TEXT: The Official Twilight: 2000
  TM 3.0
  Everytown
  
  Credits
   
  G-1 (AdministrAtion)
   
  Design: J. Griffin Barber
   
  G-2 (intelliGenCe)
  Copyright © 2009 by 93 Games Studio. 
   Except for the purposes of reviews, reproduction without the written permission of 93 Games Studio is expressly 
  forbidden. No part of this publication may be reproduced, by any form or by any means, without the prior written 
  permission of 93 Games Studio. Character sheets and other game aids contained in this book may be reproduced for 
  personal use. All characters, names, places and text herein are copyright by 93 Games Studio.
  Twilight: 2013 is based on Twilight: 2000 by Game Designers’ Workshop, and is published under license. The mention 
  of or reference to any company or product in this product is not a challenge to any trademark or copyright concerned.
  G-3 (operAtions)
  Written By: J. Griffin Barber
  Additional Writing: Team NPC (Michael “Max” McGloin and Max Messina)
   
  G-4 (loGistiCs)
  Layout, Typesetting, Editing: Keith Taylor
   
  Art: Tyler Windham, Rick Hershey, Max Messina (Maps) & some photos courtesy of U.S. Army
  G-5 (Civil AffAirs)
  Playtesters: Michael “Max” McGloin, Derek Klein, Greg Brance, John Eisenberg, 
  Jake Flannery, Eric Good, and Josh Neely
   
  G-6 (CommuniCAtion)
  Additional downloads can be found at the 93 Games Studio website
  http://www.93gamesstudio.com
  The following characters can act as ready-made PCs or as supporting roles as star NPCs for a GM to use in any number 
  of scenarios.  Most location and event details are intentionally left vague to allow for their introduction into a number of 
  storylines taking place within the USA or storylines requiring an American character or two.
  
  1
  introduCtion:
  This setting is a ready-made, highly customizable 
  locale for a Twilight: 2013 Campaign.
  As written, the locations of Everytown are 
  purposely named by their function and the NPCs 
  called by their trade or position in the town rather 
  than given names so the GM can easily modify them 
  to reflect the locale and society they choose for their 
  campaign. The intent is to maximize utility for every 
  group playing Twilight: 2013, while retaining a 
  plausible feel of a community of survivors that has 
  survived the Last Year relatively intact.
  Everytown is the root and trunk of a tree that, it is 
  hoped, will bear much adventuring fruit for players. 
  The follow-on scenarios connected to Everytown 
  will be branches of that tree, usable on their own if 
  grafted into another campaign, but adding adventure 
  to the Everytown setting.
  Enjoy! 
  everytown
  Sited at a minor crossroads, this sleepy place 
  never warranted an airport or military base of its 
  own.  Even the railroad avoided it, never coming 
  closer than fifteen kilometers to the village.  A large, 
  and largely derelict, service station dominates the 
  crossroads.  Suitable for both fueling trucks and 
  servicing them, before the Twilight War it was the 
  focal point of town, bringing money into the locals 
  pockets by serving the local farmers and the long-
  range truckers carrying loads to more distant and 
  important communities.
  Across the street from the service station is the 
  center of Everytown’s religious life, overshadowed 
  by the godless shrine to capitalism across the 
  street. On either side are the local school and a 
  governmental office that housed both postal services 
  and what little local law enforcement Everytown had 
  before the fall.  A few small retail shops round out 
  the commercial and public buildings of the village 
  Tomlinson grimaced as he cocked his head sideways, trying to shelter his face from the bitter wind that 
  clawed through his light poncho and filthy fatigues.  He reached one hand up to close one nostril and blew 
  snot from his nose, overpressure making his ears pop painfully.  He closed his eyes in exhausted irritation, 
  knowing he hadn’t blown the snot clear of his weapon.
  “Look sharp,” the sergeant barked, for about the millionth goddamn time.  
  The batteries for their NVG’s had crapped out about mile three hundred of the long march and 
  Tomlinson long since given up on trying to peer into the pre-dawn darkness. Besides, Crawford would let 
  him know when he really needed to be on the look out for hostiles; the Cajun had a nose for trouble. 
  Still, knowing the sergeant wouldn’t be satisfied without some form of response, Tomlinson shuffled 
  around so the sergeant could see his legs moving and think he’d been obeyed. Sarge claimed there was 
  a village out here somewhere, but just now Tomlinson could give a shit.  He had his suspicions that the 
  sergeant was lying; that they hadn’t received orders from company command when the general retreat 
  started, that they were entirely on their own. He was, however, absolutely sure that only some degree of 
  discipline would get them through this, and if Sarge wanted that responsibility, he was welcome to it.
  Crawford took his foot off the gas, cluing Tomlinson that he needed to be looking around.  He dutifully 
  peered into the growing dawn and made out a cluster of buildings lining the road ahead.  There was a river 
  between the village and their position, a destroyed or washed-out bridge sagging into the shallow flow.
  “This is it,” Tomlinson heard the sergeant mutter through the open turret ring.
  “How do you know?” Hernandez asked from the back seat.
  “’Cause it’s the only place on the map this distance from the MLR.,” the sergeant grated in his best 
  ‘stop asking me stupid questions’ voice.
  “What’s it called?” Hernandez asked.
  “It’s called Everytown, FNG,” Crawford snapped.
  “No it ain’t.”
  Tomlinson grinned, knowing the looks Hernandez was getting.  Aside from the stupidity of the 
  argument, Crawford had a low-grade hate for the young Mexican. Tomlinson hadn’t bothered to find out 
  why.
   
  “What he means, Hernandez, is that it’s just like every other F-ing town we’ve passed through: 
  That it ain’t home,” Sarge explained though gritted teeth, “Now shut the hell up and come with me.  
  Tomlinson, you’re covering from here. Someone wake Paulson up. I’m gonna see if we can’t find a local.”
  
  2
  center. There are some homes, spreading from the 
  center of town outward along both roads, but not 
  terribly many. Fewer still are occupied.
  people of everytown
  The following NPCs serve as the typical 
  archetypes that you’ll find in every town. Their names 
  have been reduced to mere job titles so to allow the 
  GM  to customize them for the particular part of the 
  world that Everytown is used in.
  Mayor
  The Mayor always preferred to lead and let others 
  work for him, and believed the best way for that to 
  happen was to cultivate a position of power.  He 
  experienced only minimal success before the war, the 
  regional politics being sewn up by rivals long before 
  he arrived on the scene.   Hard Man had been useful 
  to the family interests before and Mayor was about to 
  use his skills to make some openings in the political 
  situation when things fell apart. 
  Never one to whine, the Mayor took a look at the 
  situation and smiled.  Hard Man taught the villagers 
  how to fight and set up security, Farmer knew how 
  to get things from the land, and the Mechanic and 
  Nurse could keep things and people running.  What 
  was needed was leadership.  Leadership, and a plan 
  to keep what was theirs. 
  It was his idea to strip the main buildings of 
  goods and make it look as if the place had already be 
  looted.  In the process, he created a central store that 
  he could control. Of course, his actions generated 
  some animosity, and as soon as possible he found a 
  willing puppet to take over the operation.  His wife 
  and children are living well these days, though Mayor 
  can go for days without thinking about them. 
    
  Quality:  Regular 
  Attributes:  Awareness 8, Coordination 6, Fitness 
  5, Muscle 6, Cognition 10, Education 7 (Business 
  Management), Personality 9, Resolve 8, OODA 4, 
  CUF 5 
  Skills: 
  Persuasion 
  (Professional), 
  Command 
  (Competent), Deception (Professional), Intimidation 
  (Novice), Sidearm (Novice) 
  Wound Threshold: Slight 1/Moderate 7/Serious 
  10/Critical 13 
  Movement: Sprint 13m, Run 10m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, Travel 5km 
  Languages:  
  Third Man
  A seller of cheap stock that often had problems 
  he carefully concealed before the War, the Third Man 
  always made himself a profit, even if he had to move 
  on after a sale.  Now, things are different.  He can’t 
  move along if he passes something off as the real deal 
  to the locals.  
  The Mayor saw the value in having a successful 
  and unscrupulous seller of goods in debt to him, and 
  arranged for the man to take over the stock of the man 
  that had previously run the hardware store. He hates 
  being stuck here, but it’s a life. He feels no real loyalty 
  to the mayor, but pays lip-service to him. 
    
  Quality:  Experienced 
  Attributes:  Awareness 9, Coordination 9, Fitness 
  6, Muscle 6, Cognition 7, Education 6, Personality 10, 
  Resolve 6, OODA 6, CUF 4 
  Skills: 
  Persuasion 
  (Professional), 
  Streetcraft 
  (Competent) Sidearm (Competent), Intimidation 
  (Novice), 
  Climbing 
  (Competent), 
  Security 
  (Competent), Hand Weapons (Novice), Deception 
  (Professional) 
  Wound Threshold: Slight 1/Moderate 7/Serious 11/
  Critical 14 
  Movement: Sprint 13m, Run 10m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, Travel 5km 
  Languages:
  Hard Man
  Hard men have always been around. Seldom 
  appreciated, they tend to be able to sleep at night 
  after doing the devil’s work.  This Hard Man is no 
  different.  He does what he must to survive, often not 
  understanding why the Mayor wants particular things 
  done. The rest of the villagers look up to him for his 
  fighting skills, though he has little formal training.  His 
  wife lives in fear of him, though he has never raised a 
  hand to her. 
    
  Quality:  Veteran 
  Attributes:  Awareness 8, Coordination 8, Fitness 
  9, Muscle 9, Cognition 6, Education 6, Personality 8, 
  Resolve 10, OODA 7, CUF 5 
  Skills: Fieldcraft (Expert), Longarm (Professional), 
  Hand to Hand (Competent), Command (Competent), 
  Climbing (Novice), Security (Novice), Tactics (Novice) 
  Wound Threshold: Slight 1/Moderate 9/Serious 
  19/Critical 28 
  Movement: Sprint 15m, Run 11m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, Travel 6km 
  Languages:
  
  3
  Gardener
  Gardener runs the Hostel quite well, thank 
  you very much.  Her garden is the envy of the area, 
  and she is a proud woman.  She is also a nosey, 
  suspicious witch whose husband hops to at the least 
  sign of her displeasure.  She often listens outside 
  the rooms given to travelers, eavesdropping for 
  Mayor.  Gardener is an experienced hand with a 
  pistol, shooting rabbit-raiders in her garden with 
  her light pistol a favored and long-time practice. 
    
  Quality:  Green 
  Attributes:  Awareness 7, Coordination 5, Fitness 
  6, Muscle 4, Cognition 6, Education 5, Personality 
  7, Resolve 7, OODA 3, CUF 2 
  Skills: 
  Agriculture 
  (Competent), 
  Animal 
  Husbandry (Novice), Sidearm (Novice), Deception 
  (Novice), Streetcraft (Novice), Artisan (Cooking) 
  (Novice) 
  Wound Threshold: Slight 1/Moderate 7/Serious 
  10/Critical 23 
  Movement: Sprint 12m, Run 9m, Trot 7, Walk 4, 
  Stagger 2, Crawl 1, Travel 5km 
  Languages:
  Holy Man
  Holy Man detests the Mayor for no other 
  reason than the Mayor has the leadership of the 
  village.  He concerns himself with every aspect of 
  life in the village, trying to insinuate his ‘wisdom’ 
  into each situation.  Many recognize that he has 
  little practical knowledge, and a lot of wind. They 
  gave him responsibility for the library to shut him 
  up, not realizing that Holy Man’s life is dominated 
  by fear that the people will discover his strict 
  adherence to religion covers an absence of faith. 
  Soon he might burn those books he sees as proof of 
  Satan’s will, to prove his faith to the other villagers. 
    
  Quality:  Regular 
  Attributes:  Awareness 8, Coordination 5, Fitness 
  6, Muscle 6, Cognition 8, Education 6, Personality 
  10, Resolve 9, OODA 4, CUF 4 
  Skills: 
  Persuasion 
  (Professional), 
  Command 
  (Competent), 
  Deception 
  (Novice), 
  Medicine 
  (Novice), Longarm (Novice), Fieldcraft (Novice) 
  Wound Threshold: Slight 1/Moderate 7/Serious 
  11/Critical 14 
  Movement: Sprint 13m, Run 10m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, Travel 5km 
  Languages:
  Leatherworker 
  A tradesman before the war, Leatherworker has 
  simple tastes, simple needs, and a simple outlook 
  on life: God, family, friends.  He dislikes the Mayor, 
  thinking him a grasping, irreligious man.  Holy Man 
  finds him a willing listener. His family’s love for him 
  is tempered by his long history of being right in every 
  argument and having the last word. 
    
  Quality:  Regular 
  Attributes:  Awareness 6, Coordination 9, Fitness 
  7, Muscle 8, Cognition 7, Education 6, Personality 7, 
  Resolve 7, OODA 4, CUF 5 
  Skills: Artisan (Leatherworking) (Professional), 
  Longarm 
  (Competent), 
  Persuasion 
  (Novice), 
  Construction (Novice), Mounts (Novice) 
  Wound Threshold: Slight 1/Moderate 8/Serious 
  12/Critical 17 
  Movement: Sprint 15m, Run 11m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, Travel 5km 
  Languages:
  Nurse
  Much sought after in her youth (and occasionally 
  caught) Nurse returned to the village and married 
  Wrench, putting her youthful wildness aside.  She 
  was a competent emergency room nurse, but has 
  been terribly overloaded by the things she’s seen and 
  had to do over the last years. Barren from ill-advised 
  birth control, she has brought several orphans into 
  her home and made places for them. She hates Holy 
  Man and tries to forget the nights she spent with 
  Mayor. 
    
  Quality:  Regular 
  Attributes:  Awareness 6, Coordination 9, Fitness 
  6, Muscle 6, Cognition 8, Education 7 (Nursing), 
  Personality 8, Resolve 6, OODA 4, CUF 3 
  Skills: Medical (Professional), Longarm (Novice), 
  Persuasion 
  (Competent), 
  Instruction 
  (Novice), 
  Mounts (Novice) 
  Wound Threshold: Slight 1/Moderate 7/Serious 
  11/Critical 14 
  Movement: Sprint 13m, Run 10m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, Travel 5km 
  Languages:
  Wrench
  Trained as a vehicle mechanic and pump 
  technician for the distant mines, Wrench was the 
  local hero when things first went to hell.  Keeping 
  things running isn’t easy, but it’s a living. His life with 
  Nurse makes it easier, sometimes.  He got the girl, in 
  the end.
  
  4
  Quality:  Regular 
  Attributes:  Awareness 7, Coordination 7, Fitness 
  6, Muscle 8, Cognition 9, Education 6, Personality 6, 
  Resolve 8, OODA 4, CUF 4 
  Skills: 
  Mechanic/Machinist 
  (Professional), 
  Fieldcraft 
  (Competent), 
  Longarm 
  (Competent), 
  Construction (Novice), Mounts (Novice) 
  Wound Threshold: Slight 1/Moderate 8/Serious 
  11/Critical 15 
  Movement: Sprint 14m, Run 11m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, Travel 5km 
  Languages: 
  Farmer
  Farmer loves the land, his family, and little else.  
  It is through him that the rest of the village survived 
  in these times.  His was the seed, breeding stock and 
  knowledge.  Mayor just stole the credit for his family’s 
  hard work.  He continues to work with Mayor only 
  because to do otherwise puts the whole community 
  at risk.   
  So long as Mayor doesn’t put his hand out for 
  more, Farmer will not bite it off.  His sons are the 
  best equipped of the militia after Hard Man. He may 
  seek military training for them and his field hands in 
  exchange for room and board. 
    
  Quality:  Regular 
  Attributes:  Awareness 6, Coordination 6, Fitness 
  8, Muscle 6, Cognition 8, Education 7 (Agriculture), 
  Personality 7, Resolve 9, OODA 3, CUF 5 
  Skills: 
  Agriculture 
  (Professional), 
  Fieldcraft 
  (Competent), Longarm (Novice), Animal Husbandry 
  (Professional), Mounts (Competent) 
  Wound Threshold: Slight 1/Moderate 8/Serious 
  11/Critical 15 
  Movement: Sprint 14m, Run 11m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, Travel 5km 
  Languages:
  Nightshade
  As his name suggests, Nightshade is one of the 
  nightshade collectors for the village. 
  He recently came here posing as a refugee without 
  goods or skills of value.  As such, he was barely accepted 
  for the village’s protection.  He represents outside 
  interests, using his position as the perfect explanation 
  for visits to each household. He gathers intelligence, 
  and survives.  Soon the interests he represents may 
  make a move. 
  Quality:  Veteran 
  Attributes:  Awareness 10, Coordination 8, Fitness 
  7, Muscle 7, Cognition 8, Education 6, Personality 7, 
  Resolve 9, OODA 6, CUF 6 
  Skills: Deception (Expert), Fieldcraft (Professional), 
  Longarm 
  (Professional), 
  Sidearm 
  (Competent), 
  Streetcraft (Professional), Hand to Hand (Competent), 
  Mounts (Novice) 
  Wound Threshold: Slight 1/Moderate 8/Serious 
  16/Critical 23 
  Movement: Sprint 14m, Run 10m, Trot 8, Walk 4, 
  Stagger 2, Crawl 1, Travel 5km 
  Languages:
  plACes of everytown
  A)  Observation posts:  
  An armed older child or adult is always manning 
  each of these small concealed positions.  Each trench 
  has room for a pair of grown men to kneel or lie 
  down in cover, and are always manned by at least one 
  person.
  GM Notes: The watchers don’t have much to 
  see, and therefore aren’t the most astute observers. 
  They each have a device they can signal with, usually 
  a whistle. Not placed in the best possible positions, 
  they do provide fair observation of the approaches, 
  and are not easy for the untrained to see. 
  Most men are armed with rifles and shotguns, 
  but there are some assault weapons. All Everytown 
  males under forty-five are required to do one turn 
  of watch at an observation post every two days, 
  with no exceptions (aside from Holy Man, if the GM 
  determines this is against his religion, which would 
  provide another bone of contention). 
  Refugees and other newcomers to the village 
  are not allowed firearms until they have proven 
  themselves in some way. Thus far, very few have 
  been granted the privilege, and the great majority of 
  those that have are field hands working for Farmer 
  that he has come to trust. Traders are not permitted 
  near the observation posts.
  1) Service Station:  
  This large service station dominates the 
  crossroads despite being set well back from 
  the intersection.  The door of the large bay for 
  commercial trucks remains ripped open, some 
  looters having obviously already stripped everything 
  of value.  Likewise the pumps, cafe and shop that 
  used to serve the truckers are similarly damaged 
  and emptied.
  
  5
  GM Notes:  Aside from one working heavy 
  hydraulic jack with no power and the building 
  materials that comprise the structure, the place 
  doesn’t appear all that useful. The emergency 
  generator was stripped to its constituent components 
  in a misguided attempt to discover why it isn’t 
  working and left to rust in the enclosure out back 
  but can be repaired with a few hours work and a 
  successful mechanics roll or two. 
  In a flash of impractical genius, Mayor had 
  Wrench and some of the other villagers drain the 
  gasoline reservoir, take the pipe covers marked diesel 
  and place them on the emptied gasoline reservoir.  
  Unmarked caps were put on the diesel reservoir and 
  an inch of concrete poured over top.
  The emergency generator was fueled from this 
  source, and a hand pump can still be attached to 
  the pipe to extract what little fuel Mayor thinks 
  Everytown requires.  
  Gm mAp
  
  6
  2) House of God:
  When the entire community isn’t hiding, the exterior 
  of this place is always guarded by a few armed locals.  As 
  a result of both its status and that fact, the house of God 
  has been left mostly unmolested.  The main area is pulling 
  double duty, providing a meeting place for the villagers 
  and outlying farmers and herders.  The cellars now house 
  the communal library for the town, with some thirty-odd 
  titles pertinent to survival in the Twilight Years.  
  The religious leader resides here, refusing to do 
  any work but tending his flock and generally making a 
  nuisance of himself by trying to wrest leadership from 
  the secular powers in the village.
  3) Village Square and Well:
  The well here has come full circle.  When the village 
  was first founded, it was the easiest source of clean water 
  for the villagers.  With the advent of reliable pumps and 
  plumbing, it fell into disuse.  Now, it once again provides 
  the focal point of the village.  The folk gather here and 
  gossip in the course of gathering their daily water.
  4) School:
  The school is the third largest building in town, and 
  appears to have been stripped of everything not bolted 
  down.  
  Appearances can be deceiving, however, and the 
  cellar here hides the village infirmary.  Clean bedding, 
  a tiny generator, lights, and heat lamps make the place 
  equivalent to a pre-war hospital room, though they will 
  be loath to use precious fuel and almost non-existent 
  medical supplies on non-locals. If everyone is healthy, 
  the place is generally empty and silent.  
  What meager medical supplies the village possesses 
  are hidden against time of need in the home of the 
  nurse.
  5) Government Building
  This small cinder block building houses two 
  different offices: one a postal service and the other a 
  tiny substation for area law enforcement. Neither was 
  much more than a waiting area, counter, and small back 
  office before the war, and both have since been stripped 
  of everything marginally useful, abandoned and left to 
  rot.
  6) Hostel/Boarding House
  Out of sight of the main road lies what is probably the 
  oldest building in town.  This large home was converted 
  to a boarding house for motorists and travelers passing 
  through the area before the War.  It has little to commend 
  it save that the owner put in a garden surrounded in the 
  main courtyard, surrounded by a man-height stone 
  wall.  The garden flourishes, producing a good crop of 
  vegetables and herbs. The untrained would not look 
  at the place twice, but the sturdy stone building and 
  high walls of the courtyard make it the most defensible 
  building in the village proper. 
  GM Notes:  Gardener is willing to let traders 
  and other visitors of import stay here, but only at the 
  direction of Mayor.  No visitor will be allowed to stay 
  anywhere else.  Gardener has a nice store of pickled, 
  preserved foods available for trade that she kept 
  unreported when Mayor’s plans went into effect.  She 
  will try and get a deal for herself on any trinkets she 
  thinks pretty or ammo for her .22 pistol.
  Gardener spends nearly all her time at the 
  house, sending her husband on any errands. She 
  keeps a pair of harassed refugees as housekeepers, 
  constantly mistreating them.  In contrast, she treats 
  any visitors with a warm and polite false courtesy, 
  always on the listen for some morsel of information 
  that she can use to ingratiate herself with them.  She 
  makes certain to feed visitors well, knowing that full 
  bellies and a warm atmosphere loosen tongues.
  7) Hardware Store
  This place too, has been stripped of all goods 
  and the building itself appears derelict.  There are 
  absolutely no goods in the place.  Even the shelving 
  has been stripped from it.
  8) The Third Man’s Home:
  This two-story home isn’t particularly large, but 
  the doors and windows are all barred, making the place 
  stand out. The front door is steel, with a viewing slot 
  at head height. All of the unsold stock from both the 
  hardware store and the tools from the service station 
  occupy the ground floor and cellar of the building.  
  Third Man is almost always here. It is safer that way, 
  as some of the locals would kill him as soon as look at 
  him for his hard trades and high-handedness.
  GM Notes: Two 100 liter drums, one of gasoline 
  and one of diesel are kept at the residence for trade 
  purposes. A number of smaller fuel cans are used for 
  actual trades. Third man also has any piece of general 
  equipment the GM sees fit to give him to use for trade, 
  including batteries of all sizes.  He is not authorized to 
  trade in weapons or ammo. He strikes hard bargains.
  9) Cemetery: 
  The pre-war cemetery. No non-local has been 
  buried here since the flu epidemic, instead they are 
  burned on the southern edge of the cemetery.
  
  7
  plAyer mAp HAndout
  
  8
  GM Notes: Strangers and refugees are burned 
  on pyres here, often without a service from Holy Man, 
  who fears he will catch something but claims that 
  not knowing their particular religious requirements 
  makes it a sin to see them interred. 
  10) Wrench and Nurse’s Home:
  This small home is very well maintained.  A small 
  truck garden isn’t doing quite as well.  The place 
  has three bedrooms.  The nurse and her mechanic 
  husband had no children of their own, but have 
  adopted three orphans.  As a result, a couple of 
  children are usually around and checking out the 
  area. 
  GM Notes: The village’s meager medical 
  supplies are kept in the home, much to the chagrin 
  of the Mayor and the Holy Man.  Wrench keeps his 
  hand tools with him most of the time, rightly fearful 
  that the Mayor will confiscate them. Wrench can be 
  anywhere at any time, working on minor projects 
  that need fixing.
  11) Leatherworker’s 
  This storefront has been the abode of the town 
  leatherworker since the village was first founded.  
  The shop has a spacious working area that is well-
  illuminated during the day by a number of skylights. 
  Most of their cured leather comes from other farms 
  in the area, and they have a small surplus on hand to 
  make just about anything.
  The leatherworker’s sons are both journeymen, 
  and handle most of the day-to-day operations. 
  The proprietor has a small family, good tools, and 
  few teeth, but he’s always working.  The family 
  has enjoyed a huge increase in their importance to 
  the village since the EMP took everything off-line: 
  they are the only makers of saddle, harness, and 
  other leather goods necessary for working the land. 
  The entire family detests the Mayor, finding him 
  irreligious and crude.
  GM Notes: Leatherworker’s goods are solid 
  and dependable. He can make any number of useful 
  things for PCs, and will give them a fair deal if they 
  deal directly with him and are respectful, not only of 
  his work, but his religion and the villagers in general.
  12) Mayor’s Farm:
  This farm, the first as you travel north out of the 
  village, is owned by the Mayor’s family. The fields 
  had been left fallow and were overgrown prior to the 
  war, despite a prime location and proximity to fresh 
  water.  The mayor had people to boss about in town 
  and hoped for a career on the national scale.
  The farm has experienced a revival since the 
  War.  The Mayor has several hands working the land, 
  mostly refugees.   The rambling main house, always 
  a large and imposing structure, is one of stout stone 
  construction and built in the local style.  Several 
  outbuildings house the extra hands, small livestock, 
  and other necessities of a working farm, mainly the 
  working stock and hand tools. 
  GM Notes: Only Mayor and his immediate 
  family go armed here. The Mayor is at the main 
  house just before nightfall and hits the fields until 
  midmorning, when he heads into town to show the 
  flag and make any decisions that need making. He 
  usually heads straight for the House of God.  Hard 
  Man comes by in the early evening every day.  He and 
  Mayor discuss anything that Mayor thinks he should 
  know about.
  13) Hard Man’s House: 
  This house has the look of a neglected property, 
  as if the people living here have little time or patience 
  for either growing things or trimming them back.  
  Metal shutters and a security gate indicate the 
  owner’s concern for security, however.
  GM Notes: Hard Man has a lovingly maintained 
  gun safe where he keeps any weapons he cannot use 
  or has confiscated.  There are a number of rifles and 
  some assault weapons of calibers he has no ammo for 
  in the safe, as well as those that have maintenance 
  issues he cannot fix.
  Hard Man is here from dawn to mid-afternoon, 
  sleeping.  He rises a few hours before dusk and walks 
  to Mayor’s home. Once done with Mayor, he walks 
  the village by night, not trusting another to the task. 
  His wife is here unless she is getting water from the 
  well.
  Hard Man will wake or his wife will wake him 
  if the whistle is heard during the day.  If he is given 
  time, he will respond with a group of armed villagers 
  a few minutes after any whistle is blown.
  14) Prosperous Farm: 
  This farm is the most successful in the valley, and it 
  looks it.  The high-yield fields and good livestock of this 
  farm were the key to the village’s survival and current 
  level of success in the post-war environment.  The main 
  farmhouse is large and well maintained, with several 
  outbuildings housing the help and tools to run the farm, 
  as well as the livestock and working stock.
  
  9
  The farm supports a large family and even 
  more laborers and field-hands.  Farmer has kept 
  a surprising number of his family alive through 
  the hardships, and is well-loved by them for his 
  leadership.  He rarely leaves his land, but his male 
  family members are part of the militia and are often 
  coming and going from the place. No one goes about 
  the farm unarmed.
  GM Notes:  Farmer has a reloading bench, but 
  only has dies for hunting rifles and shotguns and has 
  recently ran out of primers.  Third Man and Mayor 
  are kept carefully unaware of this important resource. 
  Farmer rightly fears they will confiscate it and thereby 
  rob his family of a sustainable defense against any 
  future tyranny planned by Mayor.  His representatives 
  may approach PCs for either primers, dies or both.
  Farmer is almost always here, as are the majority of 
  the just under twenty souls that call his place home.
  15) The Dump
  South of the village, the dump is home to those 
  refugees that have barely passed the Mayor’s criteria 
  for protection in the village.  Huts and lean-tos are 
  the only shelter here, and the people are far from 
  comfortable. No one has a firearm, though all have 
  some kind of hand weapon to fight off the rodents, if 
  nothing else.
  When the pumps serving the plumbing of the 
  village stopped working, there was no convenient 
  way to flush the waste. Farmer recognized that it 
  makes good fertilizer, if it’s carefully rendered safe.  
  This is the collection point for nightshade and other 
  waste from the homes of the villagers.  The five 
  adults who live here go out each morning and collect 
  the food scraps, human waste and other material 
  left out by those that live in the village proper.  They 
  then place the waste in the heaps, beginning the 
  process of composting.  Almost all of the plastics 
  and scrap that could have been recycled or repaired 
  have already been mined from the old garbage 
  heaps.  They are fed two meals a day in exchange for 
  their labor and told that if they prove themselves, 
  they be brought into the community proper.  Very 
  few have been assimilated, and most of them from 
  the very first days.
  GM Notes: The dump is Nightshade’s base of 
  operations.  He’s buried his kit nearby.  It includes: 
  a quality backpack, suppressed firearms and with 
  sufficient ammo, a radio, and additional rations to 
  keep his strength up. 
  16) The Collapsed Bridge: 
  A bridge of one sort or another has stood 
  on this site since the settling of the village.  The 
  modern bridge was a few decades old when it was 
  destroyed by an air-strike a few months back.  No 
  one knows who took it out, since it happened in the 
  middle of the night.  
  GM Notes: Mayor has considered fixing the 
  bridge, but without materials and heavy equipment, 
  has given it up for a lost cause.  Farmer has the 
  heavy equipment, but no fuel.  He’s not about to 
  ask Mayor for any, either.
  If the GM wants, the river is passable by 
  civilian off-road and military vehicles equipped 
  with snorkels.  Difficult, slow, but passable. 
  CustomizinG everytown
  The custom job you do yourself is always the 
  best; that is the guiding principle behind both the 
  adventures and Everytown itself.  Everything in it 
  is intended to allow the GM to tailor the content 
  to their players with a minimal amount of crossing 
  out, brainstorming, and name-changing.  All that 
  having been said, we had more than a few ideas for 
  GMs running Everytown:
  On the Player Characters Provided
  We have provided player characters for five 
  players.  They are American National Guard 
  soldiers, and as such, have a background reason to 
  be in just about any region of the world the GM 
  might decide to plunk Everytown into.
  On Locations
  Turkey, Czechoslovakia, Ukraine, Germany, 
  Eastern United States, Wales, Northern South 
  America, any of these places have areas that are just 
  enough off the beaten path that they could easily 
  be modified to your group’s desires.  Symbol maps 
  (the ones with just a dot and a village or township 
  name are best to get a location that can be worked 
  to suit the map provided with this book.
  A small bit of research on the part of the 
  GM can dig up some interesting factoids and 
  modes of behavior that will make for an evocative 
  atmosphere. If the Arab Imam takes the sergeant’s 
  hand in his own left hand to greet him, a subtle 
  message can be sent that will have smart players 
  responding harshly.
  
  10
  On Language and Culture
  Blanks are provided for the GM to select the 
  languages the PCs and major NPCs speak. GMs 
  should keep in mind other differences of behavior that 
  language is a part of.  For example, it is not considered 
  unusual for Muslim Sudanese males that are friends 
  to hold hands as they walk through the market, 
  whereas that would of a indicate a whole different set 
  of relationships to a person growing up under another 
  set of norms.
  On Names and Naming
  There are many resources available on the internet 
  to choose names that both accurate and evocative 
  of the locale they choose.   If you set up for a game 
  in Hungary, the first name of Zoltan for the Mayor 
  wouldn’t be out of place and helps to evoke a bit of the 
  foreignness for players with limited familiarity with 
  the region. Take a moment to look up what a name 
  means in that language and to that religion.
  On Religion
  The Holy Man and religion chosen for the House 
  of God will make a large difference in the feel of the 
  town.  A Baptist minister of the American South is 
  going to deliver his rhetoric a bit differently from 
  a Turkish Imam or an Orthodox priest of Eastern 
  Europe.  It might also be a good idea to be a student 
  of your players in this.  Religion is an extremely hot-
  button issue for most, and must be handled carefully.
  In Summation
  Have fun!  If you want your Georgians (the nation, 
  not the state) to be the descendants of the Varangian 
  Guard that have kept to the old ways for nigh on two 
  thousand years, have fun! Viking out, bror!
  Gm notes
  Mayor came up with a plan when the village was 
  attacked by its first set of marauders: hide all the goods 
  the village could not produce for itself and only defend 
  the fields, livestock, and residents against predators. 
  They did some damage to their own homes and 
  made an attempt to make the village look as if most 
  everything of value had already been taken. His plan 
  was to concentrate the resources into a central pool to 
  be doled out on those projects deemed most beneficial 
  to the survival of the community.  
  Mayor held a meeting, having already gathered 
  the support of key members of the community for his 
  plan, which they accepted and quickly carried out.
  Mayor’s plan did discourage marauders, and the 
  few raids they defended against since its adoption were 
  quickly stopped with few shots fired.  They haven’t yet 
  been faced with a threat great enough that Mayor gave 
  an order for everyone to hide.  It remains to be seen if 
  they could successfully avoid or resist a concerted and 
  well-trained effort to strip them of their livelihoods.
  The plan has even discouraged refugees, who are 
  met at the bridge or the outskirts of town and told that 
  they will only be given a bit of broth and are refused 
  entry unless they claim a skill that no one else in town 
  has.  Those who do not have such skills are told to 
  move along. Those that beg to differ are ordered again 
  at gunpoint.
  Those with goods to trade or of obvious material 
  wealth are given an opportunity to discuss what they 
  wish to trade, and if they seem relatively low-threat or 
  are obviously capable of taking out a significant portion 
  of the village’s defenders are asked if they wish to stay 
  at the hostel and have a hot meal before entering into 
  more lengthy discussions.
  The villagers gave up a lot when they gave Mayor 
  control of the tools and expendable resources they 
  possessed. In the villager’s fear and near panic, the 
  supplies they gathered up and hidden away. These 
  supplies were not carefully documented and only 
  Mayor and later Third Man, know how much is really 
  in Third Man’s house.  
  Mayor is not a despot, lacking the guts to truly run 
  roughshod over the residents, but he is high-handed 
  enough that other prominent citizens resent his 
  leadership quite strongly.  Mayor managed to deflect 
  some of their anger by bringing Third Man in.  The 
  man takes the blame for decisions Mayor knows will 
  be taken poorly.  When he doesn’t want some project 
  taking priority, he tells Third Man to tell the people 
  there aren’t enough materials or tools for that job. 
  Farmer hasn’t pushed for a change in leadership 
  because his family is well supported and the Mayor 
  has not asked anything of him he did not feel he could 
  do without or that would benefit his family long-term.
  Because of Mayor’s success, none but the most 
  religious in town even know about Holy Man’s dislike 
  of the Mayor. Holy Man knows that he doesn’t know 
  how to improve things and is smart enough to know he 
  hasn’t the present ability to take over, however much 
  he’d like to.
  While these internal pressures dwell beneath the 
  surface, the community does its best to show a united 
  front when confronted by outsiders.
  The balance is delicate, and easily upset.  
  And here come the U.S. National Guard.
  
SOURCE: textdata/thevault/Twilight 2000/Twilight 2013/Twilight 2013 - Everytown {93GS1601}.pdf