The players are all tied up on the back of a oxcart, they have no current idea of how they got on the back of the cart. They are bruised and beaten up, blind folded.
During the night the cart is upturned and the captors are slain by a group of raiders. The raiders are looking for food and supplies. The captors are part of a group of slavers, taking slaves off to work in mines, etc.
The PC's are freed and left by the cart. Most of the valuable food supplies are taken by the raiders. (Who are actually Mounties, a cross breed of humans and polar bears). The slavers have a deal to sell mutants to slave mines, and any pure humans to the alliance for the re-population of the world (or some such random acronym, the gist is they are looking for pure strain humans for devious means).
In the end the PCs are left with not a lot of options other than to start walking, within the cart there will be a bag of loot. The starting weapons table!
Mutant Future Starting Weapons Table d12
1 Dagger
2 Mace
3 Sling
4 Spear
5 Short Sword
6 Pick
7 Axe
8 Trident
9 Flail
10 Morning star
11 Crossbow
12 Club
Factions thus far
The mounties - once a police organization to protect and serve, the mounties have become something altogether different. They are now a militaristic group of raiders and bandits.
Pure alliance - the pure alliance searches for pure life forms, untainted by radiation. They hope to breed back humanity.
Opening premise:
The frozen north
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