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  Special Zone Sectors 2 
  Four special Zone Sectors 
   
   
   
   
  Welcome to the second Special Zone Sectors compilation I have made for Mutant Year Zero. The ideas of all of these 
  settlements come from either the Mechatron Sourcebook (“Fort Medina”, “The Mosel Collective” and “Paradiso 
  Evinrude”). The fourth sector is sort of an homage to the old Tom & Jerry cartoons, and my take on what would happen 
  if the cat mutants and the rat mutants had to live together. All pictures are courtesy of Pixabay or Unsplash, and is free 
  of charge.  
   
  by Bjørn Ove Asprem 
   
   
  
  Special Zone Sectors 2 
   
   
  2 
   
  x 
  x 
   
   
  In a sparsely forested wilderness area, a huge, fenced-in 
  compound appears. The barbed wired topped steel-mesh fence 
  has broken off in many places. Tall wood-and-iron towers rise 
  above the fence, and what looks like rusted scrap cannons are 
  mounted to wrecked vehicles standing in a courtyard behind 
  the fence. Getting in should be easy now, but once upon a time, 
  this was a heavily guarded and fortified place. Several big 
  buildings dot the area inside the fence.  
   
  Suddenly, you can hear movements, as 20 identical, metallic 
  creatures comes marching down one lane, rounding a corner 
  and walking determinedly towards the exit. They march in an 
  orderly fashion, and the clang of their metallic feet hitting the 
  gravel rings out and might terrify a lesser mutant.  
   
   
   
  Fort Medina 
  This Special Zone Sector draws inspiration from the 
  suggestion on Mechatron page 228. 
   
  OVERVIEW 
  Katinka lucked out when it found this old army base within 
  days of leaving Mechatron-7. The memory circuits of the 
  coordination robot knew exactly what this was in the Old Age, 
  and Katinka was never in doubt that this was their new home.  
   
  As the army base housed an entire battalion in the Old Age, the 
  complex is not even half full. Add to that the lack of decent 
  defenses, and it is clear that it is far from impossible for the 
  PCs to sneak into the camp.  
   
  
  Special Zone Sectors 2 
   
   
  3 
   
  x 
  x 
  The Methusalem units have standing orders to shoot anyone 
  approaching, but if the PCs somehow manages to reach 
  Katinka’s barracks, the coordination robot might listen to 
  them. Also, any unconscious PCs are taken to Katinka for 
  questioning and interrogation.  
   
   
  THE SITUATION 
  A disillusioned company of Methusalem units from 
  Mechatron-7, led by the Coordination Robot Katinka, has 
  found a new home within an old army base. War is all they 
  know, so war is all they can bring to the Zone. Backed up by a 
  few powerful Avengers units, this faction may become one of 
  the most dangerous enemies the Zone has ever seen – or its 
  biggest ally.  
   
  As the robots ventured out into the Zone, leaving behind a 
  destroyed Mechatron-7, all robots were given self-awareness. 
  And while this newfound freedom was a blessing to most of 
  the robots, some were left directionless and lost in this new, 
  big world.  
  This was especially true for the battle robots in Brago 
  Company. The lack of clear directives could only mean one 
  thing – Noatun was still at war.  
   
   
   
  Led by the coordination robot Katinka FOP-202, the company 
  found an old army base and converted it to their use. Katinka’s 
  plan is simple: attack all enemies until new orders are received. 
  And since Katinka has not received orders on who the enemies 
  are, it reasons that all others must be considered foes.  
   
  With all the grub, bullets and artifacts (see below), Katinka 
  could become a political power player in the Zone. Instead, 
  Brago Company has chosen to pursue a militaristic path that, 
  in the end, probably won’t do anyone any good. 
   
   
   
   
   
  
  Special Zone Sectors 2 
   
   
  4 
   
  x 
  x 
  LOCATIONS 
  The old army base consists of several large buildings. 
  Barracks, storage facilities, a cafeteria (not used), a gym and 
  several garages with rusted old military vehicles. Large 
  courtyards and exercise fields can also be found here. Here are 
  some of the more noteworthy locations.  
   
  Defenses 
  The fence around the compound is littered with holes and have 
  been torn down in several places. The watchtowers are 
  unmanned. Brago Company is at this point confident in their 
  ability to turn away any potential enemies by sheer force. An 
  Avenger unit is always active in the compound and will engage 
  any threats (which basically is anyone else). This will quickly 
  draw the attention of any platoons not currently turned off at 
  the charging station.  
   
  The storage vaults 
  Brago Company is sitting on a veritable gold mine, but Katina 
  does not realize it. Several of the storage vaults contain food, 
  military grade equipment and weapons (some are even in good 
  working condition). The storage vaults are lightly guarded, in 
  that they are not guarded specifically. Rather, a platoon of 
  Methusalem units are always out and about in the compound 
  looking for intruders.  
   
  The charging station 
  The Old Army base had an emergency generator that the robots 
  managed to kickstart. Now, with a dwindling supply of e-
  packs, and a limited amount of power available, 3-4 platoons 
  are constantly powered down and awaiting a charge at the 
  charging station.  
   
   
   
   
   
   
  Barracks 
  The barracks are mostly empty at this point. Active 
  Methusalem units are either on patrol in the Zone or guarding 
  the perimeter of Fort Medina. Katinka and Rajani occupies a 
  room each in one of the barracks.  
  
  Special Zone Sectors 2 
   
   
  5 
   
  x 
  x 
   
   
  Katinka has a nice desk, complete with plastic flowers and 
  photos of the former commander’s wife and children. Katinka 
  sometimes talk to them, asking them for advice and inspiration. 
   
   
  GEAR, GRUB & ARTIFACTS 
  Even if it is useless for the robots, the storage vaults of this old 
  army base contains several hundred units of canned and dried 
  food. Discovering this would make someone very rich.  
   
  There is no water source nearby, making it difficult for mutants 
  or humans to set up base here.  
   
  Artifacts 
  Most of the Methusalem units have laser rifles. Half of them 
  still have functioning e-packs. In the weapons locker, ballistic 
  weapons from the Old Age (artifacts) are stored, along with 
  hundreds of bullets. It hasn’t quite dawned on Katinka that 
  more soldiers can be mobilized if they are given these 
  weapons.  
   
  Add as many artifacts as you feel comfortable handing out (it 
  should nevertheless be quite difficult to get to these). The army 
  base contains weapons and equipment such as grenades, flare 
  guns, semi-automatic weapons, binoculars, first aid kits, and 
  gas masks.  
   
   
  INHABITANTS 
  Brago Company numbers 145 robots of different makes and 
  models. The Company is divided into 6 Methusalem platoons 
  of 20 robots each, named Alfa Platoon, Bravo Platoon, Charlie 
  Platoon, Delta Platoon, Echo Platoon and Foxtrot Platoon. 
  Each platoon is led by a platoon leader, who receives orders 
  directly from Katinka.  
   
  The Company also contains 5 Avengers III-units, 10 Repair 
  Drones, 5 minesweeper Bob units, 1 artillery drone Mrs-E and 
  2 Discord units. The Discord units are rarely at the Fort, as 
  Katinka regularly sends them out to create chaos in other 
  settlements. One of these Discord units may be Vax-010 from 
  Fort Robot (Zone Compendium 4). 
    
   
   
   
  KATINKA 
  When Mechatron-7 were literally falling on top of Brago 
  Company’s metallic heads, the Coordination Robot Katinka, 
  an administrative official in the Company, took charge and led 
  them out through emergency exits unknown to most of the 
  robots in Mechatron-7. Bewildered and without directives, the 
  Methusalem platoons turned towards Katinka for help and 
  guidance. Katinka reasoned that the lack of new orders could 
  only mean one thing – Noatun is still at war.  
   
  Katinka is not the great mastermind the Methusalem units 
  thinks it is. Katinka is a mediocre Coordination Robot who’s 
  way over its head. Katinka quickly realized that the easiest way 
  of handling the situation, was to order the platoon to do what 
  it is programmed to do. Wage war. While platoons are being 
  sent all over the Zone, Katinka harbors a special grudge for 
  Paradisio Evinrude, the Ark which in Katinka’s reasoning 
  caused the downfall of Mechatron-7. 
   
  Katinka is a blue-colored, humanoid robot who takes great 
  pride in its appearance. Katinka is always polished and waxed, 
  and wears a relatively unscathed officer’s hat on its head.  
   
  Hierarchy: 5 
  Attributes: Servos 2, Stability 4, Processor 
  5, Network 4 
  Armor: 5 
  Programs: Coordinate 2, Question 2, Interact 
  3, Scan 2, Repair 2, Shoot 1 
  Modules: Energy Management, Interrogator 
  Items: Laser pistol, e-pack 
   
   
   
   
   
   
   
   
   
   
  
  Special Zone Sectors 2 
   
   
  6 
   
  x 
  x 
  RAJANI TPD-638 
  Rajani is officially the second-in-command behind Katinka. 
  The experienced Battle Robot is also a skilled healer of 
  humans. The lack of humans to heal has left Rajani somewhat 
  useless in Fort Medina, and Katinka prefers to relay orders 
  directly to the platoon leaders, instead of having the orders go 
  through Rajani. Due to Rajani’s training, the battle robot is 
  more prone to showing sympathy to captured mutants and 
  humans, and gets queasy around torture. Rajani is the PCs best 
  hope of an ally in Fort Medina.  
   
  Except for the quite simple, bulky and silvery head, Rajani’s 
  features are quite human-like. Rajani’s skin is also silvery, but 
  the unit often wears a military uniform discovered on the base.  
  Hierarchy: 2 
  Attributes: Servos 3, Stability 3, Processor 
  3, Network 4 
  Armor: 6 
  Programs: Coordinate 2, Question 2, Interact 
  3, Scan 2, Repair 2, Shoot 1 
  Secondary function: Command Override 
  Modules: Energy Management, Interrogator 
  Items: Laser pistol, e-pack 
   
   
  EVENTS 
  The hostile mindset of Katinka and Brago Company does not 
  lend itself to diplomacy or negotiations. Still, Katinka and the 
  officers are desperately searching for a purpose and new orders 
  from Noatun.  
   
  Surveillance, interrogation of captured robots or perhaps 
  talking to other robots from Mechatron, may give the PCs a 
  better understanding of Brago Company’s motives. With a 
  combination of deception, courage and stolen/found Noatun 
  uniforms, ingenious PCs might actually gain a very powerful 
  ally in a potential conflict against the Mosel Collective, the 
  Kingdom of Deeprot (Zone Compendium 3), Hellriders or 
  some other enemy.  
   
  • 
  While holding the fort under surveillance, a small 
  strikeforce from The Mosel Collective, led by the 
  battle robot Venus (see page 10) attacks. The attack 
  is mostly to gauge the capability of Brago Company. 
  Venus must quickly call a retreat, as Brago Company 
  turns out to be more than a handful for them. The 
  PCs can use this to their advantage, and try to ally 
  with either faction. Both Katinka and Mosel may 
  consider a temporary alliance with the mutants.  
   
  • 
  If the PCs are caught and captured, they are 
  interrogated by the robots, who are not averse to 
  using torture. At some point, the sympathetic 
  medical unit Rajani might try to enter into a dialogue 
  with them. Rajani realizes that Noatun is no more, 
  and can be swayed to free the PCs if the PCs 
  convincingly persuades Rajani to join them in a war 
  worth fighting. If there is time, Charlie Platoon can 
  also be persuaded to join the PCs. Again, the enemy 
  the PCs speak of can be the Mosel Collective, the 
  Kingdom of Deeprot, the Hellriders or any other 
  enemy who threatens the stability of the Zone.  
   
  • 
  Envoys from Oilfields of the Ancients (Zone 
  Compendium 2 p. 32) arrive at Fort Medina. 
  Somehow, they’ve learned of what happened to 
  Mechatron. Realizing that their old subjects may 
  become powerful allies, Xerxes has sent out his 
  clone soldiers to establish contact. Katinka is thrilled 
  to see representatives from Noatun, and eager to 
  receive new orders. This meeting may be bad news 
  for any enemies of the Oilfield of the Ancients. 
   
   
   
   
   
  Xerxes, from the Oilfield of the Ancients.  
  
  Special Zone Sectors 2 
   
   
  7 
   
  x 
  x 
   
  Ruined steel mesh fences once encircled this area. Now, only 
  the iron posts are left standing. The area consists of large, 
  windowless buildings with old, unused chimneys. Several large 
  and rusty vehicles stand here and there, and once yellow 
  cranes and other heavy machinery can be seen, sometimes 
  towering over the buildings.  
   
  There is activity here for sure, as smoke can be seen from one 
  of the smaller buildings, where the clanking sound of tools at 
  work can be heard. Metallic creatures of all sizes flutter about. 
  Some are small like dogs and are busy working on some of the 
  Old Age vehicles. Others are larger, and carry metal beams 
  from one building to the other. Some are legless, small 
  constructs who fly across the courtyards in mere seconds to 
  deliver a message to a metal creature on the other side of the 
  industrial park. 
   
  The Mosel Collective 
  This Special Zone Sector draws inspiration from the 
  suggestion on Mechatron page 229.  
   
  I will refer to that book on several occasions, and Mechatron 
  is required in order to enjoy this Settlement to its fullest.  
   
   
   
  OVERVIEW 
  In a relatively unscathed industrial zone from the Old Age, a 
  group of bitter robots, determined to never again take orders 
  from any living beings, have founded a new collective – The 
  Mosel Collective. Led by the coordination robot Mosel, this 
  collective houses like-minded robots, all convinced that the 
  Collective is made BY the machines, FOR the machines. In 
  this hierarchy, living creatures have one place – at the bottom.  
   
  Mosel have found what the unit feels is the perfect place for 
  their collective. An old abandoned industrial park with several 
  factories, silos and warehouses, perfect for restoring and 
  rebuilding.  
   
  Mosel has a couple of drones in the Collective, and the PCs 
  must be careful not to be spotted as they are making their way 
  over to the place. An alarm will go off, and the PCs will be 
  hunted down and put to work as slave labor.  
   
  The Collective needs a larger labor force, and they will try to 
  kidnap mutants and other living creatures from around the 
  Zone and other settlements, putting them to work in the 
  Collective.  
   
   
   
   
  
  Special Zone Sectors 2 
   
   
  8 
   
  x 
  x 
  THE SITUATION 
  The coordination robot Mosel is the authoritative ruler of this 
  place of like-minded robots. Robots who have realized that 
  their once human overlords have abandoned them, and that 
  toiling in Mechatron and spending so much time and resources 
  was a complete waste of time. Mosel and its followers see 
  artificial life as the only life worth living.  
   
  Mosel’s ideals aren’t shared by a majority of the robots that 
  escaped Mechatron, so in order to complete the industrialist 
  projects Mosel is planning, they need more labor. Also, 
  without a working power plant, the robots have limited energy 
  available. This increases the need for rest and hence, slave 
  labor. Mosel has been ordering the more combative of the 
  robots out in the Zone on slave hunts, telling them to bring 
  back mutants and humans alive.  
   
  A handful of mutants (perhaps from the PCs Ark?) are also 
  here. They are tired and exhausted, as the robots are pushing 
  them as hard as they themselves were pushed, not realizing that 
  living creatures need rest. Unlike other Special Zone Sectors, 
  The Mosel Collective is not necessarily placed in a Rot Oasis, 
  meaning that any mutants will slowly succumb to the rot.  
   
  LOCATIONS 
   
  The Factory 
  This enormous building has been refurbished and now acts as 
  a foundry, workshop and factory for the Mosel Collective. A 
  large generator has also been placed here. The device is 
  making a ruckus, and PCs trying to sneak inside the building 
  gets a +1 modifier on Stealth rolls. The factory was initially 
  overseen by Eloah, but the industrial robot now spends more 
  or less all his time in the mine and the power plant. Industrial 
  robots are producing components to the power plant and steel 
  structures to help rebuild the other structures in the settlement. 
  At all times, at least a dozen industrial robots are milling about 
  here. If intruders are spotted, they try to get out of the factory 
  and signal the guard robots.  
   
  There are quite a few artifacts here, like laser welders, e-tools 
  and a lot of e-packs. Some may be left unattended, allowing a 
  stealthy PC to grab it.  
   
   
  The Power Plant 
  A couple of buildings down from the factory houses what is to 
  become the power plant. Originally, with this industrial site’s 
  emergency power supply, Mosel is certain that it can easily be 
  converted to a power plant. Eloah has confirmed this, but it 
  isn’t the knowledge that is the problem, it’s the lack of 
  resources, minerals necessary to build the circuits and cables 
  to be built and drawn between the buildings. A lot of work has 
  been completed, and a couple of guard robots are stationed 
  outside at all times. There’s not much of interest inside, but 
  PCs may sabotage it. If The Mosel Collective gets a Power 
  Plant, they will be a much more dangerous force.  
   
  The Cage 
  When the robots want to wind down after a long day at work, 
  they go to the Cage. In what sort of resembles a bar, the robots 
  “drink” oil and other lubricants, a habit they brought with them 
  from Mechatron. Mosel detests this, as it is not necessary to 
  emulate human behavior like this. The Cage also contains an 
  actual cage, a fenced-in area where robots can fight each other. 
  As the need for electricity and power has become more of an 
  issue, Mosel has put a temporary stop to these matches. 
  Sometimes, though, they put an already weakened mutant 
  slave in the cage with a scrap knife against one of the battle 
  robots.  
   
  A couple of ruined robots lie in a dumpster behind the cage, 
  destroyed beyond repair by the battles in the cage. A still 
  functioning module and a couple of chassis parts can be found 
  here.  
   
  The Mine 
  On the outskirts of the settlement, Eloah has begun drilling in 
  the soil for minerals that can be used in the Power Plant. The 
  robots haven’t had much success so far, and Mosel is starting 
  to doubt Eloah. The mine consists of a huge, diagonal hole that 
  goes 20 feet down into the ground before levelling off into the 
  earth. This site is busy all day, with robots with drills, winches 
  and cranes working hard. Most of the mutants are here as well, 
  removing debris with rusty wheelbarrows with flat tires. It’s 
  probably quicker if the robots do it themselves, but they like to 
  see the mutants toil.  
   
  
  Special Zone Sectors 2 
   
   
  9 
   
  x 
  x 
   
  Mosel’s Office 
  Mosel lives in a small, two-floor office building in the middle 
  of the industrial park. The leader of the collective occupies the 
  biggest office, with a huge window overlooking the many 
  robots at work on the outside. On one of the walls, there is a 
  map of the zone (as the artifact), that Mosel brought from 
  Mechatron. Mosel might have scribbled a few notes on it, 
  indicating other settlements ripe for slave hunting. Four guard 
  robots are stationed in the building, and Eloah, Teddy and a 
  few of the forerobots (various industrial robots) can also be 
  found here .  
   
  Equipment stolen from the mutant slaves (including any PCs) 
  is stored in a storeroom on the first floor. In addition, Mosel 
  has an energy bank, a lock bolt and a tool drone, in addition to 
  the map on the wall.  
   
   
   
  The Prison Shack 
  An old tool shed next to the factory has been cleared out and is 
  now being used as prison. The prisoners are tied up at night, 
  due to a couple of early escape attempts. The mutants’ powers 
  allows them to make trouble even without weapons, and the 
  robots aren’t taking any chances. 
   
  INHABITANTS 
  A total of 97 robots make up the Mosel Collective. Robots of 
  all kinds and classes from the Mechatron sourcebook can be 
  found here, except Methusalem and Avenger class robots.  
   
  At any given time, about a dozen guard and battle robots are 
  out in the Zone searching for slaves. The rest of the guards 
  (numbering about 10 guard and battle robots) try to keep an 
  eye out for intruders and to push and punish any slaves who 
  don’t work as hard as required. 
   
   
  
  Special Zone Sectors 2 
   
   
  10 
   
  x 
  x 
  MOSEL 
   
  Mosel is the undisputed leader of the robots, the visionary who 
  led them away from their doomed home Mechatron where they 
  toiled for an eternity without any purpose. Mosel is 
  disappointed that only a hundred robots chose to follow his 
  path, but is sure that in time, more will come around. 
   
  Hierarchy: 5 
  Attributes: Servos 2, Stability 2, Processor 
  4, Network 6 
  Armor: 4 
  Programs: Coordinate 4, Interact 5, Question 
  3, Datamine 2, Analyze 1 
  Secondary function: Battle Commander 
  Modules: Holo-projector, Hover drone 
  Items: Maser pistol, e-pack 
   
   
  VENUS 
  Venus is the leader of the Battle Robots. This militant battle 
  robot originally wanted to accompany its old friend, the 
  coordination unit Katinka, to Fort Medina. Venus felt betrayed 
  when Katinka said “no” due to Venus’ sometimes hot-headed 
  grenade launching strategy. There had been one too many 
  friendly fire incidents. Venus bears a grudge against Katinka, 
  and is urging Mosel to strike out at the forces of Fort Medina. 
  Mosel has nothing against the Methusalem platoon, however, 
  and wants to focus on living beings. Venus’ grudge can be used 
  to turn Venus (and a bunch of loyal guard robots) against 
  Mosel if the PCs want an ally. 
   
  Hierarchy: 2 
  Attributes: Servos 4, Stability 4, Processor 
  3, Network 2 
  Armor: 7 
  Programs: Target 3, Shoot 2, Overload 2, 
  Assault 1 
  Modules: Accelerator, Chainsaw, Grenade 
  Launcher 
  Items: Laser pistol, thermal sight, e-pack 
   
   
   
   
  ELOAH 
  Eloah is the industrial robot in charge of Mosel’s power plant 
  project. Eloah’s team has managed to get the smelters and 
  workshops up and running, and Eloah is also using his 
  powerful mining drill to bore holes in the ground, looking for 
  more metal to use and coal to burn. Mosel is unhappy that 
  Eloah has yet to complete the power plant. It is meticulous 
  work, and even if they have the knowledge to build one, it 
  doesn’t make the work any less onerous. Eloah feels that Mosel 
  is pushing the team harder than necessary, and is afraid that 
  Mosel is turning into a tyrannical overlord. 
   
  Hierarchy: 2 
  Attributes: Servos 5, Stability 1, Processor 
  4, Network 2 
  Armor: 5 
  Programs: Manufacture 4, Overload 2, Force 
  3, Assault 2, Analyze 1 
  Secondary function: Mass production 
  Modules: Mining drill, Repair unit, Extra 
  arms 
  Items: Laser welder, e-pack, power tools 
   
   
   
  TINY 
  Tiny is a thieving scrap robot who is constantly being bullied 
  by the other robots. Tiny is used to having few (if any) friends 
  and living on the outside of society, and does so here as well. 
  Tiny never performs any work in the Collective, and constantly 
  gets in the way of other robots who are actually working. Eloah 
  wants Tiny gone, but Mosel feels sorry for the scrap robot and 
  has told Eloah that all robots are welcome in his collective, as 
  long as they hate humans and living things. Tiny does not 
  necessarily hate anyone, but will play along if it means it can 
  stay. Use the stats for Luber on p. 190 of Mechatron for Tiny. 
   
   
   
   
   
   
   
   
   
   
  OTHER ROBOTS 
  For the various Guard robots in the Collective, 
  you can use the stats from p. 130 of Mechatron.  
   
  Also, remember that there are many civilian robots 
  in Mosel as well, the PCs will not suddenly be 
  attacked by 97 robots.  
   
  
  Special Zone Sectors 2 
   
   
  11 
   
  x 
  x 
  FARMING ROBOTS 
  The Farming robots Natanda 678 and Natanda 679 were 
  stored in Mechatron and awaited the day when Noatun humans 
  could return to the surface and start growing crops again. Now 
  that the robots have found their way back to fertile soil, these 
  “twin” farming robots have realized that the rest of the 
  Collective (or themselves for that matter) have little use for the 
  products produced by their efforts. They are kicking 
  themselves for joining Mosel, but don’t dare oppose him now. 
  They also do not know where the rest of the robots are, or if 
  anyone is in need of their services. Use the stats for farming 
  robots on p. 129 of Mechatron for these two robots. 
   
  TEDDY 
  The Toy robot Teddy (use the stats on p. 126 of Mechatron) is 
  a unique little creature who resents humans for toying with it 
  and treating it like a child before the humans left Mechatron. 
  If the PCs spy on the Collective, Teddy will be loud-mouthed, 
  rude and temperamental. If captured, Teddy will try to befriend 
  the PCs, before betraying them (see Events below). 
   
  MANFRED 
  Manfred is a captured mutant who together with the other 
  captured mutants, are looking for a way to escape. Manfred has 
  already seen a couple of his allies die of rot, exhaustion or 
  beatings from the guard robots. Manfred’s Rot Eater mutation 
  allows him to manage better, but he will still try to coax the 
  PCs into a desperate escape plan. The numbers in parentheses 
  are his original stats. 
   
  Attributes: Strength 2 (3), Agility 2 (5), 
  Wits 2 (3), Empathy 1 (3) 
  Skills: Find the Path 3, Scout 2, Shoot 2, 
  Endure 1, Move 1 
  Mutation: Rot Eater 
  Gear: Scrap rifle, flashlight, 5 bullets 
  (all confiscated for the time being) 
   
   
  Manfred can be replaced with an already 
  established NPC ally from the PCs Ark, if you 
  wish.  
   
  GEAR, GRUB & ARTIFACTS 
  Many of the robots have weapons and gear that are 
  considered artifacts. See the various locations for information. 
  Many of the robots also have e-packs, but note that many have 
  consumed theirs in order to gain some more energy 
  themselves.  
  In addition to the artifacts mentioned in the various 
  locations, consider placing d6 “regular” artifacts at random 
  places in the zone. This should be items the robots have no 
  need for.  
   
  While they do not need grub or water, they realize that the 
  mutant slaves do. They have constructed water barrels on the 
  roofs of the buildings, which provides enough for the slaves. 
  After a few slaves became sick, cleaning robots are now 
  making sure the water is clean.  
   
  They also have 4d6 rations of grub in the storeroom at 
  Mosel’s office. Scout robots have standing orders to bring back 
  food for the slaves.  
   
   
   
   
  
  Special Zone Sectors 2 
   
   
  12 
   
  x 
  x 
  EVENTS 
  Unless the PCs come here in search of a missing friend, their 
  best course of action may be to turn around and try to avoid 
  this area of the Zone. Talking down Mosel from capturing 
  them and turning them into slave labor is impossible.  
   
  Most of the following events work best if the PCs are prisoners 
  at the Collective, but a small tweak is all that is needed to have 
  it work well for PCs scouting the site.  
   
   
  If the PCs have been sent here to rescue someone 
  from the Ark or maybe a friend or ally from another 
  settlement. There could be anything from a couple of 
  mutant slaves, to about a dozen. For the time being, 
  Mosel doesn’t dare to have more captives present.  
   
   
  If the PCs are caught, they are quickly put to hard 
  labor and monitored carefully. With guard robots 
  hanging over their shoulders and flying drones 
  present at all times, escape will be difficult without 
  help.  
   
   
  The PC can get some help or allies in the form of the 
  farming robots Natanda 678 and 679, who feel 
  useless here. Without any humans, there is no point 
  in fields and crops. If told about the PCs Ark (which 
  probably could use a hand with their crops), they 
  could be interested in defecting and will aid the PC 
  in their escape.  
   
   
  The toy robot Teddy is also quite bored, but it is also 
  a malicious creature who gains pleasure in others’ 
  pain. Teddy will pretend to be the PCs’ friend and 
  offers to help them escape. Teddy is only leading 
  them towards Mosel and the Guard Robots though, 
  who will punish them by putting them inside the 
  “Cage” against a Battle Robot.  
   
   
  If the PCs complain to Mosel about the Rot, a 
  successful Manipulate (not opposed) will make 
  Mosel come to his senses and order a couple of 
  Cleaning Robots to clean the area for Rot. This will 
  improve the working conditions somewhat.  
   
   
  The PCs witness Tiny, the thieving scrap robot, 
  fiddling with an item they have heard Mosel ask 
  about. Tiny has other artifacts as well. The PCs can 
  turn the scrap robot in hoping for some sort of reward 
  (they will get none), or they might sell their silence 
  in exchange for another artifact (Tiny will buy their 
  silence).  
   
   
  Suddenly, a force from Fort Medina attacks. This 
  sudden attack can give the PCs an opportunity to 
  escape, save their companion or simply raid the place 
  for valuable artifacts. Be sure to put some challenges 
  in their paths though, they will be fired against from 
  both sides. Unless the PCs somehow manage to turn 
  the tides, Fort Medina will retreat, but not before 
  causing major damage to the Collective. Several 
  robots are ruined, more are damaged and the Power 
  Plant project has suffered a serious setback. 
   
   
  
  Special Zone Sectors 2 
   
   
  13 
   
  x 
  x 
   
  The decaying ruins give way to a large structure surrounded 
  by a large, concrete field filled with cars. On the outside of the 
  building, faded posters show men wearing colorful uniforms 
  holding a rather large, orange ball. On its side, the words 
  “Paradise Valley Sports Arena” are written. The three last 
  words are in capital letters and imprinted on the side of the 
  building, while the word “Paradise” looks to be of newer 
  make, painted (poorly) yellow. Some of the paint has been 
  smeared and is running down the facade.  
   
  On the outside, a dozen cat and rat mutants are trying to move 
  the rusted car wrecks in position in order to create some sort 
  of barricade. They don’t seem to be agreeing on how to 
  proceed, and one of the cats and one of the rats are yelling at 
  each other from the top of one of the cars. Are they expecting 
  trouble? From the inside? Or outside?  
   
  Paradise Valley Sports Arena 
  This Special Zone Sector contains animal mutants of the rat 
  and cat type. 
   
  I will refer to Genlab Alpha on several occasions, and this 
  sourcebook is required in order to enjoy this Settlement to its 
  fullest.  
   
  OVERVIEW 
  The large sports arena that the rats and cats inhabit, was used 
  as a basketball arena in the Old Age. A large parking space 
  occupies all sides of the building. The cars that were left  
   
  outside before the Fall are mostly ruined and rusted, but 
  gearheads may spot a couple of salvageable vehicles.  
   
  The animal mutants are wary of humans after what happened 
  in Paradise Valley. Their constant bickering gives the PCs a 
  good chance of sneaking up on them without being spotted, but 
  a failed attempt leads to “shoot first, ask questions later” 
  attitude from the animal mutants, who suddenly put their 
  differences aside against this new threat.  
   
  A calm approach is better. The rats and cats will demand their 
  surrender and weapons, and take them to the alphas. The 
  bickering will start anew, as they cannot decide whether or not 
  to take them to Nightclaw or Fink. PCs may take advantage of 
  this to escape or take out the guards. If the PCs suggest that  
  they might meet both at the same time, the animals agree to the 
  compromise.  
   
  Approaching the animals is more challenging if they have 
  robots with them. The animals will not let “Watchers” inside 
  their building, and it is not easy to have them stay their 
  weapons in this case. 
   
  SITUATION 
  After the escape from Paradise Valley, a large group of rats 
  and cats happened to be travelling in the same direction. After 
  trekking through the wilderness and avoiding hostile 
  settlements as best they could, they settled down in an old 
  sports center named Valley Sports Arena. In honor of their 
  ancestral home, they painted “PARADISE” next to the sign.  
  
  Special Zone Sectors 2 
   
   
  14 
   
  x 
  x 
   
  Mortal enemies from the beginning, the cats and the rats found 
  common cause during the Resistance. While they were friendly 
  enough towards each other on the way from Paradise Valley, 
  tempers have really started to flare after arriving in the Zone. 
  The cats took the best spaces in the sports arena, the cats 
  decided to rebrand the building without asking the rats, and the 
  cats are generally calling the shots around here. That’s how the 
  rats see it, anyway. The cats see themselves as proactive, as the 
  rats seemed more concerned with horsing around when they 
  first came here, trying to learn how to play the strange game 
  that was played here ages ago, littering in the small, bench-
  filled rooms with running water that was adjacent to the main 
  hall and occupying themselves with distilling booze.  
   
  The internal bickering has turned into verbal hostility, and if 
  nothing happens, civil war may break out any minute now. The 
  PCs arrival may be what sets this off. 
   
  LOCATIONS 
  Ball court 
  The large, open area in the middle of the sports center was used 
  to play some sort of sport using an orange ball. Before the cats 
  captured all the good spots and set up camp, the rats managed 
  to piece together some of the rules of the game (which they are 
  calling “Throwball”). You are supposed to throw a ball through 
  one of the hoops on opposite ends of the playing field. You are 
  not allowed to step on any of the colored lines. If you do, 
  someone else may throw the ball at you as punishment.  
   
  The rats haven’t figured out the concept of team sports, so 
  when they played, they just played everyone against everyone. 
  They never managed to keep track of the score and always 
  argued about whether or not someone stepped on the lines. The 
  cats suggested they play cats vs rats, but this concept baffled 
  the rats. After a night of binge drinking, the rats woke up to see 
  the cats having set up camp all over the court, denying the rats 
  the chance to play. The rats wanted to play the cats for the right 
  to live on the playing field, but now the cats refused to play. 
  The rats are allowed to play once a day in exchange for water 
  from the showers.  
   
   
  Locker rooms and bleachers 
  The rats now live in the bleachers and the locker rooms. They 
  hit the jackpot when they found running water, and they trade 
  it to the cats for the right to play “Throwball”. When the locker 
  room became crowded, some of the rodents moved out onto 
  the bleachers. It is not ideal, as they have to see the cats all 
  day.  
   
  Nightclaw’s office 
  Nightclaw and her three private guards have taken up residence 
  in a large office overlooking the ball court. Here, she broods 
  and plans to wipe the rats away for good.  
   
  Distillery 
  In the basement of the building, the rodents have made a 
  distillery. They never give away any booze to the cats, but keep 
  them awake all night with their debauchery. 
   
   
   
   
   
  
  Special Zone Sectors 2 
   
   
  15 
   
  x 
  x 
  INHABITANTS 
  The tribe consists of roughly 50 cats and 100 rats. 
   
  NIGHTCLAW, ALPHA 
  This tall and skinny female lynx has remained in charge of the 
  cat tribe after the emigration from Paradise Valley. Her hatred 
  of rodents has come back now that the Resistance and the Long 
  March is over. She is tight-lipped and brooding, and often 
  misses the nature of Paradise Valley. She is contemplating 
  whether or not to take out the rodents. 
   
   
   
  GLITTER, ORACLE 
  This female cat has a bushy white fur, but lacks a tail. She 
  wears a large black hat and carries a shaman staff bedecked 
  with Christmas tree glitter. As the oracle of the tribe, her status 
  is high. She is addicted to sniffing glue, and this addiction has 
  become worse as the cats found a large stash of paint in the 
  Sports Arena. As a result of this, she goes into long, intoxicated 
  trances where she predicts the future of the tribe. Glitter spends 
  almost all her time indoors, and she loves fish. 
   
  CAT GUARDS 
  Not all guards are as combat savvy, but many share these 
  statistics: 
   
  Attributes: Strength 4, Agility 5, Wits 2, 
  Instinct 2 
  Skills: Fight 3, Sneak 1, Shoot 2 
  Animal powers: Fast reflexes, Hunting 
  instincts 
  Gear: Spear, bow  
   
  FINK, ALPHA 
  This large, black rat is the Alpha of the rat tribe. He wears ski 
  goggles and blue down jacket. Fink smokes heavily, and is 
  rarely seen without a smoking cigarette. Fink is brutal, curious 
  and hungry for artifacts. His hatred for cats has also resurfaced 
  after the Resistance and Long March, and he is contemplating 
  executing a pre-emptive strike at the cats. The fact that he is 
  running out of cigarettes does not help his mood. 
   
  SNIFFER, BLIND SEER 
  A small gray mouse wearing a neon green reflector vest. She 
  is blind, and sniffs and listen her way through life. She was 
  blinded by the Watchers and hate machines intensely. 
   
  RAT GUARDS 
  The guards of Rat Castle are cocky, surly and treat all non-rats 
  as second class animals. They are pissed at the cats. 
   
  Attributes: Strength 3, Agility 4, Wits 2, 
  Instinct 2 
  Skills: Fight 3, Sneak 2, Shoot 1 
  Animal powers: Burrower, Nocturnal 
  Gear: Machete  
   
   
   
   
   
  STATS? 
  Stats for named NPCs in Paradise Valley Sports 
  Arena can be located in Genlab Alpha.  
   
  
  Special Zone Sectors 2 
   
   
  16 
   
  x 
  x 
  GEAR, GRUB & ARTIFACTS 
   
   
  Water is plentiful due to the still functioning shower 
  system. The animals brought with them a lot of 
  canned food from Paradise Valley, but is now 
  running low. They constantly have to go outside to 
  hunt or to scavenge for food.  
   
  In addition to the artifacts owned by the NPCs 
  described above, the rats have found a small guitar 
  (a ukulele) that they play during their drunken 
  parties. To the chagrin of the cats.  
   
   
  EVENTS 
   
  Present this settlement as chaotic and on the brink of civil war. 
  The PCs may actually prevent this from happening, or be the 
  catalyst that sets it all of.  
   
   
  Fink is running out of cigarettes. If the PCs possess 
  any, he wants to buy them from them. He hasn’t 
  much to bargain with, but is willing to trade the 
  guitar or up to five bullets for them. If he feels the 
  PCs are rude or non-compliant, he might try to take 
  it by force. If the PCs don’t have any cigarettes, he 
  will offer them a handsomely reward for if they find 
  any. Whether or not Fink can fulfill his promise, is 
  up to you.   
   
  Someone has stolen the rats’ guitar! The rats are 
  convinced it is the cats, but the cats refuse. In fact, it 
  is Sniffer who has stolen the guitar and then placed 
  it somewhere so that the PCs will get blamed for it. 
  She fears for the well-being of her tribe if they and 
  the cats stay enemies, and feels they need a common 
  enemy.  
   
  The cats have had enough of the rats partying. They 
  have agreed to a game of Throwball in order to settle 
  this thing once and for all. If the cats win, the rats 
  must destroy their distillery and give away the guitar. 
  If the cats win, the rats get to live on the court. One 
  (or more, this is a complex game) of the PCs are 
  elected as impartial referees. They get a (very quick 
  and incoherent) rules introduction by the rats, and the 
  cats don’t quite know the rules. It can get quite 
  messy, and any ruling by the PCs will be met with 
  protests from one of the teams.  
   
  Sniffer and Glitter meet with the PCs in secret. They 
  have both foreseen their tribe’s demise if they 
  continue to live together. They want the PCs to help 
  them find a new place to live, a sector without Rot, 
  and to find a way of settling who must move. This 
  may be a game of Throwball, or as simple as drawing 
  straws. Representatives from both sides may be sent 
  with the PCs to scout out this new location, and if it 
  is much nicer than Paradise Valley Sports Arena, 
  they may argue over who gets to leave.  
   
  Fink and/or Nightclaw has had enough, and attacks 
  the other side. One (or both) may ask the PCs for 
  help, and they will go to great lengths promising 
  riches and boons they cannot keep for help. Unless 
  the PCs aid the cats and come up with a clever plan, 
  the rats numbers prevail. Half the cat tribe are killed 
  and the rest must flee.  
   
  A group of robots from Mechatron-7 (or some other 
  robot settlement in your campaign) happen upon the 
  Sports Arena. While the robots are peaceful enough 
  at first, the Resistance mentality of the beast mutants 
  living here take over and they cooperate to the fullest 
  in order to combat this new “menace”. This new 
  truce only lasts for as long as they have an enemy to 
  battle, however. 
   
  
  Special Zone Sectors 2 
   
   
  17 
   
  x 
  x 
   
   
   
  You come upon a river delta, and see that a thriving settlement 
  has been built around the ruins of an old harbor. A large 
  palisade bisecting the river protects the place. On small islets 
  outside of the palisade, mutants are harvesting food from 
  bushes and trees.  
   
  Inside the Ark, mutants and metallic creatures walk side by 
  side. Huge robots wielding cranes are unloading big nets of 
  fish from a scrap sloop in the harbor. On land, the small streets 
  are lit up by electric street lights. 
   
  Paradiso Evinrude 
  This Zone Sector describes the mutant Ark first presented in 
  Mechatron. This write-up presumes that the events happen as 
  described in that sourcebook. In short, the elder Edwina dies, 
  the Boss Bubba leads a host of mutants on a raid against 
  Mechatron, who eventually falls and is destroyed. Robots from 
  Mechatron emigrate into the zone en masse, and several end 
  up in Paradiso Evinrude.  
   
   
   
  The Mechatron sourcebook is essential in order to run this 
  Settlement.  
   
  OVERVIEW/LOCATIONS 
  See Mechatron page 208-211. Edwina’s tower is now only 
  occupied by the Chroniclers.  
   
  The robots have made some improvements over the status quo 
  as presented in the Mechatron sourcebook. They have 
  upgraded the technology in the harbor, installing several 
  winches and cranes that allow quick and efficient unloading of 
  cargo. The most notable improvement, however, are the 
  electric lights that dot the small streets in the Ark. When the 
  PCs discover Paradiso Evinrude, it should become obvious that 
  they are the most technologically advanced Ark in the Zone. 
   
   
   
   
   
  
  Special Zone Sectors 2 
   
   
  18 
   
  x 
  x 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  THE SITUATION 
   
  Post-Mechatron Paradiso Evinrude is also a post-Elder 
  Paradiso, and a post-Bubba Paradiso. None of the remaining 
  bosses have grabbed the spot as the top boss yet, as they have 
  their hands full with the emerging robots 
   
  Mutant-robot relations 
  There are about 150 mutants left after Bubba’s crusade. 
  Complementing these mutants are about 80 robots of different 
  types and models. The robots were accepted at first. Many 
  were a great help at various tasks. Industrial robots helped the 
  gearheads, the security robots could stand watch on the 
  palisades 24/7, coordination robots quickly learned fishing and 
  so on.  
   
  Unfortunately, robots need energy, and Paradiso Evinrude 
  doesn’t have too much of it. The water wheel powers the 
  generator, but that is really slow going. Every day, the line of 
  robots wanting to use the generator grows longer, and the work 
  output from the robots decreases as they simply lack the energy 
  necessary. The Coordination robot Samuel and the Protocol 
  robot Etta want to build a power plant, but the bosses and 
  chroniclers of the Ark are hesitant. Not only do they lack the 
  knowledge of HOW to build a power plant, there are other 
  building projects to prioritize. The robot’s dependance on 
  energy might force their hands soon enough, however.  
   
  Craft/trade 
  The people and robots of Paradiso Evinrude are a sea-faring 
  people, having a harbor and several scrap sloops and a scrap 
  ship. If Cage Island (Zone Compendium 2) or some other sea-
  based Ark is part of your campaign, Paradiso has made contact 
  with them and has struck a trade agreement with them. The 
  loose hierarchy of Cage Island means that the people of 
  Paradiso are still wary of some of the captains, who raid nearby 
  sectors for slaves.  
   
  The biggest source of food for the people of Paradiso is fish 
  and shellfish from the river. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  PLAYED GHOST IN THE MACHINE? 
  If the PCs in your campaign are robots who have 
  completed the campaign Ghost in the Machine, 
  Edwina most likely told the truth about the 
  mutants’ heritage to them and Johenna the Stalker. 
  If this has become common knowledge around the 
  Ark, it will no doubt have an effect on the mutants 
  as well. 
   
   
  NOT 
  PLAYED 
  GHOST 
  IN 
  THE 
  MACHINE? 
  If your PCs are mutants and haven’t played Ghost 
  in the Machine, it is up to you to decide if Edwina 
  told anyone about Eden and Dr. Retzius. Having 
  someone simply tell them the big reveal about the 
  metagame plot might be a letdown. However, if 
  your players don’t show an interest in the metaplot, 
  go ahead! 
  
  Special Zone Sectors 2 
   
   
  19 
   
  x 
  x 
  INHABITANTS 
  The following are some of the more interesting inhabitants of 
  Paradiso Evinrude. Johenna is still present, but Edwina, Bubba 
  and Molina are all dead. 
   
  ERVIN & SIMLON 
  These two chroniclers were Edwinas closest confidantes when 
  she lived. While they were quick to assume that the robots and 
  Johenna had killed the Elder, they have realized that they 
  jumped to conclusions. Ervin and Simlon still live in Edwina’s 
  tower, and they are trying to write a book about the history of 
  the zone (Ervin) and a book about the creatures of the zone 
  (Simlon). 
   
  Attributes: Strength 3, Agility 3, Wits 5, 
  Empathy 4 
  Skills: Inspire 3, Heal 2, Comprehend 2, 
  Know the Zone 3 
  Mutations: Insectoid (Ervin), Frog Legs 
  (Simlon) 
  Gear: Lamp, tinderbox, writing equipment  
   
  BOSS ABED 
  Boss Abed (he always goes by that) is one of a total of five 
  bosses left after Bubba’s death. He has light brown skin, a 
  small moustache and always wears an elegant top hat. Abed is 
  a fair boss that despises slavery. All his followers work hard 
  and are treated fairly. He has managed to recruit a couple of 
  robots as well, like the Butler robot Nkosana XI and the Chef 
  robot P10-Stir-Fry. As he has a generator (artifact), he is quite 
  popular with the robots and earns a great deal of bullets 
  allowing them to charge up at his place. 
   
  Attributes: Strength 3, Agility 4, Wits 5, 
  Empathy 5 
  Skills: Command 5, Manipulate 3, Fight 3, 
  Shoot 2 
  Mutations: Sprinter 
  Gear: Plasma rifle, katana, Kevlar vest, 
  generator, coffee maker, coffee (3d6p 
  packets), Rot Suit (PR 4)  
   
   
   
   
  KIWA 
  Kiwa is Boss Abed’s gearhead. She’s short and stout, with long 
  brown hair. She wears greasy overalls, but always walks 
  around smiling. Kiwa has never said a 
  bad word about anyone, not even 
  Bubba! Kiwa was the one who fixed the 
  generator that has become Abed’s main 
  source of income. Kiwa wishes 
  everyone could use the generator for 
  free, despite it being a good source of 
  income. Also, what will power Abed’s 
  coffee maker and give Kiwa her regular 
  cup of coffee? Kiwa has quickly become dependant on the 
  drink. 
  Attributes: Strength 3, Agility 3, Wits 5, 
  Empathy 4 
  Skills: Jury-rig 4, Comprehend 3, Know the 
  Zone 1, Fight 2, Manipulate 2 
  Mutations: Regenerate 
  Gear: Wrench, machete, cold suit, rubber 
  bands, Molotov cocktail (Blast Power 8)  
   
  SAMUEL, COORDINATION ROBOT 
  In Mechatron, Samuel was one of the very first robots to 
  become self-aware. He was part of Nodos’ Error Elimination 
  Unit, and on one of his missions, he went outside and found 
  Paradiso Evinrude. Fast forward a few months, and Mechatron 
  had collapsed and the robots spread all over the zone. Samuel 
  led several dozens of his fellow self-aware robots to Paradiso 
  Evinrude. Despite the recent trouble, the robots were accepted 
  into the Ark, building for themselves a new Community. 
   
   
  This description of Samuel is true only if you 
  are using this Settlement without having 
  played Ghost in the Machine. If you have, 
  remove this part of Samuel’s backstory. 
   
   
   
   
  
  Special Zone Sectors 2 
   
   
  20 
   
  x 
  x 
  Samuel has become an unofficial leader for the robot 
  population. He is especially interested in building a power 
  plant, as he sees the lack of energy as a real problem for the 
  robots. He knows the mutants don’t have the technology 
  necessary right now, but with chroniclers and gearheads 
  researching it, and with the help of his knowledge of how 
  things were in Mechatron, he’s sure they’ll be able to build it 
  in a few short months. 
   
  Hierarchy: 7 
  Attributes: Servos 3, Stability 2, Processor 
  3, Network 6 
  Armor: 5 
  Programs: Coordinate 4, Interact 3, Question 
  2, Datamine 2, Repair 1 
  Secondary functions: Top-tier unit, Firewall 
  Modules: Back-up modules, Energy management 
  Gear: Laser pistol, e-pack 
   
   
   
   
  GRUB, GEAR & ARTIFACTS 
   
   
  Paradiso Evinrude is quite well supplied with food 
  and water. They fish a lot and grow vegetables on the 
  islets in the rivers. Also ⅓ of the population has no 
  need for food.  
   
  There are a lot of artifacts in Paradiso Evinrude, as 
  much of the robot’s equipment are artifacts. 
  However, these are the properties of mutants or 
  robots of the community. Some robots may be 
  willing to sell or trade artifacts in exchange for E-
  packs or bullets they can buy charging time for at 
  Boss Abed’s.  
   
   
   
   
   
   
   
   
   
  
  Special Zone Sectors 2 
   
   
  21 
   
  x 
  x 
  EVENTS 
   
  Unlike several of the other Arks, Paradiso Evinrude is a 
  thriving, reasonably friendly Ark. Their acceptance of the 
  robots, and the fact that they up until recently had a living 
  Elder, has made them quite open to travelers from other Arks. 
  This does not mean that they are naive or stupid, only that they 
  choose to ask questions first and shoot later.  
   
  Use Paradiso Evinrude to show the players that there is hope 
  out there. This can be a good opportunity to set up some trade 
  routes or to gain an ally against a common enemy (like the 
  Rabbit Kingdom of Deeprot or the Hellriders). Here are some 
  other story hooks:  
   
   
  Boss Abed has in his possession one of the metaplot 
  artifacts. He might show/give it to characters who 
  lack a vital clue, in exchange for the PCs clue, Abed 
  might suggest a joint expedition if this means they 
  now have Eden’s location. Depending on what 
  character type your players’ group lack, he could 
  send Johenna, Kiwa or an Enforcer. He will not go 
  himself.  
   
   
  The coordination robot Samuel approaches the PCs. 
  Maybe their Ark is closer to building a power plant? 
  If this is the case, Samuel and a host of other robots 
  want to relocate. This might cause some friction with 
  the PCs’ Ark and Paradiso Evinrude, as the Bosses 
  of Paradiso now conclude that they need the robots 
  and decide to speed things up with the whole power 
  plant planning.  
   
   
  Ervin wants to come back with the PCs for an 
  extended stay at their Ark. Maybe one of the PCs 
  Ark’s Chroniclers will come to Paradiso? Ervin 
  claims (rightfully) that this is a good step on the way 
  to charting the history of the Zone post-fall.  
   
   
   
   
   
   
   
   
   
   
   
   
   
  © 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 2.pdf