“Priority 2: Reunite with the bulk of the Morrow Project forces”

March 31, 2014 Leave a comment

Finding and cooperating with other Morrow Project units is the second General Order of the Project.   In Project Lucifer, for instance, there is a Science Team trying to link up with the PC team.   IMHO, This sort of attempt could be an interesting addition to a campaign (and a way to add new players or replace dead characters).   The following is a list of suggested NPC teams.  I’ll try and expand the details in later posts


Group:  Teaching Hospital
Description:  The 43 descendants of a Medical Team that “woke up” 70 years ago.  Their original supplies have run out over the decades, but they still have many pieces of equipment.  They are good chemists and can produce several antibiotics  and anesthetics at a roughly 1950′s level of technology.  They operate a (very small) hospital and train a few Emdees.
Assets: EXCELLENT relations with locals, very good medical facilities
Problems: the teaching hospital is not mobile and cannot link up with the PC team
minimal, a few sidearms and some shotguns
Vehicles: a couple of “motorbike ambulances”
Found by: A Mailman or Emdee will mention that they recognise the TMP logo worn by the PCs – and reminisce about the “Professors”

Group: Engineering Assessment Team.
Description: This team has only been active for a few days and is relieved to find the PC team.   They are a lightly-armed 10-person team with expertise in assessing (and repairing) damaged infrastructure such as roads and bridges.  This team has 3 sections: communications, security and assessment.
Assets: Powerful radios, surveying gear and – above all – the skills of the engineers/constructors.  One of the team is also a paramedic.
Firepower: moderate – but plenty of explosives.  Most personnel have submachine guns.  (Weapons Issue #7 . The security section has Weapons Issue #2).  All vehicles have the standard vehicle supplies
Vehicles:  3 pickup trucks, 2 trailers with welding gear, power tools and demolition supplies.  A possible addition is the semi-portable fusion forge specified in the The Starnaman Incident
Problems:  The Team Leader isn’t sure that she should be taking orders from the PCs – but is smart enough to understand that they know more than she does about the post-collapse world.  Eventually there may be conflicts about who should be in charge
Found by: Radio communications.  The two teams can communicate and arrange when and where  to meet up.

Group: Frozen Watch
Description: This “team” consists of 2 survivors from a Frozen Watch bolthole: both are Economics/Commerce Specialists who were expecting to assist a combined Recon/MARS team.  They were awakened 2 years ago when their cryotubes malfunctioned.  Since then, they’ve been looking for other Project personnel – and fighting a Slaver gang.
Firepower: Sidearms only
Vehicles: one ATV.  The weapons normally carried have been traded or given away.
Problems: The Slavers are tracking them –  and the constant strain has begun to cause psychological problems
Found by:  Intervening in a firefight











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KFS “Gunfighter Belt”

October 27, 2013 1 comment

This is a widely-distributed item in the KFS military and is worn by aircrew, tank crew and APC crew.

Gunfighter Belt 2

The item consists of

Dual magazine pouch (9mm pistol ammunitionl)
Survival knife and sheath
Multitool and sheath
Waterproof holster and pistol (the KFS copy of the S&W Model 59)

Note 1: most users add another magazine pouch above the holster and use this to carry maps, compasses or additional rations. Packets of caffeinated chewing gum are a popular choice

Note 2: KFS Air Force pilots carry a pocket Survival Kit which includes the following

Personal Locator Beacon
Large Sharpie
Ballpoint Pen
Small first aid kit
Laser Pointer
Small LED Flashight
Wood/flint Firestarter
Lighter (small “zippo” design)
Spare Batteries (For flashlight and laser)
Filter straw
Zip Ties
Duct tape
Signal Mirror

Categories: Uncategorized

NPC Rolodex #7: Major Jason Carswell, Squadron Commander, KFS Air Force

October 27, 2013 Leave a comment

Major Carswell Major Carswell is commander of RiverHawk Squadron and might be encountered anywhere within 100 kilometres of the KFS border.  He was forced into a crash-landing after his P-47 experienced engine failure – and now he’s “walking home”.   On his return, he intends to discipline his mechanics and recommend the SERE trainers for commendation.

Personality: Carswell is arrogant and tends to be over-confident.  However, he’s not stupid and has good self-discipline.  (Unlike many in the KFS Air Force, his rank was achieved on merit; it wasn’t just his family connections). Equipment: Flightsuit, 9mm pistol (only 6 rounds left) KFS “gunfighter” belt (contains maps, compass, etcetera)

Notes: Carswell’s only weapons are a pistol and a survival knife.  He won’t resist if faced by superior firepower (and would really appreciate a  good meal).

Uses in the game:  

Ransom: the KFS Air Force issues “blood chits” for its pilots and promises 10,000 credit reward for their return Prisoner Exchange: “Bullets & Blugrass” could run very differently if there’s a negotiation involved Information: If treated well, Carswell will be happy to chat about the KFS Air Force (he WANTS to impress)

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Morrow Gift Packages – Package #2: Local Medical

October 22, 2013 Leave a comment

medkit_pouch medkit_pouch_open

This is another “gift bag” for survivors: a well-stocked Medical Kit

Read more…

Categories: Morrow Equipment

NPC Rolodex #6: “Joker” the Scout

June 10, 2013 1 comment


Dodge “Joker” Harding – Trucker Scout
Truckers have to be cautious when moving along the old Interstates.  Some routes are structurally unsafe and some have a “bandit problem”.  Also – on a commercial level – it’s good to know if there’s a market for goods and services.  This is where people like “Joker” are useful.  Joker will explore an area and report back to the convoy.

Joker is a friendly young man and has a certain charisma.  People tend to like him and trust him (especially if they’ve dealt with his family)

Scout Equipment:

Scouts  tend to travel light and don’t carry much equipment: an inspection light, a few “trade items” and a handgun.  They will either walk or use a modified motorbike

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A version of The Breeders: “The American Renaissance Movement”

May 30, 2013 1 comment

“Only racially superior peoples are creators and bearers of a high culture. Only they determine the course of events. Inferior races have no history. They lack the necessary ability, the ability to master their own fate. Only racially advanced peoples have this ability. Races that do not have the courage to make history have no history. The life of a people does not develop mechanically, nor does it develop steadily. It is a constant struggle with nature and the environment, and above all with other peoples. It is an eternal battle, an eternal struggle. There is no unified, gradual development of all peoples to a common goal.”


In TM1-1, the Breeders are described as

Name: Breeders
Geographical Location: Anywhere, based in 11.
H&M Average:6
H&M Range 2-9
Number found : 2-12 / Patrol
Tech Level: C-B
Power / Resources : Combustion engines, some generated electricity and batteries.
Weapons: Dart guns, shotguns, rifles, gas grenades, explosives.
Special Attributes: Semi-scientists with religious convictions.

These people hunt throughout the country for pure, unmutated, uncontaminated human stock. They are descended from a group of genetic scientists who survived the War. They believe there will be a super-race to emerge from “the Chaos” as they refer to the War.

The name “Breeders” is a slang term used by outsiders.  The members of this group prefer to call themselves the “American Renaissance Movement” or ARM  and they believe that  their version of eugenics is the only path to “rebuilding the living foundations of America”.    Incidentally, the “super-race” mentioned by the ARM doctrine was originally unspecified, but (after extensive internal disputes) is now described as possessing “genetic purity”, ruthless warrior pride and artistic brilliance.

The Breeders see themselves as above “herd morality”.   They see themselves as noble and even spiritual.  They believe that they have a duty to conquer and to guide the mass of humanity towards becoming the New Race.  However, they are not humorless or puritanical; they admire creativity and particularly approve of music and dance.

Interactions with other groups

Usually very bad.  The Amerindian Empire particularly dislikes the Breeders and (rightly) suspects that they kidnap children who appear to fit their genetic ideal, or have “breeding potential” .

Relations with the Morrow Project are surprisingly complex.  The Breeders are happy to obtain DNA samples from the personnel and they have no objection to the Morrow Project “improving” the lives of survivor communities – in fact they  are willing to pay for help from Morrow Project teams. However, they dislike the Morrow Project’s attempts to save the lives of “genetically damaged” people.

The only allies of the ARM/Breeders are Slavers and a few gangs of Bikers

Categories: Encounter Groups

Atlantis Project weaponry: the Butterfly Knife

May 12, 2013 1 comment

Atlantis Project planners believed that it would be useful to have weaponry that was easily-concealed and “non-military”.

butterfly knife

The knife is made of stainless steel and has an all-black anodized coating.

Length: 6.25 inches closed (15.9 cm) .  11.125 inches open (28.26 cm)

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