They travel around the country as self styled lawmen, judges, jury and executioners. They may pick a victim, anyone who, in their opinion, has disobeyed some vague, extinct legal system. Sometimes they are right, but most often they are wrong. Occasionally, an honest Badge will be found who is simply out to right an injustice, or to uphold the law in a town which they live in. These types of Badges resemble old time Sheriffs.

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Ballooners

Geographical Location: Everywhere
Number Found: 2D8 Balloons 2D6 Per Balloon.
Tech Level: C
Transport: Balloons
Power and Resources: Solar power, some battery powered electrical equipment, knowledge of terrain.
Weapons: Small bombs and light firearms, some explosives.
Primary Base: None
Special Attributes: Often travel in flying "cities" connected by ropes.
Reaction Modifier: +0
H&M Average: 12
H&M Range: 3 - 16
An airborne culture which comes to earth for food and supplies. They are known to raid but are basically traders, and act as long distance transport for those who are willing to pay for it. They are always searching for more dependable ways of staying aloft. Also, they tend to be on good terms with the Air Merchants (considering the Air Merchants could destroy an entire convoy without working up a sweat, or taking casualties.

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Bikers

Geographical Location: 9,11,12,14,15
Number Found: 1D20
Tech Level: B
Transport: Motorcycles
Power and Resources: Combustion engines.
Weapons: Shotguns, rifles, some military weapons, some bike mounted weapons.
Primary Base: None
Special Attributes: Very fast and maneuverable.
Reaction Modifier: +0
H&M Average: 10
H&M Range: 1 - 14
The survivors of the classic motorcycle gangs. They don't always deserve their bad reputation. Quite often, they act as traders or guardsmen for convoys of merchants or families moving from one place to another. Still, large numbers of bikers still love to steal, kill and destroy, as they are too lazy to fend for themselves, or it is the only way of life they have ever known.

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Breeders

Geographical Location: Everywhere, but based in 11.
Number Found: 2D6 Per patrol
Tech Level: C-B
Transport: Cars and trucks
Power and Resources: Combustion engines, some generated electricity and batteries. 
Weapons: Dart guns, shotguns, rifles, gas grenades, explosives.
Primary Base: Rocky Mountain National Park, near Boulder Colorado
Special Attributes: Semi-scientists with religious convictions.
Reaction Modifier: -25
H&M Average: 6
H&M Range: 2 - 9
These people hunt throughout the country for pure, unmutated uncontaminated human stock, for the purpose of breeding what they consider to be a "Super-Race" (A.K.A. Hitler's supermen). They also capture any mutants they encounter (or just out and out kill them) to study what has caused the mutation in them. They are starting to discover the possibility of extra dimensions as a lot of these mutants simply could not have evolved into an entire race in a matter of 150 years. These people are descended from a group of genetic scientists who survived the war.

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Bullets for Jesus

Geographical Location: 13
Number Found: 5D10X100
Tech Level: C
Transport: Cars, trucks, a few military vehicles, but mainly horseback.
Power and Resources: Farming, hunting.
Weapons: Modern firearms, and a few military weapons.
Primary Base: Clearfield, Utah.
Special Attributes: Kind, decent people who are always willing to help out a person in need. 
Reaction Modifier: +30
H&M Average: 14
H&M Range: 10 - 20
These are the descendants of Mormons who not only managed to survive the war, but were able to carve out a sizable empire. Just after the war, the survivors managed to secure a large number of military vehicles and weapons, which they used to defend themselves from raiders and would be warlords. Over the years they would help anyone who needed it, as long as they proved to be non-violent. This group now survives by trading livestock and vegetables which they grow, for just about anything.

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Cannibals

Geographical Location: Everywhere except 5 and 13
Number Found: 2D12
Tech Level: E-F
Transport: Horseback, walking
Power and Resources: No power /hunters.
Weapons: Edged and blunt hand weapons, some bows, few firearms.
Primary Base: None
Special Attributes: Excellent woodsmen.
Reaction Modifier: -30
H&M Average: 3
H&M Range: 0 - 5
Though conditions have improved 150 years after the war, there are still groups that depend on the consumption of human flesh as part of their diet. Some submerge the practice in religious rites and ceremonies. Very dangerous people to meet.

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Children of the night

Geographical Location: 9,11,12,14,15
Number Found: 1D10
Tech Level: F
Transport: None
Power and Resources: None 
Weapons: Edged and blunt weapons, some missile weapons.
Primary Base: None
Special Attributes: Possess psionics, very sensitive to light, can only ingest pure protein. 
Reaction Modifier: City -70 country +0.
H&M Average: 1
H&M Range: 0 - 3
Victims of a biological weapon, these people are very empathic/telepathic and as such are drawn to each other. They tend to live in the deep wilderness, living in harmony with nature, or within ruined cities, preying on humans and animals. The group that lives in the wilderness tend to be very reclusive, but will not fail to help someone they feel has done nothing to harm the environment and quite often form strong ties with such people. They are still very intelligent, but simply choose to live as they do. The version which dwells in ruins are more animal than human, possessing almost no intelligence. Most cannot pass on the disease, but rumor has it that there are some who willingly create more of their kind.

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Earth Diggers

Geographical Location: 4,11,12
Number Found: 5D10X10
Tech Level: E
Transport: None.
Power and Resources: Minerals.
Weapons: Swords, melee weapons.
Primary Base: None.
Special Attributes: Excellent miners.
Reaction Modifier: -10
H&M Average: 10
H&M Range: 8 - 16
Earth diggers are the surviving descendants of miners who found that they could survive quite well in the mountains they worked in. The survivors brought in what members of their families they could find, and they then continued to mine the minerals to use for trade. Some groups of earth diggers are worse off than others due to inbreeding, and some have even returned to cannibalism. These people have become excellent miners, mountaineers and spelunkers.

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Emdees

Geographical Location: Everywhere
Number Found: 1D3
Tech Level:
Transport: Horseback
Power and Resources: N/A
Weapons: Edged hand weapons, some firearms.
Primary Base: None
Special Attributes: Good knowledge of medicine.
Reaction Modifier: +30
H&M Average: 17
H&M Range: 14 - 19
Emdees are decendents or pupils of medical personnel who survived the war. They are highly respected among the townspeople who will extend every effort to protect them. They can occasionally be found on the road, sometimes in the company of truckers or mailmen. Most of these people have taken an oath to help and heal the sick and the ailing, without exception, much as the oath the doctors take today. Any Emdee who breaks the oath without good cause could find himself hunted down and "forced" out of practice by his fellow Emdee's.

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Farmers

Geographical Location: Everywhere
Number Found: 3D6 Families, 2D12 per family.
Tech Level: B-D
Transport: Some cars, trucks, but mainly horseback
Power and Resources: Wind, water, animals, crops.
Weapons: Firearms, explosives, occasional heavy weapons.
Primary Base: None
Special Attributes: May posses heavy equipment and strong, fortress like homes. 
Reaction Modifier: +20
H&M Average: 12
H&M Range: 8 - 15
Farmers are the backbone of the community to which they belong. They are good hosts to those with good intentions especially if you have information on the outside world. They will never turn away a hungry mouth, but they do expect that a person who shares their hospitality to do an honest day's work for their food and lodging, unless they have something to trade. They are also very fair when it comes to trading, usually giving more food than the item they are trading for is worth.

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Forest Dwellers

Geographical Location: 11,12,13,14,15
Number Found: 4D10
Tech Level: F
Transport: None.
Power and Resources: None.
Weapons: Bows, crossbows, knives.
Primary Base: None.
Special Attributes: Excellent woodsmen.
Reaction Modifier: +0
H&M Average: 10
H&M Range: 7 - 13
These groups were originally formed by hunters, fishers, and nature lovers who survived the war. Over the past 150 years the various groups prospered and grew. They have become excellent hunters and fishers. They are at one with nature, able to move like ghosts. They dress appropriately for conditions, but always in camouflaged clothing to suit the season. They are not an unfriendly group, but they do prefer to be left alone.

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Frozen Chosen

Geographical Location: 8-11
Number Found: 2D20
Tech Level: C
Transport: A few cars and trucks
Power and Resources: Steam, some electricity/farming, shallow mines.
Weapons: Firearms, both primitive and modern.
Primary Base: Jonesboro in Arkansas
Special Attributes: Have some knowledge of freezing technology buried in their religion. 
Reaction Modifier: -25
H&M Average: 7
H&M Range: 5 - 9
A fanatical group of religious power-seekers who spent their power and savings to freeze themselves before the war in order to awake in a "more tolerant" age. In the chaos following the war, they found a very tolerant age in which they are expanding as quickly as they can make converts, voluntary or otherwise.

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Gypsy Truckers

Geographical Location: Everywhere
Number Found: 2D12 Trucks, 4D6 Per Truck
Tech Level: C
Transport: Semi trailers, some military vehicles
Power and Resources: Semi trucks, combustion engines, some electricity.
Weapons: Excellent firearms, explosives, heavy weapons.
Primary Base: None
Special Attributes: Travel in large trucks. Make their own fuel and booze.
Reaction Modifier: +20
H&M Average: 10
H&M Range: 4 - 12
The survivors of the big rig drivers from before the war. These truckers travel in clans. They are traveling traders who live, work, and party in their trucks. Some have working CB's and use them to communicate with other truckers. There are some who use their vehicles as raiding engines. All would lose any inhibitions in order to obtain a "legendary" fusion power pack.

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Habs

Geographical Location: 6
Number Found: 10D10
Tech Level: C
Transport: Military vehicles, cars and trucks.
Power and Resources: Electricity, ammunition.
Weapons: Military firearms, explosives.
Primary Base: Hemmingford, Quebec.
Special Attributes: Control of a hydroelectric plant.
Reaction Modifier: +0
H&M Average: 8
H&M Range: 4 - 10
After the war, a group of French Canadian Riflemen grouped together south of Montreal. They survived by raiding other surviving communities in Quebec and across the border into the United States. Over the years the "Habs" finally settled down and set up a community in the town of Hemmingford. They than began to farm the surrounding land and sent expeditions into the ruins of Montreal to search for goods and equipment, which, if they cannot use, repair and trade for something they can use. The Habs are still quite aggressive and love to fight when ever they get a chance to. The Habs have also become expert weaponsmiths and are able to repair or rebuild any weapon they get their hands on. They also have set up a huge ammunition manufacturing facility and will gladly trade ammo for goods.

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Inquisitors

Geographical Location: 6-11
Number Found: 4D10
Tech Level: D
Transport: Mainly horseback, but some cars and trucks.
Power and Resources: Some combustion and steam engines
Weapons: Blunt and edged weapons favored, some firearms.
Primary Base: Mason city, Iowa
Special Attributes: Teach torture as a fine art.
Reaction Modifier: -20
H&M Average: 2
H&M Range: 0 - 3
Self styled do gooders out to purge mankind of his sins, using the Spanish inquisition as their role-model. They will kill and torture for the fun of it in the name of their god. They have several regional churches and one main one.

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The Lash

Geographical Location: 2
Number Found: 7D10X10
Tech Level: D
Transport: Ponies
Power and Resources: Fishing, agriculture.
Weapons: Bows, crossbows, slings and the occasional firearm.
Primary Base: Steinhatchee, Florida.
Special Attributes: Short.
Reaction Modifier: -25
H&M Average: 6
H&M Range: 2 - 10
At the time of the war, a large group of dwarves and midgets were on vacation in Florida. They survived the initial onslaught, but just barely. In fact, if it wasn't for the fact that they were captured and used as slaves by a group of bikers, odds are that they would have all died out within a few months. After years of abuse, the slaves revolted against their cruel masters. Many of the little people were killed in the revolt, but in the end they won, gaining their freedom. The survivors set up in Steinhatchee, where they had been forced to serve the bikers. Over the years, the survivors sent out scouting parties to look for others like themselves and offer them a safe haven to live. The Lash can be found in small patrols all over area 2, looking for other short people, hunting, or scavenging.

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Mailmen

Geographical Location: Everywhere
Number Found: 1-3
Tech Level: E-D
Transport: Horseback or on foot
Power and Resources: They mainly travel by horseback, no manufacturing facilities.
Weapons: Mostly bows, and crossbows, some sidearms, no military weapons.
Primary Base: None
Special Attributes: Rarely attacked, often the only means of information in isolated areas. Will transport messages and packages for a fee. 
Reaction Modifier: +30
H&M Average: 13
H&M Range: 10 - 18
Mailmen are the remnants of the Canadian and the U.S. Postal System. In the years following the war, they managed to keep the local mail running, for a fee which was usually food or survival equipment. As the years past they would often carry small packages to nearby communities and would sell any information they possessed for a price. Many Mailmen now resemble medieval bards.

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Mallers

Geographical Location: Everywhere
Number Found: 10D100
Tech Level: F-B
Transport: Cars, trucks, motorcycles.
Power and Resources: Some of the mallers have Access to fusion power plants, while others have a great deal of goods such as pre-ruin clothing and non-perishable materials for trade or barter. They also have access to re-loading equipment and a lot of machine shop equipment. 
Weapons: Many of the mallers have good civilian firearms, and a few even have military weapons. 
Primary Base: None
Special Attributes: Access to huge amounts of pre-ruin goods.
Reaction Modifier: +0
H&M Average: 10
H&M Range: 8 - 14
During the war, people found themselves trapped in local shopping malls and found out that with a little work and co-operation with other survivors with them that they had enough goods and equipment to survive and flourish. At first, the mallers would not deal with outsiders, but as time went on they found that they would need to trade with outsiders in order to get items that they are lacking and to get rid of items they had an overabundance of. One of the biggest groups of Mallers is the Westers, or the Survivors of the West Edmonton Mall in Canada.

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Maxwell's Militia

Geographical Location: 6 Extending into 8
Number Found: 10D6
Tech Level: B
Transport: Cars, trucks, military vehicles.
Power and Resources: Hydroelectric, steam, some solar/mining.
Weapons: Modern automatic weapons, explosives, some armored vehicles, some aircraft. 
Primary Base: Mansfield, Ohio.
Special Attributes: Excellent armored vehicles, and heavy weapons.
Reaction Modifier: +0
H&M Average: 12
H&M Range: 8 - 15
An organization founded by a ruthless but efficient tyrant in the early days following the war. He managed to carve out a sizable empire before he was assassinated. The empire still exists in the form of a feudalism. The militia still protects the locals from any attack. Basically intelligent people who have an excellent working system.

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Monks

Geographical Location: Everywhere
Number Found: 4D8
Tech Level: E-F
Transport: Horseback, or on foot.
Power and Resources: Some steam power, farming.
Weapons: None.
Primary Base: None
Special Attributes: They have access to ancient knowledge.
Reaction Modifier: +10
H&M Average: 19
H&M Range: 17 - 20
Similar to the monasteries of the medieval ages. These people may have nothing to do with anyone but themselves, or they may have the backing of other groups in the area. They preserve any knowledge they find though they cannot understand it's nature. What they can understand they will teach for a fee.

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Napoleon's Own

Geographical Location: Based in 10 but found everywhere
Number Found: 1D10
Tech Level: Any
Transport: Any
Power and Resources: All but nuclear power.
Weapons: Any except energy and laser weapons.
Primary Base: Enid, Oklahoma
Special Attributes: Unpredictable.
Reaction Modifier: +0
H&M Average: 10
H&M Range: 0 - 19
This group sprang up initially in upper Oklahoma immediately following the war. They are the decendants of an institution specializing in the treatment of schizophrenics. As such they go well out of their way to imitate some admired person out of history or fiction. They have a very widespread library available and so can be almost anyone. Napoleon is their hereditary leader.

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New Confederacy

Geographical Location: 7,9
Number Found: 1D8 on patrol
Tech Level: C-D
Transport: Some Cars and trucks.
Power and Resources: Steam, combustion engines, some electricity, farming.
Weapons: Shotguns, automatic weapons on homesteads, rifles, explosives, light cannons. 
Primary Base: Lincoln, Nebraska.
Special Attributes: Slave trading culture.
Reaction Modifier: +0
H&M Average: 8
H&M Range: 1 - 14
A loose knit government adopting the creed of the earlier confederacy. Basically friendly but sensitive to any slur on their culture. They deal with slavers but rarely take any themselves as they consider it undignified.

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New American Indians

Geographical Location: 6,8,10-14
Number Found: 10D100
Tech Level: D-F
Transport: Motorcycles, Horseback.
Power and Resources: Steam power if any, motorcycles, hunting, farming, some mines. 
Weapons: Edged and light firearms, explosive, poisons.
Primary Base: None
Special Attributes: Good trackers and farmers.
Reaction Modifier: +0
H&M Average: 12
H&M Range: 8 - 18
After the war these people found it easy to revert to their old ways on their reservations. Their population grew rapidly through their own tolerance of wanderers. Well organized and peaceful people who will fiercely defend what is theirs. They will never again allow themselves to be subjugated as their ancestors were.

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New Presidencies

Geographical Location: Everywhere
Number Found: 10D100
Tech Level: C-E
Transport: Cars, trucks, motorcycles.
Power and Resources: Steam, some electricity, mining, farming
Weapons: Repaired modern weapons.
Primary Base: None.
Special Attributes: Possible heavy weapons/armor.
Reaction Modifier: +0
H&M Average: 8
H&M Range: 6 - 14
After the war, new mini governments sprang up all over the country, each claiming to be the official U.S. government. Most are at best dictatorships while some still follow a democratic government lifestyle.

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Nomads

Geographical Location: Everywhere
Number Found: 5D10
Tech Level: E-C
Transport: Horseback, wagons.
Power and Resources: None
Weapons: Some poor condition firearms, mainly bows and melee weapons.
Primary Base: None.
Special Attributes: Always on the move, never in the same place for more than a few days. 
Reaction Modifier: -30
H&M Average: 8
H&M Range: 0 - 16
Nomads are the descendants of biker gangs who lost most of their technology over the years. The nomads are still basically bikers who travel on foot or by means of horses. They tend to be quite vicious and very untrustworthy people. They very rarely trade, preferring to steal everything they want. This group has little to no respect for human life and tend to kill for the sheer pleasure of the act of taking another life. This group would be a hell of a lot more dangerous if they had better weapons and transportation, but right now only the weak and the unprepared have anything to worry about.

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Oilers

Geographical Location: 10
Number Found: 5D100
Tech Level: B
Transport: Cars, trucks, Semi trailers, some military vehicles, a few aircraft. 
Power and Resources: Oil based, gasoline, some electricity, lots of oil and petroleum products. 
Weapons: All types, including armor and aircraft.
Primary Base: None
Special Attributes: Available petroleum products.
Reaction Modifier: +0
H&M Average: 7
H&M Range: 3 - 14
These people gained control of the few surviving oil fields immediately after the war. They use oil as trade goods and for their own needs. Their installations are well defended and they are wary of strangers. They are a favorite target of large bands of Road Warriors, and are on good terms with the Gypsy Truckers.

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Overlords

Geographical Location: Everywhere
Number Found: 1+6D100
Tech Level: Any
Transport: Any
Power and Resources: Any
Weapons: Any
Primary Base: None
Special Attributes: N/A
Reaction Modifier: +0
H&M Average: 10
H&M Range: 0 - 15
Overlord is the general term used for any individual who manages to hold an empire together. They are found everywhere and can be any thing from a dictator, to a kindly ruler with his peoples best interest at heart. More often than not it tends to be the former.

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Pensics

Geographical Location: 1,3,6,7,9
Number Found: 10D100.
Tech Level: E
Transport: Horseback only.
Power and Resources: Good mining, excellent swords, good melee and primitive armor manufacturing. Excellent agriculture. 
Weapons: Very high quality swords and melee weapons, extremely well crafted crossbows and bows. Top of the line chain and plate armor. 
Primary Base: None.
Special Attributes: Excellent medieval weapons and armor.
Reaction Modifier: -10
H&M Average: 10
H&M Range: 10 - 20
Pensics are the decendants of members of the Society for Creative Anachronism who survived WW3. They found that their skills in melee combat helped a great deal as modern firearms became more and more scarce. They have developed whole kingdoms across the northern part of the United States and Canada and live in a very medieval setting, including King and Knights. People who possess Psionic abilities are known as wizards. They are a very close knit group and will only trade with outsiders for metal and other items they can't readily produce themselves. They mainly trade weapons, horses and agricultural products. Weapons are of the highest quality, and they will trade anything, including serfs (Slaves) for a fusion forge.

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Pirates

Geographical Location: 1,2,6,14,15
Number Found: 3D20
Tech Level: E-A
Transport: Sailboats, motorboats, and a few yachts.
Power and Resources: Boats and boat manufacturing capabilities.
Weapons: Some modern firearms, mainly crossbows and harpoons, some other melee weapons. 
Primary Base: None
Special Attributes: Some have pre-ruin powerboats and some even have larger Cargo transports. 
Reaction Modifier: -20
H&M Average: 4
H&M Range: 0 - 6
Even before the war, pirates existed on the coastlines of many countries, especially around the Pacific Rim. After the war, these pirates continued their way of life not for profit, but simply for survival. As time passed, some pirates became ocean going traders while other groups continued their evil ways. Not only do the pirates travel up and down the coast lines, many groups also now inhabit the great lakes.

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Ranchers

Geographical Location: 9,10
Number Found: 10D10
Tech Level: C-A
Transport: Cars, trucks, motorcycles.
Power and Resources: A Large number have electricity and fuel production, they also have large meat herds and huge crops. Some manufacturing capabilities. Many groups have vehicles and even some have aircraft. 
Weapons: Modern firearms and a great deal of military weapons, explosives such as dynamite, some military explosives. 
Primary Base: None
Special Attributes: Friendly, well fed, aggressive people. Enjoy trading with outsiders. Very much like the cowboys of the old west. 
Reaction Modifier: +20
H&M Average: 12
H&M Range: 8 - 20
After the war, many of the richer, more well off ranchers discovered that they were cut off from outside help. With the massive amount of starvation, they had to do what ever they could to keep their herds and crops safe. The Ranchers became very defensive and even militant. Many Ranchers grouped together for mutual protection and manpower. Thousands of Ranchers died and were wiped out, but several large groups of communal ranchers managed to survive and have actually thrived over the years. They are very powerful and well protected by nearby communities because the ranchers provided food and employment to the less well to do communities. They trade gladly with anyone and will help those who are dying of thirst, disease or starvation for work if they are capable, or once they have recovered.

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Razers

Geographical Location: Everywhere
Number Found: 10D3
Tech Level: F
Transport: Foot only.
Power and Resources: None
Weapons: Edged weapons, arrows, spears, and fire.
Primary Base: None.
Special Attributes: They travel from place to place raiding, looting and burning. 
Reaction Modifier: -40
H&M Average: 2
H&M Range: 0 - 6
Razers are the destroyers of all technology. They would have mankind living back in the stone-age. They burn books and libraries. They will use explosives to the extent of destroying something they cannot tear down with their hands.

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Rich Five

Geographical Location: 3 and 4
Number Found: 5
Tech Level: A
Transport: Equal to that of the project.
Power and Resources: Equal to the project but not as widespread.
Weapons: Any including lasers.
Primary Base: Louisville-Fort Knox-Lexington area in Kentucky.
Special Attributes: Highly developed empire far outnumbering the projects personnel. 
Reaction Modifier: -15
H&M Average: 5
H&M Range: n/a
The Rich Five are the survivors of a group of 5 industrialists who had been frozen before the war along with portions of their empires. They awoke and began to carve out their empire and are building a city in the Kentucky highlands. The original 5 have had their ages expanded using an almost unlimited supply of Anagathics. They have a slave culture and are easily insulted.

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Road Warriors (Road Gypsies)

Geographical Location: 4,5,8,10,12,13,14
Number Found: 10D10
Tech Level: C-B
Transport: Many cars and trucks, and a huge number of motorcycles, and a couple of semi trailers. 
Power and Resources: Working pre-ruin vehicles, access to oil production facilities, some parts manufacturing capabilities. 
Weapons: Mainly civilian weapons, but several groups have military firearms and some explosives. 
Primary Base: None.
Special Attributes: Extremely mobile. Some groups have military vehicles.
Reaction Modifier: +0
H&M Average: 7
H&M Range: 0 - 12
After the war, groups of survivors on the roads banded together for mutual protection. They have based their society on a pre-ruin movie called "The Road Warrior". They live on the highways and by-ways of the southern part of the United states and Mexico where the roads are still intact. They have control of many vehicles including cars and trucks, Semi's, motorcycles, heavy equipment and even a few tanks, A.P.C.'s. They live their entire lives on the roads, fighting road gangs, and sometimes raiding communities that have insulted them somehow. They will trade parts and sometimes even whole vehicles to outsiders for food or weapons, or possibly medical equipment and supplies they don't have. They are excellent drivers and warriors.

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Samurai

Geographical Location: 6,14,15,
Number Found: 1D12
Tech Level: D-B
Transport: Mainly horseback, but they also use motorcycles and a few cars.
Power and Resources: Good explosives and gunpowder, excellent Japanese armor and weapons extensive martial arts skills, Vehicles and firearms in more modern communities.
Weapons: High quality swords and Japanese melee weapons, excellent black powder weapons and re-loading facilities, some communities can repair and maintain modern and military weapons.
Primary Base: Eureka, California.
Special Attributes: These people live by the ancient Japanese samurai code. 
Reaction Modifier: -25 Non Orientals, +0 to non Japanese, +25 for Japanese.
H&M Average: 8
H&M Range: 6 - 14
In the larger communities such as Toronto and the cities on the west coast there was a large population of immigrant Japanese and other Oriental races. After the war, these survivors banded together for mutual protection and survival. Over the years, as their technology dwindled, the ancient code of the Samurai was reborn. Soon afterwards, members of "Inferior" Oriental races such as Korean, Vietnamese, Chinese and Filipino people found themselves to be lower class citizens of the New Samurai era. These people are nearly slaves, but still retain a great deal of freedom as long as they keep their place. These people will rarely trade with outsiders unless they are of Oriental background.

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Satanists

Geographical Location: Everywhere
Number Found: 10D4
Tech Level: F
Transport: None.
Power and Resources: None
Weapons: Primitive clubs and knives only. No firearms at all. Some explosives.
Primary Base: None.
Special Attributes: The physical embodiment of pure evil in the post-ruin world. No act of cruelty or inhumanity is above this group.
Reaction Modifier: -50
H&M Average: 0
H&M Range: 0
Satan worshippers existed before the war in hiding, but after the war, this group came out of hiding. They practiced their deadly religion in the open on any survivors they managed to capture or lure into a Satanist settlement. Nothing is too evil for these people, they torture, rape, and kill in Satans name. They are also cannibalistic in nature and are child molesters. In area's where the survivors are well armed and work together, Satanists stay hidden, taking victims only when it is possible. But in area's where the survivors are poorly armed and/or un-organized, the Satanists work in the open, sometimes destroying whole communities. Any member of the Satanist cult who possesses Psionic powers is automatically given the role of the High Priest/Priestess as they believe that the powers come directly from Satan himself.

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Shipmen

Geographical Location: 6
Number Found: 1D10 Ships, 10D6 per ship
Tech Level: D
Transport: Ships of all makes and sizes.
Power and Resources: Steam, some combustion engines, fishing, and trading.
Weapons: Some breech loading cannons, firearms and catapults.
Primary Base: None.
Special Attributes: Water based, well defended ships.
Reaction Modifier: +0
H&M Average: 12
H&M Range: 6 - 15
Remnants of the Great Lakes shipping industry. Operating out of their ore freighters these people have established a fairly large trading empire. Good people who work hard for a living and respect people who do as well.

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Slavers

Geographical Location: Everywhere
Number Found: 2D10
Tech Level: C
Transport: Mainly horseback, but they possess a few cars and trucks.
Power and Resources: Combustion engines, electric batteries, trade in people.
Weapons: Any gases, nets, and sleep inducing poisons.
Primary Base: None.
Special Attributes: Sneaky and well equipped, trade with the Rich 5, Pensics, Warriors of Krell and some other groups.
Reaction Modifier: -30
H&M Average: 4
H&M Range: 1 - 6
The slavers of today are no different than they were hundreds of years ago. They steal/capture any man, woman, or child they can get their hands on, regardless of race, physical shape, or health.

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Snake Eaters

Geographical Location: Everywhere
Number Found: 2D12
Tech Level: A
Transport: Equal to that of the project, if not superior.
Power and Resources: A smaller version of the Morrow Project, backed by the military.
Weapons: Same as the project.
Primary Base: None.
Special Attributes: Very interested in the Project.
Reaction Modifier: +30
H&M Average: 12
H&M Range: 8 - 16
Special Forces teams consisting of Seals, Green Berets and Canadian Commandos Frozen before the war with the express purpose to find out what the Morrow Project is. They were triggered to awaken upon the detection of the project wake up signal. Reasonable men but fast and Vicious when necessary. They can be fiercely loyal, so talk fast or else. Experts in all forms of warfare.

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Soviets

Geographical Location: Scattered
Number Found: 1D100
Tech Level: D-A
Transport: Soviet military vehicles.
Power and Resources: Steam and combustion engines, mining, farming.
Weapons: Modern USSR weapons, armor and aircraft.
Primary Base: None.
Special Attributes: Confused.
Reaction Modifier: +0
H&M Average: 10
H&M Range: 6 - 16
Decendants of Russian soldiers who, for one reason or another, found themselves in the United States. They have made a living out of hiding from the Americans, and in some cases, do not realize that the war is over. They are hard to capture, but if they can be talked to they can usually be converted. They are not stupid, just ignorant.

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Survivalists

Geographical Location: Everywhere
Number Found: 6D10
Tech Level: Any
Transport: Damn near anything.
Power and Resources: A few groups have access to huge stockpiles of pre-ruin goods, while others have running fusion power plants, still others have excellent manufacturing facilities.
Weapons: All groups have high-quality civilian weapons. Other groups have military weapons, support weapons, and explosives.
Primary Base: None.
Special Attributes: Very territorial and unpredictable
Reaction Modifier: +0
H&M Average: 6
H&M Range: 0 - 10
During the 1980's a large number of people believed that Nuclear War was inevitable so they decided that they would stockpile weapons, food and other basics for survival in hidden shelters across the continent. When war broke out, only a few managed to make it to their shelters while the majority perished. During the years immediately after the war, many of these survivalists perished either from disease or better armed survivors. A number of survivalist groups did manage to overcome the hardships imposed on them by the Fallout and Nuclear winter which followed. Some groups became small communities on their own, willing to trade with outsiders, while others remained isolated and quite dangerous to strangers. This group has become very unpredictable. Some groups will be openly friendly and willing to trade, while others will attack on sight.

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Technicians

Geographical Location: 12
Number Found: 6D10
Tech Level: A
Transport: Hovercraft of all sorts.
Power and Resources: Knowledge, anit-matter.
Weapons: Plasma, laser, anitmatter, etc.
Special Attributes: Unheard of technology, better than anything that existed before the war.
Primary Base: Rio Grande National Forest, near Creed, Colorado.
Reaction Modifier: -20 (Non violent, just vary wary and want to be left alone).
H&M Average: 10
H&M Range: 7 - 14
This group is composed of the descendants of scientists who banded together when the war broke out. The scientists who originally formed this group worked for the military in a hidden redoubt in Colorado. The scientists continued their research as the world fell apart around them. In order to gain the resources they needed the scientists sent the military personnel based with them into the ruins to salvage whatever they could find. Over the years a class system developed. Scientists are at the top of the society, while guards and soldiers are second class, and finally the scavengers are at the bottom of the ladder. Over the years this group managed to secure several key installations, such as a power dam, a couple of military bases and at least one hidden research facility. This group trades pre-ruin technology they have for supplies, locations of important facilities, and so forth. Other than this, they only want to be left alone with their research.

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Texans

Geographical Location: 10
Number Found: 10D20
Tech Level: E-B
Transport: Horseback, some cars and trucks.
Power and Resources: Steam, combustion engines, oil, farming, cattle, slaves.
Weapons: Modern firearms.
Primary Base: Texas and surrounding area.
Special Attributes: Same as the Oilers.
Reaction Modifier: +0
H&M Average: 10
H&M Range: 8 - 12
Very territorial and sometimes expansive. There are many "New Texans" scattered throughout the old state and surrounding area and they often go to war against each other. Good people but they can be easily insulted.

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Townspeople

Geographical Location: Everywhere
Number Found: 10D100
Tech Level: Any
Transport: Any.
Power and Resources: Any, but primarily agricultural.
Weapons: Firearms, edged and blunt weapons.
Primary Base: None.
Special Attributes: N/A
Reaction Modifier: +15.
H&M Average: 10
H&M Range: 1 - 20
The normal American small town type. These are the people the project was designed to help.

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Universities

Geographical Location: Everywhere
Number Found: N/A
Tech Level: A-C
Transport: Vehicles of all makes, including military and aircraft.
Power and Resources: Any, but mainly Knowledge.
Weapons: Any, including armor and aircraft.
Primary Base: None.
Special Attributes: Usually control a large surrounding area.
Reaction Modifier: +20
H&M Average: 10
H&M Range: 4 - 16
Educational institutions that managed to survive the chaos after the war. They all went through a period of defensive preparedness and can well defend themselves. Some are controlled by dictators.

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Warriors of Krell

Geographical Location: 7
Number Found: 4D8 
Tech Level: B
Transport: Military vehicles and aircraft.
Power and Resources: Electricity, steam, solar, mining, farming.
Weapons: Modern heavy weapons, armor, aircraft.
Primary Base: Rochester, Minnesota.
Special Attributes: Knowledge of the Project and have captured several morrow bases and equipment.
Reaction Modifier: -30
H&M Average: 4
H&M Range: 2 - 10
Stopped once from forming an extensive, repressive empire by the project, the dictator Krell caused the capture or destruction of several Morrow bases. He captured one intact and had himself frozen. He arises every few decades to incite his followers to further expansion. The same followers guard his bunker while he "Sleeps".

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Whale Worshippers

Geographical Location: 15
Number Found: 4D6
Tech Level: F
Transport: None.
Power and Resources: Remnants only, hunting, fishing, farming.
Weapons: Edged weapons.
Primary Base: None.
Special Attributes: N/A
Reaction Modifier: +0
H&M Average: 12
H&M Range: 9 - 19
These people live off the whales that beach themselves near their communities. Religious significance is centered around this phenomena as many of the peoples needs are met by the whales. They will not allow harm to come to the whales by outsiders.

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Wanderers

Geographical Location: Everywhere
Number Found: 2D10
Tech Level: E
Transport: Horseback and wagons.
Power and Resources: Animal power.
Weapons: Some primitive firearms, edged and blunt weapons.
Primary Base: None.
Special Attributes: N/A
Reaction Modifier: +0
H&M Average: 10
H&M Range: 2 - 18
Wanderers are bands of nomadic people that do not fit into any real community. They have created their own culture. They are often unscrupulous in their trading with others and are competitive amongst themselves.

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Warlocks / Witches

Geographical Location: Everywhere
Number Found: 1D4
Tech Level: Any.
Transport: Any.
Power and Resources: Any
Weapons: Any
Primary Base: None.
Special Attributes: Psionics.
Reaction Modifier: +0
H&M Average: 10
H&M Range: 4 - 18
Growing more and more common as the years go by are the people gifted with the powers of the mind. They can be found in any community that will accept them. Most will appreciate being accepted for what they are, a benefit to mankind though some can be power seekers.

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