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  Special Zone Sectors 3 
  Four special Zone Sectors 
   
  Introduction. Welcome to the third Special Zone Sectors compilation I have made for Mutant Year Zero. 
  Three of these Sectors use rules from my free product Zone Humans, and describes three different clans of 
  Zone Humans. For “Driftwood Mutants” and “Hole to Eden”, I have drawn inspiration from the previous 
  edition of Mutant, the Swedish-only Mutant: Undergångens Arvtagare.  All pictures are courtesy of 
  Pixabay or Unsplash, and is free of charge.  
  by Bjørn Ove Asprem 
   
   
   
   
  
  Special Zone Sectors 3 
   
   
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  Up ahead, the road continues out onto the gigantic double-
  decked bridge that you have seen earlier. The bridge’s lower 
  level looks more or less intact, and will allow you to cross and 
  reach the land beyond. Wrecked vehicles dot the bridge’s 
  lower level, but a narrow passage has been cleared in the 
  middle. You might not be the first to cross this structure.  
   
  The upper level is partially ruined, and appears to have been 
  used for railway traffic. The remains of an extremely long train 
  occupy large parts of it.  
   
  Almost at the middle of the bridge’s lower level, a huge, burnt-
  out vehicle lie on its side. Oil has spilled out of its chassis, 
  staining the concrete a mix of black and red. A huge explosion, 
  perhaps?  
   
   
   
  THE BRIDGERS 
  This Special Zone Sector describes a clan of Zone 
  Humans who occupy a bridge. They demand payment for 
  anyone wanting to cross, and anyone who refuses to pay, is 
  exposed to their insidous trap.  
   
  OVERVIEW 
  The bridge is close to a mile long, effectively being its 
  own Sector. The zone humans that man the bridge toll are 
  stealthy, silent and difficult to spot. If a Stalker succeeds in a 
  Find the Path, he might notice that something is off and that 
  this smells of a trap. In order to actually spot the Bridgers, the 
  PCs must succeed in an opposed Scout vs Sneak roll.  
   
  
  Special Zone Sectors 3 
   
   
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  While the rest of the Zone can have any rot level you seem 
  fit (the Bridgers don’t actually live here), a 20-yard area in the 
  middle of the bridge (where the trailer has crashed and spilled 
  its contents) is a Rot Hotspot. On a successful Know the Zone 
  roll, a suspicious PC may understand what this is.  
   
  The bridge spans either a wild river or a barren canyon. 
  Falling (or jumping) off of it is certain death.  
   
  If the PCs are operating a vehicle, the only way across the 
  bridge is through the lower level. PCs on foot may climb to the 
  upper level (a successful Move roll) and walk across, but the 
  section with the train is dangerous, and a Move with a -1 
  modifier is required to not fall through a rotten section. A safer 
  way would be to walk through the train cars, but the train cars 
  house a danger of their own. 
   
  SITUATION 
  A clan of zone humans have taken it upon themselves to exact 
  a toll from anyone traversing the bridge. At first, not everyone 
  wanted to pay the toll, and either chose to return to where they 
  came from, run/drive past the zone humans or shoot at them. 
  Zarek then came up with the idea of using the Rot Hotspot as 
  a lethal ingredient in a deadly trap for anyone not wanting to 
  pay up.  
   
  Now, whenever travelers are approaching the Rot Hotspot, the 
  Bridgers spring their trap.  
  Huge metal sheets hidden in the ceiling are released and fall 
  down in place in front of and behind the PCs, completely 
  blocking both sides of the bridge. At the same time, Zarek calls 
  out with his voice modulator, telling the PCs that the metal 
  walls will be removed as long as they pay the toll to cross the 
  bridge. Both of the walls that came down from the ceiling holds 
  a metal basket. Zarek instructs them to place the toll in the 
  basket. He also informs them that they don’t have much time, 
  as the Rot will claim them soon.  
   
  The Bridgers keep their word, and if the toll is placed in either 
  basket, the corresponding wall is raised. Using a scrap 
  binocular, one of the Bridgers can verify whether or not the 
  PCs acquiesce. The Bridgers are wary of repercussions, and 
  will carefully aim their weapons at the PCs from hidden and 
  elevated positions until they are out of sight.  
   
  
  Special Zone Sectors 3 
   
   
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  The toll can be whatever you as a GM feel is fitting, and might 
  change from time to time depending on what resources the 
  Bridgers need. It should hurt, but not so much that the PCs feels 
  completely crippled afterwards.  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  KNOW YOUR PLAYERS! 
  It is in many player’s nature to either a) not 
  accept paying the toll or b) pay the toll and 
  attack afterwards. The defensible position of 
  the Bridgers make this a dangerous 
  encounter if the PCs are stubborn. Use this 
  sector with caution if you know your players 
  will react to the extortion with violence. 
   
  LOCATIONS 
   
  The trap 
  The Bridgers have fastened two thick metal sheets in the 
  ceiling of the lower level and attached chains to them. A quick 
  pull from one of the hidden Bridgers makes these sheets come 
  down and block both paths off the bridge. A PC who 
  specifically says he is studying the bridge’s architecture, may 
  make a Comprehend roll at a -1 modifier to notice that 
  something is off.  
   
  The trap seals off an area approximately 20 yards across. The 
  Rot Hotspot affects the entire area. Four Bridgers hides on each 
  side of the metal sheet wall.  
   
   
  The trusses 
  It’s not impossible to climb the trusses and circumnavigate the 
  trap, but it’s not a walk in the park either. The Bridgers 
  regularly grease these metal beams, making it hard (-2 
  modifier) to climb them. Bridgers positioned on the upper level 
  make themselves visible to any PC who starts climbing, but 
  refrains from shooting unless the PC attacks or continue 
  climbing.  
   
  Side beams 
  Ingenious PCs might try to get out on the side beams that runs 
  parallel to the bridge, so that they can move to either side of 
  the trap. These beams are also greased. Any PCs moving out 
  on these beams must roll a Move with a -2 modification. 
  Failure means the PC slips and falls to his death. On a success, 
  the PC manages to hold on to a cable or a part of the beam with 
  little grease. The PC needs an extra success in order to actually 
  move somewhere. And even then, he must spend two 
  maneuvers to move one range category.  
   
  Bridgers on either side of the metal sheet wall will threaten and 
  eventually fire at any PC moving out on the side beams.  
   
  The upper level 
  Four Bridgers are hidden on the upper level. Their main job is 
  to prevent any PCs from trying to climb to the top. They have 
  excellent cover from anyone firing at them from below. 
  Bridgers on each side of the trap may quickly come to their aid 
  by climbing the trusses and cables of the bridge. A prolonged 
  fight on the upper levels, outside or inside of the train cars may 
  bring about the Zone Rats. They cannot differentiate between 
  Bridger and PC, and attack everyone.  
   
  INHABITANTS 
  The Bridgers have the Silent trait (see Zone Humans), and 
  communicate with each other using hand signals. The 
  exception is Zarek, who communicates with the PCs using his 
  special gas mask. After spending months on the bridge, both 
  its levels and the trusses, they have become quite adept at 
  climbing it. 
   
   
  SUGGESTIONS FOR TOLL 
  4 rations of grub or water per person 
  1 artifact per person 
  A dozen bullets 
  A vehicle 
  A slave 
   
  
  Special Zone Sectors 3 
   
   
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  ZAREK 
  Zarek is a withdrawn zone human with sullen eyes and a 
  perpetual scowl on his face (for those who get to see him 
  without his gas mask on). Zarek takes no pleasure in extorting 
  travelers like this, but sees it as a way to protect his clan. Zarek 
  often questions why he was even born, and if there is any point 
  to life. The others look up to him, and he finds purpose in 
  leading the other Bridgers. Zarek is wearing a black raincoat 
  like the other Bridgers. He also has a special gas mask, with a 
  voice modulator fitted to it. This gives him a booming voice 
  that offsets his clan’s natural penalty to verbally based skills.’ 
   
  Attributes: Strength 4, Agility 4, Wits 3, 
  Empathy 3 
  Skills: Sneak 4, Move 3, Shoot 3, Endure 2, 
  Fight 1, Manipulate 2, Sense Emotion 2 
  Trait: Silent (+2 to Sneak, -1 to Manipulate 
  and other verbally based skills) 
  Talents: Climber (new talent), Rot Tolerant 
  Gear: Hunting rifle (8 bullets), Gas Mask 
  w/voice modular (new artefact) 
   
   
  TYPICAL BRIDGER 
  There are a total of 12 other Bridgers on the bridge. Some are 
  hidden on either side of the death trap while some hide on the 
  upper level. They await Zarek’s signal before engaging anyone 
  crossing the bridge in combat, but shoot back if fired upon. 
  They always try to get behind cover and spend an action 
  aiming at their enemies. All are dressed in black raincoats and 
  cover their faces with black Rot Masks (Protection 2 vs Rot). 
  Attributes: Strength 3, Agility 4, Wits 2, 
  Empathy 3 
  Skills: Sneak 3, Move 2, Shoot 2, Endure 2, 
  Know the Zone 2 
  Trait: Silent (+2 to Sneak, -1 to Manipulate 
  and other verbally based skills) 
  Talents: Climber (new talent) 
  Gear: Scrap pistols, scrap rifles or bow & 
  arrow / scrap knife, spiked bat or scrap 
  spear, Rot Mask (PR 2 vs Rot), a few also 
  have scrap binoculars 
   
  Zone Rats 
  A swarm of zone rats live in the train cars on the upper level. 
  The Bridgers feed them regularly, so they rarely venture out of 
  the train. If any PCs enter the train, they are quickly set upon 
  by the vermin.  
   
   
   
   
   
   
   
   
   
   
   
   
  GEAR, GRUB & ARTIFACTS 
   
  The Bridgers don’t have much grub and water on them (1-2 of 
  each), as they store this in their base of operations. Their base 
  of operations is not far away, but is beyond the scope of this 
  Sector. Each have enough 2d6 bullets/arrows as ammo.  
   
  In addition to Zarek’s personal items, a fully functional vehicle 
  stands on Zarek’s side of the bridge. This is an escape measure 
  for Zarek and a few of the other Bridgers if things take a turn 
  for the worse. The car looks really worn down, and unless a PC 
  specifically says he’s looking for working cars (and succeeds 
  in a Comprehend -1), the car will be written off as scrap.  
   
   
   
   
   
   
   
  NEW TALENT | CLIMBER 
  You are an expert climber and gain a +2 modifier 
  on Move rolls when climbing. 
  
  Special Zone Sectors 3 
   
   
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  EVENTS 
   
  While this Zone Sector works perfectly as a “random” 
  encounter and a foil to the PCs as they are crossing the bridge 
  to an unknown destination, you can easily expand this with the 
  following hooks. 
   
   
  A Stalker returns to the Ark, alone. He tells the rest 
  of the Ark that they were crossing a bridge, when 
  walls suddenly trapped them in the middle of a Rot 
  Hotspot. The Boss leading the expedition refused to 
  pay the toll, and they tried to fight the “zone ghouls”. 
  As the rest of the expedition fell around him, the 
  Stalker used his Insect Wings mutation to escape. 
  Another Boss wants to either avenge this or remove 
  the zone ghouls and use the trap himself, and sends 
  the PCs out to clear the way.  
   
  The PCs are preparing for a longer Zone expedition 
  (maybe to find Eden?), and they have to cross a large 
  bridge on their way.  
   
  The Bridgers are a known quantity to the Ark, and 
  might even be on somewhat friendly terms. The toll 
  they exact is fair. Maybe they even protect the Zone 
  against a common enemy from across the bridge? 
  One day, a Bridger arrives at the Ark. He tells the 
  Bosses at the Ark that they need help. They have 
  spotted a huge army slowly approaching the bridge, 
  and they cannot stand against them on their own. 
  This huge army may be Hellriders, rabbits from The 
  Kingdom of Deeprot (Zone Compendium 3), Brago 
  Company from Fort Medina (Special Zone Sectors 
  2) or some other large force in your campaign. It may 
  not even be an army, but maybe it is a large 
  contingent of animal mutants from Paradise Valley 
  or enclave humans from Elysium?  
   
   
   
   
   
   
   
   
   
  NEW ARTIFACT | GAS MASK 
  W/VOICE MODULATOR 
  In addition to the usual benefits from a gas mask, 
  Zarek’s gas mask is fitted with a voice modulator 
  that gives a +2 modification to Intimidate, 
  Dominate or Manipulate. 
   
  The Artifact otherwise works as described on p. 
  194 of the MYZ CoreBook.  
  
  Special Zone Sectors 3 
   
   
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  The scrap sloop rests uneasily in the water, waves causing its 
  hull to rock. Your fellow mutants have managed to ignore this, 
  and have fallen asleep on the deck. You cannot sleep, so you 
  gaze out over the endless ocean. Who knows what treasures 
  lies below the surface? Entire cities or civilizations may have 
  been swallowed up by the cold, blue water when the world 
  ended. Or, more importantly, who knows what dangers hide 
  beneath the dark waves? The moonlight casts its gaze on a 
  small reef not too far away from your boat.  
   
  Suddenly, you see movement. You see the silhouette of two 
  creatures gliding out of the water. They look like any other 
  mutant, but you don’t think they are wearing clothes. You see 
  them pick something up from the reef. Some old driftwood, a 
  few shiny stones and a piece of scrap. One of your fellow 
  mutants starts mumbling in his sleep, and the creatures turn 
  around. You can see their hairless heads and bodies clearly 
  now. With nary a sound, they slip into the water and 
  disappears into the depths. Nobody will believe you come 
  morning. 
   
   
   
  DRIFTWOOD MUTANTS 
  In this Special Zone Sector, I’m introducing a new subspecies 
  of mutant. In that regard, it isn’t much of a settlement per se. 
  As these creatures build their settlements on the bottom of the 
  ocean, it’s highly unlikely that the PCs ever get to see it.  
   
  The tritons/driftwood mutants first appeared in MYZ’s 
  predecessor, the Swedish-only RPG Mutant: Undergångens 
  Arvtager.  
   
  OVERVIEW 
  In a normal Mutant Year Zero campaign, visiting the Tritons’ 
  home is less than likely. This Sector will therefore focus on 
  this special subspecies of mutants itself, their origin and how 
  they interact with the other denizens of the Zone.  
   
  The tritons were created to live in the ocean and in saltwater, 
  but they can also live comfortably in rivers and lakes.  
   
   
  
  Special Zone Sectors 3 
   
   
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  SITUATION 
  The titan power Noatun’s expertise was advanced robotics and 
  artificial intelligence, but they didn’t put all their eggs in one 
  basket. A separate branch, called Operation Poseidon, 
  managed to steal some of the research material from Mimir’s 
  Project Eden, adapting it to their own purposes. They 
  attempted to create a race of mutants that could survive beneath 
  the waves. The result was the Tritons. In fact, the scientists 
  were rather successful (unlike Dr. Retzius of Project Eden). 
  These creatures could reliably use their “mutation” (breathe 
  underwater), everyone had the same mutation and there was no 
  such thing as a “misfire”.  
  Despite this success, the Noatun leaders ignored Operation 
  Poseidon. They were in the middle of the Enclave Wars, and 
  argued that while these creatures were a magnificent 
  accomplishment, they wouldn’t win the war for them. 
  Therefore, they continued to focus on robots.  
   
  Disillusioned and abandoned by their own leaders, the 
  scientists continued their work on their own, caring for the 
  adolescent tritons as best they could.  
   
  When an air strike from a Mimir space station hit Operation 
  Poseidon, all the humans were killed instantly. Most of the 
  tritons were below the surface at the time, and survived. The 
  tritons escaped out into the ocean, where they started a new life 
  for themselves.  
  This race of mutants were not barren like the mutants of Project 
  Eden, and procreated. 
   
  LOCATIONS 
  Tritons may spend hours above water if they want, but it is 
  taxing for them. This is why they prefer to build communities 
  beneath the surface. If they can find a spot with some nearby 
  caves that are not fully submerged, that is a bonus. Sometimes 
  they find items and food that is desirable to the community, but 
  that rots more quickly if left in the water. These caves are also 
  a defensive measure against predators. A triton can sleep 
  directly on the seabed, but they often build simple walls and 
  structures in the water to protect against predators.  
   
  A typical triton community houses 40-100 adult tritons, and 
  half that number of children. If the community grows beyond 
  this number, about half of them will relocate to avoid 
  overfishing. Throughout the generations since their creation, 
  there has been little to none internecine strife with the tritons. 
  Their most dangerous enemies are the huge predators living in 
  the sea. Triton parents scare their children with stories of the 
  kraken and Rotzilla. While some of the children suspect this to 
  be fairytales, some of the Elders know that the stories are true, 
  and may have witnessed one of these monsters destroying their 
  former home. 
   
  GEAR, GRUB & ARTIFACTS 
  Tritons are adept hunters, and can build simple spears out of 
  driftwood and coral (treat as scrap spear). They can also 
  fashion knives out of coral (treat as scrap knife).  
   
  As they live in the ocean, they have easy access to grub. They 
  hunt every day, and stores almost no food.  
   
  Few artifacts survive prolonged exposure to salt water. If any 
  artifacts are found close to a triton or a triton’s home, it’s 
  purely coincidental.  
   
  INHABITANTS 
  The tritons are quite human-like, with discreet gills on their 
  necks, large eyes, thin fish scales covering their bodies and 
  webbing between their toes. They completely lack hair. Their 
  skin is thick and protective against the cold at the sea bottom. 
  They still sometimes wear simple pieces of clothing, especially 
  if they are to communicate with surface dwellers. While the 
  first generation of tritons was taught language, this knowledge 
  
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  has become forgotten over the generations since their creation. 
  Instead, they communicate using an advanced sign language 
  where both fingers, hands and webbing are used as gestures. In 
  order to communicate with a triton, a successful Comprehend 
  -2 roll is needed. The GM can rule that a PC that has spent 
  enough time in a triton’s presence, automatically succeeds. 
  Some tritons learn the language of the surface dwellers, but this 
  is rare.  
   
  Surface dwellers who know of these underwater mutants, but 
  haven’t made contact with them yet, call them “driftwood 
  mutants” due to the fact that they are most often spotted 
  clinging to driftwood or other kinds of scrap and debris. When 
  scouting from the surface of the water, this is less tiresome for 
  the tritons. Mutants who get to know the tritons quickly learn 
  the name given to them by their creators. None of the tritons 
  alive today know of their creation though, so that secret may 
  be lost forever.  
   
  The tritons are an honorable people, but life in the ocean is 
  harsh and has instilled a somewhat paranoid attitude towards 
  surface dwellers. If someone can gain their trust, they can 
  become a valuable ally and trading partner. The tritons will be 
  very interested in spearguns and harpoons, as this will make 
  hunting in the sea much easier. 
   
  Game statistics 
  All tritons can breathe underwater indefinitely. They may be 
  out of water for 1 hour. For each hour after the first, they must 
  make an Endure roll. If they fail, they are effectively 
  Dehydrated until immersed in water. They suffer damage and 
  fatigue every hour (not every day). If broken by trauma while 
  dehydrated, they will die within an hour.  
   
  Tritons don’t have mutations in the normal sense, and have no 
  Mutation Points.  
   
   
   
  
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  If a PC succeeds with a Know the Zone modified by -2, he has 
  heard tales about these fascinating creatures. 
   
  TRITON  
   
  Attributes: Strength 3, Agility 4, Wits 3, 
  Empathy 3 
  Skills: Move 2 (+3 in water), Endure 2, 
  Scout 3, Fight 2, Sneak 1 
   
  TRITON | HUNTER 
  Attributes: Strength 4, Agility 5, Wits 3, 
  Empathy 3 
  Skills: Move 3 (+3 in water), Endure 3, 
  Scout 4, Fight 4, Sneak 2, Know the Zone 2 
   
  TRITON | ELDER 
  Attributes: Strength 2, Agility 3, Wits 4, 
  Empathy 4 
  Skills: Scout 2, Fight 2, Move 1 (+3 in 
  water), Endure 1, Comprehend 3, Know the 
  Zone 2, Manipulate 2 
   
  EVENTS 
  Here are some hooks to introduce the tritons to your campaign. 
   
   
  One of the PCs accidentally spots a triton on the 
  ocean. Either on a reef or clinging to some driftwood. 
  It disappears before the PC can make contact. The 
  PCs may stake out the area for a while, and the triton 
  appears again. If the PCs act calmly and in a friendly 
  manner, the triton may try to communicate with 
  them.  
   
   
  The PCs find a wounded triton washed up on shore. 
  At first, they might mistake the mutant for a normal 
  mutant with the Amphibian mutation, but when he 
  wakes up, it becomes clear that this isn’t the case. 
  The triton will slowly suffocate on the surface, and 
  will try to get back into the ocean.  
   
   
  If the PCs are on friendly terms with the tritons, the 
  tritons may turn to the PCs if they need help with a 
  surface threat. Maybe some pirates/whalers are 
  exhausting the supply of fish near the tritons home? 
  Or maybe an industrial ruin from the Old Age has 
  started leaking oil or other dangerous chemicals into  
  the ocean. The tritons may have some valuable 
  artifacts for the PCs as rewards, information about a 
  secret, underwater lair (Mechatron-7?) or maybe a 
  crate full of bullets, lost at sea before the Fall.  
   
  The tritons’ new leader is an aggressive, territorial 
  warlord who claims the surface of the sea as his 
  domain as well. Boats are attacked, island dwellers 
  killed and coastal settlements sabotaged. A Boss at 
  the PCs Ark sends the PCs out in a boat to act as bait. 
  Their goal? To capture a live triton for information 
  and possible ransom.  
   
  A triton becomes infatuated with a PC. Maybe the 
  triton spots the PC several times as the PC stands 
  watch close to sea at night? Or maybe this is the same 
  triton that washed up on shore and was discovered 
  by the PC? If the PC reciprocates, this can lead to 
  several interesting dilemmas. How can this 
  relationship work if one cannot stay underwater, and 
  the other cannot stay on land? A union between a 
  triton and a mutant would give birth to a mutant with 
  the Amphibian mutation.  
   
   
  
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  You hear the sound of the huge motor vehicle before you see it. 
  As the engine roars again, you spot a long, black and 
  windowless bus that speeds down the highway. All sides of the 
  vehicle, including the windows and doors, are clad in a black 
  material. How can the driver see anything? If there even is a 
  driver?  
   
  The black plates are covered in white graffiti. Warning 
  symbols like a skull over a crossed pair of bones, text in capital 
  letters saying “STAY AWAY” and other more elaborate, but 
  disturbing illustrations adorn the vehicle. On top of the roof, a 
  pipe sticks out. It slowly moves back and forth. Also mounted 
  on the roof are two white plastic megaphones. 
   
  THE ZONE EXPRESS 
  This Special Zone Sector is a little different – it moves around. 
  A clan of zone humans with an anti-mutant vendetta travels the 
  Zone, and you can have them appear in various places. 
   
  OVERVIEW 
  The Zone Express is difficult to halt while it’s driving. 
  Individuals trying to hail the speeding vehicle are ignored. If 
  someone simply gets in the way, the driver (Thomas) must 
  succeed in a Move roll (modified for distance as if the 
  character was trying to sneak) in order to stop before the bus 
  runs over the character. If the PCs try to pursue the bus with 
  vehicles of their own, the Zone Express issues a warning to 
  stay back. If this is not heeded, they activate their defense 
  measures. While the passengers are wary of the Rot, they 
  prefer to handle short-term problems first.  
  The clan has a 360 degree of their surroundings due to the 
  periscope that the first mate uses to guide the driver.  
   
   
   
  If approached when the bus stops for a break (preferably in a 
  Rot Oasis), the clan members are wary, but not outright 
  hostile. They might be interested in trade or information, but 
  as the clan’s leader, Erick, hates mutants, this is most likely a 
  temporary ploy.  
  THE SITUATION 
  When the world started burning, three families of humans stole 
  the tour bus of a rock’n’roll band and tried to get their loved 
  ones to a safe location. The adults of the original crew were all 
  scientists and engineers, and soon realized two things: They 
  couldn’t stay too long in one place, and they needed to be able 
  to survive the radioactivity that had been unleashed on the 
  world. To that effect, they pimped the bus with protective 
  armor, not only against bullets and explosions, but against the 
  Rot as well. They installed a periscope so that they could see 
  where they were driving, and later added a pair of megaphones 
  so that they could communicate with others outside of the bus.  
   
  The three families have lived a life on the open road for 
  generations now, probably seeing more of the destroyed world 
  than any other creature alive on the scorched Earth.  
   
  While the clan has always led a nomadic lifestyle, the current 
  crew had been acting as weapon dealers far away from the 
  Zone for a period, supplying weapons to both sides in a 
  gruesome war. When the feuding parties settled their 
  differences amicably, their attention turned to the Zone 
  Express, who had been playing them against each other. The 
  Zone Express was forced to relocate, and drove for weeks 
  before coming to the Zone.  
   
  One of the scientists of the original crew had worked with Dr. 
  Atwood, and was strongly opposed to his radical ideas about a 
  mutated human race. In his diary, he claims that Atwood might 
  
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  himself have played a part in developing and unleashing the 
  Red Plague upon the world. This scientist is the forefather of 
  Erick, the unspoken leader of the Zone Express. When the 
  Zone Express first discovered the existence of mutants, Erick 
  remembered what his ancestor had written about Dr. Atwood. 
  Eric has concluded that his ancestor was right about Dr. 
  Atwood, and that these creatures are the work of that mad man. 
  Erick now blames the mutants for the destruction of the world, 
  and has taken it upon himself to cleanse the Earth of these 
  abominations. 
   
  LOCATIONS 
  While there is space for almost 30 people on the bus, no more 
  than a dozen can live there over time. Throughout their history, 
  they have rarely suffered overpopulation as members have 
  fallen to the Zone’s many dangers.  
   
  The bus 
  The Zone Express itself is a heavily improved and enforced 
  bus, with a souped-up engine and retractable spikes and blades. 
  The materials and chemicals the clan continuously maintain 
  gives everyone inside the bus a Protection Rating of 6 against 
  the Rot.  
  Parts of the cover on both the left and right side of the bus may 
  be detached using a lever on the inside of the bus (one action). 
  This gives the passengers quick and easy access to fire at a 
  threat outside of the bus. The driver may also quickly press 
  another switch to activate spikes and blades in front of and at 
  the sides of the bus. This increases the weapon damage to 2.  
   
  The periscope is manned at all times by a first mate, and allows 
  the bus to travel the zone even when their front windows are 
  blocked. The megaphones on the roof are connected to the 
  generator (artifact) in the middle of the bus. Erick generally 
  controls it.  
   
  Sleeping quarters 
  The sleeping quarters at the back of the bus consist of three 
  bunk beds. A total of 12 people can squeeze in here, but there 
  are rarely more than 7 or 8 people at the most, even at night. 
  Some stand watch while others fall asleep in the chairs and 
  seats placed elsewhere on the bus. Erick’s twins share one of 
  the top bunk beds, together with an old Teddy Bear with only 
  one eye.  
   
   
   
  Storage 
  Spare parts for the bus are stored in a compartment below the 
  bus, alongside several jerrycans (artifact) with fuel, a dozen 
  large jugs of water and enough food to make it through a month 
  or two. 
   
   
   
   
   
   
   
   
   
  INHABITANTS 
  The clan now consists of 12 members. This includes the 
  teenagers Konrad and Kaya, two toddlers and the slave mutant 
  boy Travis. 
   
  ERICK 
  The current leader of the clan is Erick, a calculating and vicious 
  man who will stop at nothing to ensure the complete 
  destruction of the mutants. Erick is a man in his 40s, with a 
  bushy black beard, an evil grin and a toughened physique. 
  After discovering the existence of mutants, Erick started 
  attacking and slaughtering any they would encounter. A couple 
  of weeks ago, they captured a mutant for interrogation. Erick’s 
  plan is now to try and infiltrate or befriend one or more mutant 
  Arks. He realizes that he cannot destroy the mutants alone, and 
  needs allies.  
   
  Erick lost his wife to a devourer a year ago. His twin sons are 
  2 years old, and the clan helps Erick look after them, especially 
  now that Erick’s mind is set on destroying the mutants. 
   
  Attributes: Strength 4, Agility 4, Wits 4, 
  Empathy 4 
  Skills: Move 4, Shoot 3, Fight 4, Know the 
  Zone 3, Comprehend 4, Scout 2, Jury-rig 2, 
  Find the Path 4, Manipulate 3, Force 2 
  Talents: Motorhead, Fast draw, Never 
  surrender 
  Armor: 6 (Kevlar vest)  
  Gear: Semi-auto pistol, shotgun, kevlar 
  vest, protective suits, chain saw, 3 hand 
  grenades (artifacts)Extra arms 
   
   
   
  STATS FOR THE ZONE EXPRESS 
  Bonus +2, Armor 6, Resilience 6, Weapon damage 
  2, Occupants 25 
    
  
  Special Zone Sectors 3 
   
   
  13 
   
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  THOMAS 
  The blonde, blind head driver of the Zone Express lost his sight 
  trying to tame a bitterbeast a few years ago. He is a direct 
  descendant of the original families. He is married to Sonya, 
  and father to Kaya and Konrad. Since the Zone Express 
  maneuvers using a spotter giving directions to the driver, being 
  blind never hindered Thomas much. Thomas is currently 
  caught in the strife between his wife and his good friend Erick 
  about their current goals. 
   
  Attributes: Strength 3, Agility 4, Wits 4, 
  Empathy 3 
  Skills: Move 4, Shoot 2, Jury-rig 3, Sense 
  Emotion 3, Scout 3 
  Talents: Motorhead, Zone Cook 
  Gear: Scrap pistol, Flare gun  
   
  SONYA 
  Sonya is a headstrong woman that often clashes with Erick 
  over the paths taken and choices made by the Zone Express. 
  She is not convinced that they should risk the lives of everyone 
  in the clan on some stupid, century-old revenge mission. She 
  is constantly berating her husband for taking Erick’s sides on 
  matters. Sonya is the best mechanic on the bus, and she knows 
  it. 
  Attributes: Strength 3, Agility 4, Wits 3, 
  Empathy 5 
  Skills: Move 3, Shoot 2, Jury-rig 5, 
  Comprehend 4, Know the Zone 3, Fight 2, 
  Endure 2, Heal 2 
  Talents: Motorhead, Sharpshooter 
  Gear: Hunting rifle, Protection suit, 
  painkillers, first aid kit, wrench, smoke 
  grenade (artifacts) 
   
  KAYA 
  Kaya is the 16-year old daughter of Thomas and Sonya. While 
  the blonde girl might look frail and timid, her time in the zone 
  has hardened her. She is not squeamish around blood and gore, 
  and if danger presents itself, she is one of the first to draw her 
  weapon and fire at their enemies. She is fiercely protective of 
  her little brother Konrad (13). Kaya felt sorry for Travis the 
  mutant, and has persuaded Erick to let him live for now and 
  use his mutation for information about the other Arks. 
  Attributes: Strength 3, Agility 4, Wits 3, 
  Empathy 5 
  Skills: Move 2, Shoot 1, Jury-rig 2, Sneak 
  3, Fight 1, Manipulate 2, Sense Emotion 2 
  Talent: Sleepless 
  Gear: Compound bow (artifact), 10 arrows, 
  Protection Suit (PR 4) 
   
   
  TRAVIS 
  Travis is a young mutant with fiery red hair and a lot of 
  freckles. Travis is not the most powerful of mutants, and while 
  he had always wanted to explore more of the Zone, the other 
  mutants of his Ark refused to let him go with them. A couple 
  of weeks ago, he stealthily followed a group of Zone travellers 
  going out into the Zone to scavenge. When they were beset by 
  the Zone Express, Travis tried to help them. He was shot in the 
  shoulder, but survived. After telling Erick and the others 
  everything he knew about his Ark and other settlements he 
  knew of, he was told he was going to die. Only the timely 
  intervention of Kaya saved him. He is now a captive of the 
  Zone Express, and sometimes uses his Clairvoyance mutation 
  to give his captors information. 
  Attributes: Strength 2, Agility 3, Wits 4, 
  Empathy 4 
  Skills: Sneak 3, Fight 1, Endure 2, Scout 2 
  Mutation: Clairvoyance 
  Gear: - 
  
  Special Zone Sectors 3 
   
   
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  TYPICAL PASSENGER 
  The four remaining clan members are men and women in their 
  early 20s, cousins of either Erick or Thomas. They are drawn 
  to Erick’s leadership. All are at least decent motorheads and 
  know how to fire a gun. One of them acts as first mate to 
  Thomas the driver. 
  Attributes: Strength 3, Agility 4, Wits 3, 
  Empathy 3 
  Skills: Move 2, Jury-rig 2, Shoot 2, Fight 
  2, Sneak 1, Know the Zone 2, Comprehend 2, 
  Scout 2 
  Talent: Motorhead 
  Gear: Revolver (artifact), protection suit 
  (PR 4), machete 
   
  GEAR, GRUB & ARTIFACTS 
  The clan stockpiled as much water and grub they could before 
  they had to flee into the Zone. This is stored in the 
  compartment beneath the bus. Food and water are not primary 
  concerns for the moment.  
   
  As former weapons dealers, the clan has a lot of artifact 
  weapons (see individual descriptions) and ammo. They also 
  have about a dozen scrap pistols and rifles for trade. While 
  mutants of the Zone can easily see that these weapons are of a 
  different make and construction than what they are used to, 
  mechanically they function the same way.  
   
  In addition to the personal artifacts carried by the clan 
  members, the following artifacts are communal, and can be 
  found inside the bus:  
   
   
  Megaphones (on the roof) 
   
  Generator 
   
  Binoculars 
   
  Teddy Bear (belongs to the twins) 
   
  Armchair 
   
  EVENTS 
  With Erick blindly pursuing his current agenda, it should only 
  be a matter of time before the PCs become involved, one way 
  or another. 
   
   
  The Zone Express appears on the Ark’s doorstep. In 
  this scenario, Travis is either a member of the PCs 
  Ark (or is familiar with it) and know that the Ark is 
  interested in peaceful relations with other denizens 
  of the Zone. Erick conceals his hatred well, and tells 
  the PCs that he hails from a large settlement not too 
  far from here. The Zone Express can trade some 
  (non-artifact) weapons to the PCs or others in the 
  Ark, as well as food and scrap. Erick tries to gain as 
  much information as possible about the Ark’s 
  enemies. Erick might try to coax the Ark into going 
  to war against an enemy Ark if he feels they are 
  susceptible to his suggestion. He will lie, tell them 
  that members of the other Ark killed his wife, and 
  add other made up atrocities.  
   
   
  If Erick and the Zone Express linger in the Ark, 
  Sonya and some of the others may realize that the 
  mutants aren’t as bad as Erick has made them out to 
  be. Sonya might approach a friendly PC and tell him 
  the truth about Erick. If a confrontation with the PCs 
  and Erick and his allies comes to pass, Erick will call 
  the mutants “abominations” and blame them for the 
  Red Plague. He will not reveal the secret about the 
  mutants outright, but his cryptic words might push 
  the mutants further in their quest to find Eden.  
   
   
  The PCs come upon the Zone Express at it makes an 
  emergency stop in the middle of the Zone. Maybe 
  one of their tires blew out? Sonya and a few of the 
  others go outside, dressed in protective suits in order 
  to fix the wheel. If the PCs stay hidden, they 
  suddenly see Travis make a run for it. Erick suddenly 
  appears in the doorway ready to shoot Travis, but 
  Kaya stops him. Unless the PCs intervenes however, 
  one of the others intercepts Travis.  
   
   
  The PCs encounter Kaya and Travis in the Zone. 
  They have escaped the Zone Express, but are now 
  lost without any water or grub. As the PCs are talking 
  to the pair, the Zone Express thunders into view.  
   
  
  Special Zone Sectors 3 
   
   
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   
  Helldrivers or the Other Ark), reasoning that war 
   
  
  Special Zone Sectors 3 
   
   
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  As you gaze out of the broken window and into the deserted 
  ruins, you are reminded how boring watch duty is. The Zone is 
  empty — everyone knows this. What can possibly be out there 
  lurking, that isn’t dead already? Nobody can survive outside 
  an Ark for long. You can feel the Rot seep through your body, 
  and your only hope is that a night’s exposure won’t kill you 
  yet. Wait, what was that? Was that footsteps? You press the 
  button on your most precious item, the Lightcaster from the 
  Old Age and a cone of light shoots out of it, illuminating a 
  strange, bipedal creature hunched over the rotting carcass of 
  a Zone Rat. It turns toward you as the light hits it. It hisses. Its 
  eyes are closed, as if it were blind, and its skin is grey. It 
  crouches and runs toward the narrow shaft you spotted earlier, 
  the hole in the ground the Chronicler said was an old well, a 
  place where the Ancients got their water from. Without 
  hesitation, the creature jumps over the edge and starts 
  crawling down. In the darkness. In a Rot zone. 
   
   
   
  THE HOLE TO EDEN 
   
  This special zone sector contains a clan of zone humans living 
  deep belowground. They have changed physically since the 
  Fall, and are barely recognizable as humans. After listening to 
  the stories about an injured stalker about Eden, their religious 
  leader has decided to travel to Eden — by digging a hole 
  through the earth.  
   
  This special zone sector draws a lot of inspiration from the 
  mutant clan Avskrädesätare described in the supplement 
  Göborg - Encyklopedistens Klagan for the Mutant: 
  Undergångens Arvtagare game. 
   
   
   
   
   
  
  Special Zone Sectors 3 
   
   
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  OVERVIEW 
  The tunnels the sub-humans call home is a vast network of 
  subway tunnels, sewage pipes, service tunnels and more 
  primitive excavated tunnels dug by the sub-humans 
  themselves. Mapping the complex could take months, as 
  several tunnels are closed off due to cave-ins or because the 
  sub-humans simply stopped digging. There are plenty of cul-
  de-sacs here.  
   
  The sub-humans are quite familiar with the tunnel system, and 
  their Sonar ability allows them to hear approaching characters 
  from far away. It should be almost impossible to surprise the 
  sub-humans in the tunnels.  
   
  The PCs can stumble upon the tunnels by chance, maybe via a 
  subway station (possible Morlock Station from Special Zone 
  Sectors 1),a train tunnel, an emergency shelter or the basement 
  of a building.  
   
  SITUATION 
  Beneath the Zone, there is a veritable maze of tunnels, sewers, 
  catacombs and shelters.  A clan of zone humans have lived 
  here, deep beneath the Zone, since the Fall.  
  As external threats have discovered their existence, they have 
  gone deeper. When they couldn’t go deeper, they started 
  digging. Using the tools at hand and having the patience to 
  realize that they were, perhaps, digging for the next 
  generation(s), they carved out new havens for the clan. As they 
  initially were based around the old network of subway tunnels, 
  they came to call themselves “subway humans”. And then, this 
  was shortened to “sub-humans”.  
   
  As the generations passed, it became harder and harder to 
  maintain electricity and light. Their relentless digging also 
  brought them into contact with all kinds of garbage, waste, 
  chemical leaks and debris. Many succumbed to the Rot and 
  illnesses, but those that survived, changed and became 
  stronger.  
   
  The sub-humans developed traits allowing them to survive in 
  their extreme environment. They developed a sort of sonar 
  which allowed them to navigate the dangerous tunnels in the 
  dark. Their stomachs became accustomed to eating whatever 
  was available, and they developed a resilience towards the Rot 
  itself.  
   
  A couple of years ago, Yassan, a lone stalker from a mutant 
  Ark fell through a weakened part of the Zone city, and 
  practically fell into the sub-humans’ lap. As the curious, but 
  benevolent sub-humans nursed the stalker back on his feet, he 
  told them that he was searching for Eden. Yassan told the sub-
  humans all the stories he had been told by the Elder. Quintus, 
  the current Head Digger, was intrigued by Yassan’s stories, but 
  scoffed at the idea that this place was anywhere near here. “If 
  Eden is the paradise you make it out to be, it must surely be on 
  the other side of the Earth.” This prompted Clever to jokingly 
  suggest Quintus: “Maybe we can dig through the Earth to find 
  Eden?” Nobody really knows if the suggestion was serious, but 
  everyone can agree that Quintus loves the idea.  
   
  Ever since, the sub-humans, with the reluctant help from 
  Yassan, have been trying to reach deeper and deeper into the 
  ground. Whenever they hit solid rock, they start somewhere 
  else. The foundation itself in several sectors are in danger of 
  falling apart. Already, their digging has caused buildings to 
  collapse.  
   
  Just a few weeks ago, a group of diggers found the entrance to 
  a new shelter from the Old Age. This facility, an emergency 
  Elysium facility, housed a huge tunnel boring machine. A 
  hesitant Yassan has told them how this contraption look like, 
  and Quintus is convinced this is a breakthrough (pun intended). 
  Now, all that’s missing, is to make it work. Yassan has 
  (truthfully) said he has no idea how to use it. Quintus now 
  considers sending teams up on the surface to search for 
  something Yassan has called “a Chronicler”. 
   
  LOCATIONS 
  The network of tunnels inhabited by the sub-humans is a vast 
  and labyrinthine maze of hallways, rooms, holes and pits. Here 
  are a few of the more interesting locations.  
   
  Explosives storage 
  After Boomer’s dynamite charge went off prematurely, 
  Quintus banned the use of explosives. He realized that he 
  might change his mind at some point, and ordered Clever to 
  hide them somewhere. The explosives are hidden in an old 
  service tunnel closer to the surface. PCs may stumble upon this 
  place before locating the sub-humans. The place is not 
  guarded.  
   
  
  Special Zone Sectors 3 
   
   
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  x 
   
  The storage contains plenty of dynamite, wicks and blasting 
  caps. In game terms, this is 6 explosive charges (Blast Power 
  6).  
   
  Tunnel boring machine 
  The tunnel boring machine is part of an emergency shelter built 
  by the Titan Power Elysium. Reaching the shelter from the 
  surface was possible through an extremely long ladder, but that 
  part has collapsed long ago. The shelter contains food and 
  water for several months (useless for the sub-humans) and 
  medicine. 
  The 
  artifacts 
  First 
  Aid 
  Kit, 
  Painkillers, 
  Antidepressants and REGEN may be found here.  
   
  The tunnel boring machine has a DEV Requirement of 60. A 
  Comprehend roll -3 is necessary to figure out how to operate 
  it. On more than one success, a PC will understand that the 
  steering mechanism has been broken, and that the machine 
  only allows for movement in a horizontal direction.  
   
  Main living area 
  The sub-humans main living quarters are a large, natural 
  cavern dug out a generation ago. The cavern is almost 300 by 
  150 yards. Almost 200 sub-humans live here, sleeping on 
  cardboard boxes, wooden pallets, and dirty mattresses or 
  directly on the ground. The cavern has several entrances, all 
  lightly  
   
   
  guarded. The sub-humans haven’t experienced an external 
  threat in a long time.  
   
  The Underground “Lake” 
  One of the caverns contains a large puddle of brackish water 
  that the sub-humans use as drinking water. The water refills 
  itself from seepage from above. The water is considered Rot 
  water to everyone else. Even if boiled, this water may contain 
  Gutfish. The parasite cannot survive long in a sub-human’s 
  stomach.  
   
  The Forbidden Caverns 
  A while back, a team of diggers excavating an until then 
  untouched part of the tunnel network, stumbled upon what was 
  a breeding ground for Death Worms (MYZ CoreBook p. 178). 
  Several sub-humans were killed before the remaining diggers 
  managed to escape and close off the entrance with an explosive 
  charge (this was before Boomer’s accident). Quintus has 
  banned all further digging in this part of the tunnels, but the 
  Death Worms are now aware of the sub-humans and will surely 
  become a threat to the sub-humans in time. 
   
   
   
   
  
  Special Zone Sectors 3 
   
   
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  GEAR, GRUB & ARTIFACTS 
  With their Rot Eater trait, the sub-humans can live off of 
  whatever is available. Uncooked, raw, Rot-infested, poisonous 
  — it doesn’t really matter. Hunters scavenge the surface at 
  night, bringing home carcasses, roots, grass, bark etc. As long 
  as it is organic, the sub-humans can eat it. There’s plenty of 
  grub here, but only the grub in the shelter is edible for the PCs.  
   
  While the sub-humans’ culture and technology have 
  deteriorated somewhat since the Fall, they should not be 
  considered primitive. They are experts in using excavations 
  tools, setting up support beams and inventing pulley systems 
  for transporting gear and crew.  
   
  There are few ranged weapons down here though, as the caves 
  and tunnels are often too cramped for bows and guns to be of 
  any help. Spears and knives are their favorite weapons. They 
  also have a stash of dynamite. After a couple of fatal accidents, 
  the use of explosives has been prohibited by Quintus. If they 
  cannot make the tunnel boring machine work, however, 
  Quintus may see the explosives as a last resort and try to blow 
  his way through the Earth.  
   
  The emergency shelter contains several medical supplies, as 
  well as a generator (gas driven) and a jerry can with gas.  
   
  INHABITANTS 
  The sub-humans have no real name for the underground 
  network of tunnels, holes and chamber they have inhabited 
  (and expanded upon) for generations. For them, this is simply 
  “home” or “home below”. A total of 250 sub-humans live in 
  the tunnels belowground. About 200 are adults, while the rest 
  are children. Few sub-humans survive their 40th birthday.  
   
  The lack of sunlight and their life spent underground digging 
  in the earth and stone have changed their appearance. Their 
  skin has a grey sheen to it, they lack fingernails and their eyes 
  have never really developed that well in a couple of 
  generations. The exposure to dangerous fumes and chemicals 
  hs also made them somewhat resistant to the Rot. 
   
  For some reason, it is custom that sub-humans change name 
  every now and then based on something the sub-human has 
  done or said. A woman named Lucy may suddenly be known 
  as Stumbler if she stumbled and fell down a hole. If Borkus 
  curses a lot, he may be known as Cursus.   
   
   
  DENIZENS OF THE ZONE 
  Rules for creating Zone Humans, including the 
  rules for Traits, can be found in Zone Humans. 
   
   
   
   
   
   
  TRAITS SHARED BY ALL SUB-
  HUMANS 
  Rot resistant – they always count the Rot level as 
  one level below the actual level.  
   
  Omnivore – they can get nourishment from all 
  kinds of organic material, be it raw or poisonous 
  food, Rot-infested food, inedible plants and roots, 
  etc. They can only heal 1 damage per day, 
  however, and takes 1 damage if they eat fresh 
  food.  
   
  Sonar – they can navigate perfectly below ground 
  using their Sonar. On the surface, the Sonar 
  doesn’t work as well because of the more open 
  space. All skill rolls are modified  
   
  Fragile – if a sub-human rolls any 1’s on the base 
  dice when rolling for a skill, he takes an equal 
  amount of trauma immediately. The rolls can be 
  pushed normally, risking more damage.  
   
  
  Special Zone Sectors 3 
   
   
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  HEAD DIGGER QUINTUS 
  The leader of the sub-humans. He is possessed with the idea of 
  digging through the earth, and sees it as his holy mission. He 
  cannot be talked out of this crazy idea, not by his own people 
  and not by anyone else. He changed his own name when he 
  became Head Digger, reasoning that he was quintessential for 
  the clan’s digging projects. 
  Attributes: Strength 3, Agility 4, Wits 3, 
  Empathy 3 
  Skills: Command 3, Fight 2, Scout 2, 
  Manipulate 2, Endure 2 
  Traits: See abov (Boxed text) 
  Gear: Scrap spear, hard hat 
  Armor: 3 (hard hat) 
   
  CLEVER 
  Formerly known as Gurgle, Clever got his new name from 
  Head Digger Quintus himself. Yes, Clever was the one who 
  came up with the idea to dig through the Earth. Clever was 
  maybe the first to realize the sheer stupidity of the idea, and 
  everytime someone calls him by his name, he is reminded 
  about the dangers of opening his mouth. He tries to provoke a 
  name change by doing stupid things like trying to tame a death 
  worm (almost killed Clever), staying an entire day on the 
  surface or eating fresh food. Still, everyone calls him Clever. 
  Attributes: Strength 3, Agility 4, Wits 4, 
  Empathy 3 
  Skills: Inspire 2, Comprehend 2, Sneak 2, 
  Fight 3 
  Traits: See abov (Boxed text) 
  Gear: Scrap spear, shovel, rope, grappling 
  hook 
   
   
   
   
   
   
   
   
   
   
   
  BOOMER 
  This young woman has been fascinated with explosives her 
  entire life. She has more courage than brains, however, and she 
  is the reason why Quintus has banned the use of explosives. 
   
   
  Attributes: Strength 3 Agility 3, Wits 5 
  Empathy 2 
  Skills: Jury-rig 3, Comprehend 2, Sneak 2, 
  Fight 1 
  Traits: See above (Boxed text) 
  Gear: Hand grenade, dynamite (hidden from 
  Quintus, Blast Power 6, dmg 2), shovel 
   
  YASSAN 
  At first, Yassan found the sub-humans fascinating. Even after 
  he was healed of his injuries, he stayed to learn more about 
  their culture. After a few days of digging through the Earth, he 
  realized that they were serious. Even if Yassan’s Ark is no 
  more technologically advanced than the rest of the Zone, 
  Yassan understands that this will not work. Yassan cannot find 
  his way out of the tunnels, and is not allowed to leave anyway. 
  Not when they are so close to finding Eden! 
  Attributes: Strength 3 Agility 4, Wits 2 
  Empathy 3 
  Skills: Find the Path 3, Know the Zone 2, 
  Shoot 2, Fight 2, Endure 1 
  Mutation: Rot Eater, Corpse Eater 
  Gear: Flashlight (battery is empty), Oil 
  lantern, Scrap pistol, Machete, Rot Suit (PR 
  4) 
   
   
   
  
  Special Zone Sectors 3 
   
   
  21 
   
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  x 
  EVENTS 
  The following events can bring the PCs and their Ark into 
  contact with the sub-humans digging a hole to Eden.  
   
   
  One or more of the PCs spot a lone sub-human on 
  the surface. They might pursue her or follow more 
  stealthily. After walking through the old tunnels, 
  they eventually come upon what is most certainly of 
  a more primitive construction. The PCs may have 
  some accidents on their own before being discovered 
  by the sub-humans. The sub-humans aren’t outright 
  hostile, and may bring them to Quintus.  
   
   
  The PCs will get a chance to see these strange 
  creatures and their living environs. They will be 
  offered food (which they should not eat) and speak 
  to Quintus. Quintus rambles on about being close to 
  finding Eden. If Yassan is present, he might try to 
  warn the PCs about the folly and madness of 
  Quintus’ plan and try to signal to them that he needs 
  help getting out of here.  
   
   
  The PCs are approached by a group of sub-humans. 
  They ask if any of the characters is a Chronicler. If 
  there is a chronicler, the sub-humans tell him that 
  they have found a magnificent machine from the Old 
  Age, and need help understanding how to use it. This 
  should be enough to motivate most Chroniclers, but 
  if he is hesitant, the sub-humans try to take him by 
  force. They don’t care too much about his friends. 
  When the Chronicler sees the cave system and the 
  tunnel boring machine, he realizes that using this 
  device would probably collapse the entire tunnel 
  system and large parts of the city with it.  
   
   
  The sub-humans have figured out how to use the 
  tunnel boring machine. Using stolen generators, the 
  machine is up and running. Unfortunately, the 
  steering mechanism is broken and the sub-humans 
  can only move in a straight line. This happens to be 
  directly beneath the PCs Ark. The PCs may hear a 
  rumbling sound for some time, before it stops. The 
  sub-humans will use explosive to blow a way up to 
  the surface. This might lead to a version of The 
  Sinkhole event from the MYZ CoreBook. 
  
  Special Zone Sectors 3 
   
   
  22 
   
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  x 
  © 2019 Cabinet Licensing LLC. MUTANT and related 
  logos, characters, names, and distinctive 
  likenesses thereof are trademarks of Cabinet 
  Licensing LLC unless otherwise noted. Used 
  with permission under the Community Content 
  Agreement for Free League Workshop. All 
  rights reserved. 
  
SOURCE: textdata/thevault/Mutant Year Zero (Year Zero Engine) [multi]/Core/Workshops/MYZ - Special Zone Sectors 3.pdf