TEXT:  
  Page 0 
   
   
   
   
  Presents: 
   
   
   
  A Nomad Sourcebook for Cyberpunk 2020 meant to compliment and expand on ideas put forth in Neo-Tribes 
  and The Night City Nomad Market. 
   
  Written by Deric Bernier (droc@mc2k.com) 
   
  This is just one of many articles for the Cyberpunk 2020 Roleplaying Game you can find on Datafortress 2020, 
  the largest, most Comprehensive Cyberpunk 2020 site in the world. 
  Visit it at: http://datafortress2020.110mb.com 
  
   
  Page 1 
   
   
   
   
  ON THE ROAD AGAIN: 2 
  Typical caravan structure 
   
   
  THE WILD HUNT: 3 
  The Nomad celebration of the year.  
   
   
  NOMAD MARKETS IN NORTH AMERICA: 4 
  A guide to Nomad Markets in North America 
   
   
  THE ROAD: 16 
  A Nomad Travel Guide 
   
   
  DANGER ZONE: 20 
  Places to avoid if at all possible 
   
   
  SMUGGLERS DEN: 33 
  Illicit activity in the Nomad Community  
   
   
  LOST ANGELES TODAY: 34 
  A look at Lost Angeles 25 years after the Quake 
   
   
  THE UNDERGROUND RAILROAD: 36 
  Relocation, the nomad way. 
   
   
  RADIO FREE AMERICA: 37 
  Nomad run broadcasting 
   
   
  RECLAMATION AND RECONSTRUCTION: 38 
  A brief look at Chicago and Manhattan Restoration 
  Projects 
   
   
  SCRAMBLE 2023: 42 
  AN ILLEGAL RACE OF EPIC PROPORTIONS 
   
   
  NOMAD MARKET ECONOMY: 46 
  Doing business in the Nomad Market 
   
   
  TRIBAL SPOTLIGHT: 53 
  The Broken Saints  
   
   
  FACES IN THE CARAVAN: 77 
  Some of the people I have met on the road 
   
   
   
  GM TOOLS : 100 
  Item availability in the Nomad Market, Scavenger Table, Nomad Encounter Tables 
   
  NOTE: THIS BOOK IS MEANT FOR USE WITH INTERLOCK UNLIMITED 
  http://datafortress2020.110mb.com/InterlockUnlimited.html 
  This book is written with the current date of play as 2023
  
   
  Page 2 
   
   
   
  ON THE ROAD AGAIN: TYPICAL CARAVAN STRUCTURE 
   
  A large part of the birth of the Nomad Movement was the influx of disenfranchised survivors of The Long Walk.  Due to 
  the high number of military contractors and personnel involved, the nomad convoys and caravans have since taken on a 
  rather disciplined structure as a response to attacks from Raffen Shiv, Police, and even the military.  The following is a 
  brief breakdown of the traveling order of most nomads traveling in groups large than 5.   
   
  1. Scout – The scout will ride ahead of the group, in relatively safe conditions he may range as far ahead as ten 
  miles.  His job is to make sure the road ahead is safe, alert the main group of any obstacles or potential 
  dangers, clear any hazards or obstacles he is capable of, and find alternate routes if need be.  The Scout reports 
  in on a regular basis, usually once every half hour.  In situations where danger or trouble is expected, the Scout 
  will remain much closer to the Caravan, usually no more than a mile, and he will report in far more frequently, if 
  not remaining in constant contact.  The Scout is the first line of defense, and is typically the most dangerous 
  position in the caravan.  It is not uncommon for even small caravans to have multiple scouts, riding together or 
  at separate increments depending on the level of danger expected. If the Scout is attacked, his first duty, even 
  before defense, is to report it.  From there he and the caravan’s leader must decide whether he is to try and 
  lead the attackers away, or to fall back for reinforcements.  Most of the time this works well as a tactic for 
  ferreting out Raffen Shiv or other hostiles, however some Raffen Shiv have wised up, and will 
  allow the scout to pass unmolested before springing an ambush on the main caravan.   If the 
  caravan is attacked on the road, the Scout is either to remain ahead, plotting escape routes for 
  the convoy, or to fall back and give assistance.  Scouts typically ride motorcycles or very light off-
  road vehicles.   
   
  2. Outriders – Outriders surround the caravan, they are the Road Warriors whose job it is to 
  protect the main group.  If you think of the Caravan as a bomber group, the outriders are its 
  fighter escort.  They ride small light vehicles, speed and maneuverability is key.  Even if the 
  vehicles aren’t armed, the driver and any passengers will be, often with multiple weapons at the ready so they 
  don’t have to waste time reloading.  Typically on a one lane stretch there will be outriders in front or back, and 
  depending on umbers some scattered throughout the convoy as well.  On two or more lanes they will ride 
  alongside if they are expecting trouble or if there is no traffic.  In low traffic situations the caravan will remain 
  single file, but any time a vehicle passes an outrider will move behind the passing vehicle, and one of the front 
  outriders will cycle back to the rear.  I heavy traffic the convoy will stay single file, with the at least one outrider 
  still at front and back in close formations while any other outriders are dispersed as evenly as possible 
  throughout the caravan.  
   
  3. The Main Group – The main group is comprised of the larger/slower vehicles. Cargo movers, support vehicles, 
  people carriers, and anything else.  Cargo vehicles will typically be either at front or in the back, this is done so 
  that if necessary they can separate from the group and lead attackers away, sacrificing the crew and cargo for 
  the survival of the group.  Support vehicles will ride ahead of the rear cargo vehicles, and vehicles carrying 
  people will ride behind the forward cargo vehicles, ready to pull out and ride ahead and scatter at first chance, 
  while the other vehicles slow enough to cover their escape.  If possible at least one outrider will accompany the 
  people movers in their escape, in case there are more enemies down the road.  Once the non-combat family 
  members are safe, the focus is on protecting as many of the cargo haulers as possible.  The support vehicles 
  can try and break away and rejoin the convoy later, or they may stay and fight if they have the weapons, but 
  they are considered expendable in regards to the cargo.  The Outriders that remain will fight to the death to 
  protect the cargo and whatever is left of the main group that couldn’t escape. 
   
   
  4. Aircraft – Not many nomad groups have aircraft, but the ones that due 
  typically use them as scouts, possibly even as air support if they are armed.   
   
  Even in small groups, the lighter faster, more heavily armed vehicles will typically, and 
  naturally, surround and protect the larger or slower vehicles. When camping or at rest, even in a Nomad Market, 
  Nomads will typically circle their vehicles, with the largest and most heavily armored vehicles on the outside for 
  protection.  At refueling stations half the outriders will refuel first, then the main group, then the other half or the 
  outriders.  When arriving at a delivery destination, especially if it is in a city, the main group will hang back and camp at 
  a safe place and only the Cargo hauling vehicle(s) will move to the unloading site, usually accompanied by one outrider, 
  almost never more than two. 
  
   
  Page 3 
   
   
   
  THE WILD HUNT 
   
   
  In 2014, Burning Man and the 
  Gathering had begun 
  attracting such huge crowds 
  that states were threatening 
  to shut them down.  With the 
  massive influx into the nomad 
  community, these annual 
  celebrations were far to important to let die, but the organizers of 
  the events were getting old, and the meaning of the events 
  themselves were being lost in the ever growing Corporate 
  sponsors and materialistic attitudes that eventually destroy all 
  celebrations of freedom. 
   
  More than just a celebration, The 
  Wild Hunt was centered around a 
  mish mash of old Greek, Roman, 
  Norse and Celtic religions and 
  practices, most importantly the 
  practice of the Wild Hunt, a week 
  long celebration culminating in a simulated hunt of virgins which 
  leads to a giant orgy of anyone attending.  The Wild Hunt is 
  organized by a Snake affiliated family known simply as Herne’s 
  Hunters.  The actual membership of Herne’s Hunters is meager, 
  with a little over 150 members nationwide, and about 200 more in 
  Europe.  Herne’s Hunters are one of the harsher tribes to belong 
  to.  Their rules are simple, you keep only what you can take and 
  defend, wisdom is to be respected, and strength is to be honored.  
  Not to say that they are heartless, but they have no room for 
  weakness in their membership, and all advanced is based on what 
  you can take and what you have only lasts so long as you can 
  keep it.  The hunt is also very in tune with nature and places 
  importance on living simply and close to the earth. 
   
  Replacing Burning Man, the 
  Wild Hunt has become a 
  national Nomad holiday 
  and attracts huge crowds.  
  Most come just for the 
  party, and have little 
  interest in adopting the 
  religious aspects personally, 
  which is how Herne’s 
  Hunters like it.  Statics are 
  invited as well, but caution is given, leave your morals and hang-
  ups at home, if you show up and start railing against the 
  “heathens” don’t be surprised if you wake up crucified to a tree.  
   
   
   
  It’s not all just a drunken party.  Art, stories, the trading of goods, 
  much like an impromptu Nomad Market.  There is live music 
  everywhere, and over the course of 
  a week at the center stage, plays 
  and dance performances are put on.  
  The Hunt itself lasts only 7 days, 
  however people begin setting up 
  and arriving for the festivities up to 
  two weeks early.   
   
  The Wild Hunt is held on the week culminating in the Autumnal 
  Equinox (Sept. 22-23) every year. 
   
  The official events include the 
  performances on stage, and the last 
  five nights each revolve around a 
  central contest.  The first night is a 
  fire walk, where artistic merit is 
  judged as men and women dance 
  across the flames.  The second night 
  is a pole sitting contest, where participants perch atop high poles 
  to prove their balance and patience.  The next night is the most 
  taxing, a triathlon consisting of a 5km run, a 1 km swim, and a 
  10km mountain bike ride.  On the fourth night is the most brutal 
  event.  A giant free-for-all brawl, this years brawl had over 100 
  participants.  The winner and top five finishers of any one of 
  these events is assured a place in the Wild Hunt itself.  Anyone 
  who participates in all the events and isn’t either too injured or 
  doesn’t die from exhaustion, is given special honor, and a five 
  minute head start on the Hunt itself.  To date, no one has ever 
  won every event, however Swift of the Broken Saints, did manage 
  to place second in every event this year. 
   
  
   
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  On the fifth and final night of 
  the official festivities, a huge 
  feast is given.  Afterwards 100 of 
  the prettiest men and women 
  among the gathered crowds 
  volunteer to act as “virgins”.  
  They are stripped naked then 
  released into the woods.  They 
  are given one hour to hide, 
  though most remain quite visible and easy to find.  After that 
  hour, the winners of the previous events are similarly stripped 
  naked, and then released to hunt down the “virgins”.  The return 
  of the virgins to the camp signals the beginning of an orgy that 
  lasts until dawn.  The rules of the orgy itself 
  are simple, anyone wishing to partake 
  disrobes completely.  If you do wish to 
  partake, you are declaring yourself free for 
  anyone who wishes to couple with you, 
  though of course you can refuse anyone 
  you wish.  Participating in the hunt is seen 
  as truly becoming one with the wild and 
  any activities undertaken during are NOT 
  considered a betrayal of marriage vows or 
  moral law within the community (though 
  you should definitely make sure your 
  spouse feels the same way).  Condoms are 
  provided copiously, and are always within 
  reach.  Anything goes; nothing is 
  considered taboo during this time, so long 
  as consent is given. 
   
   
   
  When dawn breaks, one more communal feast is had, as well as 
  ceremonies of rebirth and cleansing.  And everyone goes on their 
  way. 
   
   
   
  This year’s event was held in Alabama, at the Horseshoe Bend 
  national park.  Next years will be held at Crater Lake in Oregon.  
  Plan now; trust me you haven’t lived until you have seen 125, lust 
  driven, inebriated, painted, nomads running naked through the 
  woods… 
   
   
   
   
   
   
   
  
   
  Page 4 
   
   
   
  NOMAD MARKETS IN NORTH AMERICA 
   
  USA 
   
  Most large cities have some type of nomad market, usually a small affair, the size of a large parking lot or 
  open field that the nomads have been able to squat on, some are permanent fixtures, others are mobile 
  and cant only be found via nomad radio channels.  Some are only open certain days of the week, others 
  operate year round.  But there are several major Nomad Markets, these are more than just areas of quick 
  trade and refueling, these are major Nomad Community hubs, and are essential to Nomadic Travel, 
  acting as sanctuaries and Nomad Nation meeting grounds.  In some areas of the country these Markets 
  are the only safe resting grounds in a land full of enemies, in others they are the last reliable supply point 
  before heading into badlands.  The following is a list of the main Nomad Markets in the US. 
   
  Alabama- Montgomery, this small Market sits just north of Montgomery.  The market is kept 
  small due to the authoritarian fascist police state, which makes 
  nomad travel in groups of less then 20 problematic.  The difficulty 
  of getting in and out of Alabama and other Dixie Alliance states 
  does make this market a crucial trading and resupply hub, and 
  the locals rely on the Market for its black market. All tribes are represented here, 
  including Thelas (although with minimal numbers). 
   
  Alaska- Seward, most Nomad markets are next 
  to large metro areas, but the Seward Nomad 
  Market is just outside of a fairly small town 
  located on the southern coast of Alaska.  The 
  reason this location was chosen is that not only 
  does it boast a large fishing community, and a 
  large portion of the Pacific Thelas nation, but it 
  is also a final anchor point for many cruise lines.  Obviously 
  the Thelas are the majority presence in the Seward Market, 
  but Aldecaldos, Snake, Folk, and Meta maintain houses, but 
  the Jodes and the Bloods are a very distinct minority that 
  does not bother to maintain permanent representation.  
  Raffen Shiv oddly enough, are a prevalent presence, as the 
  desolate tundra , lonely highways, and the harsh climes 
  serve as the perfect environment for their activities. 
  
   
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  Arizona – Just west of Flagstaff, a bit north of I-40, is 
  the Flagstaff Flea  Market.  Located in the desert at the 
  site of a mock-up ghost town, which the Nomad 
  Market still maintains as a tourist attraction open to 
  the public.  The heat of the Arizona desert, the harsh 
  conditions, and the isolation make this one of the 
  more iconic nomad markets.  It is the Nomad oasis in 
  the middle of hard country for hard men.  The entire area surrounding is like a living 
  embodiment of the old west, and this appeals especially to the Snake and Aldecaldo nations.  
  The infertile soil, the lack of irrigation, and the dry climate, keep the Jodes and Folk away from 
  much permanent representation, the Bloods run a few Attractions, including a small year round 
  fair and Meta has one representative here.  There is a 
  large number of Raffen Shiv in the area, 
  and they are regular sights in the Flagstaff 
  Flea Market.  In fact, Raffen Shiv make up 
  the 3rd largest population group here, 
  which makes the Flagstaff market unique 
  in it’s tolerance of Raffen.  Rumor has it that the Raffen Shiv may be actually trying to 
  secure a seat on the council via the Flagstaff Market. 
   
  Colorado - Denver.  Just west of Denver, at the base of the mountains, is the Magic 
  Mountain Reservoir.  The Snake nation, with backup from the Aldecaldo and Jodes, 
  took over the reservoir, the old quarry to the west of it, and most of the 
  surrounding area.  The Denver Market itself has equal representation from all the 
  nations except Thelas.  Its position is strategically of 
  the utmost importance, as it is the key last stop on I-70 
  before making the crossing over the Rockies.  In the 
  winter months, guides are invaluable, many claiming to know secret routes through 
  the mountains.  The Denver market is huge, and the number of nomads who have 
  decided to settle in this area and make it home by either providing guide services or 
  trading with nomads making the trip is greater than in any other nomad market. 
   
  Florida – Orlando, Technically not officially a Nomad 
  Market since it is strictly controlled by the Bloods and 
  has no standing representation from the other 
  Nations.  The bloods have taken over the Disney 
  complex, as well as the other resort communities in 
  the area, and run it as 
  something of a mad 
  nomad getaway and the 
  largest smuggling point 
  for drugs and weapons 
  into and out of the US.  Rumor has it that several corporations, led by Disney, are in 
  talks with the Meta Nation to retake Orlando. 
   
  Hawaii – Kahoolawe Mariners Market.  Nomads have taken over the entire island, and 
  it is now the most significant nomad hub in the pacific.  Almost entirely made up of 
  Thelas, the island is home to a large black market, as well as the prime hub for pacific 
  smuggling.  Fish are the major export, and fresh clean water is 
  worth its weight in gold here.  While some minor pirate 
  operations are launched from here, most major pirate groups in 
  the area come from the Johnston Atoll, which was taken over 
  during the collapse and largely forgotten about by the world.  Now it is the home to a large 
  although loosely organized pirate group, and the island itself is well fortified and armed. 
  
   
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  Idaho – The Boise Market.  About ten miles north of Boise sits the Boise Market.  This 
  Market is important due to the agricultural opportunities and abundant clean fresh 
  water.  As such this market is Dominated by Jodes and Folk, and the Market always 
  has an abundance of fresh produce, as well as farm and agricultural equipment.  More 
  Nomads would probably settle here, staking claim in the mountains and fields 
  however doing so incredibly dangerous.   Agricorp complexes are fiercely territorial, 
  and don’t take kindly to outlaw nomad farms.  If that wasn’t bad enough, the neo-nazi 
  groups that fled into the woods and mountains have become organized and now train harshly as a militia.  To 
  make matters worse, several Raffen Shiv tribes maintain close ties.  Many of the old outlaw biker gangs in the 
  region were all white even before the collapse, now these groups are given shelter and support,  in exchange for 
  smuggling weapons and supplies in to the neo-nazi militia groups.  The Boise Market and 
  the Jodes recently suffered a severe hit, when the Blaines, one of the most powerful tribes 
  in the Jode Nation were found to have been tricked into supplying the Monsanto 
  Corporation with slave labor consisting of illegally taken nomads and civilians in one of 
  Monsanto’s illegal coca-farms complexes. 
   
  Illinois – Chicago.  While not the biggest nomad market in the Midwest, it does 
  have the largest population of long term residents.  This is due to the government 
  and corporations hiring nomad labor almost exclusively in the decontamination, 
  salvage, and reconstruction of Chicago.  For several years now a massive undertaking 
  has been going on here to reclaim 
  Chicago from the horrific Wasting Plague 
  disaster.  The efforts began along the northern coast of the city, and 
  within a year Chicago Port was open, from there the nomad groups have 
  been slowly moved outwards, block by block, first securing a central 
  route straight through the city.  The nomads work hand in hand with 
  military biological decontamination teams.  Sears Tower was declared 
  unstable and demolished, rumors abound that a group of Wasting 
  Plague survivors who had turned cannibal and taken residence in the 
  tower were still inside when the building was brought down.  About a quarter of the city has already been 
  reclaimed and reconstruction is underway, with new buildings and even suburbs already populated.  However 
  most of the city is still dangerous and off-limits, with possible pockets of the wasting plague still present, not to 
  mention the cholera from mass graves still being discovered all over the city.  Salvage is the name of the game in 
  the Chicago Market.  As the city was cordoned off and declared a no-
  mans land, most of the homes and businesses are in much the same state 
  as they were when the plague hit.  This means a virtual cornucopia of 
  salvaged goods.  Several corporate contracts exist, funneled through 
  Meta representatives, to reclaim business holdings, resources, and 
  records, and a large secondary market has been built up from relatives 
  looking to find closure for family members and friends lost in the 
  disaster.  Outside of that, the city is ripe for the pickings.  Originally the 
  Jode Nation was hired for the reconstruction, which caused some animosity with the Aldecaldo, but it was soon 
  apparent that this job was too big for anyone one nation.  Now Chicago hosts large populations of every Nation.  
  However, the Market here is actually small, as most of the goods are shipped out to other Markets.  The risk of 
  trespassers getting into trouble in the ruins, or worse, getting infected, is simply too great.  
  However, the nomads of the area have staked out a large prime coastal portion to serve as 
  the Chicago Nomad Market, and as the safe zones increase, so to does the size of the 
  market.  When the reclamation is completed, it is thought that the Chicago Nomad Market 
  may eventually be even larger than the Night City Nomad Market. 
   
  
   
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  Massachusetts – Inside Boston, Largest Nomad Market in the 
  Northeast.  The majority population here is the snake, with the Thelas 
  coming in a close second due to the large fishing community.  The 
  Boston Nomad Market is unique in that it exists harmoniously inside 
  the city, and is perhaps the most friendly market to the static 
  community in North America and vice versa.  The welcome extended to 
  the nomad community has led many to set up permanently here, and 
  the market itself is by far the most clean and family friendly (to statics) nomad encampment in the world.  Because 
  of this, the Tribal Council here takes great pains to ensure the 
  relationship remains equitable to both parties.  Trouble is dealt 
  with quickly, and any nomad who assaults a static is exiled from 
  the market.  Raffen Shiv are not tolerated, though some who 
  have learned to behave themselves do get 
  admitted.  Unfortunately, the amount of illegal 
  goods offered here is much less than that of 
  any other Market.  Contraband is still 
  smuggled though, but all sales of such items 
  here are done with the utmost secrecy and 
  discretion, as the nomad Lawgivers work with 
  local law enforcement, another unique aspect 
  of the Boston Nomad Market.   
   
  Metakey – Gulf of Mexico.  Made up of 
  salvaged and repaired tankers, freighters, 
  and even an aircraft carrier, Metakey is a 
  series of floating mobile vessels and 
  several reclaimed abandoned oil drilling 
  platforms and research platforms in gulf 
  of Mexico.  As such it is the largest and most well defended nomad 
  stronghold on the planet, and home of Metacorp, and its CEO 
  Jonathan Meta.  Meta-key is one of the largest black market trade 
  zones n the world, 
  and has grown too 
  large for Metacorp to assume much 
  control over.  The original rules of Meta-
  key were simple, no murder, no slavery.  
  Metacorp still enforces this on the main 
  portions; however some of the seedier 
  outliers get away with both regularly.  
  Meta-Corp itself is really more interested 
  in acting as the liaison between nomads and the governments and 
  corporations of the world, and all their business is centralized from the Meta Key home base on their own captured 
  aircraft carrier, redubbed Forgotten Island.  Obviously, as a sea bourn 
  operation, the Thelas make up the largest nomad population group, and 
  Metakey serves primarily as a free trade zone for pirates, fishermen, 
  salvagers, and black marketers.  It also has a thriving refugee community 
  and serves as a destination for 
  anyone on the run, with several 
  specialists in providing fake paper 
  and backgrounds.  Meta has built a 
  floating fortress called Metakey 
  West, it sits anchored at northern 
  Lost Angeles.  Rumor has it that Meta and the northern clan are looking to 
  establish their own country in the ruins of Lost Angeles. 
  
   
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  Missouri –  Kansas City, the main 
  Nomad Market in the Midwest.  
  In 2013, during the collapse, 
  Kemper arena, long the site of 
  weekend flea markets, rodeos, 
  and other agricultural affairs, and 
  the surrounding areas fell prey to 
  disrepair and abandonment.  The nomads came in and 
  simply took the area over.  The inside of Kemper is now home to the Nation representatives and the main meeting 
  place.  Outside the arena a large tent and stall area has been erected, which looks 
  much like the nomad markets found anywhere else.  The difference in the Kansas City 
  Market, is this is where the Stockyards for the city are located, an operation now 
  completely run and rejuvenated by the Jodes, who charge Corporations a hefty fee and 
  give nomads a deep discount.  Kansas City is once again the Livestock hub of North 
  America.  It is also the best single source 
  of fresh produce in the country and 
  boasts perhaps the only nomad run 5-Star restaurant in the world, 
  the Golden OX, which has been in the location for over 100 years.  
  The surrounding buildings have also 
  been taken over, and the areas Halloween attractions (Devils Darkside, the Beast, 
  and Edge Of Hell), long hailed as the best commercial Haunted Houses in the US 
  are now open year round and run by the Bloods.  The Jodes are the majority 
  representative here, with the Folk coming in a close second, but all Nations 
  maintain a strong presence, including the Thelas. 
   
  New Mexico – Halfway 
  between El Paso and 
  Albuquerque, off I-25 is 
  the Arizona Free Trade 
  Zone.  The Market is 
  populated primarily by 
  Aldecaldo and Snake, 
  who maintain close ties 
  with the Unified 
  American Nation.  Like Arizona, New Mexico is harsh, 
  desolate, and utterly unforgiving.  It resembles a post 
  apocalyptic nightmare.  While 
  there are many outsiders who think having a Nomad market in such close proximity to so 
  many others is redundant, the Nomads know better, anyone travelling across these deserts 
  knows that the New Mexico Free Trade Zone can mean life and death.  With smaller towns 
  virtually non-existent and the ones 
  that do survive often being hostile 
  to nomads, seeing them as no better 
  than those “Injuns” in the UAN, this market is the last stop 
  for fuel and supplies in the badlands.  In addition, guides 
  are a necessity if 
  you plan on 
  deviating from the 
  highways, as 
  Raffen Shiv, locals, 
  and even the UAN 
  are ready to 
  pounce on any perceived weakness.  Some guides here purport to even 
  know secret smuggling routes in and out of Texas and Mexico.  
  
   
  Page 9 
   
   
   
  Northern California  – Outside Night City, the 
  largest Nomad Market in Northern America.  The 
  first recognized Nomad Market in the country, the 
  Night City Market is still the major black market in 
  the region, and usually supports a vast but steady 
  nomad population less susceptible to the seasonal surges the 
  populations of other Markets are used to.  The size of the market, as well as 
  its proximity to Night City, the Largest City in the US, is sustained by free 
  trade with locals, contracts and treaties 
  with corporations, and by being just far 
  enough away that the Market is able to 
  police itself without stepping on the toes of 
  local authority. The market also serves as a 
  major tourist draw for the region.  For 
  more details see: The Nomad Market at 
  Datafortress 2020 
   
  New York – The Buffalo Nomad Market.  Located just northwest of 
  Buffalo, this small Nomad Market is on the coast of Lake Ontario.  It 
  boasts equal representation from all the Nations, and is one of the 
  primary junctions for smuggling goods and people into and out of 
  Canada.  Currently Aldecaldo 
  and Meta Representatives are in 
  communications to begin 
  reclamation projects into 
  Manhattan, similar to the 
  operations in Chicago.  
   
  North Dakota – Fargo.  
  Situated directly on the border 
  of North Dakota and 
  Minnesota, the Fargo Market 
  holds a tenuous position.  In 
  North Dakota, the completely 
  corporate run state controls 
  every aspect of the citizens 
  lives, which makes the Fargo 
  Market an extremely popular 
  black market source for 
  Dakotans looking for any 
  measure of escape, luxury, or 
  vice.  On the other hand it also 
  means that Nomads traveling in the state are under strict scrutiny, and with the ever changing laws on interstate 
  commerce, a nomad never knows what may come from even a simple traffic stop.  So while the Fargo Market can 
  be extremely lucrative for contraband smugglers, it is also 
  extremely dangerous.  Luckily, northern 
  Minnesota is a smugglers paradise, with large 
  stretches of uninhabited wilderness, whose 
  population and patrols are kept low due to acid 
  rain.  Contraband can be smuggled through the 
  state with little worry about authority.  
  Unfortunately, these same qualities also make it 
  ideal for Raffen Shiv, who can attack and disappear 
  into the desolate forests and wastes.  
  
   
  Page 10 
   
   
   
  Ohio – The Columbus Nomad Market.  
  Located on the western side of Columbus, 
  right where 70 and 670 converge, the 
  Columbus Market is a depressing place.  Its 
  large and 
  diverse 
  enough, but 
  Ohio has 
  become 
  something of 
  a disaster in 
  and of itself.  
  Pollution, acid rain, and rampant corruption in the state government allowing it to 
  be almost wholly controlled by corporate interests have turned the state into an 
  ecological nightmare.  Almost the entire route along I-79 is heavily urbanized and 
  falling into disrepair and decay as pollution takes its toll.  The local population 
  seems to pay little attention to the nomad community, seeing them as just another 
  polluter with their 
  convoys and junk 
  wagons, and they are long past caring.  The Columbus 
  Market is home to a large number of Meta 
  Representatives, constantly acting as go betweens for 
  Corporations in need of freelance shipping.  The 
  smugglers market is huge here as well, and it’s estimated 
  that over 75% of the drugs 
  that are brought in to the 
  region come through the 
  Columbus Nomad Market.  It is also heavily rumored that here is a lucrative body and 
  organ smuggling ring here, and slavery is not unheard of in the corporate work sector,  
  All nations are represented equally here except the Jodes and the Folk, who only enter 
  long enough to sell produce, refuel, and get the hell out again. 
   
  South Carolina – Charleston.  As the Dixie states of 
  Georgia began to attempt to intimidate SC into joining 
  them in 2014, they began imposing roadblocks, and 
  succeeded in shutting down supplies bound for the 
  Southern Carolina almost completely.  Trucks tried to re-
  route through North Carolina, but it was still suffering from 
  its own problems at the time, and travelling through NC 
  was downright suicide.  Florida was no go as well.  The 
  nomads, particularly joint operations with the Thelas, were 
  able to bring in 
  much needed 
  food and 
  medicine to 
  help combat the problems.  In doing so, the Thelas pretty much took 
  over the Wando Shipping Terminal in Charleston.  As the years passed 
  and things normalized, the 
  Charleston government 
  found that the Thelas and 
  other nomad nations had 
  no intentions of giving up the terminal.  Things got heated, but Meta 
  stepped in and bought the facility.   Obviously the Charleston Market 
  majority population is Thelas, but every Nation is represented here. 
  
   
  Page 11 
   
   
   
  Tennessee- Just south of Memphis, this Nomad Market boasts the 
  largest inland population of Thelas in the country, who use the 
  Mississippi river and its tributaries to fish and to move goods.  The 
  largest tribal representative is the Folk, though all nations have a 
  large 
  representation 
  here.  This 
  market is only 
  slightly smaller 
  than that of Kansas City, but is growing rapidly.  Nomads 
  entering the area are advised to take special care when 
  travelling through West Memphis, as 
  that town’s population has long been 
  known for ignorance and persecution of 
  anything that falls outside of what they 
  consider to be normative social behavior. 
   
  Texas  –  A very small Nomad Market outside of 
  Austin.  The fascist and xenophobic nature of 
  Texas makes many nomads nervous.  It’s an odd 
  dichotomy, since Texas, perhaps more than any 
  other state, embraces the idea 
  of the nomad, seeing them as 
  modern day cowboys and 
  gunfighters.  This is at odds 
  with the government, whose 
  overwhelmingly Christian based 
  government tends to stamp out 
  any threat to the “moral” 
  atmosphere.  This skewed and thinly veiled racist 
  and homophobic culture has led to Texas being perhaps the only State in America where the Raffen Shiv outlaw 
  bikers are more accepted and welcome than legitimate nomads.  However since Texas 
  declared itself a free state and closed its borders, 
  enforcing strict checkpoints, it is one of the most 
  difficult states to move in and out of, so the mast 
  majority of nomad traffic to Texas is Freight convoys.  
  The Austin market is one of the smallest nomad markets in North America, 
  with the highest percentage of permanent residents.  Mostly the wares of the 
  Market are geared towards vehicle maintenance, 
  although smuggling goods in and out of Texas is as 
  lucrative as it is dangerous, and there is a thriving, if 
  small black market dealing in weapons and drugs.  
  This Nomad Market is overwhelmingly Aldecaldo, 
  Snake, and even the Thelas outnumber the Folk and 
  Jodes.  Blood affiliated tribes are almost non-existent 
  here.  The Austin Market also has a very high number 
  of Meta (comparatively), who’s corporate and 
  petroleum interests make them welcome in Texas. 
   
  
   
  Page 12 
   
   
   
  Washington – The Olympic Nomad 
  Market is a necessity for smuggling 
  operations between Alaska and the 
  Continental US.  The Olympic Nomad 
  Market boasts a near equal 
  representation of Jodes, Folk, Aldecaldo, 
  Thelas, and Snake.  The Olympic Nomad 
  Market is one of the oldest, originally a 
  hippy commune, and it is a priority here 
  for the Market not to expend outwards and damage the 
  forest, instead building upward, creating shack towers 
  built from cargo containers, scrap metal, and whatever 
  else is on hand.  The majority of business and trade takes place at street level, while the towers are reserved for 
  hotels, nomad residence, and Tribal business, as well as the contraband black market.  The Bloods have a smaller 
  but still impressive representation, and the Meta always keep a 
  few representatives on site to act as liaison between corporations 
  and governments and the nomad community.   Its close 
  proximity to Seattle and Portland Oregon ensure that the 
  corporate ties remain strong, and the wealth of those cities has 
  led to a very relaxed atmosphere between the statics and the 
  nomad community.  It helps 
  that while Raffen Shiv are 
  present, they are dealt with 
  harshly, even for the nomad 
  community, if they even 
  think of stepping over the 
  line.  The Olympic Market 
  has a wide reputation of being one of the safest Markets for statics to visit in 
  the US, (so long as they stay out of the towers) in direct contrast to the reality 
  that this market is one of the largest smuggling ports in the country. 
   
   
   
   
  
   
  Page 13 
   
   
   
  CANADIAN NOMAD MARKETS 
   
  Canada weathered through the collapse 
  extremely well, it’s infrastructure and 
  rural communities are still strong and 
  its roads maintained.  Because of this, 
  and their social welfare and healthcare 
  systems, there are no where near the 
  numbers of true nomads in Canada that 
  there are in the United States.  In fact, because of Canada 
  success in navigating itself through the Collapse, the country is stronger than ever.  However this 
  success has led to a distrust of the Nomad community at large.  It’s little wonder, since by far the 
  largest population of Nomads in Canada are the Raffen Shiv biker fringe.  Even 
  there numbers are small in Canada as the RCMP move in force at the first sign of 
  trouble.  So for the Raffen in Canada, and Nomads in general, the number of 
  nomads traveling in a group tends to stay low.  Not that the large caravans are 
  needed here, the Canadians are still as friendly and inviting as they always were, 
  though border security has gotten more strict in the crack down on US citizens 
  illegally immigrating into the country.   
   
  As stated previously, there isn’t the necessity for the nomad lifestyle in 
  Canada, homelessness is minute, very few go hungry, and medical care 
  is free to all.  So the majority of nomads are either biker gangs, 
  agricultural workers, or hippies following 
  the festival tours.  However there are still 
  a few Nomad Markets, but they are 
  different than their US counterpart.  They are basically mobile 
  encampments, setting up in a state park or small town for a few 
  weeks, then moving on to a new location before anyone starts to 
  get suspicious of the travelling black market and cracking down.  
  Coded messages over radio broadcasts on nomad channels are the 
  only way to find these markets. 
   
   
  
   
  Page 14 
   
   
   
  MEXICAN NOMAD MARKETS 
   
  While Mexico came through the collapse almost as well as Canada, it’s attitude 
  towards Nomads is vastly different.  Simply put, Mexico loves Nomads.  Even if 
  Nomads weren’t responsible for rebuilding Mexico City after the quake 
  destroyed it, the idealized image of the Nomad as an free man, bonded in a 
  brotherhood, an outlaw riding against the constraints 
  of society and civilization… this is an image the 
  Mexican people respect and embrace, as it hearkens back to their folklore, myths, and 
  legends.  This is not to say that Nomads are universally loved and tolerated by everyone in 
  Mexico, just that the majority of people in the country look upon them, if not fondly, at 
  least with respect.  Even the Raffen Shiv have an easier time here.   
   
  Nomads have a large space set aside in 
  Mexico City, in fact this is the largest 
  Nomad Market in Mexico.  The only 
  larger market south of the US border 
  is Panamas Free Trade Zone.  The 
  Mexico City Market is just outside the 
  city, in an area that was originally the camp site 
  for the Nomad workers rebuilding the city.  
  Because they were the ones rebuilding the city, 
  this Market actually was built with foresight and planning to blend and flow into 
  the city itself.  The market itself is huge, and the more relaxed laws in Mexico allow 
  for a thriving black market in addition to lots of produce, textiles, and fabrics.  The 
  mood at this Market is also considerably more festive than in most of its US 
  counterparts, and locals and nomads mingle freely here.  While dealings with 
  Cartels is common here, especially contracting nomads to smuggle immigrants and 
  narcotics across the border, the nomads and the locals are very strict about keeping 
  the market itself a safe place.  Any breach of etiquette, especially violence, is dealt 
  with far more harshly here than at any other market in the states.  The relationship 
  enjoyed with local police and militia means the nomads have no problem making 
  problems “disappear” if they disrupt trade or put the community in danger. 
   
  While there are several other small markets scattered across 
  Mexico, the only other Market worth mentioning is the one just 
  south west of Tijuana.  Most of the 
  year this market is very small, 
  confined to a small town called Seco 
  Del Rio run by Juntas Libres, a small 
  Aldecaldo affiliated family, and 
  consists of little more than a garage, a bar, an old hotel, a few 
  makeshift dwellings, and some tents.  But every fall this little 
  town hosts one of the biggest Nomad Gatherings in the world, 
  acting as the Nomad Staging grounds for the Baja 1000.  The best Nomad drivers in the world all gather here 
  hoping for their shot at glory competing against their corporate sponsored rivals.  It’s a party unlike any other, and 
  the Baja 1000 is considered the premiere event in the Nomad community, betting is 
  high, alcohol flows freely, and inhibitions run wild.  The race itself is open to 
  everyone, nomads and statics alike, and is the most televised event in the Nomad 
  Community, offering many urban statics their only glimpse at real nomads.  The 
  corporate and static racers have their own staging area a few miles away.  
   
  
   
  Page 15 
   
   
   
   
  
   
  Page 16 
   
   
   
  THE ROAD:  
  A NOMAD TRAVEL GUIDE 
  The road is not a safe place.  It’s true that the Corporations make sure the main interstates are maintained, but they only do 
  that for their personal shipping fleets.  The back roads and most of the secondary highways are all in various stages of disrepair 
  and neglect.  It’s not just the poor road conditions themselves you have to worry about.  Raffen Shiv set up ambushes and raids 
  constantly across the US, and there are reports of small towns that have become so isolated, paranoid, and desolate that they 
  will ambush any vehicle or group they think they can survive attacking. 
   
  Most of the US is still proudly part of the Union, and travelling through and between these states is 
  usually not an issue from a government standpoint.  Sure some borders like Nevada and Alabama are 
  more secure than others, but it’s the Free States that can really get you in trouble when trying to cross.  
   
  Often the major cities aren’t any safer for nomads than the open road.  Most nomads are Zeroes (SINless), and as such do not 
  have any legal rights under the law.  Harassment by both law enforcement and private citizens is common.    In any 
  confrontation between locals and nomads, it is almost a certainty that law enforcement will side against the nomads.  Even the 
  nomads with a SIN often end up with little hospitality, as the publics view of the nomads is that they are all outlaws coming to 
  rape pillage and kidnap. If all that wasn’t enough, changes in global weather patterns create their own hazards for nomads.  
  The following is a safety guide to nomad travel… 
   
  1. SIZE MATTERS 
   
  The size of the group you are traveling in definitely has its 
  advantages and disadvantages. 
   
  An individual or small nomad family (15 people or less) has 
  the advantage in that the smaller a group is, the more 
  easily it can travel in the major metropolitan and suburban 
  areas without attracting attention from law enforcement.  
  Smaller groups can also usually move faster.  
  Unfortunately, a smaller group also presents an easier 
  target, especially on the open road.  A small group of 5 or 
  less vehicles is an irresistible target for Raffen Shiv.  Border 
  crossing can be just as bad, with border patrol charging 
  hefty bribes or confiscating cargo and supplies in order to 
  cross, as well as being much more strict in searches…  
   
  Conversely, a large group has few problems on the open 
  road, other than speed.  Occasionally a large group will 
  still get attacked by Raffen Shiv if the Raffen Numbers are 
  high enough or if the target family seems particularly 
  vulnerable, but those incidents are rare.  While bribes are 
  still necessary at many borders, the border guards will be 
  much more careful, as few border checkpoints have the 
  man power or firepower to deal with a confrontation with 
  a large group of nomads.  There is definite safety in 
  numbers.  Another obvious advantage is that the larger the 
  group, the more cargo they can haul. 
   
  However large nomad groups have their own 
  disadvantages.  The most obvious is that they have to 
  devote enough space to supply every member.  Security is 
  also an issue.  In smaller groups everyone knows each 
  other and trusts each other.  In large groups you often 
  have never met some of the people you are traveling with.  
  They could be smuggling things without the 
  knowledge of the rest of the group, they 
  could be extremely wanted by the 
  government, they could be rapists or 
  psychopaths, they could even be spies for the 
  Raffen Shiv giving away group movements or 
  leading the tribe into an ambush… 
   
  It’s also much more difficult to move large 
  groups over rough terrain.  Large groups 
  move slowly, And if they do get up to speed, 
  someone is always lagging behind.  This is 
  why outrider and scout gigs with large groups are so very 
  important. 
   
  And lastly, in large metropolitan areas, large nomad 
  groups are about as welcome as the black plague.  As has 
  been said, Statics do not differentiate between Nomads 
  and Raffen Shiv.  To them all nomads are vile outlaw scum.  
  So when 50 or more nomads roll up in a huge caravan of 2 
  dozen cars trucks and vans and 20 + motorcycles, they gain 
  attention really fast.  Police, corporate security, the 
  National Guard…… they will be watching every move the 
  group makes like a hawk, ready to open fire and not even 
  bother to ask questions later.  Street gangs are also a 
  problem, since they view Nomad groups as just another 
  gang trying to move through their territory and not even 
  bothering to pay respects.  Ask the Yella Dogs from the 
  Aldecaldo nation about what a good idea it was to short 
  cut through the Night City Combat Zone… oh wait, you 
  can’t, because Maelstrom slaughtered them like lambs… 
   
  
   
  Page 17 
   
   
   
  2. SPEED IS EVERYTHING 
   
  It doesn’t matter how small or how large your Nomad 
  group is, you can only move as fast as your slowest vehicle.  
  The best rule a nomad can live by, make sure none of your 
  families vehicles are slower than the cargo hauler.  In other 
  words, it makes zero sense to have a family centered 
  around a big rig with a top speed of 100 mph if the outrider 
  vehicles can’t keep up with it.  It can’t always be helped, 
  especially since so many different families will choose to 
  ride together in a caravan for safety, but understand, if you 
  can’t keep up, you may very well be left behind if trouble 
  starts.   
   
  3. IF YOU CAN’T FLY, YOU BETTER BE ABLE TO 
  FIGHT 
   
  There is a reason why so many nomads weld large hunks of 
  scrap metal to their vehicles as armor and mount guns to 
  their trucks.  The Road can turn deadly in the blink of an 
  eye.  When the Raffen-Shiv swarm down out of nowhere if 
  you can’t fight them off then you will be cut down, even if 
  you survive you will be taken and either put into slavery or 
  killed for sport, and that’s if you are a man.  If you are a 
  woman or child, it’s usually better to just put a bullet in 
  your own head than be taken alive by the Shiv.  And the 
  Raffen aren’t even the only ones who will attack you:  
  Corporate truckers who think you are in their way, or 
  think you are after their cargo, Hi-Way who think you are 
  Raffen, and the rare rural townsfolk who just think  all 
  nomads are trash. 
    
  4. CORPORATE TRUCKS ARE NOT YOUR FRIENDS 
   
  They see you as competition at best, and at worst, as 
  Raffen Shiv.  Corporate convoys are well armed and 
  armored.  Their vehicles, equipment, and weapons are 
  state of the art.  Yes, most overland shipping is hired out to 
  nomads, but for sensitive goods, (such as fuel, weapons, 
  sometimes food and livestock, or new technologies) the 
  corporations prefer their own crews.  These crews are 
  highly paid, but see every shipping gig contracted to 
  Nomads as taking money out of their pockets.  They will 
  not stop to help you, they will not slow down if you are in 
  their way, and they may very well open fire on you just for 
  being on the same stretch of road they are. 
   
  Granted it’s usually not all that bad, but conflicts do erupt, 
  most often at Truck Stops.  To this there have sprung up 
  Corporate refueling stations.  Nice well lit, well supplied, 
  luxury refueling stations, with clean showers, fresh food, 
  nice hotels… these refueling stations are almost universally 
  off-limits to nomads.  A special pass card is required to 
  open the gates just to get in, and armed guards patrol the 
  lots and perimeter.  Obtaining one of these pas cards is a 
  high boon for a nomad truck, but even if a Nomad can get 
  his hands on one (sometimes given by corporations who 
  contract the nomads out), he is not going to be made 
  welcome at one of these stops so he better refuel as fast as 
  possible. 
   
  Regular truck stops have become much fewer and far 
  between, and further you get from a major city the rarer 
  they are. Some nomads, seeing the lucrative nature of such 
  a venture have found older stations, and re-opened them 
  on their own, but such businesses are dangerous.  
  Anything open to nomads is going to by necessity be open 
  to anyone, and is quite often the backbone of an entire 
  community.  As rural America died, so did it’s support 
  structure.  Since most 
  agricultural is corporate, 
  any Corporate agri-
  complex will also be 
  equipped with their own 
  refueling station, 
  eliminating corporate 
  support of most rural 
  refueling stations. 
  
   
  Page 18 
   
   
   
  5. KNOW YOUR SURROUNDINGS 
   
  A GPS is one of the most valuable tools a nomad can 
  posses.  Unfortunately, most GPS devices today are 
  equipped for life on the roads of North America.  Many 
  roads no longer show up on GPS devices, even once 
  extremely busy highways.  Other times, roads that have 
  long since become impassable show up clear as day.  So 
  outside of the cities and major interstates, a GPS is just not 
  as useful as a nomad would like it to be.  Experience and 
  knowledge of these roads is beneficial but unless they are 
  plied regularly, that knowledge can become obsolete 
  quickly.    
   
  Even more important than the GPS, 
  is a good radio.  Every major Nomad 
  Market has it’s own broadcasting 
  station, and there has been a major 
  undertaking to re-appropriate 
  abandoned transmitter towers across 
  the US to allow communications 
  between nomad stations nationwide.  
  These nomad stations broadcast 
  weather, closed roads, Raffen Shiv 
  activity, and other important 
  information.  The information itself 
  is usually called in directly from nomads on the road, and 
  is considered to be one of the most reliable sources of such 
  information to be found, so much so that even corporate 
  trucks rely heavily on the broadcasts. 
   
  Of course all that will mean nothing if you don’t know 
  what you are doing in 
  the first place.  A nomad 
  must be extremely 
  vigilant of his 
  surroundings at all 
  times, he must know 
  and understand the 
  terrain.  Is that ravine up 
  ahead safe, or an 
  ambush zone?  Is the 
  bridge you are crossing 
  in danger of collapse? 
   
  He must know the 
  locals, if the group stops 
  in this small community 
  are they going to be 
  received amiably, or will 
  they be hostile.   
  She must be aware of the weather.  Is this storm going to 
  trigger a flash flood, or a mudslide?  Is it going to make the 
  road ahead impassable? 
   
  They must be aware of all this and more.  The possibility of 
  attack is the least important reason why a good scout is 
  such an essential member of a Nomad Family.  They are 
  your eyes and ears on the road ahead, they are the ones 
  who plot the course and warn of potential dangers.  Any 
  family headman who ignores the advice of their scout is a 
  fool not long for this world.  Once 
  on the road, the Scout is possibly 
  the most important member of 
  the group, they travel alone and 
  are easy targets usually too far 
  ahead of the group to count of 
  backup in event of an attack. 
   
  6.  KNOW YOUR VEHICLE 
   
  Most nomad vehicles look like they are held together by 
  bubblegum and fond wishes, and perhaps in any hand but 
  their owner this image isn’t far off.  A nomad vehicle is an 
  extension of its driver, they know the feel of the vehicle, 
  and they know its precise limitations and its capabilities.  
  Their vehicle is a nomad’s 
  single most important tool.  
  They eat, sleep, and work in it.  
  They know when something is 
  wrong, and how long they can 
  push it before it breaks.  A 
  nomad must spend at least a 
  month with his vehicle before 
  he becomes this attuned to it. 
  
   
  Page 19 
   
   
   
  7.  KNOW YOUR EQUIPMENT 
   
  Much like their vehicle, a nomads equipment is an 
  extension of themselves.  It comes as no surprise that most 
  everything a nomad owns or uses is Unique, whether it be 
  that is simply decorated or stripped to a nomads taste, or 
  hand made from scratch.  Some nomads carry only what 
  they need, others waste nothing.  Mostly it depends on the 
  size of the vehicle they are traveling in, but most nomads 
  usually look like refugees from a flea market or arts and 
  crafts fair.  A nomads gear in some ways is a measure of 
  their commitment to the nomad way of life, and the more 
  personalized their items, the more they will be respected.  
  Standard rule of thumb is, except in very special 
  circumstances, if something looks brand new and pristine, 
  it isn’t nomad.  They don’t advertise this, because the 
  easiest way for a nomad to pick out an outsider is by their 
  gear.   
   
  This philosophy extends to everything, from their weapons 
  to their clothing.  One of the only exceptions are tools.  
  Tools are universal and always in demand, and quality 
  tools will bring in high trade at the Market.  From a simple 
  hand tools to power tools, if you have them to trade, they 
  can be worth their weight in gold. 
   
  8. KNOW WHO YOU ARE RIDING WITH 
   
  Whether you are traveling in a small group, or a large one, 
  the people you are travelling with are for better or worse, 
  your family.  As mentioned earlier, there is safety in 
  numbers, but that in and of itself can bring danger to you.  
  Medical conditions that can affect performance, depravity, 
  tendencies towards violence… these are only some of the 
  things you must be aware of.  The new outrider may be 
  death on wheels, but if he has a reputation for stealing or 
  sleeping with other men’s wives, 
  these things could lead to major 
  problems down the road.  The new 
  scout who has hired on may have 
  an uncanny knack for finding 
  shortcuts, but why was she the 
  only member of her last group to make it back alive.  No 
  one needs to tell a Nomad to be paranoid of outsiders, but 
  all to often I have seen a strong nomad family be ripped 
  apart by one untrustworthy member.  In the badlands, in 
  territory infested with Raffen Shiv, just falling asleep on 
  guard duty can get everyone in  your family killed, so be 
  sure you trust who you are riding with.  Remember, family 
  is sacred in the Nomad community, and if you aren’t 
  willing to fight, even die, for the people you are riding 
  with, perhaps you should find someone else to ride with. 
   
  9.  KNOW YOUR CARGO 
   
  You should always know exactly what it is you are 
  transporting, especially if smuggling is one of your major 
  sources of income, at minimum, you should always have at 
  least an idea.  Is it illegal?  Is it explosive?  Is it radioactive?  
  Is it going to get out and eat you… if I get pulled over by 
  law enforcement with it am I going to jail for a while or am 
  I going to prison for life.  These are things you should 
  know.    Of course sometimes the money is too good, and 
  transporting something no questions asked is a necessity.  
  In that case, all I can say is if you can’t know your cargo, 
  you damn well better know who you are working for. 
   
  10.  WORD IS BOND 
   
  While subcontracting to a corporation might require 
  signing a legal contract, inside the Nomad community 
  there is no such thing. Among Nomads the only thing you 
  have going for you is your Reputation, your Honor, and 
  your Word.  Don’t make promises you can’t keep.  The 
  nomad community may be vast, but word travels fast, and 
  if you are someone who is known to be untrustworthy, 
  then no one is going to ride with you, no one is going to 
  hire you, and no one is going to back you up.  If you can’t 
  be trusted, then you are for all intents and purposes, 
  Raffen Shiv.
  
   
  Page 20 
   
   
   
  DANGER ZONE: 
   
   
  RAFFEN SHIV ARE ABOUT 
  The dangers Nomads face on the open road are infinite and ever present, but some areas, some threats, are worse 
  than others.  There is no greater threat on the open road than the Raffen Shiv, but other threats do exist, 
  xenophobic small towns, corrupt government, and even the environment.  Here we have the most current 
  information on areas of major threats and hazards, starting with the Northeast and moving in a spiral towards the 
  center. 
   
  Maine, New Hampshire, and Vermont, otherwise known as the 
  Seaboard Cooperative, are unfriendly to nomads in general, except 
  the Jodes, the Folk, and Thelas, and even then only if your families 
  reputation is known to them.  The Seaboard Police Corps fiercely 
  protect their borders, and few nomads, and even fewer Raffen Shiv 
  ever make it 
  beyond their state 
  lines.  Of course if 
  you find yourself 
  on the wrong side 
  of the law in this area, the Raffen Shiv are the last of your worries.  Hi-Way 
  works very closely with the SPC in this region. 
   
  Delaware is rampant with Raffen Shiv, the damage caused by the Orbital Rock Strike off the Delaware 
  coast put a lot of people out of their homes and out of their jobs, and more than a few out of their 
  minds.  Most of the coastal population that survived was left with nothing and no where to go.  Anyone 
  who still had food and shelter wasn’t of a mind to share it, and for a while the entire area devolved into 
  a feudal state, with roving raiders raping, 
  looting and pillaging their way across the 
  state.  Things eventually settled down, but like 
  everywhere else in the US, most of the rural 
  population fled to the cities to escape 
  unemployment, food and water shortages, and 
  the out of control lawlessness of the roving 
  gangs.  Many of the small towns in this area 
  have been completely taken over by Raffen 
  Shiv, and the Shiv work with many of the 
  criminal street gangs in the major cities like 
  Dover smuggling in guns and drugs and even 
  slaves. 
  
   
  Page 21 
   
   
   
  Maryland has a very minor Raffen Shiv presence, and what Raffen are there are usually just 
  holdouts of pre-collapse biker gangs, and almost never pose a threat to any consisting of 
  more than 2 large vehicles.  The only Nomads who have 
  ever reported a threat here are Nomads traveling alone, 
  or more commonly, small groups on bikes.  Maryland is 
  one of the safest places in the country for nomads to 
  travel through, it’s economy and urban sprawl keep the 
  highways well maintained and well patrolled. 
   
  Massachusets and Conneticut are hostile 
  territory.  The state police and the Hi-Way officers 
  that patrol here are some of the most corrupt in 
  the country, easily open to abuses of authority and 
  bribes, and many of them work with the Raffen 
  Shiv.  The best course of action is to bribe any 
  officer who even talks to you.  It is rumored that 
  failure to correctly pay off an officer will lead them 
  to radio in your direction of travel and description 
  to Raffen Shiv raiders who will set up ambushes 
  along the road, the cops who do this are paid healthy kickback from the 
  raiders.  It’s almost hard to blame the cops, since their arrangement with 
  the Raffen keeps them from preying on locals.  However the Raffen 
  presence here is scattered throughout the state, with major groups set up 
  along the major routes.  If you know your way around, it is advised to take 
  the back roads, where the Raffen are more sporadically spread out and in 
  smaller more disorganized numbers.   Despite the dangers, Boston is a 
  thriving and clean modern city, and has benefitted from New York Cities 
  collapse to set itself up as a major port and business hub for the region and 
  the US in general.  Because of 
  this, the Boston Nomad Market 
  is very large, fully integrated 
  into the city where the nomads 
  are welcome and embraced.  In fact, because Nomad shipping is so very important 
  to the region, the bribes to State plice and Hi-Way are often handled here, in the 
  open, with Nomad travelers in the region getting special stickers to place on their 
  vehicles, which almost ensure their safety from Raffen Shiv.  It doesn’t always 
  work, but Raffen tribes that break this deal usually face severe repercussions from 
  whatever criminal organization is backing the nomad group. 
   
  New Jersey is a hellhole.  It always was, 
  but after the collapse the state 
  government went bankrupt, no real 
  police, no elected officials past the city 
  level, and the entire state being openly 
  run by organized crime factions and 
  street gangs.  To the Raffen Shiv, the 
  Jersey roadways and rural areas are 
  Mecca, they control everything.  In 2021 the crime families (mostly Italian mafia, though some Irish and 
  Russian influence is also heavy) co-operated long enough to install puppet government officials, mostly to keep Federal law 
  enforcement out of their hair.  So the main cities in the state have at least a semblance of protection again, but the small 
  towns and highways are a no mans land.  Hi-way won’t even go there.  Things have gotten so bad in Jersey that the Raffen 
  Shiv’s have taken over police stations and armories, and their favorite tactic is to use a 
  confiscated police vehicle to pull over anyone foolish enough to be on their roads and once they 
  are vulnerable descend upon them en masse.  It is advisable for nomads to avoid Jersey at all 
  costs, and if you have to go in go heavily armed and in large 
  numbers.  No where else in America do the Raffen Shiv enjoy 
  such unrestrained freedom.  In fact the only real threat to the 
  Raffen Shiv on the roads is internal, with different Raffen 
  Tribes constantly at war over territory. 
  
   
  Page 22 
   
   
   
  New York  has mixed feelings towards nomads.  With Jersey 
  and Massachusetts and their heavy Raffen Shiv populations 
  bordering them, as well as upstate New York’s own Raffen 
  presence, the popular public perception is that all nomads 
  are vicious biker scum itching to rape and murder anyone 
  they can get their hands on.  However the Buffalo Nomad 
  Market has been a boon to the state economy and without 
  Nomad shipping services then many people in the state would 
  go without food or basic goods.  So while misconceptions about 
  Nomads are still high, the talks with the Nomad community to 
  begin reclamation nd reconstruction on Manhattan are 
  optimistic.  Because of this, the Nomad community in New 
  York, often working alongside Hi-Way and State Police, work 
  diligently to keep the Raffen Shiv to a minimum in isolated 
  areas and small pockets.  The goal is to eliminate them 
  completely, but a few holdouts still remain.  The Jersey and 
  Massachusetts Borders are heavily guarded, though no State 
  Police or Hi-Way officers will cross the Jersey borders for any 
  reason short of WMD.  Overall, New York is on of the safer 
  places to travel across for Nomads. 
   
  Pennsylvania’s decaying urban sprawl, acid rain, 
  pollution, and radiation contaminated water 
  around the Pitt make traveling through PA 
  dangerous enough.  There are Raffen Shiv here, 
  although it is in one of the more loosely defined 
  interpretations.  Some people never left the Pitt, 
  and they send out raiding parties attacking the 
  roads near the ruins of Pittsburg as well as the 
  surrounding communities.  Due to the 
  contamination, cancer rates are high, birth rates 
  are low and deformities are common among the 
  children that are born to the denizens of the Pitt.  
  Other Raffen Shiv in the state are comprised of 
  small groups, usually making their headquarters in small 
  abandoned towns.  The number of Raffen in the area is believed 
  to be low, but they are also more desperate and attack nomads 
  and locals alike.  They have even been known to attack Nomad 
  and Corporate convoys who severely outnumber them, relying on 
  surprise and ferocity to pick off stragglers and weaker vehicles. 
   
  Rhode Island has very few problems with Raffen Shiv, although 
  they tend to watch all nomads very closely, often with Hi-Way 
  escorts on the road just to make sure the nomads don’t cause any 
  problems.  It would be somewhat of a problem if RI were a larger 
  state, but since travelling across it usually doesn’t take but a few 
  hours it’s a relatively minor inconvenience.   
   
  Appalachia,  The Virginias, Kentucky, Tennessee, and North Carolina, are too successful and too 
  well organized to allow a large Raffen Shiv presence, what you see most are small town militias, 
  survivalists, and some biker gangs.  These operations are usually unaffiliated with each other, although 
  there are some that co-operate or cross over membership.  As 
  Raffen Shiv go, there numbers are small, but they are usually well 
  armed and have training.  Not quite as racist in nature as the 
  groups further south, especially in Tennessee and North Carolina, 
  but it’s still a common theme particularly among the survivalist 
  and biker cells.  Travel through these areas is still dangerous as 
  these groups often have close ties to whatever community they hail 
  from, which can make things difficult, beware the townsfolk who 
  seem to friendly, especially if they start asking questions. 
  
   
  Page 23 
   
   
   
  South Carolina refuses to join the Dixie States, which has led to the unfortunate 
  situation of Georgia pushing its worst elements across their border.  South Carolina 
  has enjoyed some measure of success, especially due to their importance as a shipping 
  port and a major tourist draw.  Still effectively being under Martial Law, South 
  Carolina police and National Guard tend to hammer down any Raffen Shiv problems, 
  but that doesn’t stop Georgian based Raffen from 
  making raids across the border.  Nor does it stop the 
  Raffen gangs from cruising the back roads and by ways 
  for unsuspecting prey.  Due to the heavy corporate 
  influence, and the Nomad (Meta) owned Charleston 
  Nomad Market Port, the main highways in the state are actually pretty safe and incidence along 
  the interstates is a rare thing. 
    
  Florida is almost a lost cause.  Outside of Miami, 
  Atlantis, and Key West, the poverty level in the state 
  is overwhelming.  The Raffen Shiv are abundant here.  
  Florida is home to many nomad groups, and is still 
  the largest Concentration of Blood affiliated families 
  on earth, mostly due to their almost complete 
  takeover of Orlando.  Of course there are many who 
  feel the Florida bloods are no better than Raffen Shiv 
  themselves, after all the tribe was founded by carnies 
  and street gangs.  And rumors run rampant that they 
  actually work closely with known Raffen Shiv, 
  informing them of high dollar shipments, even their 
  own, and splitting the take with them.  If that wasn’t 
  bad enough, the northern and eastern borders are 
  infested with Raffen gangs, eager to raid on any easy 
  prey before they can cross into the Dixie territories.  
  The south is no better, especially the everglades, 
  where Raffen Shiv groups like the Los Marineros Rojas 
  and the Cajun and Creole based Swamp Rats keep the swamp a no man’s land to anyone 
  without a death wish.  Some of the Keys and small coves are also home to numerous 
  pirates, who call the gulf and the keys their hunting grounds. 
   
  The Dixie States (Georgia, Mississippi, Alabama, Louisiana) 
  are dirt poor and corrupt, this means everyone in the region is 
  resentful to anyone they perceive as being better off than them.  
  The government is utterly corrupt, and the racism, bigotry,  and 
  xenophobia is irreparably ingrained into the culture.  However, 
  nomads actually have it pretty good travelling through the 
  region.  Provided they pay the hefty tolls upon crossing the 
  borders (read bribes), and provided they have absolutely no 
  visible weaponry upon entering or traveling through the state, 
  including sidearm’s, then they are fairly well received.  Mostly 
  this is due to the fact that even the best-off nomads are still 
  perceived as being poorer than any static.  The fact that any guns 
  other than shotguns or .22 calibers are absolutely illegal in the 
  region shouldn’t deter large nomad convoys from moving 
  through.  Since the collapse and the food riots, the region is very 
  reliant on Nomad shipping, and the police know full well that 
  the roads outside Dixie are a dangerous place.  So as long as you 
  stow your weapons well away and don’t do anything 
  monumentally stupid, you won’t get hassled by the law.  
  Unfortunately this leaves you vulnerable to attack from the 
  Raffen Shiv in the region, mostly made up of “good old boys” 
  and old biker gangs.   Again, traveling in a large group you are 
  relatively safe, traveling in small groups or alone, you are 
  making yourself vulnerable and the region becomes much more 
  hostile. 
  
   
  Page 24 
   
   
   
  Arkansas was devastated by the Wasting Plague and the 
  Cholera outbreak that followed.  Arkansas was the hardest 
  hit state in the country, and it has been estimated that over 
  70% of its population was killed.  Entire towns were simply 
  wiped out to a man.  The majority of survivors either 
  relocated to the city, or fled into the deep woods.  Little 
  Rock exists primarily as shipping hubs, as well as processing 
  and distribution centers for the agri-corps which have taken 
  over vast tracts of land in the virtually abandoned state.  Fort 
  Smith is populated almost wholly by the Military personnel 
  on base and there families.  In the Northwest corner of 
  Arkansas, Fayetteville has incorporated the towns north 
  (Springdale, Rogers, and Bentonville) and the area still serves as the corporate headquarters for Wal-Mart, 
  Tyson, and JB Hunt.  These three powerhouses keep the main highways  and interstates in the region maintained, though the 
  rural highways and side roads have fallen into utter disrepair.  Eureka Springs, also in the NW, has become a renewed resort 
  town for the wealthy who truly desire isolation, and most fly in, since the roads in and out 
  of the town have become almost inaccessible.  The Raffen Shiv 
  thrive in this state, they have the run of the back roads, which 
  gives them almost free reign in attacking nomad and corporate 
  shipping convoys or anyone else foolish enough to get caught 
  on the open road.  Perhaps even worse than Jersey this region is 
  infested with Raffen Shiv, and they even hold numerous gatherings here deep in the state 
  where civilized man fears to tread.  The Raffen aren’t the only threat either, the hillbillies 
  have become exponentially more introverted and paranoid of outsiders, and the 
  backwoods are riddled with inbred, and mostly 
  illiterate, lunatics.  Many have ventured into the deep 
  woods, most were never seen again.  These hill people 
  even exist on corporate controlled tracts of land, and 
  many disappearances have been attributed to them.  
  Arkansas is one of those places where it is extremely 
  risky and ill-advised to travel off the main roads, and 
  even on the interstates and highways it is advisable to 
  be on guard at all times. 
   
  Oklahoma is not much safer 
  than Arkansas, it was as hard 
  hit by the wasting plague, but 
  drought and heat dried up 
  much of the farmland, 
  creating another dustbowl.  
  Outside of Tulsa and 
  Oklahoma city, the 
  population is scarce and the small towns that still exist, like 
  Muskogee, are able to survive purely due to their importance as 
  refueling stations and waypoints for interstate shipping.  In the more 
  rural areas, the Raffen Shiv are as bad as their neighbors, and in many 
  cases Raffen Shiv gangs are actually held up as heroes but whatever small towns they call home, as their raids are often the 
  only somewhat reliable source of food and goods these people see.  The Lake Tenkiller region, particularly around Tahlequah 
  and Gore, have been taken over by Native Americans, who hold and protect the land 
  fiercely.  They maintain friendly relations with nomads, and can offer a safe haven from 
  the Raffen Shiv, but charge a hefty fee for 
  shipping through their lands.  They have also 
  been known to raid corporate convoys, as 
  well as actively hunt down Raffen who 
  venture to close to their territory, which has 
  caused mixed emotions towards them from 
  the state population.  Dust storms are 
  frequent here, creating a hazard in their own 
  right, but Raffen Shiv have been known to 
  use them as cover for their raids. 
  
   
  Page 25 
   
   
   
  Texas is a land of contradiction.  They will proclaim their love of freedom 
  while at the same time instituting the most fascist government enforcement 
  in North America.  They teach Evolution only grudgingly and sometimes 
  not at all, but every student is fully educated on their right to bear arms by 
  the time they are in the 3rd grade.  With it’s tightly controlled borders and 
  hefty fees, travel through Texas is already painful, and the Texas Rangers 
  patrol the roads with an iron fist.  This would be fine, except the people of 
  Texas, while friendly to nomads (if they are white and Christian) they are 
  absolutely enamored with Raffen Shiv, often holding them up as folk 
  heroes.  Texas has always loved its outlaws.  This puts nomads traveling 
  through the state in a very difficult place, having their vehicles openly 
  armed invites harassment by the law, but traveling unarmed 
  makes them easy prey for the outlaw raiders that are just waiting 
  for an opening.  The leader of the largest Raffen Shiv gang, Sons 
  of The Gun, is a dwarf named Big Tim.  How a midget became 
  leader of the most bloodthirsty biker gang in Texas in the source 
  of wild speculation, but his bloodthirsty and merciless nature are 
  well known throughout the western United States. 
   
  Colorado is not as desolate as New Mexico or 
  Arizona, but it is every bit as much an icon of 
  the New American West.  The state is also 
  home to the Denver Nomad Market, one of 
  the most important Nomad shipping hubs in 
  the country, and the last safe haven for 
  nomads before entering the mountains where 
  if the roads won’t kill you, the Raffen who lurk 
  there will.  While nomads are welcome in 
  Colorado by most of the population, travel 
  here is every bit as dangerous as Arizona or 
  New Mexico, with not only similar Raffen Shiv 
  problems, but the highlands of Colorado suffer 
  incredibly harsh winters and the mountain 
  passes, treacherous even on the best of days, 
  are absolutely impassable in harsh weather.   
   
  New Mexico and Arizona are the true 
  heart and soul of the New American 
  West.  With a landscape that is little 
  more than desert with the occasional 
  mesa or mountain, and a few lakes and 
  trees to liven up the scenery.  The 
  entire is reminiscent of the old west, or 
  possibly a post apocalypse landscape.  
  Outside of the few remaining large 
  cities, this is a harsh harsh land, and 
  only the strongest survive here.  This is 
  favored territory for nomads, it is 
  also favored territory for Raffen 
  Shiv.  With few laws and even fewer law enforcers, the open roads here, especially the back 
  roads are infested with Raffen.  To make matters worse, the UAN attitudes towards nomads 
  shifts with the wind, and what one day is nothing more than paying an amiable tribute can 
  quickly turn into all out attack the next.  This danger draws a certain type of Nomad like a 
  moth to the flame, and the New Mexico and Arizona region, as well as Colorado, are the 
  birthplace and prime hunting grounds of the 
  Raffen Shiv hunting Tribe the Stormriders.  
  Nomad Caravans of any size are advised to 
  be on guard at all times when travelling 
  through this region and to not even attempt 
  it if they are sufficiently armed. 
  
   
  Page 26 
   
   
   
  Utah is a free state, but its borders are fairly loose and it 
  has an amiable view towards nomads.  There is not much 
  of a Raffen Shiv problem here, only the occasional biker 
  gang or militia group, but as a whole Utah is one of the 
  safer places to travel through.  Open weapons are not 
  allowed on their highways, but they generally won’t 
  confiscate them provided you don’t cause any trouble.  If 
  you do cause trouble, then you will likely be banned from the state, as it’s 
  cheaper than imprisonment, and shipping you out means you aren’t there 
  problem anymore.  While the roads are generally safe, there also isn’t much 
  going on here.  The majority of the population is Mormon, so any 
  smuggled goods you have will likely be of little interest to the population, 
  and they are quick to put down any signs of aggression from outsiders.  
  The best advice we can give is to enjoy the peaceful travel in and through 
  the state, but don’t linger any longer than you have too. 
   
  Nevada is a danger zone to Nomads, pure 
  and simple.  Between the border security, 
  the hostile and well armed population 
  (particularly in the northeast), and the 
  fact that pretty much anything is legal 
  here, there is very little Nevada has to 
  offer, and very little nomads have to offer 
  to the people of Nevada.  Raffen Shiv, 
  better armed here than anywhere in the 
  US, plague the badlands.  It is rumored 
  that Raffen Shiv freely trade slaves 
  captured on the road, especially attractive 
  young women, to the casino’s and 
  resorts.  Very often outside the cities 
  there will be little difference between the 
  townsfolk and the Raffen Shiv.  Inside 
  the cities Nomads are even less welcome, 
  as the corporations and crime families 
  that control the state have set up all the 
  cities as nothing but high priced resorts.  
  A bunch of scruffy, filthy, dust caked nomads are the last thing they 
  want dirtying up their patrons enjoyment of the carnal delights 
  offered.  In addition there is also the re-instatement of limited nuclear 
  Testing at the Nevada test range.  While testing has been kept to a 
  minimum, these irradiated badlands are inhabited by squatters and 
  Raffen Shiv, some of the squatters have been living on the old test 
  sites long enough that mutations from radiation poisoning have led to 
  severe deformity and mental instability.  And finally, while getting in 
  to the Free State of Nevada is a hassle, getting out can be a nightmare, 
  as every state that borders it has set up strict and severe checkpoints 
  to stop the mass flow of contraband and dangerous materials from 
  being smuggled out of Nevada.  Travel through the state is often a 
  necessity, especially for shipping convoys.  However it is strongly 
  advised that you either travel in 
  groups of more than ten vehicles, 
  or groups no larger than three.  A 
  small group of nomads can be 
  taken for locals, a large group is 
  capable of defending itself, but 
  anything in between will be seen 
  as an easy target.  On the plus 
  side, smuggling contraband goods 
  out of Nevada is a very lucrative 
  business, but also a very risky one.  
  
   
  Page 27 
   
   
   
  Southern California is hell.  The southern 
  portion of the state is desolate wastelands over 
  run with Raffen Shiv, never before has Death 
  Valley so lived up to its name.  The north portion 
  of the state is almost entirely engulfed by the Los 
  Angeles Metroplex, where street gangs run 
  rampant and the police are corrupt.  This is one 
  of the few urban areas where it is advised that if 
  your vehicle has weapon mounts that they 
  remain armed, loaded and visible.   If that 
  weren’t bad enough, the weather and pollution of 
  the northern section 
  of the Free State of 
  Southern California 
  will not only kill you, but possibly your vehicle as well.  The ocean is no 
  safer, with Lost Angeles serving as a dumping ground for exiled 
  Californians and a hiding place for the most vile of criminals, pirates 
  breed here like roaches, so much so that while occasional trading is done 
  with exceptionally brave and well armed Thelas, even those seaborne 
  nomads will usually keep a wide berth. 
   
  Northern California is easily the most successful of the 
  free states. Home to Night City and San Diego, the 
  Northern California economy is strong and although it 
  suffered heavily from the collapse, it has rebounded 
  quite nicely.  However, many of the rural areas are still 
  desolate, often deserted, which makes for ideal Raffen 
  Shiv activity.  In addition many Raffen Shiv groups have 
  close ties to the street gangs, especially around Night 
  City.  Northern California is very welcoming to Nomads, 
  relying on them for much of their freight hauling.  Even 
  corporate giants like Arasaka will often subcontract to 
  nomads (often through Meta middlemen working in the 
  Night City Nomad Market) to ship their goods, 
  particularly through dangerous territories.   
   
  Oregon and Washington are perhaps 
  the most successful and stable areas of 
  the United States.  With Portland, and 
  Seattle propping up their economies, 
  and strong political representation, 
  these states feature well maintained 
  roads, even in most rural areas and for 
  the most part welcome nomad freight 
  hauling families, migrant workers, and 
  laborers.  However they have very little tolerance for wanton violence on their 
  highways and even less tolerance for environmental recklessness.  The Hi-Way officers are well funded, and while there is a 
  small Raffen Shiv presence in the more rural areas, they are struck down quickly if they make too much noise, making this 
  region one of the safer regions for Nomad travel.  Unfortunately the general public and most of law enforcement sees little 
  difference between proper nomads and Raffen Shiv, so prepare to be faced with scrutiny.  This is not to say that they don’t rely 
  on Nomad shipping, with the Seattle 
  port becoming the largest shipping 
  hub on the U.S. pacific coast, nomad 
  shipping is a necessity, but during 
  and after the collapse the states faced 
  a lot of problems from the nomad 
  community squatting on land and 
  destroying the environment.  Luckily 
  this distrust is fading as relations 
  improve. 
  
   
  Page 28 
   
   
   
  Idaho  while Idaho itself ended up 
  moderately successful after the crash, it came 
  at a cost.  The rise of the Neo-Nazi movement 
  and its subsequent exile into the back woods 
  (as detailed in Home Of The Brave) as well as 
  many rural townsfolk and farmers losing their 
  livelihoods to the influx of the Agricorps and 
  corporate sponsored farming co-operatives 
  led to a breeding ground of Raffen Shiv.  
  While Boise and its mass influx of former 
  rural residents prospered, the ousted Neo 
  Nazi party and supporters became a breed of Raffen Shiv all their own.  
  Highly disciplined and organized the Neo Nazi party melded with a large 
  outlaw biker gang, and have since engaged in mass recruitment of anyone gullible or ignorant enough 
  to believe that all the ills the country faces are the fault of minorities.  Redubbing themselves The Norse 
  Lords, this group is one of the single largest Raffen groups in the country.  In fact, the group is so large, 
  that it is considered the largest organized groups of racists you are likely to 
  find outside of the Dixie Region.  To make matters worse, while loathed by 
  most of the population of the state and denounced by all but the most 
  laughable of political figures, it is rumored that the group is covertly 
  contracted by Biotechnica and Montesanto, who keep them well armed, and 
  well fed, in exchange for them keeping the more isolated Agricorp farms and 
  surrounding lands free from squatters and nomads.  Nomads travelling on the 
  main interstates and highways are relatively safe in large groups, unless a 
  Norse Lord scout happens to spot anyone who even resembles a minority among them.  Traveling on 
  back roads however is extremely risky.  The Norse Lords are very intolerant even of other Raffen Shiv 
  groups in their territories and hunting grounds and will force the 
  trespassers to either join them, or slaughter them outright.  It 
  was found out that captured nomads are being forced to perform 
  slave labor for Montesanto operations in the region.  This 
  information came to light after the daring raid into one of the 
  Montesanto operations in Wyoming performed by Members of 
  the Snake and Aldecaldo nations in late 2020.  The information 
  was suppressed in the media, but there are rumors and reports 
  that this may be happening again. 
   
  The Great Plains (Montana, Wyoming, North Dakota, South Dakota, Nebraska, Iowa, and 
  Minnesota) were initially hostile to the Nomad movement.  Nomads were blamed for starting the 
  Brushfires that swept through the region, and were blamed for everything from raiding crops to stealing 
  children.  However as the Agri-Corps, particularly Biotechnica and Montesanto, began buying land from 
  private farms, or outright seizing farms whose mortgages had fallen behind, more and more natives to the 
  region found themselves on the nomad side of the river, homeless and 
  jobless.  In addition, the private farms that did exist were being 
  charged out of existence with fees set up by their corporate neighbors, 
  especially for shipping, in effort to wrest even more land.  The private 
  farmers turned to the Nomads, who would ship their goods for them, 
  at a very fair price, often in trade for a percentage of the food being 
  harvested.  Not to mention the nomad migrant workers who would 
  show up at harvest time then leave.  Of course while the rural folks 
  tend to welcome Nomads, the Corporations in the region see them not 
  just as competition, but as the enemy.  And it is not uncommon to see 
  Corporate convoys attacking Nomad trucks or hampering nomad operations.  As far as 
  Raffen Shiv in the region, they are ever present, mostly in small numbers and raiding from 
  the hills and back roads, staking out claims at old 
  abandoned farms.  In the desolate polluted wasteland of 
  Minnesota however, the Raffen run wild and in large numbers.  While the great plains are one 
  of the last places where rural America still exists, North West Minnesota it is virtually 
  uninhabited, and unless you know the roads, almost impassable, creating the perfect territory 
  for Raffen Shiv and other criminals, looting and salvaging the empty towns long since 
  abandoned and preying on anyone foolish enough to enter their territory.    
  
   
  Page 29 
   
   
   
  Wisconsin, Michigan, Indiana, Ohio, and Illinois (The Great 
  Lakes Region) are ecological disasters.  While South Western 
  Wisconsin still has some farmland, tightly held by a shrinking 
  number of private 
  farmers and an 
  increasing number of 
  Agricorporations, the 
  rest of the region is so 
  eaten up by pollution, 
  neglect and 
  outrageous and 
  virtually unmonitored 
  corporate practices 
  (Strip mining, illegal 
  and reckless chemical waste disposal, etc…) that the areas outside the cities are 
  virtually uninhabitable.  Inside the cities the pollution is even worse, with 
  respirators, air scrubbers, and 
  breathing masks a daily necessity.  
  Crime is rampant, the governments 
  are corrupt, and while the cities are 
  overflowing, even if the rural portions 
  were inhabitable after the wasting 
  plague hit there wouldn’t be enough people left to sustain them.  Of course the 
  deserted rural areas and wastelands are the ideal conditions for Raffen Shiv, who 
  run rampant across these states, 
  including an all-female Tribe calling 
  themselves Daughters Of Chaos.  If 
  the Raffen Shiv don’t get you, the 
  environment will.  Watch out for 
  frequent and severe acid rain, in 
  some instances so concentrated that 
  it will burn flesh, and that’s not even 
  mentioning the damage it will do to your vehicles and equipment.  The air is 
  unsafe, and anyone travelling through the region is advised to at least wear a 
  facemask at all times when outdoors.  
  Having a Nomad Gizmo is essential here, 
  and everything, air, water, food, everything,  
  should be tested before  exposing yourself to 
  it.  Lets put it this way, things are so bad in the region that Wisconsin built an giant 
  indoor domed agricultural city for the purpose of trying to raise crops and cattle 
  indoors… yeah, and it’s going about 
  as horribly as you can expect.  
  Regardless of the pollution and 
  Raffen Shiv, the region could not 
  survive at all without Nomad 
  shipping and Nomad laborers, who 
  are the only ones left who will 
  willingly expose themselves to the elements for 
  construction (and in the case of Chicago, reclamation).  
  The desperate situation is nowhere more apparent than 
  Detroit, which has walled its city off into subsections, 
  whose borders are guarded, the rich live like kings, the 
  poor live off the scraps, and the combat zones have 
  effectively become prisons.  The inhabitants of the 
  poorer sections and Combat zones would not survive at 
  all without nomads smuggling them in food, medicine 
  and clean water.  Relations with many street gangs and 
  criminal organizations in the area with the nomad 
  community are strong.  With the police and government, 
  not so much. 
  
   
  Page 30 
   
   
   
  Missouri is the last successful remnant of the Midwest.  It has 
  somehow managed to avoid most of the acid rain that has 
  devastated its neighbors to the north, and had the necessary 
  medical procedures in place to keep the plague exposure to a 
  minimum.  While drought and higher heat had its effect on the 
  agriculture, things have been bouncing back steadily, and Missouri 
  is one of the last places in America where the family farm is still a 
  common sight.  Not that Agricorps haven’t moved in, but since 
  Missouri was still producing enormous amounts of food during 
  the collapse and the New Dust Bowl, its private farmers were well 
  in place to take advantage of the situation.  Missouri is friendly to 
  nomads, especially during harvesting season.   So much so that not 
  only is the Kansas City Nomad Market actually inside the city 
  proper, it is the largest Market in the Midwest.  There are Raffen Shiv here, mostly affiliated 
  with booster gangs in Kansas City and Saint Louis, or the smaller tribes that roam the more 
  remote areas, but overall even in the cities Nomads are welcome and safe here.  And it’s one of 
  the few places where statics understand the difference between Nomads and Raffen Shiv. 
   
  Kansas is not as fortunate as Missouri, although it is 
  slowly rebuilding.  During the collapse it looked like 
  it was going to weather through the problems even 
  better than its eastern neighbor, but when the New 
  Dust Bowl hit its flat open fields were decimated.  
  This devastated the state economy and left them 
  sore and bitter.  Missouri annexed Kansas City, and 
  Colorado claimed portions of the western side, and 
  the Kansans have never forgotten this.  Kansas has 
  started coming back though, especially since 
  Hydropolis was built and its fields are producing across the state except in 
  the far northern areas where the pollution crosses its borders.  The problem 
  is that nearly all the agricultural production in the state is corporate, there is 
  s very small number of family farms scattered about the state, holding on by 
  the skin of their teeth, but rural Kansas is virtually gone.  The Raffen Shiv 
  have taken over entire towns, abandoned during the collapse, and the 
  largest single Raffen Shiv group in the United States called Kansas home, 
  operating out of a large but abandoned 
  shopping mall north east of Wichita.  They raid 
  I-70 constantly, and swarm across the back 
  roads.  They are led by a man called Venger, 
  who rumor has it is a former Paladin.  He is 
  known to carry a Gunblade and his ruthlessness 
  and ferocity are legendary in the Nomad 
  Community. 
   
  Alaska breeds Raffen Shiv like rabbits.  The 
  long nights without sun, the long summers 
  without darkness, the bitter cold, the 
  desolation, the wildlife, everything about 
  Alaska, regardless of its incomparable beauty, 
  is one big recipe for insanity.  And outside the 
  major cities, while the Law is heavily armed 
  and not in the slightest bit timid, they are scattered about and rare.  Response time even in the 
  cities is abysmal, in the outback it can take days or week for a first responder to arrive 
  depending on weather and road condition.  During the 
  summer the Raffen prey on tourists and nomads, as well as 
  any small towns that don’t pay tribute.  In the winter they 
  get more desperate, attacking Nomad and Corp vehicles 
  alike on the ice-roads, and occasionally laying waste to small towns and villages in their 
  path.  Alaska is the harshest environment in the United States, and would be dangerous 
  even without Raffen Shiv, with them, it’s deadly. 
  
   
  Page 31 
   
   
   
  Hawaii doesn’t see much Raffen Shiv action on land, 
  although there is at least one biker gang on the island 
  that likes to target Hawaiian native islanders (and 
  several islander groups who attack the gwailo, not 
  much of it is Nomad based.  In fact, on land there are 
  very few nomads period.  The labor and agriculture is 
  more than taken care of by locals.  The only place 
  where you are likely to come across nomads are the 
  Thelas at the ports and on the sea.  The sea is also 
  pretty much the only place you are going to 
  encounter Raffen Shiv activity, as there are numerous pirate tribes roaming the pacific islands. 
   
  MEXICO 
  Mexico is vast, it is wild, and outside the major 
  population areas it is relatively lawless.  Raffen 
  Shiv are abundant, often working with Drug 
  Cartels and street gangs.  Even after the massive 
  efforts to reduce crime and modernize the 
  country, the outlaw and the philosophy of 
  Machismo is so integral to the culture that the 
  popular nomad joke goes “How do you spot a 
  Raffen Shiv in Mexico? Look out your window!”  
  It’s not really that bad of course, and Mexico is 
  probably the friendliest place on earth to the 
  Nomad Community, but Raffen make up a large 
  portion of the rural population, and some small 
  towns are entirely based around whatever home 
  outlaw group is staking claim there.  These 
  Raffen can also be a bit more reckless and 
  courageous, attacking large convoys, nomad, 
  corporate, even military.  These Raffen Shiv don’t 
  hide, they strut in the open, using intimidation 
  and brute force to silence anyone who opposes 
  them and they live by the strict code “Take what 
  you are strong enough to keep, keep what you are 
  strong enough to take!”   Somehow this endears them to the locals, contrary to logic, and they 
  will often work to protect them.  Even those who don’t approve, especially their victims, will 
  often stay silent for fear of reprisal, not just by the gangs, but by their neighbors.  These Raffen 
  Shiv are not only well armed, but often they have had military training, either from being in the 
  Mexican military or from survivors of the long walk, many of whom take up top ranks in the 
  Raffen packs in the region.  In addition to the normal Raffen activities of plunder and pillage, 
  they often serve as outriders, scouts, and muscle for the cartels and gangs, who more often 
  than not pay them in drugs and weapons.  If the Raffen weren’t bad enough, the cartels and 
  gangs themselves are very suspicious of anyone passing through their territories and have a 
  tendency to shoot first and 
  burn the bodies later.  
  Corrupt military/police are 
  also an ever present threat, 
  even more so than in the 
  U.S...  And be very wary of 
  your women and children, 
  the slave trade is very 
  active Mexico amongst the 
  underworld, with children 
  often going to work in 
  fields or mines, or 
  sometimes joining the 
  women in brothels and 
  harems. 
  
   
  Page 32 
   
   
   
  RAFFEN SHIV 
  What is a Raffen Shiv, what makes them different from 
  other Nomads?  This question is posed by statics a lot, and 
  honestly, some nomads have trouble understanding the 
  difference.  Unfortunately the answer isn’t always obvious.  
  There are obvious examples, outlaw biker gangs, often 
  remnants of groups like the Hells Angels and the Pagans 
  who didn’t want to join the Nomad Community proper, 
  being prime examples.  However other groups have also 
  been dubbed Raffen Shiv by the Nomads, including small 
  town Militia, urban street gangs, and those exiled from the Nomad Community (usually for 
  violent or heinous crimes against the community itself).  The only real defining characteristic of 
  Raffen Shiv is their extreme behavior and dress, and their preference for attacking Nomads.  
  While not exactly universal, the typical costume for Raffen Shiv is leather (sometimes even 
  tanned human skin) and makeshift armor, usually 
  heavily adorned with spikes and weapons.  Make-up, 
  wild hair, tattoo’s, while all of these things are common 
  trappings among nomads, on a nomad they will usually be functional and simple, 
  while on a Raffen Shiv they will be worn and decorated in such a manner as to 
  intimidate and instill fear.  Their vehicles are often 
  heavily armed, and their weapons are often more 
  focused on maiming and causing pain than instant 
  kill.  It often takes a subtle eye to differentiate 
  between a nomad and Raffen, and the Raffen are fond 
  of using that to their advantage in planning ambushes 
  and raids.  In the end, the best and most reliable way 
  to differentiate is by posture and attitude. 
   
  SMALL TOWNS 
  Remember to also be wary of Small towns, 
  many are very protective of what few 
  resources they have left, as well as their 
  families, and are mistrustful and paranoid, 
  at times outright hostile towards nomads.  
  In a small town you are unfamiliar with, be 
  polite, be friendly, be willing to trade, but 
  always keep your eyes open and be aware 
  of what’s happening around you.  Having a 
  face man (or woman) who is a good at 
  reading people is an essential member of 
  your team, if for no other reason than to judge whether the towns people are friendly because 
  they are open to your presence, or whether they are friendly to lull you into a sense of security so 
  they can slit your throat in your sleep as you camp for the night outside town. 
   
   
   
  
   
  Page 33 
   
   
   
  SMUGGLERS DEN:  
   
  An exploration into The Caves of New Mexico. 
   
  The site in and around the caves, once popularly 
  known as Carlsbad Caverns, is now known simply 
  as The Caves.  During the collapse the caverns 
  were largely forgotten about, although they were 
  still supplied with electricity, no one could afford 
  vacations, especially not to somewhere as desolate 
  and remote, and growing actively hostile as 
  southern New Mexico.  This however was exactly 
  the sort of location a group of resourceful 
  survivalists and squatters (led by former park 
  rangers and tourism staff who found themselves 
  unemployed during the collapse) had been looking 
  for.  The cave complex was vast, well explored and cool.   As time passed the Cavers grew more and 
  more settled in, and their numbers increased.  While they were able to rig up grow lights to cultivate 
  and harvest food, and pump systems for fresh water, they found supplies dwindling fast.  They reached 
  out to the Nomads, offering Sanctuary to Nomads on the run 
  and fresh mushrooms in exchange for food, medicine, and clothing.  Eventually, the Caves became 
  something of a storage site and safe haven for nomads.  They expanded the cave systems for miles, 
  with some tunnels crossing the border into Texas and rumors of an incredibly long tunnel that 
  crosses into Mexico.  The main entrances and exits to the cave are closely guarded, and are the 
  complexity and scale of the operation is virtually unknown to anyone outside Nomad circles, and 
  even then only to those who deal directly with the Caves.   When environmentalists and state 
  officials finally found out what was happening, it was too 
  late, the Cavers were too well dug in, too entrenched.  
  They had built ducts and high power fans to turn the tear 
  gas back on the attackers, they had set up their own generators, they had hacked into enough 
  power lines that shutting them down would practically mean shutting down the entire southwest 
  portion of New Mexico, and even then they would have to lay siege which could have lasted for 
  months even if they could find all the new exits.  The environmentalists still bitch, although some 
  have taken to joining the Cavers in the hopes of effecting change from within.  The state has given 
  up on The Caves, leaving it to its new inhabitants.   
   
  Inside the caves you will find an entire underground dwelling society.  Whi9le it is a sanctuary for 
  those hoping to escape the law, it has also become something of a Mecca for anyone wishing to 
  escape unemployment and starvation on the road. The Caves have their own doctors, mostly 
  ripperdocs who lost their license to practice above, but also couple who just decided to get away 
  from the trappings of modern society.   
   
  The Caves themselves are not a Nomad Market, but their close proximity to the New Mexico Free 
  Trade Zone is no coincidence and many of the goods smuggled through The Caves end up there.    
  The Caves are also the central destination of the Nomad Underground Railroad, where a nomad 
  who needs a new life and a new identity can come and receive both, for a hefty fee.  There are even 
  a few cosmetic surgeons to give them a new face to go with that identity.  For the most part, life in 
  The Caves is self sufficient, but raw materials, tools, electronics, and luxuries like food that doesn’t 
  grow underground will always fetch hafty trade in goods, service, or lodging.  Unfortunately, all is 
  not paradise in the dark, and in some of the more 
  isolated and dangerous parts of the cave have become 
  home to less social folks, scavengers and thieves, who dwell deep in the shadows.  Wandering off 
  alone can be deadly, and you should never go off in any side passages you don’t know unless 
  accompanied by a trusted and skilled guide.  There are reports of these scavengers even coming 
  into the main areas, and stealing women and children, though this is rare.  Raffen Shiv have also 
  made a few raids into the caves, they are usually stopped well before they get far in enough in to 
  cause any real damage, but they are getting bolder and there are rumors they may have a man on 
  the inside. 
  
   
  Page 34 
   
   
   
  LOST ANGELES TODAY: 
   
  A look at Lost Angeles 25 years after the Quake. 
   
  As much as California would 
  like to believe otherwise, Lost 
  Angeles is still there, sitting 
  just off-shore.  From the safety 
  of the LA Metroplex, Lost 
  Angeles is just another eye-
  sore, littering up the view.  
  However Lost Angeles is not 
  empty, it is the last refuge of those who quite literally have no 
  where else to go.  The outcast, the unwanted, and those on the 
  run make their homes here.  Lost Angeles is more than just a 
  place of exile, it is more than just a haven, it is more than a 
  Nomad Market, it is all these things and more.  
   
   
   
  In the last 3 years, most of the cannibals have been wiped out by 
  the Northern and Southern clans.  There are still some pockets 
  hiding deep in the ruins, but the vast numbers of them have been 
  culled.  The Wishers are still present, as the number of people 
  exiled from Southern Cali hasn’t diminished, and the number of 
  criminals fleeing to LA has actually increased.  This is in large 
  part due to the fact that the Northern Clan has been actively 
  stabilizing buildings, and is being funded by Meta.  The Southern 
  Clan has cemented their control over their region, and maintains 
  a loose truce with the Northern Clan.  Both clans cherry pick 
  recruits from the Wishers, and leave the unskilled and unchosen 
  to fend for them selves. 
     
  The Northern 
  Clans dealings 
  with Meta consist 
  primarily of Meta 
  exchanging goods 
  and supplies in 
  return for having a 
  place to set up sort 
  of a west coast 
  version of Metakey 
  in the ruins of the city.  Meta has been bringing in dirt and filler 
  so create areas of 
  dry land along the 
  coast of the city, 
  and steel to shore 
  up important 
  structures.   Meta 
  isn’t dong this 
  merely for tax and 
  inspection free 
  shipping, rumor in 
  Lost Angeles fly that 
  Meta is working 
  with the leaders of the Northern Clan to declare Lost Angeles it’s 
  own country.  Meta lawyers are acting silently and quickly, but 
  the fact that the United States declared Lost Angeles a no man’s 
  land even before Southern California became a free state is 
  definitely going to work to their advantage when they are finally 
  ready to declare Independence and Sovereignty.  The Southern 
  Clan has no idea what Metacorp and the Northern Clan are up to, 
  when they find out it may very well break the truce.  Metakey 
  West is at the 
  moment a floating 
  fortress made from 
  scrap, anchored right 
  outside Northern Lost 
  Angeles, if the deal 
  goes through, the 
  Fortress will become 
  the capital of the new 
  country. 
   
  The Southern Clan has become 
  the largest hub for contraband 
  smuggling on the west coast.  It 
  is a pirates den, and the 
  concentration of wanted 
  criminals and fugitives is higher 
  here than anywhere in North 
  America.  The Thelas nurture 
  strong relationships here, even though it is also the staging 
  ground for most of the attacks on Thelas boats.  Of course many 
  of the Thelas are themselves pirates, so it’s all relative.  It’s not 
  just pirates and outlaws who take refuge here, Lost Angeles has 
  become extremely important to organized criminal 
  organizations, especially the 
  Vietnamese Golden Tiger 
  organization who uses Lost 
  Angeles to sell and distribute 
  heroin in exchange for slaves and 
  guns. 
  
   
  Page 35 
   
   
   
   
   
  It is still no safer navigating through Lost Angeles; the flooded 
  city must be travelled either by boat or through precariously 
  erected walkway between buildings.  And though the Cannibal 
  Nation has been nearly wiped out, there are still plenty of thugs, 
  rapists, and murderers prowling the dark corners, especially in 
  the South and Central 
  portions of Lost Angeles.  
  The waterways themselves 
  are treacherous, and without 
  a guide the chances of 
  becoming stranded on rubble 
  beneath the surface, or the 
  odd currents dashing your 
  boat against the sides of 
  buildings, or finding yourself 
  in hostile territory with no 
  means of escape are high. 
   
   
   
  In addition, the problem of contamination and pollution from 
  the streets is only compounded by wasted dumped from the Los 
  Angeles Metroplex.  The marine life in the area has begun to 
  show mutations, as have babies born to those living in the ruins.   
   
   
   
  To make matters more interesting, Corporate raiders and 
  independent edgerunners still make the occasional venture into 
  the ruins, in hopes of finding treasure abandoned after the quake.  
  While after 25 years, most of the vaults have been accounted for, 
  rumors and stories still abound of the lost corporate cache, or the 
  unrecovered priceless artifact just waiting to be uncovered. 
   
  For more information see Lost Angeles at Datafortress 2020: 
  http://datafortress2020.110mb.com/la/lostangeles.html 
   
   
   
   
  
   
  Page 36 
   
   
   
  THE UNDERGROUND RAILROAD: 
   
  Relocation, the nomad way. 
   
  The government has the Witness Relocation program, but what do you do when it’s the government you want to hide 
  from.  Sure you can hide out in your local Combat Zone or ghetto, and hope the cops aren’t brave enough to come in and 
  get you, or your neighbors don’t bag your for the bounty, but then you have to live in the Combat Zone, where you may 
  end up with bigger problems than the government looking for you.  You could head to a No Man’s Land, like Lost Angeles 
  or Manhattan.  No one will ever come for you there, though you may wish they had.  You could try to leave the country, 
  but if whoever is after you has enough resources and enough money, and is mad enough at you, they will still find you.  
  Escaping into the wilderness and wastelands as a nomad has always been a popular option, and I has been said that if you 
  aren’t running from something you aren’t really a nomad.  But sometimes even that isn’t enough.  Sometimes you need to 
  get out, get away, and never be seen again.  One way to do that is the Underground Railroad. 
   
  The Underground Railroad is very similar in nature to the Underground Railroad of the 1800’s, which helped slaves 
  escape to the north and freedom.  If you are being hunted, and can pay the price, the Nomads will transport you in 
  safety, security and anonymity, wherever you need to go.  Through a series of safe houses, sanctuaries, and hidden 
  supply caches, the Nomads who dedicate their lives to refugee smuggling will get you to your destination, whatever it 
  may be, as well as provide you with new identification, and if you really need it and can afford it, a new face.  
  Occasionally a political refugee, or someone who has done a great service to the Nomad Community will be given a 
  ride on the Underground Railroad free of charge.  It is rare for a static to receive this boon, but not unheard of. 
   
  While the nomad community is aware of the Underground Railroad, and even in static society it is a widespread 
  rumor, the only way to get on board is to petition the Main representative of a nomad Nation at one of the Nomad 
  Markets or major gatherings.  Even then, the tribal leader will only be able to provide a meeting to a Railroad Driver, 
  who will only meet the “Passengers” in private where they can plead their case and payment can be arranged.  If the 
  Passenger is accepted they will leave immediately.  They are allowed to bring only one bag, and they are expected to 
  do everything their Driver tells them.  The Driver may work alone, or they may be part of a small crew.  A driver will 
  stay with his Passengers until they reach their final destination, acting as guide, bodyguard, and provider.  Sometimes 
  they will travel alone, sometimes they will travel within a larger group of nomads.  The Driver may switch vehicles 
  often during a single trip.  If pursuit gets close enough, a Driver may be required to pass his Passengers off to another 
  Driver team, but this is an absolute last resort, as the fewer people that know about the Passenger(s) the better, and 
  doing o may completely alter the destination and route to such an extreme as to be starting over again from scratch.  
  Under no circumstances is a Passenger to reveal their identity or situation to anyone, doing so is considered a breach of contract, and their 
  Driver will simply vanish, leaving them wherever they happen to be, including the middle of the wastelands. 
   
  Most, but not all, Railroad trips will make at least one stop at The Caves in New Mexico, where the Passenger can get 
  an expertly forged set of new ID papers, even a S.I.N. card, and if necessary, cosmetic surgery by a trusted nomad 
  doctor.  Regardless of route, the Drivers will often try to keep to back roads and unmarked routes.  This increases the 
  danger of running afoul of locals or Raffen Shiv, but it is necessary to stay off the radar and reduce the chance of 
  government or corporate encounter as much as possible.  The Railroad doesn’t have a website, Passengers are 
  forbidden to send digital messages And Drivers almost never do either, GPS devices are not wallowed, nor are cell 
  phones.  The most common method of information transfer other than word of mouth, between Driver and the 
  Railroad or other nomads, is via the nomad run Radio Free America, which will broadcast coded messages to any 
  Drivers believed to be in the vicinity at the 23 minute mark of every hour.  Each Driver, or Driver team, has their own 
  code, so they will know if the message is meant for them.   
   
  To become a Driver for the Underground Railroad a nomad must implicitly earn the trust of his Nation, and be on good terms with the other 
  nations, as his ability to blend in with Nomad caravans and call on favors and contacts is essential to the safe completion of their journey.  
  They must be highly and equally skilled at both vehicle operation (cars and trucks, motorcycles are not suitable for the task) as well as 
  combat.  Some Drivers dedicate their lives to this calling, others do it for a short time,  but it is a duty taken extremely seriously by the 
  Nomad Community at large.  Failure to see your Passenger to his destination cause a serious blow to a Drivers reputation, and abandoning 
  (unless he reveals his true nature to someone) or betraying your Passenger(s) will culminate in the 
  Driver being shunned from the community.  If a passenger reveals the methods, route, or Identity of 
  his Driver to anyone during or after they have been delivered, it is not unknown for the Nomad 
  Community in the area, and beyond, to do everything in its power to eliminate the betrayer(s) and 
  cut the tongue from their corpse to make sure the message is understood. 
  
   
  Page 37 
   
   
   
  RADIO FREE AMERICA 
   
  Nomad run broadcasting 
   
  Radio Free America is a series of transmitters either using old radio 
  towers long abandoned, or building new ones across the country.  
  There are hundreds of Nomad radio stations across the US.  They 
  play music, give weather and road conditions, warn of dangers, and 
  allow nomads to rapidly spread other necessary information.  Every 
  major Nomad Market has their own FCC licensed station, as do 
  most of the minor ones.  In addition, there are several mobile and 
  stationary pirate stations that operate across 
  the US in conjunction with the main stations at 
  the markets.  While the stations tend to work in 
  concert, and try to provide the most up to date 
  information possible, there is no overriding 
  authority or set of standards.  Some of the more 
  isolated stations that broadcast can be… 
  eclectic. 
   
  Every FCC licensed station has an up to date 
  computer with internet, as well as Hamm and 
  CB radios to allow nomads on the road to 
  communicate directly with the station in case of 
  major events like police road blocks, Raffen Shiv 
  sightings or attacks, or weather reports.  While 
  the main stations are officially licensed, the FCC 
  doesn’t pay much attention anymore, with most 
  people getting listening to radio via satellite or internet, the old AM 
  and even FM broadcasts are all but forgotten to most of static 
  society, at best looked on with a sense of nostalgia.  Also with the 
  explosion of pirate radio stations in the major metropolitan areas 
  they have their hands full anyway.  This has given the Nomad 
  Stations a much broader range of freedom, a situation they take full advantage of. 
   
  In the event of an emergency, these radio stations can, and have been used to coordinate Nomad movements, 
  nationally if need be.  During the Kansas City Incident for instance, when terrorists hacked into cell phone towers 
  to broadcast a signal that mentally unhinged anyone on a cell phone at the time, the Nomad Radio Station was the 
  only reliable means of information. 
   
  Putting up broadcasting towers or repairing old ones is a lucrative, if dangerous job for nomads who have 
  the expertise and need the money.  The goal in the community is to create a radio network that covers the 
  entire nation, but there are still vast stretches where no signal reaches due to isolation.  Funding for much 
  of this comes from Meta, who has also covertly financed pirate stations running from abandoned coastal 
  and deep water structures.  
   
  The Radio is not the only means of sharing information, 
  there are a few television stations, sometimes housed in the same building/  There are also 
  countless blogs, websites,  and several nomad based newspapers.  The most famous and 
  well respected of which is Dust In The Wind, run by a nomad named Chance who gained 
  respect and renown both for completing Paladin training and for his efforts in clearing out 
  the Sear Tower in Chicago as well as the massive Raffen Shiv confrontation in Kansas, 
  reporting on it all from the back of his truck, where he distributes both electronically and 
  in print, leaving his paper at every Nomad Market and rest stop he comes across. 
  
   
  Page 38 
   
   
   
  RECLAMATION AND RECONSTRUCTION: 
   
  A brief look at Chicago and Manhattan Restoration Projects  
   
  CHICAGO 
  Everyone knows what 
  happened to Chicago.  When 
  the wasting plague hit the city 
  it 2012 it was nothing short of 
  apocalyptic.  The dead were 
  filling the streets, and the 
  numbers of dying were 
  increasing exponentially.  Faced 
  with the possibility of the 
  outbreak spreading out from 
  the city in biblical proportions, 
  the overburdened and nearly 
  bankrupt 
  government 
  did the only thing it could.  It sealed off 
  the city, abandoning the survivors who 
  hadn’t already fled and quarantining the 
  entire area.  Chicago was a dead zone, 
  written off and declared a No Man’s 
  Land. 
    
   
   Nomads were 
  immediately brought 
  in to construct Chicago 
  Port, which served as a 
  new business hub, but 
  Chicago itself 
  remained off-limits for 8 years, until in 2020 Storm 
  Technologies, with approval from the state and federal 
  governments, signed contracts with the Aldecaldo and 
  Jode nations.  The nomads, particularly the Aldecaldo, had 
  made an impressive showing rebuilding Mexico city, and 
  since most nomads are non-citizens, they work cheap.  It 
  didn’t hurt that the sees Nomads as little more than illegal 
  immigrants, crazy vets, and glorified booster gangs.   
   
  The contract reached was simple.  
  Nomads would go in to Chicago, test 
  contamination levels, clear the area of 
  danger, and begin reconstruction of 
  the city.  As part of the contract, 
  supplies would be paid for by 
  Corporations who chose to invest in the project (the 
  amount of money an individual corporation ponied up 
  determined what priority their interests were seen to).  In 
  addition to the money paid by government and corporate 
  interests to the Jode and Aldecaldo nation, the Nomads 
  made it clear that while they 
  would work for next to 
  nothing, they laid claim to 
  all salvage rights within the 
  city.  As soon as the deal was 
  agreed upon, work began.   
  
   
  Page 39 
   
   
   
   
  The first task was to go in accompanied by Storm and 
  federal representatives to ensure that the plague was in 
  fact, no longer a threat.  Isolated corpses found in 
  basements, in cars, etc, which 
  are still contaminated and 
  infectious, are still occasionally 
  found, but there are very strict 
  safeguards and measures taken 
  in such an event.  
    
  A few survivors were found, 
  most of them mad from ordeal, 
  the worst case being the Sears 
  Tower incident.  Faced with 
  death in the streets, a group 
  holed up in the Tower, sealing it 
  off from the outside.  Over the 
  years their mental states 
  devolved.  Not much is known 
  about the actual events, Nomads 
  don’t talk about it, but the stories that did come out from 
  the attempts to clear the building before it was eventually 
  demolished with the group still inside are the Boogymen 
  stories that nomad parents tell their misbehaving children.   
   
  The Corporations and 
  government had long since 
  cleared out the banks, reserves, 
  and other resources, so the 
  salvage rights weren’t something 
  they were worried about.  
  However the nomads began stripping the buildings of 
  everything of value.  Instead of using recovered wiring and 
  metals as construction supplies, they sold it off as scrap to 
  the highest bidder, charging 
  the corporations for all new 
  materials.  In addition, while 
  the banks were cleared out, 
  there were a great many 
  small business safes, ATM 
  machines, and other 
  forgotten stashes of cash and 
  wealth.  It soon became clear 
  that the nomads were 
  coming out way ahead on 
  the deal.  They were also 
  finding sensitive documents 
  and files left behind in the 
  hasty evacuation.   
   
  The sensitive nature of 
  these files was a threat 
  the corporations could 
  not ignore.  The 
  government and the 
  corporations 
  separately threatened 
  to roll in and oust the 
  nomads, until it was 
  pointed out to them 
  that at this point the only way to get the nomads out 
  would be a full scale military invasion.  Things were 
  heating up and quickly reaching a boiling point when Meta 
  representatives stepped in and negotiated a compromise.   
   
  Meta reps would 
  funnel out and return 
  any found resources 
  and records to the 
  corporations.  
  Business holdings 
  could be purchased 
  back, or given 
  priority, for a fair and 
  equitable price.  This 
  alleviated most of the 
  pressure, and work 
  was soon underway 
  again.  However, 
  corporations and 
  wealthy individuals 
  have personally hired 
  nomads, and in some 
  cases mercenaries and even Raffen Shiv, to sneak in and 
  retrieve sensitive data or resources from areas that haven’t 
  been cleared yet.  This is extremely risky, as these 
  individuals could contract the wasting plague and be the 
  catalyst for a new outbreak.  The areas that haven’t been 
  reclaimed yet are still considered a No Man’s Land by the 
  government, and the nomads 
  and Storm Technologies have 
  the authority to shoot any 
  trespassers on sight.  An 
  authority they enforce. 
  
   
  Page 40 
   
   
   
  The last point of contention 
  centered on the Art Institute of 
  Chicago and various other 
  museums.  Nomads were claiming 
  artifacts and works of art among the 
  salvage.  The Corporations were 
  trying to get in on the action via 
  mercenaries, and the Government 
  was claiming it’s ownership of the 
  items.  In the end, after much deliberating, more than a 
  few standoffs, and at least 2 firefights, it was decided that 
  what remained would stay, and be used to rebuild the 
  museums.  In the meantime the remaining art and artifacts 
  would be catalogued and stored in a government facility 
  until completion of the new museum 
  and the city was open to civilian 
  population again.  The government also 
  has representatives at the impromptu 
  Nomad Market who will bid on art and 
  historical objects found, in order to 
  restock what was lost in the museum 
  lootings. 
   
  It’s been three years now since work 
  began, and roughly a quarter of the 
  city has been reclaimed.  Work 
  started with  a central road system 
  running through the city to move 
  supplies in and out, and most of the 
  corporate sector along the northern 
  coast.  Reconstruction has already 
  begun in the reclaimed areas, with the corporations who 
  put in the most money getting top priority over building 
  location and construction.  From these central points the 
  nomads move block by block, decontaminating, salvaging, 
  and reclaiming new areas in an ever widening circle.  The 
  work is slow, but it is steady, and it is estimate that by 
  2026, most of the city will be cleared 
  enough to start repopulating.  In the 
  areas already reclaimed, it is still off 
  limits to any civilians other than 
  corporate employees manning their 
  new facilities. 
   
  As stated, the real point of profit for the nomads is salvage.  
  Scrap metal, recyclables, and the like are sold off directly 
  through Meta proxies.  Other goods and items are shipped 
  out and distributed across the various Nomad Markets in 
  North America.  Some private citizens and corporations 
  even supply the nomads with lists of goods or resources 
  they are looking for and willing to pay a high price for 
  retrieval. 
  The initial outbreak of the plague 
  killed over 1,700 people.  That was 
  before the city was sealed.  Anyone 
  who was healthy or sneaky enough 
  got out of the city before the 
  quarantine was imposed, but for everyone else, they were 
  simply left to die.  Rough estimates put the final body 
  count between 20 and 30 thousand people.  Over 3 
  thousand people were gunned down trying to get out at 
  the military borders sealing the city alone.  The Nomads 
  have been taking a count of bodies found, but have yet to 
  release numbers.   
   
  From this tragedy however, another 
  small business has emerged from the 
  reclamation of Chicago.   Any available 
  information on bodies found (ID, 
  location of body, etc) is posted on the 
  Chicago Lost Memorial Website, run by 
  Nomads.  This information is free, but 
  heavily sponsored by corporate interests 
  wishing to appear benevolent and 
  sympathetic.  In addition, for a small fee, 
  a relative of a lost citizen of Chicago can have Nomads 
  working to decontaminate the area inspect addresses for 
  the loved ones remains or confirmation of death.  For 
  additional fees, the remains, once decontaminated, can be 
  shipped off to the grieving family member.  If the customer 
  is willing to pay, the nomads can even retrieve heirlooms, 
  trinkets, or such for the grieving party.  This business is 
  seen by many in the outside world as macabre and 
  exploitative, but to untold families and friends who lost 
  someone in Chicago it provides a much needed sense of 
  closure.   
   
  The nomads who do this work are often 
  people who lost loved ones themselves in 
  the disaster, in fact the entire affair 
  originated from one nomad woman who 
  was looking for the remains of her husband 
  and small children.  These same nomads 
  have created a giant memorial on a country 
  road outside of the city.  Across vast fields 
  they plant a cross for every victim found.  The crosses 
  themselves are blank, however it has become common for 
  relatives to pay for grave markers and headstones bearing 
  the names of their loved ones.  A large mausoleum was 
  built upon which the names of all known victims are being 
  placed, and a small Amphitheater was erected for 
  ceremonies and gatherings.  These were paid for by private 
  donations, and a crew of nomad stonecutters and 
  engravers is on site to cater to the relatives who wish to 
  create a personal monument to their lost loved ones. 
   
   
  
   
  Page 41 
   
   
   
   
  NEW YORK 
   
  Negotiations are well underway for 
  the Aldecaldos to begin similar 
  operations in New York.  Storm 
  and Biotechnica have made several 
  advancements in the field of 
  decontaminating radioactive 
  materials, and 20 years after 
  Manhattan was nuked, it appears 
  to be safe for reclamation efforts to 
  begin.  Corporations and private 
  groups have been reclaiming the outer portions for a few 
  years now, and business is up and running on the outskirts 
  of the island, but the center of the island is still a 
  wasteland.   
   
  Nomads and 
  government sponsored 
  Storm and Biotechnica 
  expeditions into the 
  ruins have already 
  begun, and reports 
  coming back are 
  positive.  The stalling 
  point for negotiations so far has been safety concerns and 
  Salvage rights.  The corporations, after learning their 
  lesson in Chicago are trying to put restrictions on Salvage, 
  in retaliation; the Nomads are demanding insurance from 
  the corporations who are contracting for their interests to 
  be rebuilt.  Negotiations are going smoothly however, with 
  Meta mitigating and overseeing the talks, and an 
  agreement is expected to be reached soon.  Reclamation is 
  scheduled to begin in July.  
   
  New York poses some altogether 
  different problems.  The blast itself 
  was low yield, and most of the 
  radiation was fairly contained.  
  However it was fairly devastating, 
  hitting right in the heart of 
  Downtown.  Without maintenance, 
  the buildings that weren’t damaged 
  directly by the blast have decayed and begun falling apart.  
  The streets are packed with derelict cars, rush hour and 
  Christmas traffic left the city streets impassable.  In short, 
  the attack happened at the worst possible time, and it is 
  going to make reclamation that 
  much more difficult. 
  According to reports from initial 
  expeditions, some areas near the 
  center of the blast are still 
  registering high radiation.  However 
  with experience from rebuilding the 
  collapsed ruins of Mexico City and 
  decontaminating Chicago, the nomads are confident that 
  they can get Manhattan up and running again within five 
  to ten years, especially with major interest and support 
  from corporate 
  interests.  The region 
  itself is eager for this 
  project to begin, as 
  many in the 
  population wish to 
  see the former seat 
  of culture and 
  finance in the United States returned to its former glory. 
   
  Initial expeditions are reporting that there are people 
  living among the ruins.  
  Sightings indicate that they are 
  suffering effects from long term 
  radiation exposure and 
  malnutrition.  No successful 
  contact has been made, but 
  disturbingly, there are sightings 
  of  children 
  and young 
  adults deformed by their exposure.  
  The most terrifying reports coming 
  back from the initial expeditions are 
  that the extensive sewer and subway 
  tunnels in Manhattan are inhabited.  
  Rumors claim that the subterranean 
  dwellers are aggressive, violent, and 
  possibly cannibalistic.   
   
  
   
  Page 42 
   
   
   
  SCRAMBLE USA: 
   
  The largest most dangerous underground race of 2023 
   
   
   
  October 31st 2023, the 3rd Annual Scramble will take place.  
  Drivers and team from around the world are expected to show 
  up, and the whole event is to be televised live via the web with 
  instantly updated gambling.  This years race promises to be the 
  largest ever, and will span almost the entire country. 
   
  The original race, took place in Night City in 2020.  The event 
  was organized and executed by a group known only as the Night 
  Crew.  Rumors widely speculate on the identities of the Night 
  Crew, some say they are a group of freelance edgerunners with 
  money to spend, others say that the Night Crew is really just 2 
  netrunners, an infamous hacker named Wormy44 and a 15 year 
  old girl named Elsie.  No one really knows the real identity of the 
  crew behind the race.   
   
   
  Over the course of 6 months, they promoted the race, charging a 
  50,000 dollar entrance fee, offering the winner a 5 million dollar 
  prize, second place 2 million, and third place 1 million.  The race 
  took place across night city, consisting of each driver having to 
  hit RFID checkpoints.  The locations of the checkpoints were 
  kept secret, and only revealed by custom GPS units given out 
  moments before the race began.  The GPS units would record 
  each RFID checkpoint passed, and upload the information to the 
  gambling sites that were set up.  In addition each vehicle entering 
  the race is equipped with front and rear satellite remote operated 
  cameras, allowing the race to be recorded and to ensure drivers 
  stay on the ground.  The rules were simple, contestants had to 
  travel on wheels, and they had to pass every checkpoint.  
  Everything else was fair game.  Spotters were set up across the 
  city to make sure no one was cheating by using aircraft.  Cameras 
  were also set up at random locations around the city, and at all 
  RFID checkpoints for the best possible views of the action live 
  and streaming to all viewers and gambling sites. 
   
   
   
  The race was completely illegal, in fact, outside the racers and 
  their sponsors, and the lucky ones with their ear to the 
  underground knew what was going on.  The chaos that ensued 
  caught the city completely unprepared.   
  
   
  Page 43 
   
   
   
   
   
  There was no starting line, and no finishing line, no course in 
  fact.  Before the race the drivers were given their GPS devices, 
  and told to position themselves as to their instinct and 
  judgement.  At exactly 1pm the locations were uploaded to the 
  GPS devices and the race was on.  As the drivers raced across 
  town, each taking their own random routes, police and 
  emergency responders were quick to take action, but were 
  quickly overwhelmed by the enormity and confusion of what was 
  going on.  Vehicles tearing down the streets in seemingly random 
  patterns at ridiculously high speeds, running vehicular gun 
  battles erupting as racers attempted to lose police pursuit, as well 
  as against other racers encountered on the way to a checkpoint.  
  There were no safety precautions taken, in fact no consideration 
  whatsoever was given to innocent bystanders.  One racer lost 
  control and crashed through an a crowd of people, his car rolling 
  end over end into a mass of people caught completely by 
  surprise.  Other racers crashed into traffic, or into buildings.  One 
  racer got into a firefight with police, and when his own car was 
  too badly damaged to continue, he killed two police officers and 
  attempted to finish the race in their police cruiser before SWAT 
  took him out.  
    
   
   
  In the end, a Japanese Yakuza affiliated motorcycle racer took the 
  win, though he had to crash his own vehicle to do it, nearly 
  costing him his life.  Second place went to a Nomad driver, who .  
  The racer who scored third place was the most incredible story of 
  the event.  It was a full conversion cyborg on skates.  He had 
  entered to promote Jattenhand, and came out of nowhere to 
  prominence, he lost second place to the nomad by less than 10 
  seconds.   In the end, all but 12 racers of the 100 who started were 
  dead, or captured by police.  42 civilians died, with another 80 
  hospitalized, of those dead, 14 were police or other emergency 
  responders. 
   
   
   
  As per agreement stipulated before the race, the winning team or 
  their representatives would select the location for the next race.  
  The Yakuza backing the racer who won the Night City Scramble 
  chose Tokyo.  The night crew spent another 6 months setting up 
  the race.  Due to the very strict weapon laws in Japan, it was 
  decided that for the Tokyo Scramble, neither racers nor their 
  vehicles could be armed.  Regardless, the resulting carnage of the 
  Tokyo race still mirrored that of Night City.  A Nomad from 
  Arizona won the Tokyo race. 
   
   
   
  Things were quiet.  Everyone expected the Night Crew to 
  promote a third race, but the year came and went.  The Night 
  Crew had simply vanished.  Eventually, a group of nomads, 
  including the family of the driver who won in Tokyo, decided to 
  put on the third Scramble themselves.   They decided to make it 
  bigger than anyone thought imaginable.  The race wouldn’t be 
  confined to one city, or even state.  It would be a coast to coast to 
  coast race, and all gloves were coming off.  The first two 
  scrambles are still some of the highest selling underground event 
  recordings of all time.  The third Scramble looks to surpass that. 
   
   
   
  Unlike the Night City and Tokyo Scrambles, the North American 
  Scramble will have a starting line.  The race begins on the West 
  Coast.  From there racers will drive across the country to a 
  location on the East Coast and then turn around and drive back 
  to the west coast for the finish line back on the West Coast. 
  
   
  Page 44 
   
   
   
   
   
  The rules have changed somewhat.  Weapons are allowed again.  
  Aircraft are still not allowed, however hovers and tracked 
  vehicles are permitted.  To enforce this, the GPS devices given 
  out will track altitude, and automatically compare it against land 
  elevation at their present location.  Other than the Start, Middle, 
  and Ending checkpoints, there is only the vaguest resemblance to 
  a set route.  Because there are only 3 RFID checkpoints in this 
  race, and because it spans such an immense area, there is no way 
  for the race promoters to have cameras set up to catch the action.  
  Instead, in addition to the cameras set up in the drivers vehicles 
  (expanded from 2 cameras to 5, covering all 4 directions and a 
  view from inside the car), the Nomads putting on the race are 
  asking any nomads or viewers with aircraft to provide aerial 
  footage wherever possible in exchange for a percent of after race 
  video sales for any footage that makes the video.   
   
   
   
  The entrance fee has also been lessened for this race, only 20,000 
  per vehicle.   The promoters of this race want as many 
  participants as possible.  The number of drivers who have already 
  bought in is over 250, and that number is expected to at least 
  double by the time the race starts.  Entrance fees can be paid 
  online, or at any major Nomad Market in the country. 
   
   
   
  40 percent of the stake will go towards the race promoters and 
  their crews.  The remaining 60 percent will be divided up among 
  the top 20 to finish the race.  With 20% going to the winner, 10 
  percent to second, 5% third, 3% to fourth, and 2% to the fifth 
  place.  Sixth through twentieth place winners will each get 1%.  
  The remaining 5% of the stake will be divided against any 
  surviving racers who are able to cross the finish line within 48 
  hours of the 20th place driver. 
   
   
  In addition, not only will gambling and live coverage be available 
  online, but numerous betting houses will be set up across the 
  country, including at every major Nomad Market. 
   
   
   
  While the vehicles that enter this race are allowed, and even 
  encouraged, to be armed, it is not the other drivers that most 
  racers should be worrying about.  The Raffen Shiv are aware of 
  the race, some tribes even entering their own drivers.  
  Nevertheless the Raffen tribes across the country are not taking 
  kindly to the thought of racers traveling through territories they 
  claim as their own, and have sworn to wreak unholy hell on any 
  racers that try to pass through their hunting grounds.  Regardless 
  of where the checkpoints are, it would be next to impossible to 
  drive across the country at speed without entering areas of high 
  Raffen Shiv infestation at some point.   
   
   
   
  The Raffen aren’t the only problems.  The anonymous promoters 
  of the original race are wanted by every law enforcement agency 
  in Northern California, as well as the ATF, HI-Way, and the FBI.  
  Every law enforcement agency in Japan as well as Interpol was 
  
   
  Page 45 
   
   
   
  added to that list after the Tokyo Scramble.  While there have 
  been 2 years for the heat to die down,  you can be sure Law 
  enforcement is aware of this new Scramble being promoted and 
  are going to take steps to shut it down and arrest anyone 
  involved.  This is why the exact locations of the three checkpoints 
  are being kept secret until the information becomes necessary.  
  In fact, one of the reasons the race is being held across country is 
  to make it difficult for Law enforcement to do much about it.  
   
    
   
  Interstate co-operation is at an all time low, but that doesn’t 
  mean they won’t make an effort, especially in large cities.  The 
  police generally won’t care what happens on the small rural roads 
  spanning the wastes, but large metropolitan areas will have such 
  a high police presence that they will be able virtually lock down 
  roads and highways to and from the cities.  Even smaller towns 
  will be aware and their police loaded for bear.  HI-Way’s reaction 
  will be unpredictable, and will vary wildly depending on events.  
  Because of the heavy police presence, if you do have to enter a 
  city, we strongly suggest you remove any illegal weapons or 
  modifications to your vehicle. 
   
   
   
  While the exact checkpoints of the race won’t be known to the 
  drivers until the last minute, they are aware that it will be coast 
  to coast to coast.  Many drivers and teams have used the time 
  before the race starts to set up hidden caches of weapons, fuel 
  and other supplies across the country. 
   
   
   
  48 hours before the race begins drivers will be sent an e-mail or 
  text informing them of which State the race will start in 
  (Southern California).  12 hours before the race starts they will be 
  sent the exact location of the starting line (Baja).  Once the race 
  begins, the racers will be to make for the east coast.  When their 
  GPS devices cross Longitude 90 river the will be told state the 
  next checkpoint is in (North Carolina).  Upon crossing the border 
  into that state they will be given the exact location of the midway 
  checkpoint (Wilmington).  From there they turn around and 
  head back across the country.  Again, once they pass 110 degrees 
  longitude they will be told the last state (Oregon) and upon 
  entering the states borders they will be told the location of the 
  finish line (Newport). 
   
   
   
  Nomads are entering the race by the score.  Some entrants are 
  just a single driver or small team being sponsored by a large 
  family.  Other nomads are entering by themselves.  Strangest of 
  all is that entire families of nomads are entering, a few even 
  paying for multiple vehicles including their main trucks, and will 
  be running the race like any other run.  Due to law enforcement 
  attention, there aren’t as many pro-drivers entering this year, and 
  most drivers, pro, nomad, and even occasional civilian, are 
  entering under false names, some going as far as wearing 
  disguises.  Organized criminal organizations are not about to be 
  left out of the show, either sponsoring their own drivers, or in the 
  case of the Russian Mafia in Night city, sponsoring a nomad 
  driving team. 
   
   
   
  A Driving team can be between one and three people registered 
  as GPS carriers.  While the vehicle can have as many people as 
  the drivers wants, only those three can claim ownership of the 
  GPS and claim the prize.  If the driving team has to, it can change 
  vehicles, but they must transfer the cameras and the GPS to the 
  new vehicle.  If the vehicle they get in belongs to another racer, 
  the cameras will automatically tune to the new GPS.  To claim 
  the prize the registered entrant must cross the final finish line 
  with the GPS assigned to them. 
   
  This is gearing up to be the race of a lifetime folks, don’t miss it. 
   
   
  
   
  Page 46 
   
   
   
  NOMAD MARKET ECONOMY 
   
  A brief guide to doing business in a Nomad Market 
   
  While cash is always excepted in the Nomad Market, especially 
  from Statics, the main form of commerce is trade.  Trade in the 
  nomad market is complicated, but is based on the Canned Goods 
  standard.  The exchange may vary slightly from market to 
  market, but the amount of cans something is worth is the 
  standard by which nomads negotiate trade amongst each other 
  for small items. 
   
  Can of Soup/Vegetables 
  5eb 
  Can of Fruit 
  10 eb 
   
  Fruit cans are worth more than cans of meat, soup, and vegetables 
  because they taste better and in the damaged ecology of 2023, fruit is 
  much more expensive. 
   
  Dented cans are worth nothing, as the food might be contaminated.  
  Cans without labels are worth .50 eb. 
   
  GM NOTE:  It is important to remember that the prices listed for vehicles at Wandering Joes and other Nomad Market 
  Auto Auctions are that of the opening bid of an auction.  Expect the price to raise by 1-2D10 depending on condition and 
  demand for the item. 
   
  ITEM VALUE IN THE NOMAD COMMUNITY 
  Value is listed in terms of what it costs in EB to purchase in a static environment; these costs do not adjust those given 
  for items listed in Nomad Market or Neo-Tribes.  Very few items in the nomad market are purchased from the 
  manufacturer by Nomads.  Most of the items come from salvage, scavenge, or from hitting corporate shipments, but are 
  otherwise treated as new condition, the same as you would buy is a Static store.  It’s a sad fact that there are many 
  nomad road pirates who will attack corporate shipping vehicles and steal their cargo.  The reason these groups are called 
  pirates and not Raffen Shiv is because they don’t target other nomads, but that line is always paper thin. 
   
  Tools  (x3 price) 
  Common to Extremely Rare 
  Any kind of tools, from basic hand 
  tools to industrial tools.  Knitting 
  needles, power drills, anything.  
  Tools are one of the most prized 
  possessions in the nomad 
  community.  As long as they function, even broken or 
  damaged tools still fetch full price.  With a full set of 
  masterwork quality tools, you are pretty much set in 
  any nomad market in the country.  Vehicle parts are 
  subject to similar exchange. 
   
  Melee Weapons (x1 price) 
  Extremely Common 
  Melee weapons see a lot of use in the 
  nomad market, many of them are 
  hand made or customized, almost all 
  of them have seen hard use.  Melee 
  weapons, depending on quality, tend 
  to sell for the same in the nomad 
  community as they do the static community.  However 
  statics, always looking to hang something interesting on 
  their wall, have been known to pay double or even 
  triple price for even the simplest nomad weapons, 
  especially if the seller has a story to go with it. 
  Bows and Crossbows (x1.5 price)  
  Common 
  Bows and crossbows are worth more 
  in the nomad community because 
  ammo for them is relatively easy to 
  make and often re-usable.  They are 
  also quiet, and easy to maintain. 
   
  Legal Firearms (1/2 price)  
  Extremely Common 
  Firearms are a dime a dozen in the 
  nomad market.  By legal we are 
  talking in terms of the type of 
  weapon, not whether it has been used in a crime or not.  
  In fact, it’s almost certain that any used handgun 
  bought in the nomad market has seen it’s share of 
  action.  Urban gangs often sell their guns to the nomad 
  community instead of just ditching them.  In addition, 
  quite a few guns are made in the nomad community 
  itself, some types are very common, some are unique 
  and specifically customized to the owner.  New guns are 
  rarely seen, as there is just too many more easily 
  available guns.  A brand new gun that has never been 
  used to commit a crime is worth twice its standard 
  value. 
  
   
  Page 47 
   
   
   
  Illegal Firearms (x1 price)  
  Common to Extremely 
  common 
  Illegal refers to weapons 
  capable of three round burst 
  or fully automatic fire, that 
  are of an illegal caliber, or 
  have had illegal 
  modifications.  These don’t fetch as high a price as they 
  do in urban markets, because nomads don’t tend to 
  have to worry as much about getting caught with them.   
  The indiscriminate nature of fully auto-fire accidently 
  hitting a friend or bystander makes these weapons 
  somewhat frowned upon in the nomad community. 
   
  Ammunition (x2-x3 price) 
  Extremely Common to  
  Extremely Rare 
  Guns of every type are 
  extremely common in the 
  Nomad Community, but 
  ammunition is at a premium.  
  Standard rounds, like 9mm and 
  10mm, 45.Cal, 357 and .44 
  magnum, and 5.56 and 7.62mm rifle ammunition are 
  easy enough to come by.  Even .50cal BMG ammo is 
  relatively common, but less common rounds like .454 
  casull, 14mm, or 10mm rifle ammo is very rare, making 
  it 3 times as valuable as what you would pay in a store.  
  Caseless ammo is exceedingly rare in the Nomad 
  Markets.  Most decent sized  Markets have their own 
  techs who will make ammunition, (one week waiting 
  period for every case of 100 bullets, or 50 shotgun 
  shells, double if specialty loads are required) but the 
  brass casings for the ammo can be hard to come by for 
  the less common rounds so be sure to save your 
  expended shells if you can.  Very few nomad techs have 
  the supplies to make caseless ammo, and if the do they 
  will charge x4 for it, regardless of caliber. 
    
  Explosives (x2 price)  
  Rare/Extremely Rare 
  Explosives are a highly 
  sought after item in the 
  Nomad Community.  
  Anything from simple 
  dynamite to hand 
  grenades.  Rockets, 
  launched grenades, land 
  mines and missiles go for x3 price.  They aren’t seen 
  often, but when they are they go for high dollar.   
   
  City Cars, Compacts, Luxury Vehicles (1/4th price) 
  Common 
  Citycars and and compacts 
  don’t have the power, 
  room, or range required by 
  most nomads.  While the 
  nomads appreciate their 
  economy, they are seen at 
  best, as a temporary measure until the can get a real 
  car.   Luxury cars are alright, they usually have the 
  power and cargo space required, but the same 
  amenities and perks that make them so popular in the 
  static community are virtually useless in the nomad 
  community.  
   
  Sport, Muscle and Performance cars, Motorcycles, 
  Sedans, Trucks, and SUV’s. (1/2 price)  
  Common 
  Nomads live and die by 
  their vehicles.  But 
  modern vehicles tend to 
  leave a lot to be desired 
  by nomads.  Even the 
  fastest or heaviest hauling 
  vehicles tend to be rather 
  tissue like in regards to 
  the rough use and abuse nomads require of them.  Full 
  standard price is asked however, if the vehicle comes 
  with a steel body or reinforced frame. 
   
  Watercraft, Aircraft, Military vehicles (x1 price) 
  Common to Rare 
  These vehicles, regardless of 
  size or shape, tend to be 
  worth the standard asking 
  price.  The relative scarcity 
  of these vehicles and their 
  extreme usefulness makes 
  them very popular, and more 
  often than not, a necessity. 
   
  Clothing-Cloth (1/5th or ½ price) 
  Extremely Common to Extremely Rare 
  The nomad lifestyle necessitates that spare 
  clothing is kept to a minimum.  There 
  simply isn’t room in a car for much of a 
  wardrobe.  Nomads tend to favor utilitarian 
  or comfortable clothing, and sturdy clothing 
  above all else.  However the Nomad 
  Markets are full of clothes.  From hand 
  made nomad clothing to designer labels 
  stolen from corporate shipments or knockoff 
  labels.  While nomads buy what they need 
  at the discounted rate of 1/5th what they would pay in a 
  static store, the nomads will sell the same items to 
  Statics for half price.  The Statics are still getting a hell 
  of a deal, and nomads are 
  making out like bandits.  In 
  fact, many Static stores 
  buy entire inventories from 
  nomads, especially when 
  they can get designer 
  labels or at least knock-
  offs.  Footwear, Socks and 
  underwear however go for 
  double the standard price. 
   
  Clothing-Leather (x1 Price) 
  Common 
  If there is a standard uniform for 
  nomads its leather.  Leather is 
  durable, it offers protection from 
  road rash as well as insects 
  (sometimes even bullets), and 
  leather weathers abuse like nothing 
  else.  Even in areas where the heat 
  is overwhelming, leather is still 
  common.  Treated Leather is one of 
  the few types of clothing that can 
  withstand the acid rains of the 
  North East and northern Midwest.   
   
  
   
  Page 48 
   
   
   
  Clothing-Armored (x3 price) 
  Rare 
  We aren’t talking nomad 
  armor, we are talking true 
  body armor.  Kevlar vests, 
  designer armored jackets, 
  metal gear, Arasaka 
  Battlesuits, Militech combat 
  wear. etc.   This is not 
  accessible to most nomads, 
  and when it is available it is highly prized.  Sure, like 
  anything else, if Nomads really 
  wanted it they could go into a 
  city, but most nomads don’t 
  have SIN cards.  They could 
  send someone, if they have the 
  cash, but that’s a lot of trust to 
  instill in people.  Remember, 
  cash in the nomad society is 
  generally saved for buying fuel 
  and paying bribes.  Trade is the 
  main form of commerce at the 
  Nomad Markets. 
   
  Toiletries (x4 price) 
  Common 
  Let’s be honest, 
  most Nomads 
  smell like 
  Leather, Sweat, 
  and engine 
  grease... and if 
  they are Jode or 
  Folk, add the 
  smell of livestock and manure.  It’s not that hygiene 
  isn’t important in the nomad community; it’s that they 
  spend most of their time on the road, where they can’t 
  afford to waste clean water on bathing.  When a nomad 
  does come across a place where they can bathe safely 
  it’s usually cause for minor celebration.  Shampoos, 
  soap, toothpaste, mouthwash, toenail clippers, make-
  up… these are considered luxuries for most nomads.  Of 
  course pretty much every nomad knows how to make 
  their own lye soap, or baking powder toothpaste, and it 
  can be bought for about an EB a pound at any nomad 
  market, but the real stuff, the perfumed, manufactured 
  soap and hair products, that stuff is a premium.  Even 
  the little bottles of shampoo and conditioner, or tiny 
  bars of soap they give out free at hotels goes for at 
  least 2eb apiece at a Nomad Market. 
   
  Electronics-Entertainment (1/2 price) 
  Common 
  Personal electronics, 
  stereos, video games, 
  televisions, etc… these are 
  not necessities to nomad 
  life, though they do often 
  make nomad life bearable.  
  They are common in Nomad 
  Markets, but more often 
  than not they are being sold 
  to statics.  Nomads buy 
  their share of them, but they also tend to hold on to 
  them longer.  Some of the vehicles nomads drive are 
  still equipped with cassette players from the 70’s and 
  80’s.  8-tracks even get spotted once in a while. 
  Electronics-Communications (x2-X3 price) 
  Extremely Common 
  to Rare 
  Radios, cell phones, 
  GPS devices, laptop 
  computers, Cyber-
  modems, walky-
  talkies, etc… The 
  ability to communicate 
  is of highest priority in 
  a Nomad family.  CB radios are everywhere,  police and 
  military band radios are common.  No nomad family can 
  really exist without at least one vehicle equipped with 
  one.  Walky-Talkies and other personal comms are 
  common as well, especially to allow outriders and 
  scouts to communicate with the main group.  Laptops 
  and cyber-modems are on the rare side, and are in high 
  demand, even if due to the remote nature of Nomadic 
  Lifestyle they will not always be able to receive or 
  transmit a signal.  GPS devices are common, but many 
  nomads do not use them, or leave them off most of the 
  time.  GPS devices make them easy to track, and that is 
  unacceptable to many nomads.  
   
  Survival Gear (x1 price) 
  Extremely 
  Common 
  Tents, sleeping bags, 
  blankets, eating 
  utensils, generators, 
  flashlights, canteens, 
  etc… These items are 
  the staple of a 
  nomads kit.  If a 
  nomad can’t find or afford what he needs he will buy it, 
  but much of this equipment is readily available at the 
  market.  
   
  Food-Prepackaged (x1 price) 
  Extremely Common  
  Meta has worked out a deal 
  with several companies that 
  manufacture MRE’s.  They 
  are readily available at any 
  Nomad Market.  Other 
  prepackaged food is also 
  available as several 
  companies include large 
  supplies of it in exchange for shipping services.  Most 
  soup, snack, cereal, soda, and even candy makers have 
  arrangements like this.  This is one of the many reasons 
  trade in the nomad market operates off of the Soup Can 
  standard.  The deal that is usually arranged with nomad 
  truckers shipping food is that in addition to enough cash 
  to pay for fuel, half the payment is cash the other half 
  is food, which generally equates to the nomads 
  receiving 1 can for every ten that they ship.  Of course 
  some companies choose not to use nomad crews, and 
  their trucks are prime targets for raiding by both Road 
  Pirates and Raffen Shiv. 
   
  
   
  Page 49 
   
   
   
  Food-Fresh (1/2 price) 
  Common-Rare  
  In the static world, fresh food is an 
  absolute luxury, usually enjoyed 
  regularly only by the wealthy, and 
  only on very special occasions by 
  everyone not under the poverty level, 
  who may never even taste it.  However in the Nomad 
  Community, it’s actually pretty regular.  The Jodes, 
  Thelas, and the Folk bring in enough produce and even 
  livestock, that most Nomad Markets are able to serve it 
  at an affordable price.  Nowhere is this more true than 
  at the Kansas City Nomad Market, where the nomads 
  have their own 5-Star Steakhouse (nomads get a 50% 
  discount from the rate charged to statics).  Now not all 
  markets are going to have fresh food in abundance all 
  the time, as the Jodes, Thelas, and Folk sell most of 
  their harvests, catches and meat to restaurants and 
  grocers, but enough gets distributed around the Nomad 
  Markets.  
   
  Fuel (1/2 – x2 price depending on availability) 
  Common 
  Nomads don’t pay taxes.  And one of the 
  favorite targets for road pirates are 
  corporate fuel tankers.  It’s not always 
  available for sale at Nomad Markets, but 
  all the major ones have underground 
  storage tanks for Chooh2, gasoline, and 
  Diesel. Some even have jet fuel.  Large 
  nomad groups on shipping routes 
  usually have first dibs, followed by 
  Nomad National/Tribal leaders, then 
  aircraft.  Personal vehicles and small 
  families are lowest on the totem pole. 
   
  Medicine (x4 price) 
  Common to Extremely Rare 
  Medicine is hard to come by in the nomad 
  community.  Pain killers and the like are 
  common, but serious pharmaceuticals, 
  antibiotics, vaccines… these are much 
  harder to procure and expensive.  The problem is that 
  very few of the doctors in the Nomad Market are 
  practicing with a license.  Meta tries to act as a 
  middleman, but restrictions and regulation prevent any 
  sizeable stockpiles from building up.   
   
  Cybernetics (x3 price) 
  Rare 
  New cybernetics are rare 
  in the Nomad Markets.  
  What is available is 
  usually the most basic of 
  models.  Used 
  cybernetics scavenged 
  from the dead are more 
  common, however those 
  come with their own host 
  of problems.   In addition 
  to Nomad Doctors, nomads in need will often risk a trip 
  into the cities to find a Ripperdoc when cybernetic 
  replacement or upgrades are needed.  Indeed, some of 
  the more mobile equipped urban Ripperdocs actually 
  have contracts with nomads, and are willing to travel to 
  the nomads and perform the necessary procedures 
  outside the city. 
   
   
   
   
   
  
   
  Page 50 
   
   
   
  SERVICES COMMONLY AVAILABLE IN THE NOMAD MARKET 
   
  PARKING STANDARD PRICES 
  Vehicle 
  Daily 
  Weekly 
  Cycle/Car/Truck 
  2eb 
  10eb 
  Bus/Tractor Trailer/Car Trailer 
  5eb 
  20eb 
  Small Aircraft 
  7eb 
  30eb 
  Large Aircraft 
  15eb 
  50eb 
  Anything larger than a tractor trailer 
  or large aircraft 
  20eb 
  100eb 
  Statics pay x2 for daily rates, weekly rates not available 
   
  LODGING STANDARD PRICES 
  Single cot/Hammock 
  Shared area 
  5eb 
  Per Night 
  Single Cot/Hammock 
  Private 
  10eb 
  Per Night 
  Double Bed 
  Shared Area 
  20eb 
  Per Night 
  Double Bed 
  Private 
  30eb 
  Per Night 
  King Size Bed or 2 Doubles 
  Private only 
  50eb 
  Per Night 
  Public Shower 
  5eb/5-minutes 
  Private Shower/Bath 
  25eb 
  Cheap Meal 
  5eb 
  Fresh Food Meal 
  10-30eb 
  Glass Clean Water 
  1eb 
  Beer Can/Pint 
  3/5eb 
  Liquor 
  5eb glass 
  Laundry Wash 
  2eb per item 
  Dry Clean 
  10eb per item 
   
  TRADE SPACE STANDARD RENTAL 
  SIZE 
  PER DAY 
  Blanket (5 sq ft) 
  1eb 
  Kiosk (5 sq ft) 
  5eb 
  Stall 10 sq ft 
  15eb 
  Tent (20sq ft) 
  50eb 
  Permanent structures, if available or if space allows for 
  construction can be had for 200eb per month per 50sq 
  ft of ground level taken.  Rent on any rooms inside 
  structure is to be set by owner.  Only nomads are 
  allowed to occupy permanent space in a Nomad Market. 
   
  OTHER SERVICES STANDARD PRICES 
  Standard prices are given, although haggling is common.  
  Tipping is considered polite.  It’s not mandatory, but if you 
  don’t tip they will remember you, and will spread the word to 
  the other service providers in the Market. 
   
  Mechanical/Electronic Repair 
  25eb per hour – Major 40eb 
  per hour +parts 
  Experienced and skilled 
  mechanics and electronic 
  technicians are well respected 
  and always in demand at a 
  Nomad Market.  Whether a 
  general mechanic or a specialized 
  technician, if you need something 
  repaired or constructed, chances 
  are high you can find someone at 
  the Nomad market with the skill required. 
   
  Medical 
  Minor 50eb – Major 100eb – 
  Critical 200+eb 
  Doctors, nurses, dentists, vets, even 
  holistic shamans are all critically 
  important in the nomad community.  
  Minor visits, for cuts, bruises, colds and other minor 
  ailments are relatively cheap and can be handled by 
  pretty much anyone with advanced first aid training.  
  Major issues, like serious disease and minor surgery 
  need someone a little more educated, professionally 
  trained doctors, military medics, or at least a nurse.  
  Critical medical services involve major surgery or the 
  most severe disease, treating gunshot wounds, 
  amputations, cholera, etc.  Any medical skill beyond 
  this is unlikely to be found in a Nomad Market, even if it 
  was, the market itself does not have the necessary 
  facilities to deal with such things. You have to pay for 
  any necessary medication or supplies separately. 
   
  Cybernetic Repair/Maintenance 
  35eb per hour for maintenance and 
  upgrades, same cost as a surgeon 
  for implantation.  
  Cybernetics are no where near as 
  common in the Nomad community as 
  they are in the cities, but you do see 
  them, there are even full conversion 
  cyborgs running around. Any 
  Cybertech in a Nomad Market is going 
  to have limited supplies and inventory, but they are 
  usually skilled and competent. 
   
  Market Guide 
  5eb per hour 
  At the larger Nomad Markets you can hire a 
  child guide for 5eb an hour.  The guides 
  know the best places to find whatever it is 
  you are looking for, and will often get you 
  the best deals on it.  They know the 
  vendors, service providers, National and 
  tribal rep locations, and the hiring halls.  
  But don’t try to take them out of the 
  market proper, or you will be in a world of trouble you 
  never dreamed of. Guides are generally aged 9-12.   
  
   
  Page 51 
   
   
   
  Market Gopher 
  10% of cost of goods 
  What do you do you do 
  when you pull into a Nomad 
  Market to resupply, but 
  don’t have time to scour the 
  market looking for 
  everything you need?  You 
  find the local Rugrat 
  Wrangler and hire yourself a 
  Gopher or two to do your 
  shopping for you.  Most 
  Gophers are former Guides, 
  and no one knows the 
  market better.  They know 
  who sells what, taking time 
  in the morning to familiarize 
  themselves with new 
  vendors and note which 
  ones have packed up and 
  left.  Give the wrangler your 
  list, he will set a value on it, the gophers will run 
  around doing your shopping for you.  You can even 
  specify the most you are willing to pay for an item.  
  Keep in mind, the Gophers work as fast as they can, 
  they will not haggle, they will fill your list as fast as they 
  can, but they will pay whatever the asking price for the 
  item is.  The service costs 10 percent of the total value 
  of your shopping list as determined by the Wrangler, 
  but it’s often well worth the price as trying to navigate a 
  market you are unfamiliar with could take you all day 
  just to find one item.  Gophers are usually age 12-15. 
   
  Labor 
  20eb per hour 
  Need a strong back for a few hours to 
  help load or unload a truck?  Need 
  someone to carry goods?  Laborers 
  looking for a few hours of honest work 
  are common and can usually be found 
  at any Nomad Market Tribal or National 
  tents.  Be wary of laborers however.  
  Most are honest and hard working, 
  however it has been known to happen that Raffen Shiv 
  and other unscrupulous types have hired on as laborers 
  to see what individual trucks are carrying and/or 
  sabotage the vehicles for later ambush. 
   
  Massage/Prostitute (Male or Female) 
  20-50eb per hour 
  Prostitution is not 
  frowned upon in the 
  nomad community.  
  In fact, there are 
  many instances of 
  nomads exchanging 
  sex for goods or 
  services.  Most 
  prostitutes, or those 
  willing trade in sex are pretty strict about using 
  protection, still it’s a good idea to be careful.  While 
  prostitution is embraced, abuse and rape are dealt with 
  harshly.  Castration with a rusty knife has been known 
  to happen.  Also keep in mind that pretty much 
  everyone in a Nomad Market is armed, and you should 
  have more than enough reason to be polite and not to 
  cause any trouble. 
  Bodyguard 
  100eb per hour  
  A Nomad Market is usually a 
  safe place, and any violence 
  is dealt with harshly.  On the 
  other hand, if you have 
  marked yourself as a target, 
  by pissing off the wrong 
  people, or letting it be known 
  you have a large amount of 
  cash, or are carrying 
  sensitive information, you 
  may need some personal 
  protection.  For 100eb an 
  hour, you can sign a contract 
  with a Nomad Warrior who 
  will protect you while you are 
  in the Nomad Market.  A 
  warrior for hire relies on 
  reputation, and they know 
  that if they enter a contract with you and something 
  happens, their name will be worthless, so they will do 
  whatever it takes to keep you safe. 
   
  Local Guide  
  20eb per hour  
  Different than a Market 
  guide, a local guide is at least 
  16, and will act as a guide if 
  a nomad needs to find 
  something local to the area.  
  Usually this consists of trips 
  to the nearest city, where the 
  guide will help his charge not 
  only find what he is after, but 
  avoid problems with gangs, 
  police and corporate security.  
  The guide will also give 
  advice to the nomad to keep 
  him from insulting or 
  offending anyone, as well as making himself an easy 
  target.  Of course not all trips are to the nearest city, 
  sometimes a nomad just needs to find a good fishing or 
  hunting spot, or even just go sightseeing.  It’s advised 
  that a nomad ask around for the proper guide, 
  depending on his situational need. 
   
  Metacorp Representative 
  10% percent cut  
  Nomads very rarely deal 
  directly with corporations, 
  Instead they go through 
  Metacorp proxies, who will 
  intermediate and negotiate 
  for them for whatever sale, 
  purchase, or contract the 
  nomad is trying to 
  accomplish.  Metacorp reps 
  take 10 percent of any 
  deal they preside over.  
  They maintain excellent 
  relations with most of the 
  major corporations, and if 
  a deal can’t be reached with whatever corporation the 
  nomad is trying to deal with, Meta has been known to 
  make the deal themselves. 
   
  
   
  Page 52 
   
   
   
  FILL OUT YOUR FAMILY OR CREW FOR THE ROAD 
  Sometimes you have to hire on additional crew members for a 
  run, or replace family who were lost.  If you are looking for 
  permanent replacements you will need to negotiate that 
  individually, but if you want to hire someone on for a test 
  period or for a single run, these are the standard contract 
  prices.  Regardless of position filled, the employer will be 
  expected to provide food and pay for fuel and repairs if the 
  position requires the hired help to drive their own vehicles.  
  The family doing the hiring is also expected to pay for any 
  necessary medical expenses incurred during the run.  The price 
  quoted is for a competent professional (They will have at least 
  a Stat+Skill+SA minimum 15 in whatever area of expertise is 
  required.)  You may have to pay more for a more skilled 
  individual (10% for every 3 points of Stat+Skill+SA total over 
  15) but usually some proof of skill, either by reputation or 
  demonstration is necessary to garner such an increase.  
  Standard deal is half up front, half upon completion of job.  
   
  Of course some crews may need other professionals than the 
  ones listed, but there rate should be simple to deduce from the 
  examples given. 
   
  Driver 90eb per day.  
  Someone to drive a 
  vehicle for you, usually 
  your cargo truck or 
  other large vehicle.  If 
  they have to provide 
  their own truck, expect 
  cost to double.   
  Relevant Skills: Vehicle 
  Zen, Pilot: (Car.Truck 
  or Heavy Machinery) 
   
  Outrider 150eb per day 
  Outriding is a dangerous 
  job, protecting the family 
  and cargo at all costs.  
  You can try to negotiate 
  for lower, but since these 
  are the people protecting 
  you, it’s not 
  recommended.  Expected 
  to provide own weapons 
  and ammo. 
  Relevant Skills: Vehicle Zen, Combat Sense, Pilot: 
  (Motorcycle or Car/Truck), Weapon (Handgun, Rifle, 
  SMG, Archery, or Heavy Weapon) and 
  Awareness/Notice 
   
  Scout 200eb per day 
  Scouting is typically the 
  most dangerous job in 
  a nomad caravan.    
  They ride ahead, alone, 
  ensuring the route is 
  safe, finding detours or 
  alternate routes if 
  necessary, and warning 
  the family of potential 
  dangers. Expected to 
  provide own weapons 
  and ammo. 
  Relevant Skills: Vehicle Zen, Combat Sense, Sneak, 
  Pilot: (Motorcycle or Car/Truck), Weapon (Handgun, 
  Rifle, SMG, Archery, or Heavy Weapon), 
  Awareness/Notice, and Stealth 
   
  Mechanic or Tech 70eb per day  
  The pay for a mechanic or tech is 
  not a slight on the relevance of 
  their skill, however they are 
  generally not expected to fight, 
  and unless things go wrong they 
  will generally be just riding along 
  for the trip.  If they are expected 
  to be repairing or maintaining 
  something that requires constant 
  work, the price increases to 50eb 
  per day.  Expected to provide own 
  tools.   
  Relevant Skills: Adept, required Tech skill(s) 
   
  Medic 70eb per day 
  It never hurts to have a good 
  sawbones along for the ride in cause 
  of injury or illness.  However if they 
  are going to be required to provide 
  constant care to someone already 
  suffering from injury or illness, expect 
  to pay double.  And as always expect 
  to pay separately for any medicine or 
  supplies required.  Like a Tech, hired 
  on Medics are not expected to fight. 
  Relevant Skill: Medtech, Diagnose Illness, First Aid, any 
  other required Med skill(s) 
   
  Netrunner 70eb per day 
  Netrunners aren’t usually required to do 
  much on the road, so work for them is 
  a little scarce.  Supply outweighs 
  demand so even when there is work, 
  the employer can pay a lower price 
  because of all the competition.  
  Netrunners are expected to provide 
  their own computer/cybermodem.  Like a Tech, hired on 
  Netrunners are not expected to fight. 
  Relevant Skills: Interface, Library Search + System 
  Knowledge or Programming 
   
  Warrior 120eb per day 
  Sometimes you just need an extra 
  gun, or 20.  Someone to ride 
  shotgun, man weapon mounts, or just 
  stand there and look mean.  Warriors 
  are expected to provide their own 
  weapons and ammunition.  Like 
  Outriders, Warriors are expected to 
  fight to the death to protect the crew 
  and cargo. 
  Relevant Skills: Combat Sense, at 
  least 2 weapon skills, Awareness Notice. 
   
  Labor/General Help 50eb per day 
  Occasionally a crew will need an extra 
  hand to help with heavy lifting, 
  cooking, doing laundry, or whatever 
  other menial chores are required.  
  These hired hands are the exception 
  to the rule, as professional 
  qualifications are not relevant, only 
  that they can accomplish whatever 
  menial task they are being hired on 
  for.  (Menial labor/help only requires a stat+skill total of 
  13 to qualify for whatever job they are being hired for). 
  
   
  Page 53 
   
   
   
  FAMILY SPOTLIGHT:  
   
   
   
   
  Originally the Broken Saints were formed in Idaho.  The 
  Blaines had secured a contract, providing escort for the 
  Montesanto Agri-corp.  A move considered odd, since 
  the Blaines had previously been known for migrant 
  agriculture labor, for them to just be providing security 
  for corporate interests should have been a warning sign 
  to all involved.  The Blaines, themselves a relatively 
  small Family, began recruiting from Snake and 
  Aldecaldo affiliated nomads.  For a time things ran 
  smoothly.  Each of the security details were broken 
  down into groups, and allowed to choose their own 
  designations.   
   
  The Broken Saints consisted of several loners brought in 
  for the job; Swift (a driver from California, Samuel 
  Brokenhorse (a scout from Arizona), Oak Mogee 
  (muscle from the swamps of Florida), Cougan (an ex-
  military tracker from Missouri), Ashleigh Jade (a fixer 
  from Arizona), Vess Atkins (a Polish sniper), and 
  Cadence Crowe (a medic from New Mexico). 
   
  Swift however, had a different agenda for joining than 
  the easy money promised for a gravy gig.  He came 
  looking for his family, whom he believed to be 
  incarcerated illegally at the Montesanto Work Farm 
  whose crops they were guarding.  With help from 
  Cougan, Ashleigh, Oak, and Brokenhorse, he began 
  investigating the Farm as well as the shipments.  
  During the day the shipments were what you would 
  normally expect, but at night they discovered they were 
  actually transporting Coca leaves.  It seems that one of 
  the subsidiaries of Montesanto was Coca-Cola, the only 
  company in the United States with legal authority to 
  grow and harvest Coca plants.  Not Synth-coke either, 
  the original pure strain Coca, which they were not only 
  using for Coca-Cola products, but also selling on the 
  street as Coke Classic.  In addition to this, the small 
  group discovered that the Work Farm was comprised of 
  labor made up entirely of illegally held gang and nomad 
  prisoners who had been arrested or captured, 
  sentenced without trial, and never heard from again.   
  It was also discovered that while the elder Blaines knew 
  nothing about this, Tommy Blaine, first son of the 
  Blaine originals, was operating in full knowledge and 
  compliance, going so far as to give Montesanto 
  information on where they could find small isolated 
  groups of nomads to bolster its labor force. 
   
  When Swift and his crew brought this information out at 
  the camp, the camp erupted into chaos and Tommy 
  used the confusion to escape.  Led by Swift, the camp 
  united and over ran the Work Farm facility as well as 
  their private airfield.  It was a harsh and brutal 
  engagement, leaving dozens of nomads, and over 100 
  of the prisoners dead, but the Work Farm was finally 
  liberated, it’s prisoners free.  Though his father was 
  killed, Swift found his mother and sister among the 
  surviving prisoners.  He had their names changed and 
  hid them inside the nomad community, well protected 
  should Montesanto try and strike out at them. 
   
  After the work farm incident, the Broken Saints 
  dissolved and went their separate ways, except for 
  Swift and Brokenhorse.  The two traveled together as a 
  team and found themselves soon employed by a 
  Corporate.  The corporate was leaving his position at 
  one company for another, which put his family on the 
  line.  He had Swift and Brokenhorse smuggle his 
  daughter from New York to their new home in 
  Wyoming.  After that they found themselves in Ohio, 
  helping to bring Medicine to a population overcome with 
  a deadly strain of influenza.   From there they went to 
  Vegas, where Swift made a brief stint in the nomad 
  racing circuit and Brokenhorse honed his survival skills.   
   
  The two of them continued wandering the open road, 
  doing what good they could, helping wherever possible.  
  In doing so they gained reputations among the nomad 
  community, particularly among the Aldecaldo Nation, as 
  men of honor who would do anything for the good of 
  the community.  Even being regarded as hero’s by 
  many within the Aldecaldo families.  Their fame would 
  soon threaten to become their downfall. 
   
  Eventually Swift and Brokenhorse (whom Swift has 
  always referred to simply as Kid), found themselves in 
  Tijuana at the Request of Santiago himself.  An 
  Aldecaldo affiliated family, Juntes Libres, was having 
  trouble.  A group of former United Stated Military 
  soldiers had apparently gone berserk and were 
  destroying isolated communities in the Baja area.  Due 
  to smuggling operations taking place, Juntes Libres 
  
   
  Page 54 
   
   
   
  could not turn to the police or military, instead they put 
  the call out among the Aldecaldos for help.  Swift and 
  Brokenhorse arrived, joined by others who came for the 
  reward offered.  A posse was formed to deal with the 
  problem.  Swiftand Brokenhorse reunited with Cougan.  
  In addition, a runner named Mortimer the Black, and a 
  fixer named Walker and his crew rounded out the 
  posse. The Broken Saints, albeit with some new faces, 
  rode again. 
   
  They tracked the ex-military berserkers to an 
  abandoned military outpost deep in the desert and 
  raided the compound.  There they discovered that the 
  soldiers had been implanted with early neuralware that 
  had overridden their consciousness and forced them to 
  reply their primary military objectives, which were to 
  defend the base and eliminate hostile targets.  They 
  were part of a top secret research and development 
  experiment during the second South American war, and 
  were simply forgotten in the withdrawal.  They had 
  been on their own ever since, and what was left of their 
  minds had been degenerating slowly ever since to the 
  point that they saw everyone not in their unit as a 
  hostile, civilian men, women, and children alike.  The 
  Broken Saints were able to stop them, but not without 
  losses, Every member was injured, Cougan, Mortimer, 
  Walker and two members of his crew were severely 
  wounded, the other members of the crew were killed.   
   
  While the crew recuperated, Swift and Brokenhorse, 
  again at Santiago’s request, drove up to Texas.  An 
  Aldecaldo who had been working to uncover an 
  operation that had been taking nomad children and 
  selling them to black market organ banks had been 
  captured.  Swift and Brokenhorse were called in to 
  rescue him.  They did so, but Montesanto had replaced 
  their contact, a man named Davis, with a full 
  conversion assassin capable of assuming his 
  appearance.  Originally the assassin tried to capture 
  them by hiring Swift, Broken horse, and Mortimer to 
  free a shipment of abducted children.  It was a trap, 
  that the crew only managed to barely escape from.  The 
  assassin then used his stolen identity to post rumors in 
  the local nomad community that Swift had turned 
  traitor, and posted a large reward for his capture, dead 
  or alive.  Mortimer used his contacts in the Raffen-Shiv 
  to set up a trap.  They gathered drug addicts and made 
  them to resemble Cougan, Swift, and Brokenhorse, and 
  then they arranged a drop-off with the Montesanto 
  Corporation.  The exchange took place at a small 
  airfield, where Mortimer and Walker killed the 
  Montesanto reps, and Swift and Brokenhorse took out 
  the assassin. However the Raffen-Shiv headman, a 
  midget known as Terrible Tim, was arrested during the 
  getaway.  Mortimer, feeling indebted to Tim for his 
  assistance, swore to help free him, and Swift, against 
  his better judgment and still bitter about working with 
  the Raffen in the first place, reluctantly agreed.  They 
  ambushed the police prisoner transport, and freed Tim. 
   
  With tempers rising and conflict building, the Broken 
  Saints nearly disbanded again.  However, the money 
  from the exchange was enough for Swift to buy and 
  outfit a truck, which Walker convinced everyone would 
  make for the perfect freight and smuggling operation 
  for this crew that had already proven worked well 
  together.  Leaving Mexico, the Saints traveled to 
  Alabama, to participate in the Wild Hunt, and the events 
  their smoothed over the conflict, and at least for the 
  time being, have brought the Saints together as a 
  family.
   
   
   
   
   
   
  The Broken Saints Main vehicle is their 2015 Mack Moving Castle, which has been heavily 
  modified and customized: 
  
   
  Page 55 
   
   
   
   
   
   
  Vehicle 
  Make:                MACK 
  Model:               MOVING CASTLE 
  Top Speed: 
  140 mph 
  Acc/Decc 
  15/30 
  Crew: 
  1 
  Range: 
  550mi 
  Passengers: 
  Up to 20 
  Cargo: 
  36,000kg 
  Maneuver: 
  -1 
  SDP: 
  200 
  SP: 
  50 
  Type: 
  Truck 
  Mass: 
  28 tons 
  Cost: 
  320,000eb 
  SPECIAL EQUIPMENT:  TRUCK : radar, radar detector, military/police band long range radio, satellite link and full onboard computer, phone, full audio/visual entertainment 
  system, security system, nav computer, crash control,  2 bedrooms, 2 additional fold down bunks, bathroom, cybernetic linkage, kitchen,, armor plating, ram bar, radio, roll 
  cage with reinforced loops, pull down armor plates for windows (SP: 15), winch, high power lights, family sized distillation kit, 100 gallon water tank, reinforced frame, 
  searchlights x2, 400 kg hidden storage space in lower level (kitchen)  SP 20 armored windshield, undercarriage hatch (man sized), 4 spare tires, Ball turret mount w x2 Heavy 
  Mg’s (mg’s are removable for inner city operations) 
   
  TRAILER: Custom rear ramp, lift platform (allowing the truck to stack 2 cars in rear storage), climate control, x2 modified wheel chair lifts on sides for cycle storage armor 
  plates over wheel wells, fold up tech shop, x4 fold up bunks, full field trauma kit, cameras (rear, side and top linked to cab w/ LL, THERM, and UV),  Rear Searchlights,  full hook 
  up for additional trailer, Ball turret mount w x2 Heavy Mg’s (mg’s are removable for inner city operations), rear spiked chain dropper 
   
  Other Notes: 
   
   
   
   
   
   
  INTERLOCK UNLIMITED                                                                                                                                                      
  Vehicles      
  
   
  Page 56 
   
   
   
   
  SWIFT (Bruce Sagan)  
  AGE: 27 
  ROLE(s): RUNNER/SOLO/NOMAD/SHADOW/ATHLETE 
  CHARACTER POINTS: 170 
  INT: 8 REF: 10/13 TECH: 7 COOL: 9 ATTR: 5  
  LUCK: 4 MA: 5 BODY: 9/13 EMP: 4 
  Bruce Sagan spent his childhood in the streets of 
  Night City.  His parents were neighborhood activists 
  involved with negotiating peace between two rival 
  gangs in Night City.  At the age of 15, his parents had 
  the misfortune to be in the wrong place and the 
  wrong time when the police raided the streets after a 
  very public gang slaying.  Suspected as members of 
  the gang, Bruces parents, George and Honora Sagan, 
  were arrested by a Gang unit detective named Ben 
  Strong.  His older sister was also taken.  Their arrest 
  records were “lost in the shuffle” and his family 
  disappeared.  He later discovered that they had been 
  arrested with forged SIN cards, and had been 
  sentenced to a corporate work farm.  This left young 
  Bruce alone and homeless on the streets, and 
  desperately searching for his family. 
   
  As luck would have it, Bruce met a young nomad girl 
  named Daphne while he was scrounging for food 
  outside the Nomad Market.  The two began a rather 
  serious but somewhat troubled love affair.  Taken in 
  by her nomad family, a small group of outriders 
  affiliated with the Aldecaldo nation.  Bruce embraced 
  the nomad lifestyle and found happiness for a while.  
  The happiness was short-lived, as Daphne was not 
  quite monogamous, and after catching her with 
  another man a rift was created, made even worse by 
  Daphne blaming Bruce for the entire incident.  
   
  Bruce struck out on the road alone, hitching with any 
  nomad group who needed an extra hand in exchange 
  for food and shelter and a small share of the haul.  
  Within a year, Bruce had made enough to purchase a 
  car, and assumed the handle Swift, hiring himself out 
  as an outrider to whoever would take him.  It was 
  during this time he found a lead on his family’s 
  whereabouts.  They were on a corporate work farm in 
  Idaho, he also received word that his sister had been 
  raped and killed by Detective Ben Strong, and that 
  Strong was receiving payoffs for all the able bodied 
  men, women, and children he could deliver to the 
  Corporate Farm.  
   
  Bruce, driven by a need for revenge, returned to Night 
  City, and became obsessed with Ben Strong.  
  Following him everywhere he went.  It was his home 
  life that Swift focused on.  Ben Strong was married to 
  a young woman named Linda.  Originally, still 
  outraged over his sister’s murder by Strong, Swift had 
  planned on using Linda as the key to his vengeance.  
  He began following her.  It soon became obvious 
  Strong was abusing her.  Finally Swift approached her, 
  and instead of using her, he fell in love with her.  The 
  affair was dangerous, and became even more so when 
  Linda became pregnant.  Afraid to leave Ben Strong, 
  Linda broke off the relationship and Swift returned to 
  the road, joining up with the Stormriders, providing 
  protection to families traveling through areas with a 
  heavy Raffen Shiv presence.  He also met a man 
  named D’Kember during this time, who took a liking 
  to young Swift and began teaching him Krav Maga, a 
  study Swift quickly grew proficient in, dedicating his 
  every moment not behind the wheel and not sleeping 
  to perfecting.   
   
  As time passed, Linda found Swift.  Ben Strong had 
  found out about her infidelity, and had beaten her 
  mercilessly, killing the child growing inside her and 
  blinding her in one eye.  Swift hid her within the 
  Nomad community, and once again returned to Night 
  City, the need for retribution seething inside him like 
  an inferno. 
   
  Ben Strong had been promoted and now was heading 
  a large Anti-Crime task force.  Swift followed him for a 
  week, memorizing his habits, until finally he was 
  ready to make his move.  He waited until Strong 
  pulled in to a fast-food drive thru for his breakfast, 
  then strolled casually up to the car and tossed a flash 
  bang into Strong’s Lap as he was ordering his food.  
  While Strong was disoriented, Swift shoved him over 
  and jumped into the drivers seat, tearing away from 
  the restaurant and speeding down the highway, 
  slamming Strongs face into the dash repeatedly to 
  keep him unconscious.  Police were on him in no 
  time, but swift was able to blow through a road block 
  and take shelter in the barn of a farm just off the 
  highway. 
   
  
   
  Page 57 
   
   
   
  In the barn, Swift removed all of Strong’s clothing and 
  chained him spread eagle to the hood of his own car.  
  In Strong’s trunk he found a new suit of Gasium K-6 
  body armor, which he quickly donned before waking 
  Strong.  Swift tried torturing Ben for information, but 
  the detective remained silent until two police AV-
  Bikes arrived on the scene, hovering outside the barn 
  and ordering Swift to come out with hands raised.  It 
  was at this point that Strong, figuring Swift as a 
  SINless nomad would be powerless to do anything 
  about it, revealed the exact location of Swifts family.  
  Strong grossly underestimated Swifts resolve.  With 
  Strong still chained naked to the roof of the car, Swift 
  drove out of the barn, shooting at the police AV-bikes 
  waiting outside.  The AV-bikes returned fire before 
  they truly grasped the situation, the chain weapons 
  ripping Strong’s body into pieces.  Swift, after a brief 
  chase, was able to down the police AV-bikes in pursuit 
  before switching cars and escaping back to the nomad 
  market.  Swift had taken Strong’s wallet with him, and 
  inside found something that would alter his life 
  forever. 
   
  In the wallet, Strong had ID and a corporate credit 
  card for the Montesanto Corporation, the owners of 
  the corporate work farm where his family was being 
  kept.  He found out an Aldecaldo affiliated family, the 
  Blaines, was providing security for agricultural 
  shipments leaving the corporate work farm and made 
  for Idaho.  He joined the Blaines on their security 
  detail to find out as much as he could about the 
  Montesanto facility.  It was hear that he was assigned 
  to ride with an outrider detail, the other members of 
  his group consisting of Samuel Brokenhorse, Cougan, 
  Cadence Crowe, Vess Atkins, Ashleigh Jade, Yun Olaff 
  and Oak Mogee.  The group began calling themselves 
  the Broken Saints.  Soon after joining, Oak, Samuel, 
  and Swift discovered that the Montesanto facility was 
  growing cocaine on the work farm, and that’s what 
  required such high security.  They also discovered 
  that the work farm was comprised almost entirely of 
  captured nomads and gang members, with a high 
  percentage of Aldecaldo’s making up the labor.  One 
  the Blaines, David, the son of the leader was selling 
  out his own family to the corporation for the 
  kickbacks.  Swift and the rest of the Saints exposed 
  David’s treachery, and with the nomads gathered 
  organized a surprise attack on the complex.  The 
  prisoners were freed, and the work farm was 
  destroyed, but not without great cost.  Many of the 
  nomads died, including Old Man Blaine himself.  
  Vess, Yun, Cadence and Ashleigh were severely 
  wounded.   
   
  After the work farm incident, most of the members of 
  the Broken Saints split to go their separate ways, but 
  Swift and Brokenhorse continued to ride together, 
  and held on to the name.  They had several 
  adventures together, until their travels brought them 
  to Mexico, where they reunited with Cougan and 
  gathered a new crew consisting of Alex Walker and his 
  boys and Mortimer the Black.  Over time, due his 
  involvement in the Montesanto Work Farm incident, 
  finding medicine for the epidemic in Boise, and other 
  selfless acts within the Nomad Community, Swift has 
  gained quite a reputation among Nomads, especially 
  among the Aldecaldos and the Snake nation.  He is 
  seen by most as a hero, and has worked hard to right 
  injustice wherever he finds it, particularly against 
  children and women. 
   
  Swift is serious, but extremely headstrong and 
  impulsive, he values family and friendship above all 
  else, which has served him well in making lifelong 
  contacts.  Unfortunately he is not without 
  weaknesses.  His troubles have left him a borderline 
  alcoholic, and he has a soft spot for children and 
  women in need.  It is this latter weakness that his 
  enemies have used to exploit him.  
   
  Swift has numerous scars, and the tattoo of the 
  silhouette of a bird, a swift of course, across his back.  
  However his most easily recognized affectation is a 
  small metal keychain, a cutout silhouette of a girl, 
  identical to those seen on a truck mud flaps.  His 
  most prized possession, his sister gave it to him at an 
  early age.  He has made several copies which he gives 
  out as calling cards. 
   
   
  
   
  Page 58 
   
   
   
  Swift drives a heavily modified 1979 Oldsmobile 442 with 
  heavy armor wide body customization and a Hurst/Olds 455 
  engine with supercharger: 
   
  Vehicle 
  Make: Olds 
  Model: 442 Custom 
  Top Speed: 
  180 mph 
  Acc/Decc 
  30/45 
  Crew: 
  1 
  Range: 
  300mi 
  Passengers: 
  3 
  Cargo: 
  400kg 
  Maneuver: 
  +4 
  SDP: 
  50 
  SP: 
  25 
  Type: 
  Car 
  Mass: 
  1.5 tons 
  Cost: 
  2000eb 
  SPECIAL EQUIPMENT: armor plating, ram bar, radio, roll cage 
  with reinforced loops, armored front and rear windows (SP: 15), 
  performance exhaust, winch, high power light bar,  personal 
  distillation kit, SP 10 armor shutters on door windows, 4-wheel 
  drive, military/police band radio, 10 gallon water tank in trunk, 
  reinforced frame, trailer hitch, searchlights x2, supercharger 
  (+25% speed/accel for up to 10 seconds after which 10% chance of 
  engine damage), self sealing tires, racing harness front seats 
   
  Other Notes:  Holster for Rev 6 on passenger seat, rack for 
  shotgun on ceiling, rack for 3 rifles in trunk, back seat folds 
  down for access to trunk. 
  Swifts weapons include: 
   
   
  LUIGI FRANCHI KAISER SAFARI 
  P  -  +2  -  J  -  U  -  4D6+3 (.454 Casull)  -  5  -  1  -  VR   
  Swifts primary sidearm, it features an underbarrel 
  12.gauge shotgun.  Worn on right thigh. 
   
  NOMAD COMBAT KNIFE 
  MEL   0   N  C  1D6+1  N/A   N/A   VR   Varies  
  A hand-made knife, perfectly balanced for throwing.  
  Always worn. In back harness or on left thigh. 
   
  CONSTITUTIONAL ARMS REV-6  3410eb  
  P  -  -1  -  L  -  P  -  7D6+3 (.300 win. mag)  -  6  -  1  -  VR  
  Swift acquired this Anti-Cyborg weapon from a 
  Raffen-Shiv who was using it to 
  stop trucks.  Ammo for such a 
  monster weapon is extremely rare 
  in the nomad community, so Swift 
  only uses it as a last resort.  He had 
  a custom holster made for it, which 
  can either be worn or more usually, 
  attaches to the back of the 
  passenger seat in his car.  
   
   
  DEATH BALLS (5) 
  MEL  -  NA  -  J  -  E  -  1D6  -  NA  -  NA  -  ST  
  Taken as trophies after a fight with the Raffen-Shiv.  
  Kept in pouch on belt. 
   
   
  Spurs 20eb 
  MEL (adds +2 to heel kick damage) VR 
  The spur wheel has been fastened in place so it does 
  not jingle when swift walks. 
   
   
  ARASAKA "MORITA"  935eb  
  RIF  -  +2/-1  -  N  -  C  -  8d6/4D6 (10mm caseless/12ga )  -  
  30/8  -  1/3/25-1  -  VR 
  Features starlight scope and maximized for accuracy.  
  Swift took this from Ben Strong.  This weapon is kept 
  on a gun rack in Swift’s trunk. 
  
   
  Page 59 
   
   
   
   
  ARASAKA MMR-6 1275eb 
  Rif  +2 N  C  8D6 (10mm caseless) 100 1/3/20  ST 
  Modified to accept belt fed ammunition and fitted 
  with a flash suppresser, the weapon has lost some of 
  its modular abilities, but makes for a very effective 
  saw.  This weapon is usually kept in the trunk due to 
  its illegality. 
   
   
  SHT +1 N C 4d6 (12ga.) 8 1 ST 615eb 
  This modified Franchi SPAS-12 has been fitted with a 
  wooden standard stock in place of the more 
  traditional pistol grip.  Able to switch between pump 
  and semi-auto, this weapon is kept on a gun rack in 
  Swift’s trunk. 
   
   
  MAUSER KARABINER 98K 
  RIF +2 N C 5D6+1 (30.06 cased) 10 1 VR 365eb 
  A classic and well worn hunting rifle from Germany, 
  rechambered from 7.92 to the more common .30-06.  
  Kept on the gun rack in the cars trunk. 
   
   
  REMINGTON SP10 
  SHT +1 N C 5d6 (10ga.) 3 1 ST 615eb 
  The only real modification to this is that the barrel 
  has been cut down.  It is kept in the ceiling rack in the 
  car. 
   
   
  NORSE TECHNOLOGIES "VIKING" 860eb 
  P  0  J  P  4D6+3 (.454 casull cased)  5  1  VR 
  Kept in a holster attached to the drivers side of the 
  center console. 
   
   
   
  Hunting Shotgun (custom built) 
  RIF +1  L  E  4d10 (12ga slug)  6  1  ST  
  This weapon fires 12 gauge deer slugs.  The weapon in 
  custom built at the Night City Nomad market, and the 
  shells it fires are custom made, and it will not load 
  conventional ammunition, so it is advisable to 
  retrieve empty shells for re-use.  The shells are 
  custom, and use Swift carries a varying loadout of 
  specialty ammo, includes standard solid slugs, armor 
  piercing rounds, and tracer ammunition.  Kept 
  behind the drivers seat. 
   
   
  Orbital Crystal Mono-Edged Short Sword 
  MEL  0  N  C  3D6  N/A  N/A VR 
  Taken from a pair of bounty Hunters who tried to 
  capture Swift.  Kept between the passenger seat and 
  the console.  
   
   
  DIRTY HARRY 
  P  -  -1  -  J  -  U  -  4D6 (.44 mag)  -  5  -  1  -  VR   
  A common weapon among nomads, Swift keeps this 
  as a backup firearm.  Usually kept in glove box. 
  
   
  Page 60 
   
   
   
   
  KID (SAMUEL BROKENHORSE)  
  AGE: 17 
  ROLE(s): NOMAD/SHADOW/SOLO/RUNNER  
  CHARACTER POINTS: 160 
  INT: 8 REF: 10/9 TECH: 7 COOL: 9 ATTR: 4  
  LUCK: 9 MA: 8 BODY: 9  EMP: 9 
  Samuel Brokenhorse was found by by the side of the 
  road, next to a burning car and two bodies, 
  presumably his parents, charred beyond recognition.  
  He spent his childhood on a Lakota reservation in 
  Arizona, whiel his parents were never identified, 
  Samuel is obviously of Native American descent.  
  Samuel was always an outsider, never fully accepted 
  by peers his age, but an older member of the tribe, 
  David Brokenhorse, took him in and tried to teach 
  him the old ways, hunting, fishing, tracking.  When 
  David died, Samuel took on his last name, and left the 
  reservation, taking the first job that came along, he 
  moved back and forth among Aldecaldo affiliated 
  families, hiring out as a scout and outrider, until 
  finally accepting a job working for the Blaine family 
  as an outrider in Idaho.  It was here he met Swift and 
  the other members of the original Broken Saints.  It 
  was Samuels skill at stealth that allowed he and Swift 
  to infiltrate the Montesanto work farm and discern 
  that they were using slave labor culled from nomads 
  and street gangs to harvest their illegal cocaine fields. 
   
  From the Beginning, Samuel stayed close to Swift, 
  finding a kinship with him, mostly due to other than 
  calling him “Kid”, he was one of the only people to 
  accept him and overlook his age and heritage.  Even 
  after the original Broken Saints dissolved, Samuel 
  continued to ride with Swift.  His stealth and close 
  relations within the Nomad community making him 
  an invaluable asset.  Brokenhorse himself has gained 
  a reputation, though not quite as high as Swifts, a 
  having a heart of gold and as a marksmen of 
  considerable skill.   
  During the Montesanto operation, Samuel became 
  addicted to cocaine.  This addiction is a struggle 
  Samuel has had a hard time coping with, but he 
  planning on taking some time off to overcome his 
  addiction.  Like Swift, Samuel had a high bounty 
  placed on his head by the Montesanto corporation, 
  but with the help of Swift, Mortimer, and Walker, he 
  was able to fake his death, getting the large 
  corporation off his back for the time being. 
   
  Samuel is quiet and reserved, and most off the time 
  people forget he is even there.  However he is loyal to 
  a fault, and will fight to the death to protect his 
  friends.  He is especially close to Swift, whom he sees 
  as an older brother.  When they traveled alone, Swift 
  had a mount installed on his trunk that allow 
  Samuels bike to be mounted, and Samuel would ride 
  in the car.   
   
  He rides an old WW2 era Harley that he inherited 
  from his surrogate father: 
   
   
   
  Vehicle 
  Make: Nomad 
  Model: Nomad 
  Top Speed: 
  140 mph 
  Acc/Decc 
  20/30 
  Crew: 
  1 
  Range: 
  310mi 
  Passengers: 
  1 
  Cargo: 
  50kg 
  Maneuver: 
  +2 
  SDP: 
  35 
  SP: 
  15 
  Type: 
  Cycle 
  Mass: 
  110kg 
  Cost: 
  100eb 
  SPECIAL EQUIPMENT: Limited off-road capability, 
  saddlebags, tent, sleeping bag, personal distillation kit, 1 
  gallon canteen, shortwave radio, rifle sheath, folding shovel, 
  helmet, goggles, first aid kit., bike tools. 
   
   
   
   
   
   
   
   
   
  
   
  Page 61 
   
   
   
  Samuel’s personal weapons include: 
   
   
  FOLDING CROSSBOW 
  EX -1 L R 2D6+2 1 1 VR 
  A hand made crossbow, the arms fold back for easy 
  concealment.  Samuel wears this in a shoulder rig under on 
  his right side. 
   
   
  OUTLAW STAR 
  P/HVY -1 J U 4D6/varies (12.ga/25mm gren.)  1 1 VR 
  A single shot weapon capable of firing either 12 gauge 
  shotgun shells, or 25mm grenades.  This weapon is worn in a 
  shoulder rig on his left side. 
   
   
  CAPTAIN HARLOCK 
  P  -  +1  -  J  -  U  -  4D6+1 (.44 magnum cased)  -  6  -  1  -  VR  -  
  650eb 
  This is Samuels’s primary sidearm, worn on his right hip. 
   
   
  TECHNOMANCER BLUNDERBUSS 
  SHT  -  -2  -  N  -  R  -  4D6 (12ga.)  -  6  -  1  -  VR 
  After years of searching, Samuel finally managed to get his 
  hands on a Blunderbuss.  He wears it strapped to his back. 
   
   
  AZTECH QUETZALCOATL 
  RIF +5 N C 6D6+2 (7.62 cased) 10 1 VR  
  While helping out Juntes Libres, a Aldecaldo pack in 
  Tijuana, Samuel obtained a Mexican Military surplus sniper 
  rifle.  He keeps this in a rifle sheath strapped lengthwise on 
  his bike. 
   
   
  Paintball Gun 
  EX(Rif) -2 N C NA 40 1 ST 
  This is nothing more than a gas powered paintball gun.  
  Samuel uses it to cover the windshields of attacking 
  vehicles, as well as to mark objects for trailblazing. 
   
   
  NOMAD LONGBOW  
  BOW +1 N P 6d6 (60kg) 1 1 VR 150m 
  Samuel bought this hand carved longbow at the Boston 
  Nomad Market. 
   
   
  NOMAD COMBAT CLEAVER 
  MEL   0   N  C  2D6+1  N/A   N/A   VR   30eb 
  A heavy, hand made cleaver.  Sam wears it on his left hip.  A 
  nasty vicious thing. 
  
   
  Page 62 
   
   
   
   
  OAK MOGEE  
  AGE: 17 
  ROLE(s): NOMAD/SHADOW/SOLO/RUNNER  
  CHARACTER POINTS: 90 
  INT: 6 REF: 10 TECH: 10 COOL: 8 ATTR: 2  
  LUCK: 5 MA: 5 BODY: 12/14  EMP: 4 
  Born in the dark forgotten swamps deep in the 
  Florida Everglades, life was not kind to Oak.  His 
  parents, representative of every one of the worst 
  stereotypes of southern swamp dwellers, were blood 
  relatives, as were their parents before them.  Oak was 
  born deformed, with a large hump, slightly overlong 
  arms, a cleft palate, and an off-center left eye.  He 
  grew up much as you imagine he would, his only 
  education what his parents could remember of 
  reading and arithmetic.  The rest of his time was 
  spent hunting, fishing, learning auto repair, and 
  learning to make stills and brew ‘shine. 
   
  What Oak did have going for him was inhuman 
  strength and an iron will.  This allowed him to gain 
  membership into the Bayou Boys, a local gang of 
  thugs who for all intents and purposes ran the area.  
  It was also where he met and fell in love with Linda 
  Lou, the main squeeze of the Bayou Boyz leader, 
  Jellyroll.  Linda flirted with Oak, but secretly laughed 
  at him behind his back.  However that changed when 
  in a drunken rage Jelly started beating Linda.  Oak 
  went berserk, andhorrifically beat Jellyroll near to 
  death.  He took Linda Lou as his own, and took over 
  the gang.   
   
  Things went well for the first time in Oaks life, he had 
  his girl, he had his gang, he had his swamp.  It didn’t 
  last long.  Linda had been skipping out behind Oaks 
  back with a younger, more handsome member of the 
  gang.  Together they schemed, and when Oak was 
  good and drunk she convinced her suitor, Buck 
  Landrey, to take Oak out.  They attacked at his 
  weakest, with Linda belittling him and rejecting him, 
  Oak didn’t even fight back.  Instead, after his wounds 
  healed enough for him to ride, he lef the swamp to 
  seek his fortune.  Thinking if only he had the money 
  to buy Linda Lou nice things, maybe he could win her 
  heart again… 
   
  Oak traveled far and wide, using his muscle and his 
  moonshine to earn a place in whatever families would 
  have him.  But his violent nature and gruesome 
  appearance kept him from staying with one pack for 
  too long.  Eventually he found himself in Idaho, 
  working with the Blaines as an outrider.  It was here 
  he joined the Broken Saints, and after it was revealed 
  that Tommy Blaine had betrayed his family and the 
  nomads as a whole, it was Oak who captured him, 
  torturing him briefly before turning him over to the 
  Blaines leader, Tommy’s own father, who killed him 
  without a tear in his eye.  After helping to free the 
  prisoners from the Montesanto work farm, Oak took 
  his reward, a substantial amount, and disappeared.  
  Presumably back to the Okeechobee swamps to try 
  and win back Linda Lou. 
   
  Oak is quiet, with a slow burning violent temper.  He 
  is also a deviant, and will fornicate with anything, 
  animal mineral or vegetable.  Not an endearing trait.  
  However, he is loyal to the core, and once he 
  considers someone a friend he will do anything to 
  protect him or her.  He is also incredibly strong, his 
  already powerful strength augmented by cybernetics.  
  He felt in addition to his poverty and his looks, he 
  just wasn’t strong enough to keep Linda Lous heart, 
  now with Skin Weave, Muscle Bone Lace, and Grafted 
  Muscle, he is confident that strength won’t be an 
  issue. 
   
  Oak rides a hand built trike dubbed Oaks Deathtrap: 
   
   
  
   
  Page 63 
   
   
   
   
  Vehicle 
  Make: 
  Model: 
  Top Speed: 
  120 mph 
  Acc/Decc 
  20/30 
  mph 
  Crew: 
  1 
  Range: 
  340 miles 
  Passengers: 
  0 
  Cargo: 
  600 kg 
  Maneuver: 
  -1 
  SDP: 
  50 
  SP: 
  20 
  Type: 
  Trike 
  Mass: 
  540kg 
  Cost: 
  600eb 
  Notes 
  SPECIAL EQUIPMENT: radio, Limited off-road capability, 
  family sized distillation kit, 2 man tent, 2 blankets, 1 10 
  gallon gas tank, shovel, tool box, map collection, axe, spare 
  tire, tow cable, machete, (runs on ethanol), Moonshine Still 
  (‘shine is both liquor and fuel for bike). 
   
  Oaks weapons include: 
   
  THE THUMPIN’ STICK 
  EX – N E 2D6+2 - - ST 
  This is oaks weapon of choice, and if he has a hand free it is 
  usally carrying this.  Nothin more than a branch, with a 
  carved leather wrapped handle and the words “Thumpin 
  Stick” burned into it. 
   
   
  FOLDING CROSSBOW 
  EX 0 L R 2D6+3 1 1 VR 
  A hand made crossbow, very simple, but very quiet. 
   
  Oaks Squirrel Gun 
  RIF +3 N C 5d6+1 (30-06) 5 1 VR 500m  
  Oaks hunting rifle, had it since he was a kid, used to be his 
  dads. 
   
   
  H&K S/SR-53   
  RIF  +3  N   P  6D6+2 (7.62mm caseless)  10  1  VR  
  Oak took this off a Montesanto Sniper.  He loads it with 
  Steel Core ammunition. 
   
   
  SAWN OFF SHOTGUN 
  SHT  -  0  -  J   -  E  -  4d6 (12ga.)  -  2  -  1/2  -  VR  
  Oak uses this as a sidearm, and keeps it stuffed down the 
  front of his overalls. 
   
   
  ZIP GUN 
  P    -1    P    U    1D6 (.22cal caseless)   12    1    ST   
  Oaks backup, usually kept rolled into his pants leg. 
   
   
  OAKS MG 
  HVY -2 P U 6D6 (7.62mm cased) 50 20 ST 
  A cobbled together SAW firing belt fed ammo.  Oak keeps 
  this in the trunk of his trike. 
   
  
   
  Page 64 
   
   
   
   
   
  MORTIMER THE BLACK 
  AGE: 27 
  ROLE(s): NOMAD/RUNNER/SOLO  
  CHARACTER POINTS: 142 
  INT: 5 REF: 10 TECH: 6 COOL: 10 ATTR: 6  
  LUCK: 8 MA: 4 BODY: 7  EMP: 10/9 
  Mortimer never met his real parents, they put him up 
  for adoption during the collapse, and all paperwork 
  was lost.  He spent his childhood being shuffled from 
  one foster family to the next.  One of his foster 
  families decided to take him on a trip, but they were 
  attacked on the road.  Mortimer was found by a new 
  family, affiliated with the Snake Nation, called The 
  Hunt.   
  He was raised communally, where he was taught to 
  hunt, survive, and defend himself.  He spent hi young 
  adulthood learning everything his elders had to teach 
  him, from classical education to the finer points of 
  the Hunt’s religion.  Eventually, upon reaching 
  adulthood, he set off on his own, as is the custom, to 
  find himself and his own path.  
   
  His journey brought him to Tijuana, where he joined 
  up with Swift, Cougan, Brokenhorse, Walker and his 
  boys, in order to help Juntes Libres stop the ex-
  military cyberpsychos that had been ravaging the 
  countryside. 
   
  Afterwards, he has continued to ride with the Broken 
  Saints, and was personally responsible for helping 
  Swift to evade the police still searching for him for the 
  murder of detective Ben Strong and the Montesanto 
  corporation by helping him to fake his own death. 
   
  For the purposes of respite and laying low, Mortimer 
  convinced the Broken Saints to attend the Wild Hunt.  
  On the way there, Mortimer placed a bet on the 
  roulette wheel and hit an unbelievable jackpot, 
  winning over 750,000 dollars.  He also met his current 
  girlfriend, Dulcinea at the hotel. After the festivities 
  of the wild hunt, during which Mortimer won the 
  endurance race, the group headed to Boston, where 
  Mortimer treated everyone 
  to a 5 star hotel penthouse 
  for month, and the Saints 
  lived the high life on his 
  dime.  But it was due to the 
  Wild Hunt and their time 
  in Boston, that the group 
  was able to smooth out 
  differences and come 
  together as a family.  
   
  Mortimer is friendly and 
  outgoing, generous to a 
  fault.  This belies the fact 
  that in order to achieve his 
  goals he is absolutely 
  ruthless and merciless 
  towards any perceived 
  threat or enemy. 
   
  Mortimer rides a hand built racing bike which has 
  had the body formed to resemble a demonic metal 
  horse: 
   
  
   
  Page 65 
   
   
   
   
  Vehicle 
  Make: 
  NOMAD 
  Model: 
  STEEL HORSE 
  Top Speed: 
  200 mph 
  Acc/Decc 
  25/35 mph 
  Crew: 
  1 
  Range: 
  300 miles 
  Passengers: 
  1 
  Cargo: 
  0 kg 
  Maneuver: 
  +2 
  SDP: 
  40 
  SP: 
  10 
  Type: 
  Bike 
  Mass: 
  800kg 
  Cost: 
  1800eb 
  Notes 
  SPECIAL EQUIPMENT: Radio 
  Mortimers weapons include: 
   
   
  IMI "Chainknife"  
  MEL +0 J P 2d6+1* - - VR 
  Mortimer carries two of these on his belt and uses them 
  paired. 
   
   
  Militech Electronics Stun Knuks  
  Punch +0 P C Stun -2 6 1 ST  
  Mortimer carries one of these in each of his front pockets. 
   
   
  Nova Arms "Eastwood"  
  P +1 J P 6d6 (.44ET) 6 1 VR  
  Mortimers primary sidearm, carried in a low slung hip 
  holster, cowboy style. 
   
   
  NOMAD SNIPER SYSTEM 
  RIF +5* N P 6d6 (3.5mm FF) 40 2 VR 
  Mortimers long arm, kept in a rifle sheath on his bike.  
  Using an Arasaka WSSA as its base, this weapon has been 
  rebuilt to Mortimers exacting standards. 
   
   
  NOMAD QUICKSLING 
  EX 0 P C 1D6 1 1 VR 
  Kept in a pouch in his belt along with a handfull of ball 
  bearings.  Mortimer likes to use this innovative slingshot to 
  bring down small birds or create distractions. 
   
   
  SHT +1 N C 4d6 (12ga.) 12 1 ST 615eb 
  A semi-auto magazine fed shotgun. 
   
   
  OVER-UNDER SAWN OFF SHOTGUN 
  SHT  -  0  -  J   -  E  -  4d6 (12ga.)  -  2  -  1 -  VR  
  Mortimer loads this with Thermite shells. 
   
   
  
   
  Page 66 
   
   
   
  CHAZ “ROAD HOUND” COUGAN 
  AGE: 23 
  ROLE(s): NETRUNNER/SOLO/NOMAD/BOUNTY 
  DOG/SCOUT  
  CHARACTER POINTS: 156 
  INT: 10 REF: 10 TECH: 8 COOL: 6 ATTR: 3  
  LUCK: 3 MA: 4 BODY: 8 EMP: 8 
  Cougans mother was a Bounty Hunter out of Philly, 
  his dad was a survival instructor in Missouri.  He 
  spent his childhood back and forth between the two 
  parents, when he wasn’t doing time in juvie.   
   
  Looking for a bit of stability, and a place where he 
  could profit from the skills he had aquired during his 
  childhood, Cougan joined the military as soon as he 
  was legally able.  He did well in the army, but he had 
  one minor flaw.  He couldn’t leave well enough alone.  
  Surrounded by high-end military surplus, Cougan 
  began selling it to a local nomad chapter of the 
  Aldecaldos.  As his operation grew he was forced to 
  recruit help.  Unfortunately one of the recruits, a 
  young supply tech named Wayne Cupperman, was an 
  undercover operative working a sting targeting 
  Cogan’s operation.   The sting went down, only the 
  nomads weren’t so keen on being arrested.  A 
  gunfight broke out that left Wayne dead on scene 
  from cranial trauma.  The gunshot wound to Wayne’s 
  head had destroyed his Cyberoptic and implanted 
  hard drive, which.  Without clear evidence, no formal 
  charges could be filed, but Cougan was dishonorably 
  discharged. 
   
  Drummed out of service Cougan hired on with the 
  same Aldecaldo group that he had being dealing with 
  prior, and small group calling itself “Force Of Nature”.    
  He traveled for a long while with them before 
  problems over a girl had him signing up with the 
  Blaine’s in Idaho and helping to form the Broken 
  Saints.   
   
  Cougan was heavily involved in all aspects of the 
  Work Farm incident, especially when it came to 
  information gathering and electronic security.  He 
  suffered injuries when Montesanto retaliated against 
  the fleeing prisoners, but in doing so managed to 
  bring down the AV that not only wounded him, but 
  killed Yun Olaff and Vess Atkins.   
   
  After the Work Farm Liberation, Cougan separated 
  from the group, to lay low and let his injuries heal.  
  During his respite he met and fell in love with a 
  Blaine medic named Kameko Muniuni. The affair was 
  happy while it lasted but eventually the road called to 
  the hound and the two separated. 
   
  Cougan met up with Swift and Brokenhorse a year 
  later to help the Aldecaldo affiliated Juntes Libres in 
  Mexico.  He has since again taken up riding with the 
  group, using his netrunner skills and tracking 
  abilities to augment their operations. 
   
  Cougan is a man who values profit above all else, an 
  attitude that puts him in good graces with Walker and 
  Mortimer, but is creating a rift with Swift and 
  Brokenhorse’s morality.  Fortunately the attendance 
  of the Wild Hunt festivities, in which beyond all odds 
  Cougan was able to win the 100 man free for all brawl, 
  has helped heal many of the conflicts among the 
  group, and solidify the Broken Saints as a team. 
   
  Cougan tends to favor wearing military surplus 
  clothing and gear.   
   
  He rides a heavily customized and modified bike: 
   
  Vehicle 
  Make: NOMAD 
  Model: Custom 
  Top Speed: 
  180 mph 
  Acc/Decc 
  25/35 mph 
  Crew: 
  1 
  Range: 
  320 miles 
  Passengers: 
  1 
  Cargo: 
  10 kg 
  Maneuver: 
  +2 
  SDP: 
  45 
  SP: 
  25 
  Type: 
  Bike 
  Mass: 
  480kg 
  Cost: 
  3000eb 
  Notes 
  SPECIAL EQUIPMENT: cybernetic linkage, audio suite, mil 
  band radio. 
   
  
   
  Page 67 
   
   
   
  Cougan’s weapons include: 
   
   
  SEXECUTIONER 
  P  +3  L  U  5D6 (.525 mag express cased)  5  1  VR   
  Cougan traded a hefty amount of military surplus for 
  this weapon, as well as a large chunk of eb.  He wears 
  it in a low slung western style gunbelt. 
   
   
  DELTA MARK VII  
  P  +5  L  U  4D6+1 (.12mm cased)  8  1  VR   
  Cougan loves this gun, so much that he keeps adding 
  crap to it.  It started out as a normal weapon, then he 
  had weapon overhauled by a master gunsmith for 
  accuracy, then he began adding to it.  Now it is 
  smartlinked, features a laser sight, a UV laser sight, 
  underbarrel lug, suppressor, brass catcher, and 
  removable scope. 
   
   
  SHT -1 N C 8D10 APH (10ga. thermite) 5 1 ST 
  It’s not the shotgun itself that is important, it’s the 
  fact that Cougan loads them with Thermite shells.  
  Once the thermite has destroyed the barrel, usually 
  after about 4-5 shots, he just replaces the gun and 
  does it again.  He keeps this weapon on his bike. 
   
   
   
  M-52AR 
  RIF +2  N  P  8D6/varies (10mm cased/25mm grenade)  
  60/120-5 1/3/35-1 VR  
  Cougan acquired this rifle fighting psychotic ex-
  American military personnel in Mexico. 
   
   
  ARASAKA "YARI" 3775eb  
  RIF  +2  N  R  6D10+12 (30mm cased)   5  1  VR 
  Cougan’s “Big Fuckin’Gun”.  He doesn’t use it much, 
  the price of ammo for it makes it to expensive to do 
  anything but look at it every now and then.  But when 
  he does use it, whatever he is shooting at tends to 
  drop. 
   
   
  COMBAT KNIFE 
  MEL  -  0  -  N  -  C  -  1D6+1-  N/A  -  N/A  -  VR  -  Varies  
  Cougan is very fond of his knife, usually keeping it on 
  his belt, left side, in a slung forward position. 
   
   
  WAR CLUB 
  MEL  -  0  -  N  -  C  -  2D6+3   N/A  -  N/A  -  VR  -  Varies  
  A barbed-wire wrapped baseball bat, for those barely 
  less than lethal situations. 
   
  
   
  Page 68 
   
   
   
  ALEC “WALKABOUT” 
  WALKER 
  AGE: 24 
  ROLE(s): 
  INSTIGATOR/GRIFTER/ 
  FIXER/NOMAD  
  CHARACTER POINTS: 156 
  INT: 9 REF: 9 TECH: 4 
  COOL: 10 ATTR: 5 LUCK: 
  5 MA: 6 BODY: 8 EMP: 9 
  Refugees of the Long 
  Walk, Walkers parents 
  decided to stay in Mexico 
  City.  With drugs they 
  smuggled secretly up from 
  Panama, they quickly rose 
  to power in one of the 
  smaller gangs in the city, 
  unfortunately gang 
  warfare being what it is, 
  fortune and power are 
  fleeting, and after a deal gone wrong Walker was left 
  orphaned.   
   
  The orphanages of Mexico City were already 
  overflowing from families devastated during the 
  quake, but the nomads rebuilding the city were quick 
  to rescue many of those orphans, providing them 
  family, raising them communally, and teaching them 
  valuable skills by putting them to work where it was 
  safe to do so.   
   
  Walker found that while he didn’t have the skills ro 
  drive for the hard construction work, what he did 
  have was the ability to convince others to do the work 
  for him.  He soon found himself a foreman over men 
  twice his age.  He also found he had a gift for finding 
  what people want, what they need, or what they don’t 
  want anyone to know.  Over the years he honed these 
  skills to a razor sharp edge, eventually breaking from 
  the nomads in Mexico city and gathering his own 
  crew, dubbed Rambling Six. 
   
  He found himself in nearby Tijuana, hiring out for 
  small jobs, fencing goods, dealing drugs, and using 
  his crew as muscle for his activities.  It was here, while 
  working for the Aldecaldo affiliated Juntes Libres, 
  that he and his boys came to be allied with Swift, 
  Brokenhorse, Mortimer, and Cougan. 
   
  After the crew stopped a bunch of cyberpsycho mercs 
  who were terrorizing isolated villages, Walker and his 
  surviving team decided to join up permanently with 
  the Broken Saints.  Convincing them that his skills at 
  negotiation and his contacts in and out of the nomad 
  community would be essential to their operations. 
   
  Walker is all about the money, and sees even those 
  closest to them as merely tools, a trait his 
  overwhelming charisma covers well.   
  Walker drives a heavily modified El Camino 
   
  Vehicle 
  Make: 
  Chevy 
  Model: 
  El Camino 
  Top Speed: 
  100mph 
  Acc/Decc 
  15/25 mph 
  Crew: 
  1 
  Range: 
  280 miles 
  Passengers: 
  1 
  Cargo: 
  1000 kg 
  Maneuver: 
  -1 
  SDP: 
  60 
  SP: 
  20 
  Type: 
  car 
  Mass: 
  3400kg 
  Cost: 
  1200eb 
  Notes 
  SPECIAL EQUIPMENT: Civilian band radio, AM/FM radio/8-
  Track player (20 assorted 8-track tapes, armor plates over 
  wheels, front ram bar, high power lamps, doors welded shut 
  Weapons: Tri-SMG on pintle mouts (dam: 2d6 rof: 60 (20x3) 
  shots: 105 (35x3) ST 
   
  Walkers Weapons: 
   
  NOMAD  CHEAPO 
  RIF  -2  L/N  R  3D6 (11mm caseless) 15  1  UR 
  Juntes Libres gave this weapon to Walker, he uses it 
  as a back up, leaving it in his El Camino most of the 
  time. 
   
   
  PADRE 
  P +0 J P 4d6+3 (.454C) (B9) 5 1 VR 50m  
  A custom made Colt chambered in .454 Casull and 
  featuring 2 concealed spring loaded blades and a 
  wickedly curved spike in the handle (melee damae 
  1d6, spike treats armor as 1/4th value.  This is walkers 
  primary weapon. 
   
  WALKERS CREW: 
  These are the survivors of the Rambling Six: 
  
   
  Page 69 
   
   
   
  Pablo “Hammer” Lopez  
  AGE: 22 
  ROLE(s): Runner/Solo 
  CHARACTER POINTS: 70 
  INT: 5 REF: 9 TECH: 8 COOL: 7 
  ATTR: 4 LUCK: 5 MA: 6 BODY: 10 
  EMP: 6 
  Pablo was the first guy to join 
  Walker’s crew and has been with him 
  the longest.  Standing 6’5”, his size 
  and strength made him a prime 
  candidate to keep the other side of 
  the deal from doing anything stupid.  
  In truth, Pablo is good natured and kind, if somewhat 
  dim, but his loyalty to anyone he judges to be his 
  friend is to the death.  He has a soft spot for small 
  animals, and would have adopted half the strays he 
  has come across if Walker would let him.  He has he 
  has had a neural processor implanted to overcome 
  the damage he took from amphetamine abuse, it is 
  equipped with a vehicle smart link.  Now that Walker 
  and his crew have joined with the Broken Saints, 
  Pablo’s primary duty is driving the truck. 
  Pablos bike: 
   
  Vehicle 
  Make: 
  NOMAD 
  Model: 
  ? 
  Top Speed: 
  120 mph 
  Acc/Decc 
  20/30 mph 
  Crew: 
  1 
  Range: 
  300 miles 
  Passengers: 
  1 
  Cargo: 
  60 kg 
  Maneuver: 
  +1 
  SDP: 
  30 
  SP: 
  5 
  Type: 
  Bike 
  Mass: 
  190kg 
  Cost: 
  500eb 
  Notes 
  SPECIAL EQUIPMENT: limited Off-road capable, 
  saddlebags, 2 canteen, tent, sleeping bag,  
  Pablos weapons: 
  NOMAD SNIPER RIFLE 
  RIF  +2  N  C  6d6+2 (7.62mm cased) 5  1  VR 
  A hand made but accurate and reliable sniper rifle. 
   
  SLEDGEHAMMER 
  MEL  0  N R  4D6  
  Made from engine parts… 
  Moreno “Saw” Juarez  
  AGE: 40 
  ROLE(s): Medtech/Solo 
  CHARACTER POINTS: 80 
  INT: 9 REF: 9 TECH: 10 
  COOL: 5 ATTR: 4  
  LUCK: 4 MA: 5 BODY: 8 
  EMP: 6 
  Moreno is a grizzled old 
  man.  A former army medic and civilian surgeon, until 
  he lost his license for drinking on the job.  Moreno 
  now serves as the teams primary medic, but still has 
  quite an alcohol problem.  He is haunted by events of 
  his past which he never speaks of, and only joined up 
  with Walker to keep himself in cigars and booze. 
  Moreno’s Bike: 
   
  Vehicle 
  Make: 
  NOMAD 
  Model: 
  ? 
  Top Speed: 
  120 mph 
  Acc/Decc 
  20/30 mph 
  Crew: 
  1 
  Range: 
  300 miles 
  Passengers: 
  1 
  Cargo: 
  60 kg 
  Maneuver: 
  +1 
  SDP: 
  30 
  SP: 
  5 
  Type: 
  Bike 
  Mass: 
  190kg 
  Cost: 
  500eb 
  Notes 
  SPECIAL EQUIPMENT: limited Off-road capable,  
  Morenos Weapons: 
   
  Ak-47 
  RIF  +1  N  C  5D6 (7.62mm cased) 35  1  VR 
  Hard used and battle proven. 
   
   
  SHOTGUN 
  SHT +1 N C 5d6 (10ga.) 3 1 ST 
  A cut down semi-auto 10 gauge shotgun. 
  
   
  Page 70 
   
   
   
  CADENCE 
  CROWE  
  AGE: 22 
  ROLE(s): 
  Medtech/Solo 
  CHARACTER 
  POINTS: 80 
  INT: 10 REF: 9 
  TECH: 10 COOL: 
  7 ATTR: 6  
  LUCK: 4 MA: 6 
  BODY: 9 EMP: 5 
  Cadence was born 
  in New Mexico, 
  her father was 
  never in the 
  picture, but her 
  Mother, a doctor 
  with the Peace 
  Corps, did her 
  best to raise the 
  child.  Her 
  mothers job took 
  her to many 
  places most 
  would deem 
  unpleasant, but 
  the exposure to 
  various cultures 
  and customs, and seeing the word as more than a 
  neighborhood, imprinted itself on the young girl.   
   
  They were in Southern Mexico, helping to bring medicine to 
  the people, when the first wave of refugees in the Long 
  Walk came through.  This was where they met the man who 
  would become Cadence’s step father, a wounded vet whom 
  her mother nursed back to health.  The two joined the Long 
  Walk, providing medical aid and comfort where they could.  
  By this time Cadence had learned enough from her mother 
  that even at the age of 11 she was assisting her with her 
  medical duties, including acting as a nurse in surgery. 
   
  When they finally got back to the states, the her mother 
  married the soldier, and the three of them joined with the 
  Snake affiliated family, the Straw Hats.  Her step father 
  taught her everything he knew of being a soldier and 
  hunter, her mother continued educating her in medicine.  
  She left the nomad clan just long enough to attend medical 
  school, beginning at age 16, and graduating at 21.  After 
  graduation she again hit the road, hooking up with the 
  Blaines, acting as a Medic for the Montesanto Operation 
  and spending most of her free time hanging out with the 
  Broken Saints. 
   
  During the liberation of the work farm, Cadence was 
  seriously injured, and left the Saints to recuperate with her 
  parents. 
   
  Cadence is friendly and outgoing, and a little wild.  In 
  addition to being an excellent medic and surgeon, she is an 
  accomplished marksman and favors large bore rifles and 
  handguns. 
   
   
   
   
   
  Cadence drives: 
   
  Vehicle 
  Make: 
  NOMAD 
  Model: 
  Ambulance 
  Top Speed: 
  100mph 
  Acc/Decc 
  20/30 mph 
  Crew: 
  1 
  Range: 
  280 miles 
  Passengers: 
  3 
  Cargo: 
  6000 kg 
  Maneuver: 
  +1 
  SDP: 
  60 
  SP: 
  10 
  Type: 
  Van 
  Mass: 
  1.1 tons 
  Cost: 
  6000eb 
  Notes 
  SPECIAL EQUIPMENT: limited Off-road capable, CB Radio, 
  20 gallon water tank, family sized distillation kit, military 
  style medic kit, full field trauma kit, auto tool box, 
  bed/operating table, extra batteries, defibrillator,  stretcher, 
  air pump (for suction),  
   
  Her weapons include: 
   
   
  NOMAD 12MM SEMI-AUTO 
  P -1 J C 4D6+1  7  1 ST 
  Hand made at the Arizona Nomad Market.  Ugly, looks 
  cheap as hell, but surprisingly common and reliable.  This is 
  Cadence’s primary sidearm, usually worn tucked into her 
  belt . 
   
   
  NOMAD  KENTUCKY RIFLE 
  RIF +4 N C 6d6+4 (30-06) 2 1 VR 
  Made by hand, no Kentucky Rifle is the same.  This version 
  uses an exposed hammer, giving it a flintlock feel, and a 2 
  round tube magazine, with one round chambered for a max 
  of 3 shots.  Not pretty, this weapon is very accurate. 
   
  
   
  Page 71 
   
   
   
   
  ASHLEIGH “A.J.” JADE 
  AGE: 20 
  ROLE(s): VAMP/INFILTRATOR 
  CHARACTER POINTS: 70 
  INT: 8 REF: 8 TECH: 4 COOL: 9 ATTR: 10 LUCK: 4 MA: 4 
  BODY: 7 EMP: 9 
  Ashleigh’s mother was Sioux, and her father was 
  Scottish/German.  Abandoned at a reservation in Arizona, 
  she was raised by the locals until she was 16.  Her lifewas 
  never pleasant, her red hair, fair skin, and blue eyes 
  constantly set her apart from the other kids, and without 
  any connection to her past she had little in common with 
  the elders.  It was no surprise that when an Aldecaldo family 
  passed through, she managed to flirt her way into the 
  caravan, traveling with them as far away as possible.  She 
  eventually came to ground in Idaho, working with the 
  Blaines.  Tommy Blaine had taken to courting her, and 
  though she never gave in he tried to impress her constantly 
  by asserting his authority whenever she was near and 
  finding special favors for her.  She refused his advances and 
  joined with the Broken Saints.  He caught up to her alone 
  one day, and threatened to have her put to work on the 
  farm if she didn’t give in to him.  When she still refused he 
  tried to rape her but she was able to flee to safety.  The 
  information she had gotten from Tommy Blaine aided 
  Swifts investigation into the farm immensely, especially the 
  ID/Key card she had stolen from Tommy, which allowed 
  them to get through a perimeter fence of the Work Farm. 
   
  Ashleigh was badly wounded helping Cadence pull the 
  injured refugees behind cover during the Work Farm 
  liberation.  Afterwards she left with Cadence to recuperate. 
   
  Ashleigh is flirtatious and outgoing.  She knows how 
  attractive she is and has learned to use it well to her 
  advantage. 
   
   
  Vehicle 
  Make: 
  NOMAD 
  Model: 
  Chopper 
  Top Speed: 
  125 mph 
  Acc/Decc 
  20/30 mph 
  Crew: 
  1 
  Range: 
  300 miles 
  Passengers: 
  1 
  Cargo: 
  40 kg 
  Maneuver: 
  0 
  SDP: 
  25 
  SP: 
  5 
  Type: 
  Bike 
  Mass: 
  170kg 
  Cost: 
  300eb 
  Notes 
  SPECIAL EQUIPMENT: limited Off-road capable, 1-man tent, 
  sleeping bag, cb radio, 
   
   
  SMOKE WAGON 
  P -1 J P 3d6 (.357 mag) 6 1 VR  
  A hand made .357 mag revolver, these types of weapon are 
  extremely common among nomads.  This is Ashleigh’s 
  primary weapon, she wears it in a low slung home made 
  simple holster.  
   
  SHOTGUN 
  SHT -1 N C 4d6 (12ga.) 4 1 ST 
  A cut down lever action shotgun. 
   
   
  BUTCHER 
  MEL  0  N R  2D6  
  A customized cleaver. 
   
  
   
  Page 72 
   
   
   
  YUN OLAFF 
  AGE: 18 
  ROLE(s): TECH 
  CHARACTER POINTS: 73 
  INT: 5 REF: 9 TECH: 10 
  COOL: 8 ATTR: 4 LUCK: 9 
  MA: 4 BODY: 4 EMP: 8 
  Born to Swedish fishermen 
  affiliated with the Thetas, 
  all Yun knew from the time 
  he could walk was the 
  ocean and fish.  He hated 
  them both.  The only thing 
  he did love was machines.  At 14 he jumped ship in Florida 
  and hired on with a traveling carnival affiliated with the 
  Bloods as a mechanic, but grew tired of what he termed 
  “That GODDAMN carnie music”.  He hired on with the 
  Blaine’s as a mechanic that brought him to Idaho, where he 
  fell in with the Broken Saints. 
   
  Yun is extremely relaxed and open, but is unfortunately a 
  diagnosed narcoleptic, prone to falling asleep at any given 
  moment.  The only time he has found himself free of this 
  curse is when working on machines, any machines, 
  especially cars and weapons.  His narcolepsy unfortunately 
  prevents him from driving himself, but he fits in well with 
  the group.  He has a penchant for making his own weapons. 
   
   
  SAW BLADE THROWER 
  EX -3 N R 4D6AP 30 1 ST RANGE: 50m Cost: 100eb 
  Yun Olaff makes these weapons by hand.  He built the 
  original when he found himself weaponless on a farm.  It is 
  powered by a weed whacker engine which spins a flywheel, 
  launching the saw blades in semi-automatic fire.  The 
  weapon has a top loading cassette that holds 30 saw blades.  
  Yun now sells or trades these weapons at Nomad Markets 
  across the country.  Unfortunately the Raffen Shiv seem to 
  be his biggest customers.  Point blank on these weapons is 
  considered to be 5 meters. 
   
   
  Variety of hand built melee weapons: 
  Yun always keeps a variety of small hand made defensive 
  weapons on his person.  Uusually consisting of throwing 
  knives,brass knuckles, boomerangs,etc. He makes them 
  himself, and will trade them for goods whenever possible. 
   
   
   
   
   
   
  VESS ATKINS 
  AGE: 21 
  ROLE(s): SOLO 
  CHARACTER POINTS: 68 
  INT: 5 REF: 10 TECH: 8 
  COOL: 6 ATTR: 4   
  LUCK: 4 MA: 6 BODY: 5 
  EMP: 4 
  Vess’s parents were 
  Polish immigrants who 
  came to the states to escape the food shortages in Europe 
  during the collapse.  With life no better in the states, they 
  were left homeless and the road was their only option.  Vess 
  grew up in the nomad community with his parents as 
  migrant agri-labor with a small tribe affiliated with the 
  Jodes.  He joined up with the Blaine’s in Idaho to escape the 
  boredom. 
   
  Vess did not get along well with the group in Idaho, he had 
  a habit of over representing himself and was quick to brag, 
  exaggerating his every deed, real or imagined.  He saw 
  himself as a supreme sniper, and martial artist, going so far 
  as to provoke fights, which either led to humiliation, or 
  when he picked a fight with weaker members, a loss of 
  respect from all around him.  
   
   
  Vehicle 
  NOMAD 
  ? 
  Top Speed: 
  90 mph 
  Acc/Decc 
  15/25 mph 
  Crew: 
  1 
  Range: 
  280 miles 
  Passengers: 
  1 
  Cargo: 
  60 kg 
  Maneuver: 
  0 
  SDP: 
  25 
  SP: 
  5 
  Type: 
  Bike 
  Mass: 
  200kg 
  Cost: 
  200eb 
  SPECIAL EQUIPMENT: limited Off-road capable,  
   
   
  AK-47 
  RIF  +1  N  C  5D6 (7.62mm cased) 35  1  VR 
  Hard used and battle proven. 
   
   
  NOMAD BURSTER 
  SMG –2 J C 2D6+1 20 1/3/10 UR 
  A common sight among the nomads, these hand built SMG’s 
  have a reputation for jamming, but put out impressive 
  firepower for such a small package. 
  
   
  Page 73 
   
   
   
  LUCY “LAVENDER” ZAYAS 
  AGE: 25 
  ROLE(s): 
  GRIFTER/INSTIGATOR 
  CHARACTER POINTS: 70 
  INT: 9 REF: 8 TECH: 4 COOL: 
  10 ATTR: 9 LUCK: 6 MA: 4 
  BODY: 6 EMP: 7 
  Lucy was born in a ditch to 
  illegal immigrants just on the 
  American side of the 
  Texas/Mexican border.  
  Unfortunately her mother 
  died during childbirth, and 
  her father was soon arrested 
  for drug smuggling and 
  sentenced to a long prison 
  term care of the Texas 
  department of corrections.  He 
  was killed not long after, 
  leaving Lucy in the care of an 
  already burdened state.  She 
  grew up in the foster care 
  system, being thrown from 
  one group home to the next.  
  Eventually she ran away, 
  getting a ride from Nomads 
  heading north.  She Made it to 
  Vegas at 14, where she was able 
  to live on the street, making 
  money running small con 
  games and scams.   
   
   At 17 she hooked up with a 
  street preacher conman, and 
  began running a revival, prmising faith healings and 
  salvation.  The money was pouring in.  Then the bottom fell 
  out.  Turns out one of the little old ladies they had cleaned 
  out under the guise of “saving the children”, was the aunt of 
  a local police captain.  Lucy was able to get out, barely, but 
  with nothing but the clothes on her back. 
   
  Homeless again, and knowing she had to get out of Vegas, 
  she hooked up with nomads again.  She moved from one 
  family to the next at each Nomad Market she stopped at.  
  Each time convincing the families to give her as much, if not 
  more, than they could afford.  She was able to get away with 
  this for 2 years before one of the families finally caught on, 
  and dumped her on the side of the road in Raffen Shiv 
  Territory.  Luckily, Swift drove along just in time, saving her 
  from would almost certainly have been a gruesome and 
  disturbing experience.  Swift had heard over the radio, the 
  family tell what she had been up to, so while he was able to 
  save her, he wasn’t going to fall for her lines no matter how 
  hard she tried.  He has been letting her ride with the Saints, 
  her talents for influence coming in handy on the road.  
  However the rest of the family keeps her at arms length. 
   
  Lucy isn’t actually a Saint, she often leaves the group for 
  long stretches, only to hook up with them again when she is 
  lonely or in trouble.  Honestly, she doesn’t really even want 
  to be a nomad, but she has little choice left to her.  She 
  would rather be living in luxury, getting rich of suckers.  But 
  lately she has started to embrace the role more, especially 
  in light of the Saints being such a nurturing family among 
  themselves, something she didn’t know she wanted but has 
  been trying to fill the hole of for her entire life.  In contrast 
  Lucy is very girly, and is always wearing at least one item of 
  pink clothing, her gear and weapons are similarly feminine 
  in decoration, treated more as accessories, than tools. 
   
  Lucy drives a nomad built SUV. 
  Vehicle 
  NOMAD 
  ? 
  Top Speed: 
  110 mph 
  Acc/Decc 
  20/25 mph 
  Crew: 
  1 
  Range: 
  250 miles 
  Passengers: 
  5 
  Cargo: 
  1000 kg 
  Maneuver: 
  0 
  SDP: 
  50 
  SP: 
  15 
  Type: 
  SUV 
  Mass: 
  1.4tons 
  Cost: 
  2000eb 
  SPECIAL EQUIPMENT: Off-road capable, Civilian Band Radio, Audio 
  entertainment system.  Climate control, ran bar, reinforced frame, 
  monster suspension, personal distillation kit. 
   
  LUCY’S WEAPONS: 
   
  MY LITTLE PONY AR-15 
  RIF +2 N C 5D6 (5.56mm cased) 30 15 VR 
  A heavily customized rifle.  The tassles are a bit much. 
   
   
  SIG SAUER P226 
  P +1 P C 3D6+1 (.357 cased) 13 1 VR 
  Inlaid with real diamonds, no one knows where Lucy got 
  the money for this weapon, or how much she paid for it.  
  But it is her primary weapon, usually kept tucked in her 
  belt, in front, under her shirt. 
   
  
   
  Page 74 
   
   
   
    
  HENRY “SPOKE” SPOKANE 
  AGE: 26 
  ROLE(s): TECHIE/SOLO/NOMAD/RUNNER 
  CHARACTER POINTS: 165 
  INT: 6 REF: 12 TECH: 10 COOL: 9 ATTR: 6 LUCK: 6 
  MA: 8 BODY: 12 EMP: 7 
  Henry is the most recent addition to the Saints.  Not 
  much is known about his past, other than he is an 
  orphan .  He never knew his parents, he was raised by 
  a Sanke affiliated family, who either never knew, or 
  never told him anything about his past.  He has 
  travelled extensively across the country working with 
  various nomad families.  He met Swift when he was 
  working with Blood carnies in Mardi Gras.  The 
  similarities between Spoke and Swift in both personal 
  style and capabilities are stunning.  After they had to 
  spend a bit of time working together to solve some 
  problems for the local nomad community, the two hit 
  it off, both amused by their similarities.  Afterwards 
  Swift invited Spoke to join the crew. 
   
   
   
   
   
  Spoke drives a custom chopper: 
   
  Vehicle 
  Make: 
  Nomad 
  Model: 
  Custom 
  Top Speed: 
  180mph 
  Acc/Decc 
  30/35 mph 
  Crew: 
  1 
  Range: 
  250 miles 
  Passengers: 
  0 
  Cargo: 
  0 kg 
  Maneuver: 
  +2 
  SDP: 
  30 
  SP: 
  10 
  Type: 
  Cycle 
  Mass: 
  240kg 
  Cost: 
  ?? 
  Notes 
  SPECIAL EQUIPMENT: Limited Off-road capable 
  Spokes Weapons:  
   
  ARASAKA MMR-6 1275eb 
  Rif  +2 N  C  8D6 (10mm caseless) 100 1/3/20  ST 
  A heavily customized assault rifle with a cleaver for a 
  machete and a custom made 50 shot banana 
  magazine.  Spoke keeps this on his bike. 
   
   
  NORSE TECHNOLOGIES "HOD” 2435eb 
  P  + 1   J  C   4D6+3 (.44 cor-bon magnum cased)   6   1   ST 
  Spoke carries two of these, one black, one silver, in 
  holsters on his hips.  They are his primary weapons. 
   
   
  SHOTGUN 
  SHT +1 N C 4d6 (12ga.) 5 1 ST 
  A cut down hard used semi-auto in 10 gauge.  Spoke 
  keeps this on his motorcycle. 
  
   
  Page 75 
   
   
   
   
  NOMAD COMBAT KNIFE 
  MEL   0   N  C  1D6+1  N/A   N/A   VR   Varies  
  A heavy hand made combat knife.  Spoke keeps this in 
  a sheath on his right boot. 
   
   
  CONSTITUTIONAL ARMS REV-6  3410eb  
  P  -  -1  -  L  -  P  -  7D6+3 (.300 win. mag)  -  6  -  1  -  VR  
  A well used REV-6, kept on Spokes bike in a holster on 
  his gas tank. 
   
   
  Custom Made Heavy Throwing stars.  
  MEL  -  NA  -  J  -  E  -  1D6  -  NA  -  NA  -  ST  
  The first of these weapons, which Spoke keeps in his 
  left boot, is a folding blade throwing star, the second 
  weapon is also a heavy throwing star, its blades 
  automatically retract by depressing the center jem, 
  and also attaches to his belt buckle. 
   
   
  SLINGSHOT 
  RIF  0  P  E  R  1D6  1  1  UR 
  This is mostly used to hunt rabbits and other 
  “critters” for food.  He keeps this in a pouch on his 
  belt. 
   
  RACE TENKILLER 
  AGE: 31 
  ROLE(s): SOLO/SCOUT/SHADOW/NOMAD  
  CHARACTER POINTS: 160 
  INT: 9 REF: 10 TECH: 6 COOL: 9 ATTR: 6 LUCK: 5 
  MA: 6 BODY: 9 EMP: 5 
  Race is a full blooded Cherokee who spent his youth with 
  his grandfather.  His grandfather took him to Panama 
  where he had been contracted as part of the reconstruction 
  effort on the Canal.  Race was one of the youngest survivors 
  of the long walk, but his grandfather was captured and 
  tortured to death by Colombians during the journey.  Race 
  would have died there as well, had it not been for American 
  military refugees who burst in and saved him.   Race spent 
  the rest of his childhood on a reservation in Oklahoma, 
  until he was old enough to join the military.  He excelled 
  there and became a Navy SEAL sniper.  After two tours in 
  the Third South American conflict, Race was Tasked to work 
  with an unamed special operations group tasked to 
  infiltrate the Nomad Community and determine the threat 
  that nomads and especially the Raffen Shiv present to 
  national security.  This is where he met Swift.  Swift was 
  working with the group as a liaison in exchange for his 
  freedom and to keep the military from involving itself too 
  deeply in Nomad affairs.  The unit came to a bad end when 
  one of the superior officers betrayed the group.  In the 
  ensuing Chaos Race, Swift and a few other operatives were 
  declared lost in action, presumed dead.  When Swift 
  decided simply to disappear back into the Nomad 
  Community, he offered Race a chance to start his life over, 
  free and under his own control.  Race took him up on the 
  offer and has been affiliated with the saints ever since.  Race 
  doesn’t panic, and he doesn’t rush a shot, he takes slow 
  deliberate aim with every shot, his weapons are highly 
  accurized and he treats them like a surgeons tools. 
   
   
  
   
  Page 76 
   
   
   
  Race rides a military surplus customized dirtbike: 
   
  Vehicle 
  Make: 
  Kawasaki 
  Model: 
  Custom 
  Top Speed: 
  120mph 
  Acc/Decc 
  20/35 mph 
  Crew: 
  1 
  Range: 
  250 miles 
  Passengers: 
  1 
  Cargo: 
  30 kg 
  Maneuver: 
  +2 
  SDP: 
  30 
  SP: 
  10 
  Type: 
  Cycle 
  Mass: 
  140kg 
  Cost: 
  400eb 
  Notes 
  SPECIAL EQUIPMENT: Off-road capable, military radio 
   
  Races Weapons: 
   
   
  SEBURO MSR-50 6720eb. 
  RIF  +4   N   R   6D10 (.50 BMG cased)   12   1   VR 
  Race kept his long arm when he left the military.  
  Usually kept on his bike in a locked, removable, 
  waterproof case. 
   
   
  Kodiak Killer 
  P +4 J P 4d6+3 (.454 Casull) 5 1 VR 50m  
  A heavily customized .454, an extremely accurate weapon, 
  this is Races personal sidearm, worn on his right hip. 
   
  REMINGTON HUNTING RIFLE 
  RIF  +5  N  C  5D6 (5.56mm cased) 5  1  VR 
  An extremely accurate and functional rifle, this is 
  races standard rifle, and he keeps it in a rifle holster 
  on his back.  It is adorned with Native American 
  charms and symbols.  This weapon belonged to his 
  grandfather.  It had been left with a friend on the 
  reservation while they were in Panama, and was given 
  to Race on his 18th birthday.  It is his most cherished 
  possession. 
   
   
  SHOTGUN 
  SHT  -2  L C 5d6 (10ga.) 1 1 ST 
  A single barrel 10 gauge shotgun Race keeps on his bike in a 
  holster tied to the forks. 
   
   
  MINIMIZED ASSAULT RIFLE 
  RIF -2 L C 5D6 (5.56mm cased) 20 1/3/10 VR 
  On the very rare occasion where Race needs a fully 
  automatic weapon, he keeps this.  It is the only rifled barrel 
  firearm he owns that hasn’t been maximized for accuracy, 
  quite the opposite in fact.  But he keeps it because you 
  never know when you might need a rapid fire close quarters 
  weapon.  Well that and the ammo for it is relatively easy to 
  find compared to the .454 or the .50.  Kept on the bike. 
   
   
  TOMOHAWK 
  MEL  0  N R  2D6  
  Race prefers this hand axe as a melee weapon, and always 
  keeps it on his left hip. 
  
   
  Page 77 
   
   
   
  FACES IN THE CARAVAN:  
   
  Some of the people you may meet on the road 
   
   
  Max Mojave and Jacob Runningbird can usually be 
  found either running their shop at the New Mexico Free 
  Trade Zone where they sell a variety of hand crafted 
  and authentic Native American goods, or acting as 
  middlemen settling trade negotiations, disputes, and 
  safe travel contracts between nomads and the United 
  American Nation.  Being full blooded Apache their 
  connections and influence with the native American 
  tribes that make up the UAN give them a unique and 
  pivotal role in the Nomad Community.  One or the other 
  may also be called away to settle disputes or smooth 
  things over with organized Native American tribes in 
  other regions of the U.S. where their reputations 
  succeed them. 
   
   
  The Rusty Tumblers are a nomad band who have a 
  permanent gig at the Night City Nomad Market, only 
  taking time off to play at the Wild Hunt or other large 
  nomad celebration.  The band 
  is made up of Kit Calico on 
  piano, Dean Mason on Bass, 
  Candy Cane on vocals and 
  Guitar, and Chino on 
  percussion.  Other musicians 
  frequently jam with the band, 
  and the lineup is ever 
  changing.  Playing with them 
  isn’t difficult, just get up on 
  stage and if you can keep up 
  you can play as long as you 
  like, if you can’t then you will get dragged off-stage by 
  an unruly crowd.  If the band likes you, they may even 
  split the tips.  In addition to the tips, the band is paid 
  with food, lodging and free drinks when they are on 
  stage.  The tumblers have 
  been offered contracts a few 
  times, including by Wake Up 
  Records, but have turned 
  them down.  They reluctantly 
  sell CD’s of their music, but 
  they are all recordings of live 
  performances.   
   
  Sector 12 is a 
  small nomad 
  family made up 
  entirely of ex 
  military who hire 
  themselves out 
  as outriders 
  when they are 
  taking on 
  Mercenary work.  
  They have a reputation as very formidable fighters  
  proficient with most weapons as well as hand to hand.  
  The only downside to Sector 12 is that they will work 
  for anyone if the price is right, and they have been 
  known to hire on with corporations and even Raffen 
  Shiv.  This has created an air of suspicion around them, 
  and their presence in the nomad markets and within the 
  community at large is treated with closely guarded 
  caution.   They 
  claim Snake 
  nation, but the 
  popular opinion is 
  that their only 
  loyalty is to cold 
  hard cash.  At 
  current count 
  their family is 15 
  strong, but they 
  are recruiting.  
  
   
  Page 78 
   
   
   
   
  Madame Rose runs Rose’s Cathouse, a saloon and 
  brothel at the Flagstaff Flea Market.  Madame Rose was 
  riding with a Jode affiliated family a 
  few years ago when 
  they were attacked 
  by Raffen Shiv.  In 
  the attack she was 
  severely damaged, 
  losing an arm, an 
  ear, and taking burn 
  damage to her 
  throat and face.  
  She has since had 
  cybernetic 
  replacements 
  installed and undergone extensive 
  cosmetic surgery to not only repair 
  the burn damage but to enhance her 
  beauty and give herself a more youthful 
  appearance.  She rode with various 
  families for a while, often 
  prostituting herself, in 
  order to save her money 
  to establish her own 
  saloon and cathouse.  
  Knowing how rough the 
  road can be for single 
  women without blood 
  relations or strong connections, she 
  began taking on any willing girls who 
  strode through 
  her doors 
  looking for work.  You don’t 
  have to be a prostitute to 
  work here, as she always 
  needs maids, bartenders, and 
  waitresses.  There is no 
  pressure to do anything 
  except earn your keep.  Of course 
  whores make more money than 
  waitresses, and any 
  girl who works for Rose 
  is assumed to be on 
  the clock anyway.  
  Several of her girls 
  have taken on 
  permanent positions, 
  and it seems Rose 
  herself has a soft spot 
  for any girls who have 
  lost limbs or otherwise been damaged or 
  traumatized by the Raffen Shiv.  This has 
  caused many statics with a cyberfetish to 
  become regulars at her establishment.  
  She also actively 
  seeks out girls who have had 
  exotic alteration, in order to 
  cater to as many tastes as she 
  can.  While she faces criticism 
  from many in the nomad 
  community, 
  she holds to 
  her 
  philosophy 
  that she is actually empowering the 
  women.  She is extremely protective 
  of her girls, treating the girls 
  disrespectfully is simply not 
  tolerated, and any 
  rough treatment will 
  be dealt with harshly, 
  in an old testament 
  fashion.  She always 
  keeps at least one 
  well respected and feared fighter on staff 
  in order to make sure her rules are 
  enforced.  Roses only requirements are 
  that her girls are clean, safe sex is 
  practiced at all times, and she has a 
  contract with the local doc to test her 
  girls regularly. 
   
  Dundee Flakes is an event 
  promoter.  He claims Snake Nation 
  but will promote an event for 
  anyone.  He is the guy to talk to if 
  you wanna throw a party, a 
  gathering, or any other major 
  occasion.  While the Hunt Tribe puts 
  up the money, its Dundee who does 
  all the work, filling out the 
  paperwork, greasing palms, handling 
  the promotions, booking the bands, and everything else 
  that makes the Wild Hunt the number on nomad 
  celebration in North America.  His sheer number of 
  contacts are legendary.  Once a more mainstream event 
  manager for top level bands, the stress of the corporate 
  bullshit and whiny attitudes 
  of his static clientele caused 
  him to have a nervous 
  breakdown.  So he sold 
  everything and went Nomad, 
  where he put his skills to 
  work in a far more laid back 
  atmosphere. 
  
   
  Page 79 
   
   
   
  The Black Coyotes are a Navajo led 
  Nomad family originally hailing from 
  Colorado, but have since picked up 
  Cherokee members in Oklahoma.  
  Flying Aldecaldo colors, their specialty is 
  smuggling, and they know the back 
  roads of Colorado, Kansas, Oklahoma, 
  and New Mexico 
  like no one else.  
  They are led by 
  Jonathan 
  Redwine, with his 
  sons Donovan and 
  Mark, and his 
  daughters Nora 
  and Julia.  They 
  are all full blooded Navajo.  
  Jonathan’s wife died from the 
  wasting plague, and Jonathan and 
  his family lost their home and 
  lands trying 
  to pay for her medical expenses 
  before she died. Jonathan is now 
  62, and while his body is strong 
  his spirit is growing weary and 
  lonely.  His son Donovan is the 
  Eldest at 32, and 
  the more 
  aggressive.  He is 
  highly skilled with a bow, which he 
  prefers over firearms for its silence.   
  Mark is 25 and is a competent 
  netrunner and 
  driver.  Nora is 
  28, she cooks 
  and has medical 
  training, she was 
  close to 
  graduating nursing school when 
  she had to drop out to help pay 
  for her mothers medical 
  expenses.  At 20 Julia is the 
  youngest, she is an expert 
  navigator and is a superb martial artist and former 
  gymnast.  The Cherokee members are David Longknife, 
  his wife Margaret, and their infant son Michael.  David is 
  a former Hi-Way officer and is 
  an expert driver and close 
  quarters fighter while his wife 
  is a shaman who is decent 
  with a rifle but possesses 
  little else in the way of 
  combat 
  related skills.  
  David quit his 
  job after 
  realizing he 
  no longer 
  believed in the government and its 
  arbitrary laws, and instead believed in 
  justice.  His police training and driving 
  skills have made him an excellent 
  scout.  He is 26, his wife is 25, and 
  their son is 9 months old.  In addition 
  the Coyotes have accepted Connie 
  Whiteraven, 24, a former fashion model 
  and singer who attained some level of 
  fame before losing everything to an 
  abusive boyfriend/manager.  Fleeing 
  that situation is what caused her to go 
  Nomad.  Originally the Black Coyotes 
  would only allow full blooded Native 
  Americans to join, however this was 
  dropped when Sue 
  Yazzie, a childhood 
  Navajo friend of 
  Julia’s and fellow martial artist and 
  her boyfriend Angel Martin, a Sioux 
  half-breed, joined the group.  
  However 
  Angel’s 
  violent 
  temper 
  and problems with authority 
  have led to Jonathan 
  questioning his own decision to 
  let them join.  Time will tell if 
  they can calm the boy down.  
  The Black Coyotes fully 
  embrace their heritage, and 
  believe a return to the old 
  ways while keeping modern 
  sensibilities is the best way for 
  them to achieve balance.  The final, and 
  newest member of the Coyotes is 16 year 
  old Faith Nakoneh, who claims to be half 
  Lakota.  She was a dancer who the Coyotes 
  rescued from a Raffen Shiv attack on 
  another family in Kansas.  She has since 
  invited herself to stay, and is treated more 
  like a mascot than a full member.  Still she 
  is quite dedicated to learning the old ways, 
  and has bonded with Donovan, learning the 
  use of the bow and tracking skills from him. 
   
  Damien Lee is an attractive, easy 
  going, and friendly soul with only one 
  goal in life, to be recognized as the best 
  martial artist in the Nomad community.  
  Upon hearing of any highly skilled 
  Nomad fighter he will track them down, 
  often travelling great 
  distances to find 
  them, merely to 
  challenge them to a 
  bout.  He prefers the 
  fights to be public, 
  though he has 
  accepted private 
  duels.  He has a 
  reputation for being willing to fight 
  anywhere, at any time.  He has 
  become something of a well known 
  name in the community, although 
  many think his skills 
  are overrated or 
  exaggerated.  Regardless he has 
  gathered something of a fan base, 
  particularly among female nomads, 
  though this is probably due more to 
  his appearance than actual skill.  He is 
  currently travelling with his girlfriend, 
  a dancer formerly of the Gypsy Hearts 
  who goes by the name Sunset. 
  
   
  Page 80 
   
   
   
  Nutjob Eli is a common 
  sight at the Boston Nomad 
  Market.  Rumors abound 
  about him, as he always 
  shows up on foot wearing 
  dirty, tattered pajamas and 
  a robe, and with a load of 
  weapons to trade for food 
  and supplies.  He claims no 
  set, and no one has ever 
  admitted to riding with him.  
  It is not known whether he 
  is a nomad, or a Boise 
  local, but it is known that 
  he can more than take care 
  of himself, as a small group 
  of Blood affiliated nomads 
  found out when they tried 
  to harass him and he beat 
  them all to within an inch of their lives.  One old woman 
  claims to know the truth about him, that he was a 
  member of the Jodes whose family was killed in Boston 
  by Raffen Shiv or one of the local gangs.  He was 
  hospitalized then put into a mental ward until he was 
  released to a halfway house.  She claims the guns and 
  weapons he brings in are from local gangbangers and 
  thugs he takes out in a never ending quest for revenge.  
  Whether true or not, this story about him is the most 
  popular, and his earned him a measure of respect and 
  pity, and so most nomads tend to simply let him come 
  and go in peace and unmolested. 
   
  Waltzing Matilda is 
  Snake affiliated but 
  isn’t a member of any 
  family and will work 
  for any nation that 
  can afford her as an 
  outrider or as 
  someone manning a 
  mounted weapon.  
  The “Waltzing part of 
  her name comes from 
  an off hand remark 
  the leader of the Dirty 
  Ballz, a Folk flag flying 
  family, said after 
  seeing her in action 
  against a group of 8 
  boosters in Detroit.  
  Story goes she moved 
  from booster to 
  booster in a crowded 
  alley, getting point 
  blank and taking 
  every one of them out 
  one at a time.  The 
  name stuck, and her 
  reputation as a solid 
  fighter has only grown 
  since then.  She will 
  only hire on with a 
  contract, and once the 
  contract is over she will leave.  She has been asked to 
  join multiple crews, but has always turned them down. 
   
  Juntes Libres is an Aldecaldo affiliated family who 
  operate out of the Tijuana area.  Their leader, Chico Del 
  Rijo, is an elderly man who claims to have once been a 
  colonel in the Mexican Army.  He now virtually owns the 
  small town of Seco Del Rio, which he uses as a base of 
  operations for Juntes Libres.  Chico almost never leaves 
  the town saloon, where he has his office and an 
  apartment above the bar.  The bar is usually filled with 
  members of Juntes Libres, and the group is mainly 
  focused on border smuggling operations, although they 
  have other interests as well.  They retain a chapter in 
  Austin, which allows them to maintain cohesion on both 
  sides of the border.  Chico has a daughter named Alma, 
  though he rarely sees her as she keeps busy on the 
  road, preferring true nomadic life over confinement to 
  the small town.  Chico’s right hand men are Carlos 
  Estrada, an American vet of black and latino descent 
  who has been with Chico since the Long Walk and 
  serves as his second in command, and Jorge “Rooster” 
  Alvarez, who serves as his bodyguard and muscle.  All 
  told Juntes Libres has about 200 members, though 
  usually only about 25 are ever in Seco Del Rio at one 
  time, the rest on the road across Nortern Mexico as well 
  as Texas, Arizona, and New Mexico. 
   
  John “Freebird” 
  Hammershmidt is a 
  Snake affiliated pilot who 
  owns his own C-1-30 he 
  has dubbed “Filthy Whore”.  
  Horatio flies for anyone 
  who can pay, although in 
  his old age he is starting to 
  be a bit more concerned 
  about his cargo.  He lives 
  out of his plane and has 
  gained quite a reputation 
  as a skilled pilot and smuggler.  
  Recently after several attacks by 
  air pirates, he has taken on a 
  mechanic named Virginia Hawkins 
  that he is also teaching to be his 
  co-pilot.  He treats her like a 
  daughter, and at her insistence 
  has purchased and installed 4 M-
  2HB .50 cal machineguns in a 
  swing down quad mount at the 
  rear of the plane.  The rear door 
  opens, and Virginia can pull down 
  the mount and defend the plane 
  against attackers. 
   
  
   
  Page 81 
   
   
   
  Rocky Sonora is an Aldecaldo 
  affiliated fixer in New Mexico 
  specializing in buying and 
  selling electronics and drugs.  
  He also has strong connections 
  with The Cavers who have 
  taken over Carlsbad Caverns 
  and has the inside track on the 
  smuggling operations that take 
  place there.  Rocky is an 
  expert at forgery, and rumor 
  has it he is a key player in the 
  Nomad Underground Railroad.  
  He has a severe distrust of 
  anything even resembling 
  government authority and is 
  something of a conspiracy nut, 
  often ranting about seemingly 
  insane ways the government 
  and corporations are infiltrating 
  every aspect of our lives, and 
  their sinister agendas.  Other 
  than that he is amiable and 
  friendly, if somewhat gruff.  He 
  has a wife and young son, 
  though he has not seen them 
  in many years.  He talks about 
  them as if he is still in touch, but from what his friends 
  have gathered during drunken rants, they live 
  somewhere in Montana and return his letters unopened. 
   
  Lars Hanson was 
  groomed to be an 
  executive from the time 
  he could walk.  He 
  excelled in school, he 
  knew all the right people, 
  and had a bright future in 
  store for him with a major 
  automotive company.  
  Then it all went south 
  when the company was 
  sold to a Japanese firm, 
  and when he objected he 
  found himself on the 
  street, blackballed from employment.  Angry and 
  homeless he fell in with the nomads, in particular, Juan 
  Aldecaldo and Jonathan Meta.  With his knowledge he 
  took on a rather unique job in the Nomad Community.  
  Lars infiltrates corporations who are suspected of 
  working against nomad groups, or are in negotiations 
  for large contracts, to find out as much as he can about 
  what they are really up to, and how it will effect the 
  Nomad Community.  His biggest breakthrough so far 
  came last year when he discovered a corporation that 
  the Aldecaldos were in negotiations to run shipping for 
  had a sideline of child slave trafficking.  This 
  information came at a terrible cost, as he was 
  discovered, captured, and tortured.  Luckily the 
  Aldecaldos were able to free him and the corporation 
  was brought down when they leaked the information to 
  the press.  The torture and trauma he suffered at the 
  hands of the corporation only strengthened his resolve, 
  and he has gone right back to work, acting as a spy for 
  the nomads against the corporations.               
   
   
  Skip Townzen is the Aldecaldo head Representative at 
  the Austin Nomad Market.  He is arrogant and brash 
  and loud, and likes to think of himself as a ladies man, 
  but is also tough, fair, and his commitment to the 
  Aldecaldo Nation and the Nomad community at large is 
  unquestioned.  He was a respected outrider and scout 
  before he took this position, and at 30 he is the 
  youngest National Delegate to serve as leader.  He 
  takes the position seriously, but his partying and 
  tendency to pick up static girls from Austin are causing 
  Santiago to rethink his appointment. 
   
  Jackie Douglas is the 
  younger brother of Freddie 
  Douglas, current National 
  Headman of the Snake 
  Nation.  He was there 
  fighting during the 
  problems in the Northwest, 
  and spent years tracking 
  down and killing as many 
  of the Aryan seperatists 
  who participated in the raid 
  that killed his sister in law 
  and nephew, and so badly 
  damaged his brother.  
  Finally after years of 
  chasing down his enemies, 
  he grew weary of the road, 
  and accepted his brother’s offer for him to be the lead 
  Snake Delegate at the Boston 
  Nomad Market.  There were 
  hopes that the civilized and 
  relatively peaceful nature of the 
  area, as well as a sense of 
  home, would calm him down.  
  However 
  Jackie is 
  still 
  ruthless 
  and 
  merciless 
  towards 
  anyone who makes himself an 
  enemy, and it’s rumored he goes 
  off on his own into Raffen Shiv 
  territories in the region looking 
  for trouble. 
   
   
   
  
   
  Page 82 
   
   
   
  Granny Goodness.  
  Such a sweet looking 
  old lady, reminds 
  you of grandma… 
  except she is the 
  leader of a large 
  Raffen Shiv group 
  called The Witches 
  Warlocks, that have taken over an entire small town in 
  Pennsylvania.  She rules them with an iron fist.  Her top 
  men are all her children, 
  grandchildren, and even great 
  grandchildren.  She was old lady 
  to an original 
  member of 
  the 
  Warlocks, 
  and has kept 
  that hard 
  core 
  philosophy of 
  rape, 
  murder, and 
  mercilessnes
  s alive, instilling it in her children, 
  and when the collapse hit and the 
  gangs went berserk after there 
  leadership was taken out.  
  Watching everything going up in 
  flames around her she stepped in 
  with her sons and took control of 
  the gang.  Female membership was 
  forbidden, but any who argued with 
  her was promptly silenced with a 
  shotgun blast.  Now her chapter of the Warlocks is one 
  of the most ruthless and vile 
  Raffen Shiv gangs out there, 
  and they prowl the 
  Pennsylvania backroads and 
  isolated stretches of interstate 
  preying on anyone they think 
  they can take.  Regardless of 
  her name, there is nothing 
  good about this woman.  Word 
  has that she forces herself on 
  any member of her gang she 
  takes a fancy too, including her 
  own children and grandchildren.  
  Yet somehow they remain 
  fiercely loyal to her.  The 
  Witches Warlocks are at least 
  200 strong.  
  Grannies eldest 
  living son, Mordachai, is the second in 
  command and runs most of the day to 
  day operations.  The membership also 
  now allows women, and even small 
  children, particularly her grand 
  children, to become full members. 
   
  Jayhawk and Charlie Brown 
  are Folk currently between gigs 
  at the Fargo Nomad Market.  
  Jayhawk is a Botanist and 
  Chemist, Charlie Brown is a 
  master mechanic.  The two are 
  close friends and always travel 
  together.  Some say they are 
  more than friends, but that’s 
  none of your business.  One 
  wouldn’t think the two would 
  compliment each other 
  professionally, but they do, 
  quite well actually.  You see 
  Jayhawk’s specialty is creating 
  the most powerful fuel alcohols 
  he can, and Charlie will modify 
  an engine to run on Jay’s bio-
  fuel.  It has turned into a 
  lucrative career practice for them both.  Of course they 
  are also popular to have along due to Jayhawks 
  moonshine and the fact that Charlie can fix anything 
  from a lawn mower to a 
  helicopter.  They have been 
  traveling together since they 
  were both forced to drop out 
  of MIT unable to pay tuition 
  during the collapse.  They are 
  thinking of settling down and 
  opening up their own 
  business, probably in the KC 
  Nomad Market, but they need 
  to get some cash under their 
  belts first, so are looking to 
  hire on to as many high 
  paying gigs as they can get. 
   
  Philo was a junkie living on the 
  streets of Detroit.  His sister 
  was a prostitute who had gotten 
  herself killed trying to earn 
  money to pay off Philo’s debts.  
  Philo, distraught at his 
  responsibility, began searching 
  the streets for his sister’s killer, 
  finally tracking her pimp down 
  to a brothel in Detroit’s Combat 
  Zone.  Things went bad, but 
  just as Philo was going to be killed, a nomad intervened 
  and saved him, as well as one of the pimps prostitutes, 
  a girl called Candycane and a friend of his sisters.  The 
  nomad made them a deal, he would get them out of the 
  city, out of that life, and to a place where they could 
  clean up, if they swore on Philos dead sister that they 
  would stay clean and make something of their lives.  
  They agreed, and have been on the road together ever 
  since.  They are now romantically involved, with no 
  judgments about the past 
  for either of them.  They 
  survive by keeping each 
  other honest, and they are 
  the closest thing to family 
  either of them has left.  
  They claim Folk, and are 
  saving up to buy their own 
  truck.  They have been clean 
  for two years. 
  
   
  Page 83 
   
   
   
   
  Crash lives for speed, everything else that comes with 
  it is secondary to the feel of the wind in his hair.  He 
  travels the country entering every underground racing 
  circuit he can find.  His custom Mitsubishi is always 
  getting tuned and improved, as each race brings him 
  closer and closer to being the best.  He claims Snake, 
  but only because you have to claim something or be 
  treated as a static or worse, Raffen Shiv, but his only 
  real loyalty is to the race.   
   
  Chuck “Chops” Ahoya is the leader of the Screaming 
  Skulls Raffen Shiv pack in Ohio.  It’s a small pack, only 
  about 25 in all, fighting against all comers for territory 
  and spoils.  However they lucked into something 
  recently when they found a civilian vehicle, apparently 
  lost, on the open road all alone.  The vehicle was being 
  driven by the daughter of a prominent local 
  televangelist.  Chops now makes her ride naked on his 
  bike wherever he goes, never letting her out of his 
  sight, while trying to get the evangelist to pay an ever 
  increasing ransom. This has garnered the Screaming 
  Skulls and Chops some measure of notoriety in the 
  region, and he is hoping he can use the money from the 
  ransom to increase his numbers and territory.  If not, 
  he claims he will just turn the girl over to his gang. 
   
  Slim and Andromeda are Medtechs with a permanent 
  clinic set up in the Night City Nomad Market.  Slim is 
  the original owner of the clinic, and he often hires 
  anyone with proven medical skills to act as his 
  assistance.  Andromeda comes an goes from the 
  Market, often hiring on with various crews, but 
  whenever she is in the area she works the Clinic to help 
  alleviate some of Slims load.  Slim is fully licensed; he 
  was a military surgeon in the Second South Am Conflict, 
  and actually chose to stay behind when the military 
  pulled out, providing aid and care during the Long Walk.  
  He is now 53, and enjoys his practice in the Nomad 
  Community.  Above his clinic, which has full surgical 
  capability, he has a living area with 3 bedrooms.  One 
  of those rooms is always reserved for Andromeda, 
  whom he treats like blood.  Andromeda was 2 years out 
  of school, serving her residency at Night City General, 
  when she got fed up with turning people away from 
  procedures that would save their lives because they 
  didn’t have insurance or money.  She worked at a free 
  clinic for a while, but the never ending supply of junkies 
  just looking for a free fix got the best of her, and she 
  left the civilized world behind to join the nomads.  
  Andromeda is 29, 
  and very much a 
  free spirit, which 
  is why she 
  occasionally feels 
  the need to get 
  out on the road.  
  She also likes 
  visiting her 
  brother in 
  Milwaukie.  They 
  both claim Folk. 
   
  Monk is a Jode spiritual leader.  
  He teaches a mix of Buddhist, 
  Christian, and Hindu 
  philosophy.  He teaches that 
  the existence of any god or god 
  is up to each individual to 
  question, investigate, and 
  decide for themselves, and that 
  what really matters is how we 
  treat each other.  No one 
  knows his real name or anything about his past.  He has 
  said that he gave up identity in order to seek 
  enlightenment.  While not everyone subscribes to his 
  teachings, he has proven himself to be wise, and his 
  advice is often sought on spiritual matters, and he is 
  often called in to mediate disputes.  He has taken a vow 
  of nonviolence, the gun he carries he claims to use 
  merely for the zen aspects of target practice.   
  
   
  Page 84 
   
   
   
  Ferret is a specialist.  He is a 
  tunnel rat.  You wouldn’t think 
  such a thing would be necessary in 
  America, but keep in mind that 
  even most small towns have some 
  sewer or storm drain system in 
  place, and you will come to 
  understand why Ferret’s services 
  are in need.  Ferret used to be a 
  park ranger in New Mexico, and 
  was one of the original Cavers.  He 
  personally mapped out the most 
  dangerous and narrow routes of 
  the Carlsbad cave complex (the 
  original maps were lost, all most of 
  them had to work with were the 
  tourist maps).  As more people 
  started showing up it got to 
  crowded for him, so he went to Chicago, to help with 
  the reconstruction project by clearing out their sewers 
  and storm drains of any potential threats.  He led the 
  underground assault into the caves in Missouri to 
  remove the Raffen Shiv that had been based there.  He 
  is currently on his way to New York, to investigate 
  rumors that there is a colony of insane irradiated 
  cannibals living in the subway system under the ruins of 
  Manhattan.  Ferret is very introverted and hates 
  crowds.  He has had extensive cybernetic modification 
  giving him extraordinary senses of taste, touch, smell, 
  and sight.  Ferret claims Snake and has a pet rat named 
  Bob.    
   
   
  Griffin is the lead Meta Rep for the Night City Nomad 
  Market.  Griffin has been with Meta from before the 
  beginning, originally serving under Johnathan Meta 
  during the Second South Am Conflict.  His loyalty to 
  both Meta, and the nomad community at large is 
  unquestioned.  Griffin takes his role as middleman for 
  the corporate and nomad communities very seriously, 
  and has garnered some incredibly lucrative deals.  
  Some of the deals have garned a bit of controversy as 
  he has contracted nomads to corporations for sight 
  unseen cargo.  However he remains for the most part 
  popular as he actively seeks out new nomad inventions 
  and innovations which he will arrange for the Meta 
  Corporation to produce and market.  He has already 
  gotten the Cent’ry (renamed the PKD for mass market 
  sales) design by gunsmith Deckard and his wife Rachel 
  being manufactured and distributed through Meta 
  (though Deckard still hand makes the guns and sells 
  them in his store in the Market.  He has also hooked up 
  some of the more skilled craftsmen for custom jobs to 
  corporate executives and other wealthy statics.  Griffin 
  is not afraid of danger, and occasionally will ride along if 
  a delivery he has negotiated is sensitive or of an 
  extraordinarily dangerous or risky nature. 
  Spin Thrifty is a 
  Snake affiliated 
  mechanic at the Denver 
  Nomad Market.  He 
  served as an outrider 
  for various families 
  flying the Blood flaf 
  before leadership and 
  directional disputes got 
  too much for him and 
  he left the Nation to 
  free ride.  While he is 
  an able warrior, he 
  comes from a long line 
  of mechanics, and his 
  years on the road have 
  given him an 
  impressive 
  understanding of 
  automotive and even 
  aerodyne engines.  
  Eventually he got tired 
  of moving from one 
  fight to the next and 
  decided his life needed 
  a little stability, so he 
  settled down at the 
  Denver Market and 
  opened his own garage.  He is still up for a good fight, 
  and has been known to go on short trips as an outrider 
  or mechanic just to get the road under his feet again, 
  but most of the time he spends his days in the shop 
  making repairs and modifications, and his evenings at 
  one of the taverns in the market.  Spin is an expert at 
  making a dollar stretch, and while his work is excellent, 
  once he sets a price he is no likely to come down from 
  it. 
   
  Benson Butlers grew up in 
  suburban Indiana, his 
  childhood life was structured to 
  the last moment, when he 
  wasn’t in school he was at 
  piano, or little league, or 
  karate classes.  His high school 
  and college life were just as 
  badly regimented by his 
  parents, and the pressure was 
  slowly driving him insane.  
  When he finally graduated from 
  medical school he immediately 
  dropped out of society and 
  disappeared into the crowd.  
  He followed bands for a few 
  years, went to all the hippy 
  gatherings did immeasurable 
  amounts of drugs and had sex 
  with anyone who was willing.  
  He found peace in this existence, until the Raffen Shiv 
  attacked the Folk caravan he was riding with.  Suddenly 
  his medical skills were needed, and he found himself 
  thrust into the role of a highly respected and needed 
  member of the Nomad Community.  Fearful of being in 
  another attack, but unwilling to give up his lifestyle, he 
  settled down and opened up a clinic at the Denver 
  Nomad Market. 
   
  
   
  Page 85 
   
   
   
  Timmy Tim is a Technomancer 
  specializing in Robotic Engineering 
  and electronics, who was rescued 
  from the Military after they took him 
  from a gang of Raffen Shiv who had 
  been holding him and forcing him to 
  work with Militech weapon designers.  
  While the military had him they 
  forced him to continue his work, until 
  a nomad was able to infiltrate the 
  Army base and free him.  He now 
  lives with a Jode family in Oklahoma, 
  where he builds intricate irrigation and harvesting 
  systems.  The military is still looking for him, because 
  unbeknownst to the Jodes who are taking care of him, 
  he has programmed universal override codes for the 
  robotic systems he was forced to design.  He calls this 
  program Rock ‘Em Sock ‘Em Robots.  It has been 
  discovered that all Technomancers are autistic to some 
  degree (it is theorized that this was somehow done on 
  purpose, perhaps in order to maximize their 
  technological capabilities).  Timmy is one of the higher 
  functioning individuals, but still requires care for food 
  and shelter, and to keep him hidden from his pursuers. 
   
  Caleb Johnson remembers 
  the days when private farms 
  stretched across the landscape 
  and food was so plentiful that 
  the government used to pay 
  people NOT to grow their 
  crops.  He was happily 
  married, had 5 sons and 2 
  daughters, his eldest son was 
  a star quarterback at the local 
  high school in Idaho.  Then the 
  tragedies hit him like 
  Dominoes.  His oldest son was 
  killed serving in the First 
  Central American Conflict, then 
  the drought hit, and he lost most of his land.  The 
  wasting plague took his wife, his youngest son, and his 
  oldest daughter.  The Second South Am Conflict took 
  two more of his sons, one in combat, the other during 
  the long walk.  His last son, Jeremiah, in a grief filled 
  rage, attacked a military recruiting station, and was 
  imprisoned and sentenced to 20 years.  No longer able 
  to hold on, Caleb turned to drink, soon after he lost the 
  farm.  He found himself on the road, trying to find work 
  as a farm hand wherever he could joining the Jode 
  nation, his daughter Sue tagging along with him.  In 
  2018 the nomad family he was riding with Dirty Pickers, 
  was attacked by Raffen Shiv.  He, his daughter, and 
  several others were taken hostage.  For two days they 
  were held and suffered unspeakable tortures.  That 
  night he got wind that they were going to be selling his 
  daughter and the other young women off as slaves.  He 
  broke free of his bonds, killed his guards, and then 
  freed the other prisoners.  They grabbed whatever they 
  could to use as a weapon as Caleb led them on a bloody 
  night of revolt and retribution, killing or driving off the 
  entire Raffen Shiv group that had been holding them.  
  Upon hearing what happened, the Jode leadership 
  offered him the Lead Representative role at the Boise 
  Nomad Market.  He has a sense of purpose now, his 
  daughter is safe and well taken care of, and he is 
  patiently waiting for his son to get out of prison. 
  Kat and Rain have been serving together since the 
  first Central American Conflict.  They met in Infantry, 
  and soon found themselves with the Rangers.  When 
  the war ended they stayed with the military as trainers 
  before finally getting recruited to Delta Force.  When 
  the second South Am Conflict went down, they were 
  deployed to the field, deep infiltration missions into 
  enemy territory in Colombia.  It was on their downtime 
  that they were hit by mortar attack, both of them 
  suffering horrific damage requiring them to undergo full 
  cybernetic conversion.  They were in fact some of the 
  first recipients of the controversial new procedure.  
  They stayed in the military, now indentured by the cost 
  of their bodies, and over the years they received 
  numerous upgrades.  Eventually in 2020, they were 
  able to buy Kat a Gemini body and pay off the rest of 
  Rains.  Free of the military they became guns for hire, 
  and licensed bounty hunters.  Rain, growing more and 
  more protective of Kat began upgrading himself even 
  further, without the benefit of counseling that the 
  military provided.  As Rain began moving closer and 
  closer to losing his humanity, Kat became desperate.  
  They accepted a live bounty from a corporate to hunt 
  down a nomad by the name of Swift.  Things went all 
  kinds of south however.  They ended up blowing up 
  Swifts car, and Swift nearly killed Rain.  Oddly enough, 
  after a series of improbable events, the two became 
  friends with the nomad after he challenged rain to a 
  Battledome match.  Swift lost, but a friendship was 
  forged through honor and mutual respect.  Now Rain is 
  finally getting the therapy he so desperately needed.  
  Rain has a Briar body, heavily outfitted with both legal 
  and illegal (modular/removable) upgrades.  Rain has a 
  Gemini body, that has also been heavily upgraded 
  however she actually prefers to wear an inhibitor most 
  of the time that limits her strength, speed, and reflexes 
  to high, though human levels.  While Both Kat and Rain 
  are over 50, Kats outward appearance is that of a 20 
  year old girl, possibly in an attempt to make up for a 
  youth spent in violence.  Rain and Kats devotion to each 
  other in unbreakable, but Rains decline towards 
  cyberpsychosis has taken its toll on their personal 
  relationship, and while he is therapy Kat and Swift are 
  growing uncomfortably close. 
  
   
  Page 86 
   
   
   
  Esmeralda “Vagrant” 
  Vagrantes, beauty 
  and the beast rolled 
  into one.  She is an 
  expert driver and a 
  skilled fighter of the 
  Snake Nation, though 
  she has close ties to 
  the Aldecaldo.  She is a 
  renowned outrider who 
  is said to be able to 
  beat any man, on or 
  off the road.  Her 
  father was a U.S. 
  engineer working in 
  Panama, her mother 
  was a dancer he met in 
  Tijuana where he had 
  previously been 
  assigned.  When the 
  U.S. pulled out of 
  Panama at the end of 
  the Second South 
  American War Esmeralda and her parents were left 
  behind, and forced to endure the Long Walk.  She was 
  10 at the time.  Her father was killed during the Long 
  Walk but  Esmeralda and 
  her mother eventually 
  made it back home to 
  Tijuana, and when Chico 
  Del Rijo and what would 
  eventually be known as 
  Juntes Libres settled in to 
  the nearby town of Seco 
  Del Rio, her mother got a 
  job there waiting tables.  
  Her mother began a long 
  relationship with Carlos 
  Estrada, and the young 
  girl was taken under the 
  wing of the burgeoning 
  nomad group, learning 
  how to fight, use a 
  variety of weapons, and 
  to drive and repair 
  anything with wheels.  As 
  she grew up it seemed 
  sure she would join 
  Juntes Libres, but their territory was too small, she 
  wanted to see more of the world, so she hired on as a 
  freelance outrider, not claiming any nation or family, 
  though in her heart she will always be Juntes Libres.  
  Esmerelda currently drives a custom Maclaren F1 she 
  won racing.  In addition she is a very skilled dancer.  At 
  23, Esmeralda 
  has had 
  Sandevistan 
  booster, 
  Neuralware 
  Processor with 
  vehicle link, and 
  Skin Weave 
  cybernetic 
  augmentation. 
   
   
   
  Thor stands 6’8” and 
  weighs 320 pounds.  
  He is the leader of 
  Norse Lords, one of 
  the largest and most 
  feared Raffen Shiv 
  groups of the 
  Northwest, made up of 
  old bikers, survivalists, 
  and Neo Nazi’s.  From 
  the ground up they are 
  a group based in 
  hatred, in the weak 
  over the strong, and a 
  pure Aryan bloodline.  
  The Norse Lords are 
  the scum of the earth, 
  and Thor is the worst 
  of all of them.  His 
  hammer is a 
  cinderblock with a 
  handle sticking out of 
  it that most people 
  can’t even lift, let 
  alone swing, he does so one handed.  He was already 
  superhumanly strong, but since 
  attaining leadership he has had 
  extensive cybernetic strength 
  augmentations (BOD 16), as well 
  as skinweave.  He has no mercy 
  even for his own men.  He is 
  violence and rage personified.  
  He has survived numerous 
  gunshots, 
  stabbings, 
  being hit with 
  a car, and 2 
  explosions.  His little brother Loki is 
  even crazier than he is, though 
  thankfully no where near as strong, 
  or as augmented.  His sister Hel, the 
  only female in the gang who has any 
  authority, is crazier than both of 
  them, and runs her own group of all 
  female members who will sometimes 
  try to seduce or infiltrate a 
  target group to lead them to 
  an ambush or sabotage their 
  vehicles.  All three of them 
  are addicted to combat drugs, 
  which only increases their 
  violence, paranoia, and 
  irrationality.  They rule their 
  gang through fear, intimidation, utterly ruthless results.  
  The Norse Lords infest the hills and rural areas of Idaho 
  like a plague raiding nomad and 
  corporate convoys alike. God help lone 
  travelers or small groups who get 
  caught in their 
  crosshairs  It has been 
  said it’s better to eat 
  your own bullet than to 
  get captured alive by 
  them, they have a fondness for raping 
  and torturing to death their victims, the 
  ones they don’t sell into to the covert 
  Monsanto slave farm nearby.  
  
   
  Page 87 
   
   
   
  Wandering Joe is a household name in 
  the Nomad Community, owner and 
  proprietor of Wandering Joes Used 
  Vehicle Auction at the Night City Nomad 
  Market, the largest of its kind in North 
  America.  No one knows more about 
  vehicles, especially the often held 
  together with positive thoughts vehicles 
  of nomads, than Joe 
  and his family.  Despite 
  the name, Joe hasn’t 
  wandered anywhere in 
  quite a long time.  
  Running the auctions 
  keeps him busy from 
  sun up to sun rise.  At 67 he shows no 
  signs of slowing down.  Every member 
  of Joes family he lays any claim to has 
  been in the automotive industry in one 
  way or another since cars were 
  invented.  Joe himself 
  not only owned his own 
  Chevy lot before the 
  collapse, but was lead 
  mechanic for a Nascar team, and a Baja 
  team.  Some say oil flows in his veins 
  instead of blood, and that his heart was 
  replaced with a V6.  Joe himself handles 
  the car auctions, he also 
  occasionally will tune or 
  modify a car personally, if 
  the money is right and he 
  likes the customer enough.  
  Joe is famous for his love of 
  classic cars, and his disdain for nomads 
  who trash them.  His brother Zeke at 61 
  handles the Truck auctions and his son 
  Cletus at 40 the bikes.  
  His sister, and youngest 
  sibling at 42, Jo-Jo has 
  taken over the aircraft 
  auctions in addition to the boats since 
  Joe’s wife Meg died last year.  Cousin 
  Merle still handles everything else, 
  though usually they can only get Merle 
  sober for it one day a 
  week.  Rigger, a former 
  Folk mechanic and Joe’s 
  Granddaughter Tabitha, 
  now 20 years old are 
  Joes chief mechanics, 
  overseeing between 50 and 100 others, 
  depending on who is in town that week. 
  At any given moment Joe has between 
  75 and 200 vehicles on 
  his lot and prides 
  himself on the fact 
  that he will not sell a 
  vehicle that doesn’t run.  In addition 
  to buying and selling vehicles, 
  Wandering Joes is now the place to 
  have modifications and repairs 
  performed, and Joes brother in law, 
  Big Bob Budro owns an absolutely 
  enormous salvage yard about two 
  miles away that has been in there 
  family for 80 years.   
   
  Dust is a freelance scout with Snake affiliations.  
  Lakota and Apache blood flows thick in his veins, and 
  his skills as a tracker, guide, driver, and sniper have 
  earned him a bit of renown.  He specializes in leading 
  groups through Raffen Shiv heavy territories in the 
  south west, particularly Arizona, Nevada, and Southern 
  California.  The UAN placed a bounty on his head, after 
  he was ordered by them to lead a convoy of weapons 
  into an ambush and he instead led the nomads shipping 
  it to safety.  This has led to him being all but exiled in 
  New Mexico. 
   
  Old Man Rivers is a Jode 
  agritech specialist.  He knows 
  soil, and he knows plants.  It’s 
  almost unnatural how much this 
  man knows about botany and 
  horticulture.  He doesn’t claim 
  any specific family, instead 
  working within all walks of the 
  Jode community, and 
  occasionally with the Folk 
  (though he tends to double his 
  fee for anyone he works with 
  who isn’t Jode affiliated).  
  Rivers turned outlaw farming 
  into an art form, it is said that, 
  or his protégé’s have been 
  responsible for at least 65% of 
  all successful Jode harvests.  He 
  is so valuable to the Jodes that 
  he has been assigned two 
  personal bodyguards and 
  companions, a husband and 
  wife team of former scouts 
  named Elias and Mint Daltry.  Their relationship is 
  strained as Rivers does not take kindly to have 
  everything he does monitored, nor is he happy for 
  anyone else to know the locations of his private crop 
  sites.  However, he has eased back on his protests after 
  a kidnapping attempt last 
  year.  While there is no 
  proof, the attempt came 
  after Biotechnica had used a 
  Meta proxy to aggressively 
  attempt to recruit Rivers.  
  Elias and Mint for their part, 
  complain constantly about 
  the cantankerous old man, 
  but it’s plain to see they are 
  fond of him to anyone with 
  eyes. 
  
   
  Page 88 
   
   
   
  Scully’s Scav’s are a Jode affiliated 
  Family who specialize in going into 
  abandoned or quarantined areas and 
  scavenging or salvaging anything they 
  can.  They were working Chicago, but 
  have since moved on to New York to 
  get to the choice spoils before all the 
  competition arrives.  They originally 
  formed after the Mexico City quake, 
  and quickly gained 
  a reputation as 
  unrepentant 
  vultures, picking 
  over the dead for 
  scraps.  That’s not 
  far off, but the do 
  provide an important service, 
  mapping disaster zones, identifying 
  threats and danger zones, and 
  finding ingenious ways to get around 
  problems in the rubble or getting 
  into unstable structures.  They don’t 
  share these 
  secrets but they 
  will work for a 
  price, usually a 
  hefty one.  Scully himself is a large 
  man in his 40’s with a Large exposed 
  plate on his forehead.  He is fond of 
  attaching flashlights or optics to it 
  via magnets.  Baron English is his 
  oldest friend 
  and second in 
  charge of the 
  family.  Jager 
  and his dog 
  Sharky handle 
  security for the team, with 
  experience as an army medic and 
  an outrider.  Lola Payola is the 
  final member of the core group, 
  and the youngest at 16.  She is 
  Barons Daughter and she handles 
  the equipment.  There are usually 
  around 5 to10 other members of 
  the group, depending on the size 
  of the job they are taking on, 
  though if the risk is low they have 
  been known to go at it alone. 
   
  Alisa Mayes is not a nomad, she is an 
  FBI field agent based out of 
  Philadelphia and is the lead agent of 
  the Nomad Affairs Department.  She 
  has been both investigating the Raffen 
  Shiv kidnapping of an Ohio politicians 
  daughter  as well as searching for a 
  man known only as Swift as part of an 
  ongoing investigation.  She has been 
  spending a lot of time at the Columbus 
  Nomad Market.  The nomads there 
  treat her with extreme suspicion, but 
  so far she has been careful not to step 
  on too many toes.  She has come to 
  learn the difference between Nomads 
  and Raffen, and acts accordingly.  She 
  is being closely watched however. 
  Luscious Jones has a 
  heart for speed, and 
  eye for money.  
  Luscious is a race 
  promoter and sponsor 
  for the Snake nation.  
  His main stake is the 
  Baja run, and he 
  spends most of his time 
  looking for, recruiting, 
  outfitting, and training 
  the absolute best 
  nomad drivers he can 
  find.  He actively promotes illegal races across the 
  country, mostly to scout for prospective drivers, but 
  also simply because he likes watching things go fast 
  and putting money in his pocket.  His focus lately has 
  been diverted, as the underground racing world is abuzz 
  with a new illegal circuit that runs an annual race called 
  the Scramble.  The 
  Scramble started in 
  Nigh City but has 
  spread to Tokyo and 
  Cairo, and is stated to 
  be based in Mexico City 
  next year.  Luscious 
  has been spent 
  massive amounts of 
  money trying to 
  divulge the identity of 
  the race promoters, 
  but so far they have been ghosts.  Instead Luscious 
  recruited several influtential members of the nomad 
  community, including high ranking reps from each of 
  the seven nations, and has decided to put on the third 
  annual Scramble himself.  Since the second Scramble 
  race is Tokyo was won by an Amercan nomad, the race 
  would have been held in the United States anyway.  
  Early estimates are 
  favoring a driver 
  named Mecha-Shan 
  who has somehow 
  cybernetically fused 
  himself with his car, 
  the Rolling Tiger.  
  “Rolling Tiger and 
  Mecha-Shan are one.” 
   
  Zindrah is a fortune teller, 
  Shaman and medic  who is 
  usually found 
  at the 
  Olympic 
  Nomad 
  Market.  She 
  claims Blood 
  Nation, but is 
  not part of 
  an individual 
  family.  One 
  month a year, Zindrah leaves the market 
  and travels.  Her method for choosing a 
  crew to travel with is vague, but has 
  something to do with letting the spirits 
  choose for her.  It does not matter where 
  that group’s destination is, for Zindrah 
  it’s the journey itself that is important.   
  
   
  Page 89 
   
   
   
  Kodiak Carson is the 
  leader of Carson’s Blockade 
  Runners.  Unlike most family 
  leaders, especially one who 
  specializes in shipping 
  across Raffen Shiv 
  territories in New Mexico, 
  Oklahoma, and Texas, 
  Kodiak prefers to Outride.   
  At 62 he is still a fierce 
  warrior, and has claimed 
  that the day he can’t fight 
  for his kin is the day you 
  can put him in the ground.  
  Carson is  rough, uncouth, 
  and short of temper, but if 
  he calls you friend he will 
  walk through fire for you, 
  and if he 
  calls you family he will lay himself 
  down in the flames so you may tread 
  safely across his back.  His second in 
  command is a younger man named 
  Bull.  At 38 Bull joined 5 years ago 
  when Kodiak pulled him out of a 
  burning car moments before it 
  exploded during a Raffen Shiv attack.  Bull and Carson 
  were part of two separate 
  families, and the incident gave 
  Kodiak his prominent forehead 
  scar.  The selflessness of the 
  act, and many like it, have 
  inspired many.  As a result the 
  group is now 8 strong, and their 
  reputation for getting through 
  any obstacle is becoming 
  legendary in the region.  Bull is 
  the driver for the Blockade 
  Runners truck, a heavily 
  armored and modified beast.  
  His little brother Pony rides 
  shotgun.  Connie and Mabel, 
  Kodiaks daughters are 
  outriders.  His scout is named 
  Lupo, and his friends Ringo and 
  Chop serve as mechanic and 
  medic.  Carson often will hire on 
  additional help, or offer to ride 
  point in larger caravans.  The 
  truck has a heavily reinforced 
  front bumper to break through 
  roadblocks.  The other vehicles 
  the family uses are all considered 
  expendable, and they tend to go through them quickly. 
   
  Cammi and Sissy 
  Monroe are cousins, they 
  are under the care of the 
  Aldecaldo clan in the  
  while their parents are 
  working the Chicago 
  reclamation project.  
  Between the unstable 
  structures and buildings, 
  wild and feral animals, 
  chance of disease 
  outbreak, and constant 
  Raffen Shiv harassment, 
  their parents decided to 
  leave them with the Arizona Aldecaldo delegation, 
  specifically appointing Maggie and Hen as the 
  guardians.  Maggie and Han run the Arizona Nomad 
  Market Nest.  Nests are common at Nomad Markets, 
  with usually at least one per Nation at each market.  
  When parents have to take on 
  dangerous work, or are otherwise 
  forced to be away for extended 
  periods of time, they will leave the 
  children at a Nest.  A Nest acts as 
  daycare, school, foster care, and if 
  need be, orphanage.  This is one of 
  the most sacred jobs one can 
  undertake within the nomad 
  community, and is the backbone of 
  the communal raising of nomad 
  children.  Cammi and Sissy earn 
  trade credit by offering their Gopher services.  Gophers 
  are a necessary and important job in a Nomad Market, 
  and one usually performed by children. Gophers work 
  with Rugrat Wrangler.  If you don’t have much time, or 
  are unfamiliar with a market, and don’t have time to 
  scour the place shopping, you can give a list of items 
  you need to on of the Wranglers.  The Wrangler will 
  determine a total value based on the list (this is the 
  only point of 
  negotiation, as the 
  Nomad can set a 
  maximum price he is 
  willing to pay for an 
  item), and determine 
  the value of goods the 
  nomad is willing to trade 
  for them if he isn’t 
  paying cash.  They will 
  then send out the Gophers and they will find you the 
  closest approximation available for a ten percent fee 
  (5% to the wrangler, 5% to the Gophers).  The fee is 
  non-negotiable.  Since the Gophers don’t have time to 
  haggle, they will pay the asking price for any item as 
  long as it is in the buyers range.  The Gophers will give 
  the merchant a voucher, who will then be paid by the 
  Wrangler at the end of the day.  Another service often 
  performed by children working under a Wrangler is that 
  of guide.  Since the children working for a 
  Wrangler, or under the care of a Nest, 
  are under no circumstances ever allowed 
  to leave the Market proper without a 
  trusted adult chaperone, they know the 
  market better than anyone else, and for 
  roughly 5eb an hour in cash or trade you 
  can get a child guide who will take you 
  anywhere in the market you need to go.    
  
   
  Page 90 
   
   
   
  Bliss is a Blood Talent Scout 
  specializing in finding the right crew 
  for the right job.  She works out of 
  the Night City Nomad Market 
  primarily, but has connections 
  throughout the states in the Nomad 
  Community.  Regarless of Nomad 
  Nation affiliation.  If you need 
  someone to fill out your crew, 
  outriders, a scout, drivers, medics, 
  mechanics, whatever, Bliss is the 
  one to talk to.  If you need work, 
  she is your messiah.  She charges a 
  small finders fee, usually around 
  200eb per head, and will take it 
  either in cash or in trade (weapons, 
  electronics, and cybernetics only).  
  She also deals in cybernetics, new 
  and used, and has several ties to 
  Nomad doctors across the states 
  and urban Ripperdocs in Northern 
  California and Oregon.  Bliss is 32, and a well respected 
  resident of the Night City Nomad Market.   
   
  Gideon Gunn and his 
  sister Cinnamon are 
  bounty hunters with strong 
  Snake Nation ties.  They 
  specialize in hunting down 
  fugitives who have fled into 
  the Nomad Community.  
  This has put them at odds 
  with many nomad families, 
  but they have a reputation 
  for only hunting the worst 
  criminals, murders, rapists, 
  and lawyers, so there are 
  still plenty of nomads who 
  are willing to pass them 
  information, and in some 
  cases have their backs if it 
  comes to that, especially if 
  their target is Raffen Shiv or 
  has harmed a child.  They 
  operate out of Colorado, but their fugitives often have 
  them going all over the country.  They mainly take only 
  federal bounties, but they 
  have been known to work 
  for corporations if the 
  money is good enough.  
  They also take on jobs for 
  Nomads who need 
  someone tracked down.  
  Gideon is 34, Cinnamon is 
  28, and they have been 
  bounty hunting together 
  for 10 years.  They grew 
  up in a small Snake 
  family, but Gideon was 
  caught Wilding at 16 and 
  became a Texas Ranger to 
  avoid prison.  He quit that 
  at 24 when his sentence 
  was served, grabbed his 
  sister, and went into 
  business for them selves. 
   
  The crew of the Maggie May are a 
  small group of Thelas smugglers who 
  operate in the Gulf of Mexico and the 
  Caribbean.  The Maggie May herself 
  is a heavily modified PT Boat 
  captained by 42 year old Tyrell 
  “Seahawk” Hawkins.  A former Navy 
  Swift Boat captain, Tyrell was raised 
  on his mothers sport fishing boat in 
  the Florida Keys.  He has spent more 
  of his life at sea than on land by a 
  wide margin, and 
  he wouldn’t have 
  it any other way.  
  In addition to smuggling things in 
  and out of the Gulf, the heavily 
  armed and armored Maggie May also 
  serves as an outrider for aquatic 
  caravans, fishing groups, and even 
  private yachts 
  if they can 
  afford it.  
  Piracy has 
  become a very real threat, 
  particularly in the warm 
  Caribbean waters.  Tyrells first 
  mate is 32 year old Shona Brody, 
  a former Coast Guard diver who 
  lost both arms to a Tiger Shark 
  attack in Jamaica.    Cody Lowell 
  is good with a gun, a former Blood outrider who had to 
  skip Florida in a hurry.  He is a bit hot 
  headed, but he is a decent mechanic 
  and he has a fair amount of contacts 
  on the mainland.   Molly Estevez is a 
  16 year old girl who stowed away on 
  the boat last year and has since been 
  adopted by the crew, she serves as 
  cook.   
   
   
  Jonah Bonham is one of the 
  few nomads to own his own 
  Powered Amor.  There is a 
  reason for that, they are 
  expensive to maintain, have a 
  limited power supply, and almost 
  impossible to find proper parts 
  for in the nomad community.  
  Jonah’s suit of Bast Armor is in a 
  constant state of disrepair, and 
  the repairs that have been made 
  have often come from bits and 
  pieces scrabbled together from 
  vehicles and electronics devices.  
  Jonah is a skilled and respected 
  fighter, but will take nearly any 
  job he can get, just to keep his 
  suit functional. 
  
   
  Page 91 
   
   
   
  Erik “Bloody Mac” Cormac is the 
  leader of the Deth Killers, a Raffen 
  Shiv gang in Jersey that finds itself 
  in constant conflict with the other 
  Raffen Shiv gangs over territory 
  and the meager pickings of those 
  foolish enough to travel through 
  Jersey with anything less than full 
  corporate 
  convoy armed to 
  the teeth and 
  armored to beat 
  all.  Cormac has 
  lead his group 
  for 6 years now, 
  impressive 
  considering the 
  competition.  Oddly, his gang is one 
  of the least psychopathic Raffen Shiv 
  groups around.  While they are brutal 
  in a battle, they can 
  be reasoned with, 
  and Erik does have a merciful side, 
  letting children and women live, as 
  well as anyone who surrenders to him.  
  In fact, most of the Raffen in the area 
  don’t really consider the Deth Killers 
  among their 
  number.  Erik 
  sees himself as an 
  honorable man, 
  doing the best he 
  can to ensure he 
  and his crew survive.  His group 
  grows in numbers, mostly from 
  other Raffen Shiv groups in the 
  area who just can’t take the 
  pointless slaughter, and see Erik’s group 
  as the best alternative in shitty 
  circumstances.  It is also for this reason 
  that the Deth Killers have a high number 
  of female members.  Do not get the wrong 
  idea, the Deth Killers are as guilty of 
  robbing, raiding, and killing as any Raffen 
  Shiv group, but they have the potential to 
  become something more.  
  In the meantime the group 
  is more than capable of 
  holding firm to its territory in the 
  southwest corner of the state, raiding 
  any nomad or corporate caravans they 
  think they can take, and sneaking 
  across state lines to trade or steal any 
  supplies and goods they can. 
   
   
  Soroya and Ursula are 
  the leaders of an all-
  female tribe of Raffen Shiv 
  called the Daughters Of 
  Chaos.  Originally based 
  out of the Great Plains 
  region, the Daughters 
  have been forced to stay 
  on the road, always 
  moving, after they had a 
  dust up with the Norse 
  Lords.  Soroya and Ursula 
  are hard driving, hard 
  fighting, and they will brook no disrespect from any 
  man or woman alive.  They lead their attacks 
  personally, and any 
  woman who joins who 
  can’t keep up is cast out 
  to fend for themselves.  
  These two women, whom 
  most believe to be 
  lovers, are wanted in 16 
  states for aggravated 
  assault, unlicensed 
  prostitution, and murder.  
  The violence and 
  brutality of their attacks 
  is matched only by their 
  daring.  They have run 
  police road blocks, staged raids in broad daylight, left a 
  trail of bodies in their wake across the 
  land.  They seem to delight in their own 
  path of wanton 
  destruction and 
  violence.  Bounties on 
  the women are high, 
  but their tribe of 
  warrior women is 35 
  strong and growing, as 
  are the number of allies 
  they have made with 
  Raffen Shiv across the 
  US.  This has made 
  them incredibly hard to 
  track down, and even if 
  they are found they 
  would be nearly 
  impossible to take without an army.  
  In addition to maintaining their allies 
  loyalties through their prowess as fighters and raiders, 
  the Daughters are also known to throw 
  wild parties upon entering the territory of 
  any male Raffen 
  Shiv, if the 
  daughters feel 
  safe, or 
  generous, these parties have a 
  tendency to turn into orgies.  
  However things have been known to go south, and the 
  next morning has found most 
  of the men with their throats 
  cut, everything of value 
  missing.  New members, 
  especially young pretty ones, 
  have been known to be pimped out in order to 
  have them infiltrate a target and either lead 
  them to a trap or sabotage their vehicle. 
  
   
  Page 92 
   
   
   
  The Tinkerkin are a small group of 
  young Aldecaldo techs.  They 
  specialize in robotics, usually for 
  salvage or construction, but they 
  have also each created their own 
  defense bot.  The group is led be 
  Noam “Tootsie” Taft, who at 43 is by 
  far the oldest member of the group.  
  Taft is every bit as gifted as his young 
  charges, whom he discovered after 
  they had been kicked out of MIT, 
  although his expertise lies in 
  electronics and netrunning.  The group had been 
  expelled for causing an explosion when one of their 
  robots malfunctioned and 
  its acetylene tank for its 
  welding torch blew up.  Taft 
  saw the enormous potential 
  in the three students, and 
  proposed a life on the road, 
  full of adventure and little 
  in the way of rules.  The 
  group with no where else to 
  turn accepted.  The oldest 
  Tinkerkin is 21 year old 
  Crush.  Mechanically genius but socially awkward, Crush 
  is known for his appetite and for his short temper.   
  Crush has traded his services for 
  combat lessons from any 
  respected warriors the Tinkerkin 
  happen to be working with, and 
  prefers heavy weapons.  
  Clementine is the next oldest at 
  19.  Her general good disposition 
  is often all that holds Crush in 
  check when he gets angry, and 
  as such he has developed a crush 
  on her.  Clementine for her part 
  is probably the most level 
  headed of the group, and her 
  machines are the least prone to malfunction.  
  Clementine prefers to let her 
  robot “Bootsy” do her fighting for 
  her, and doesn’t even carry a 
  weapon.  16 year old Orson is the 
  second youngest member of the 
  group, and often it shows.  He is 
  impetuous, at times obnoxious.  
  He has taken a few weapons 
  lessons with Crush, but beyond 
  the basics his attention span 
  problems often get in the way.  
  Orson is known for completely scrapping his robots to 
  rebuild them from scratch on nothing more than a case 
  of boredom, or excitement on finding some new gadget 
  he can install.  Willow is 14, and the 
  youngest member, she is also the 
  smartest.  She is fond of making robots 
  that resemble animals, and her personal 
  bot is in the shape of a large dog, whom 
  she often rides.  The Tinkerkin are 
  currently on there way to Chicago with 
  designs for search bots that will aid in 
  the reconstruction efforts.  Meta has 
  expressed a keen interest in them and 
  has already purchased several of their 
  designs for further development. 
  Captain Warlock Arcadian leads the 
  Airlords, a large band of sky pirates.  
  The Airlords are not seen as Raffen 
  Shiv since they never attack Nomads, 
  instead they target corporate road 
  convoys, dirigibles, and even slow 
  moving cargo planes in mid-air.  It 
  was rumored that Warlock was killed 
  last year after they were betrayed by 
  one of their own to Militech.  However 
  Warlock has resurfaced and again 
  regained control of the Airlords.  His 
  second in command is 
  his wife Ember, who 
  led the crew in his 
  absence.  The Airlords 
  are the largest group 
  of airborne nomads in North America.  
  Their exploits are legendary among the 
  Nomad Community and the price on 
  their heads outside the community is 
  enormous.  In addition to raiding 
  corporate targets, the Airlords often 
  make their services available to the 
  Nomad Community at 
  large, and have 
  provided air support 
  against Raffen Shiv 
  attack, search and rescue missions, 
  and even emergency airlifted out 
  wounded.  However the main focus of 
  their legend is in their daring mid-air 
  piracy.  They will fly above a target and 
  jumpers will leap out, boarding a target 
  craft in midair, gaining entrance, overtaking it, then 
  bringing it down at a safe location.  The 
  Airlords are about 100 members strong, 
  although over half of that are support 
  and maintenance crews.  The preferred 
  aircraft of the Airlords are small prop 
  driven hand built stunt planes.  They are 
  also known to have a refurbished WW2 
  B-17, a few small helicopters, a few AV’s 
  (though it’s difficult to keep them 
  running), and 2 cargo 
  planes.  They have secret 
  airplane graveyards and 
  forgotten airstrips mapped out all over 
  North America, and the main force moves 
  around constantly, while repair crews 
  repair or rebuild aircraft in scattered 
  groups.  The Airlordss have at least 2 
  Technomancers working with them, which 
  explains their wild looking aircraft.  Every 
  young nomad (and many static) pilot, 
  skydiver, or aircraft mechanic, has dreamt at least once 
  of joining the Airlords, and its pilots are mostly made up 
  of former military or stunt pilots.  Warlock Arcadian is 
  on a personal quest to reclaim his personal fighter, his 
  airship, and his handgun… all of which were sold at the 
  Night City Nomad Market after it 
  was believed he had been killed 
  by unscrupulous former members 
  of his group.  It has been difficult 
  to reform the group, but once 
  again the Airlords are the most 
  feared name in the skies. 
  
   
  Page 93 
   
   
   
  Rust is a former 
  firefighter named 
  Marvin Taylor.  
  He was badly 
  injured trying to 
  rescue low level 
  salarymen and 
  women from a 
  burning coffin 
  hotel.  Rust 
  suffered burns 
  over 90% of his 
  body, and it was 
  deemed full 
  cybernetic 
  conversion was 
  the only way to 
  save his life.  
  When he showed 
  up to testify as to 
  many safety 
  violations of the 
  building on behalf 
  of the victims, he soon found that the business 
  conglomerate that owned the building, also owned the 
  insurance company that 
  was paying for his body, 
  as well as the fire 
  department he worked 
  for.  He was fired, and 
  his insurance benefits 
  were revoked.  The 
  company was 
  threatening to confiscate 
  his body and replace it 
  with a Basic B-1 body.  
  Rust fled into the combat 
  zone, but found himself 
  a target there for anyone 
  trying to prove 
  themselves by taking out 
  a ‘borg, and corporate 
  bounty hunters were 
  trying to track him.  He fled into the nomad community 
  and hasn’t looked back since.  Rust has made several 
  changes and customizations 
  to his original Alpha model 
  body, and as it is damaged 
  and repaired, usually with 
  used cybernetics taken from 
  fallen enemies, his 
  appearance is becoming ever 
  more kit bashed.  These days 
  Rust claims Aldecaldo, and 
  often works as a driver, 
  especially if the vehicle is 
  smartlink capable, or as an 
  outrider.  Rust has 
  quickchange limbs and has 
  several spare or specialized 
  limbs and digits to choose 
  from, he also has several 
  faceplates he likes to switch between to keep from 
  being recognized or tracked.  Before his accident Rust 
  was a practitioner of Tai Chi, he has taken that up again 
  and uses it to retain focus and calm, helping him keep 
  hold of his remaining humanity. 
  Fallon Forward, Theresa 
  McCandless, and Stick Strong are 
  Hi-Way patrol officers in Arizona.  Like 
  many Hi-Way officers they maintain 
  strong ties to the Nomad community, 
  however in their case they take it one 
  step further, officially affiliating 
  themselves with the Snake Nation and 
  calling themselves the Hi-Waymen.  In 
  fact, they were nomads before they 
  become police, joining Hi-Way 
  specifically to provide nomads in the 
  area some protection from Raffen Shiv, 
  Corporations, and 
  Hi-Way itself.  While they wear the 
  leathers and uphold the duties of Hi-
  Way, they are not without 
  corruption, often overlooking 
  nomads breaking 
  the law while 
  cracking down 
  hard on statics 
  and corporate 
  vehicles they 
  come into contact 
  with.  Fallon and Theresa ride the 
  Mitsubishi PCM 520 bikes, while Stick 
  drives a Max Interceptor.  Externally 
  all their vehicles are the standard but 
  hard used Hi-Way patrol issue 
  vehicles, how ever internally they 
  have had their friends in the nomad 
  community make several 
  modifications.  Fallon is 45 and 
  married to a Snake doctor at the Flagstaff Flea Market 
  named Cace.  Therese and Stick have an on-again-off-
  again casual romance though Theresa has expressed 
  interests in a deeper 
  commitment.  The Hi-
  Waymen’s nomad bias has 
  been causing a stir lately 
  among their superiors and 
  fellow officers, who see the 
  behavior as dangerous and 
  their bias against 
  corporate drivers as 
  financially risky.  
   
  Harper “Grease Weasel” Trahn is 
  a Vietnamese mechanic who claims 
  both Thelas and Folk, and is known 
  for his ability to fix anything that 
  moves on land or sea.  He is an able 
  gunsmith and weapons dealer, and 
  his contacts in South East Asia and 
  South America keep him supplied 
  with surplus military hardware he will 
  sell or trade for a good price.  The 
  illegal arms get brought in to the 
  Olympic Market where he keeps a 
  small portion in stock, and distributes 
  the rest nationally through his Folk 
  contacts.  Trahn has made enemies 
  in the Triad and Tong societies, and 
  doesn’t leave the nomad market 
  often, but has been known to travel when large or 
  sensitive shipments must be delivered. 
  
   
  Page 94 
   
   
   
   
  Adara Majors leads the Karma 
  Darmas, a Jode affiliated family 
  specializing in search and rescue 
  operations and relief efforts.  Anytime 
  there is a disaster involving nomads, 
  or there is high probability of one, 
  they go in and help.  Unless the job is 
  particularly risky, they rarely charge 
  for their services, instead relying 
  mostly on 
  donations. The 
  group relies on a 
  democratic 
  mechanic, and 
  every member of 
  the team must vote on whether to 
  accept a job or not.  Once accepted 
  the team will stay until the job is 
  complete, or until Adara calls it off.  
  Adara is 35, her father was a Smoke 
  Jumper and 
  her mother 
  worked as a doctor for the 
  Peace Corp.  When her parents 
  were killed in the Los Angeles 
  quake, she was left homeless 
  and joined the nomad 
  community.  She spent much of 
  that time as a nurse to a doctor 
  travelling with a Jode family, 
  eventually learning from him 
  and becoming a nomad doctor 
  herself.  She formed the Karma Darmas after helping to 
  rescue a nomad group with several 
  children who were lost in a blizzard in 
  the Rockies.  Her second in command is 
  her boyfriend Jude Plato, a military vet 
  who served in the Ethiopian problems.  
  Her younger sister Brylee is the only 
  blood she has left. Since forming the 
  group they have picked up several other 
  members as well.  Dugger is an expert 
  with explosives, which often are 
  necessary in cave-ins or to remove 
  obstacles.  It is rumored that he was 
  once a criminal, possibly even a 
  terrorist, but something happened.  
  Regardless he has sworn never to 
  harm a human being.  
  Charmer is a shaman 
  and medic who claims he 
  can talk to the earth.  He 
  is a weird one, who often 
  makes the rest of the 
  group uncomfortable, but 
  his knowledge of herbs 
  and holistic medicine is uncanny, and his 
  manner of speaking can help calm even 
  the most panicked or rage ridden of 
  individuals. Cole Vigil is the groups scout 
  and tracker.  He served with Jude in the 
  Congo.  He doesn’t handle confined spaces 
  well.  Jumper is the 
  team’s tech and mechanic.  She 
  drives a yellow short bus with a 
  monster suspension.  Tom Bane, 
  Erin Ford, and Studs 
  are the groups 
  outriders.  Tom is the 
  oldest member of the 
  group at 50.  A Vet of 
  the first and second 
  South American 
  conflicts, his entire family was wiped out in 
  a wildfire, sparing only his grand-daughter, 
  who rides with 
  the family.  Erin worked 
  briefly for Arasaka before 
  she got fed up with their 
  bullshit.  Studs is a full 
  conversion who retained his 
  face, and 
  seem to ride   
  along with 
  the family 
  more to 
  seek out 
  thrills than 
  for the sake of altruism.  This has 
  caused problems with Adara, but his 
  strength and fearlessness are too 
  valuable to the team.  The Karma 
  Darmas usually travel via convoy, but 
  they maintain close ties with several 
  pilots, and for a fee, or in extreme 
  emergency, the family can usually be 
  anywhere in North America in a few 
  hours at most.  
   
  
   
  Page 95 
   
   
   
  The 13 Masters Of Dust are a troupe 
  of martial artists who travel the 
  wastelands, competing in Dome fights.  
  Each member of the group has 
  maintained an undefeated record and 
  several have fought in death matches.  
  The leaders of the 13 
  Masters are 33 year old 
  Quill and Forrest, husband 
  and wife.  Quill’s style is 
  U-Ra-Do, and Forrest’s is 
  Kuk Sool Won.  Quill 
  wears a pair of heavily 
  customized and armored 
  echolocation glasses.  
  Thrust is 29 and practices 
  Muay Thai and Krabi Krabong, and is 
  deadly with his custom made Daab short 
  swords and knives.  
  Mondo Carnal is 27 and 
  is a master of Jitte, 
  nomad knife fighting.  His African 
  descent and fighting style also 
  suggest knowledge of Nambe.  Shade 
  is said to be a 
  true Shinobi.  
  She never 
  speaks, but 
  looks to be 
  somewhere in 
  her mid 
  twenties.  36 
  year old Badger is former Raffen 
  Shiv, and is held in low regard by 
  everyone 
  outside of 
  the 13.  
  Jaihouse 
  Rock is his 
  preferred fighting style, suggesting 
  he has spent long stretches of time 
  in prison.  Whistler is a gentle soul, 
  and by far the most merciful.  He 
  will not fight to the death over 
  sport, and travels with his wife 
  Hannah and daughter Cora.  Even 
  in the most heated matches he 
  actively tries not to maim or 
  permanently injure an 
  opponent.  Formerly of the 
  Night City booster gang the 
  Neon Dragons, Butterfly is the 
  youngest of the group at 25.  
  She practices Wai Wing Chun.  
  Panthro is a Kuntao specialist, 
  and for a time was leader of an 
  Indonesian immigrant fishing 
  group until they were attacked 
  by pirates off 
  the coast of 
  North Carolina.  
  No one is quite 
  sure what 
  Donkeys style is, he prefers berserker 
  swords, and his style is raw and 
  undisciplined, suggesting he practices a 
  self taught form of 
  Streetfighting.  At 
  47 Donkey is the 
  oldest, and his 
  daughter Pinto 
  travels with him.  Selena is a 
  master of Catchascatchcan.  She 
  grew up in the 
  barrios of Mexico, 
  learning her skill 
  in a local gang 
  before joining up 
  with a nomad group to get out of an 
  ever worsening drug war.  Shiva 
  comes from a small Indian community 
  is Portland, her father owned hotels, 
  her mother doted on her brother, and 
  Shiva was the lowest on the totem 
  pole of affection and rights.  
  She grew tired of her 
  families greed and 
  adherence to outdated 
  beliefs and left on her own, 
  taking the one thing her 
  father taught her with her, 
  the Indian martial art of 
  Kaliope.  The newest 
  member of the 13 Masters 
  of Dust is Kim Max, who 
  replaced Mugg after he was 
  defeated and lost his eye in a Dome Fight.  Kim 
  remained undefeated at the Night City Nomad Market 
  for 8 months before retiring to 
  rejoin the Stormriders.  The 
  Masters sought her out and 
  invited her to join them.  The 13 
  Masters of Dust travel as a 
  group but fight individually, and 
  never against another member.  
  They have been known to offer 
  themselves as champions in a 
  dispute to be settled by combat, 
  for a hefty fee.  They will accept 
  any 
  challenge
  , failure 
  to do so 
  will result in expulsion from the 
  group, as will losing a match. 
  
   
  Page 96 
   
   
   
  Cinder and Ash 
  are Pathfinders.  
  They each have 
  served as both 
  Outriders and 
  Scouts, but 
  disliked the idea 
  of being tied to a 
  family when they 
  would rather be 
  exploring lost 
  and forgotten 
  roads and trails.  
  The live only for the “Road less travelled”, and so travel 
  light and fast, with custom off-road 
  capable bikes and carefully chosen 
  equipment.  Cinder is 29, and a 
  highly skilled sharpshooter, a skill 
  she learned from her father.  Ash is 
  38, and half black half latino.  He 
  doesn’t remember his parents only 
  that they died during the long walk.  
  The two travel all over North 
  America, exploring for explorations 
  sake, often documenting their finds 
  on video, as 
  well as 
  keeping 
  extensive 
  journals and 
  maps.  
  Copies of their maps and journals 
  fetch a high price, as they have 
  been able to safely navigate 
  paths through what were thought 
  to be impassable areas, or areas 
  thick with Raffen Shiv.  In 
  addition, they provide routes to 
  the Underground Railroad. 
   
  Pixie is a 20 year old Aldecaldo 
  affiliated Netrunner looking for a 
  work currently at the Colorado 
  Night City Market.  In the 
  meantime she has created a 
  small business refurbishing 
  cyber-modems, computers, and 
  other electronic devices.  She is a 
  very skilled hacker and former 
  NC University Student.  After a 
  run in with the law she was 
  forced to go underground, and 
  laid low in Vegas for a while.  A 
  friend of 
  hers at the 
  time was working for a covert 
  military group, and offered to get 
  her in.  To kill her ever growing 
  restlessness she joined.  Just 
  after boot camp she secretly 
  discovered the true nature of 
  what she would be doing for the 
  military and went AWOL, fleeing 
  into the nomad community in 
  order to search for her friend 
  who she feels would be able to 
  protect her. 
  Brandy is the daughter of a 
  Jode national representative 
  at the New Mexico Nomad 
  Market.  She is somewhat 
  spoiled by her fathers 
  position, and has used it to 
  leverage favor during trades 
  and negotiations.  She is 
  actually a skilled leather 
  worker and seamstress.  She 
  has tried to market her 
  fashions, but has so far found 
  little success.  The one area 
  she has found success is at 
  throwing 
  impromptu 
  parties.  Her reckless nature and her 
  attitude of embracing excess has led to 
  embarrassment for her father.  The 
  subsequent restrictions placed on 
  Brandy has her actively planning to 
  either join up with a wilder group of 
  nomads heading out, or even stowing away. 
   
  Tabitha and Kasey are a 
  pair who draw stares 
  wherever they go.  Tabitha 
  is a full cyborg conversion 
  with a soft shell skin.  She 
  doesn’t believe in wearing 
  clothing, claiming that as a 
  full borg, there is no need 
  for it.  Kasey is a total 
  mystery, other than he/she 
  is most likely between the 
  age of 7 and 10, speaks 
  through a vocal synthesizer 
  built into a gas mask, and 
  is clothed at all times from 
  head to foot.  The exact 
  relationship between the 
  two is uncertain; it is known that Tabitha will protect 
  Kasey ferociously with her life, and that they are on the 
  run from something or someone.  They tend to travel in 
  small nomad families as part of larger convoys, and 
  choose groups whose routes keep them far awsay from 
  major cities.   If asked they claim Snake, though they 
  seem to have no real affiliations to anyone but each 
  other. 
   
  Winnie Holden and her father 
  Paul are Jode farmers who know the 
  back roads of Montana and Wisconsin 
  as sure as they do the lords prayer.  
  They find as secluded a spot as they 
  can, plant their crops, and leave, only 
  coming back when its time to 
  harvest.  They say 
  they rely on nature 
  and prayer.  It 
  works for them, as 
  the majority of what 
  they plant they are 
  able to retrieve and 
  bring to market.  They also have a 
  very successful side business growing 
  and selling marijuana. 
  
   
  Page 97 
   
   
   
  Feda Karimazul, 
  otherwise known as “The 
  Sheik”,  is half Russian and 
  half Afhgani.  His father was 
  a soldier who raped his 
  mother during the Russian 
  occupation of Afghanistan.  
  When he was 5, because of 
  the shame and humiliation 
  his existence brought the 
  girls father, he was sold to 
  an Egyptian crime lord who 
  raised the child as his 
  personal valet.  The crime 
  lord noticed that as he grew 
  older, the unassuming man 
  with the kind face was quite adept at numbers and 
  merciless to the other 
  slaves who crossed him.  
  Over time the Egyptians 
  criminal empire passed to 
  his son, who recognized 
  the value of Feda, but did 
  not like the man.  Feda 
  was sent to America, 
  where now he buys slaves 
  and sends them to his 
  boss in Egypt.  Feda almost never leaves the Orlando 
  Nomad Market for fear of his life.  
  Most nomads despise him.  The 
  Bloods tolerate him only because 
  of his ability to bring in money, 
  guns, and heroin from his 
  Egyptian boss.  Orlando is quickly 
  becoming the last stopping point 
  for slaves in America.  The Raffen 
  Shiv will make stops at Nomad 
  Markets along the way to attempt 
  to ransom captured nomads back 
  to their families at ridiculous 
  prices, but any slaves who 
  haven’t been bought by the time 
  they reach Orlando are likely never to be seen again.  
  This is doubly so for children and attractive young 
  women who end up in 
  personal harems or 
  brothels across the third 
  world.  Men and 
  unattractive women are 
  sometimes sold for labor, 
  but just as often they end 
  in pit fighting arenas, 
  where their only worth is 
  their ability to spill one 
  another’s blood for the 
  howl of the crowds.  The 
  Sheik has actually funded 
  a group of Raffen known as the Hounds to set up a 
  smuggling operation across the US for these slaves.  
  They are ruthless in 
  their operations, and 
  captured slaves who 
  cause too much 
  trouble are often made 
  horrible examples of to 
  the others to keep 
  them in line. 
  Ellen “Shine” Alden is a 
  Thelas affiliated river rat 
  who makes her living 
  selling Moonshine and 
  other home brewed 
  spirits up and down the 
  Mississippi River.  She is 
  also known to do a bit of 
  smuggling and guide 
  work, but usually only if 
  she is going that direction 
  anyway.  Few know the 
  river better than Shine, 
  and through bribery, 
  seduction, and her good 
  nature she has few 
  problems with most law 
  enforcement that patrols 
  the river.  She is however a prime target for waterborne 
  Raffen Shiv, and has made powerful enemies among 
  them. 
   
  Zen, approximately 20, is 
  so far unique among 
  Technomancers, in that her 
  gift of near superhuman 
  innovation and skill is not 
  related to science or 
  technology.  No, her 
  specialty seems to be 
  entirely physical, and 
  someone has trained and 
  nurtured this ability.  Where 
  other Technomancers have 
  created unheard of 
  technological leaps and 
  applications, Zen has taken 
  the art of fighting to a level 
  never before seen.  She is a 
  master of several martial 
  arts and is proficient with 
  most firearms.  But if you 
  present her with a weapon 
  she has never used before 
  she will ignore it 
  completely.  She has been diagnosed as having Eidetic 
  Reflexes, and can copy any physical act she witnesses, 
  though she must practice to add it to her retinue of 
  moves.  She is also double jointed and ambidextrous.  
  However, she is even more withdrawn and reserved 
  than most Technomancers, and cannot socialize.  She 
  must be given her food and told to eat, she must be 
  told when to sleep and she must be constantly 
  supervised or else she has a habit of wandering off.  
  She will follow orders, but they must be explicit.  She 
  has been ordered not to kill, but when they ordered her 
  not to fight she was nearly killed when she was 
  attacked by a small town bully. After that she was 
  merely told not to fight unless hit first.  She was found 
  By a Folk family sitting on the side of the road amidst 
  the bodies of 7 well armed Raffen Shiv, quietly 
  humming to her self.   Seeing profit potential they were 
  entering her in pit fights and battle domes across the 
  US and Mexico, until a group of Aldecaldos recognized 
  what was happening and bought her to bring her to 
  New Mexico where they could care for her.  Not much 
  more is known about her.   
  
   
  Page 98 
   
   
   
   
  Darla, Wheezy, Alf, Frog, and Bucky have made 
  several different claims about their past, from running 
  away from a corporate orphanage, or being kidnapped 
  by Raffen Shiv from their homes and escaping.  The one 
  thing that always rings true is that they are trying to 
  get to Colorado to join the Forgotten.  All of the kids are 
  between 12 and 13 years old, and no one in the 
  Olympic Nomad Market seems keen on the idea, for 
  now they are under the care of that markets Nest until 
  the Tribal Council can decide what to do with them.  
   
  Craig “Stryker” Davis 
  was just another Militech 
  corporate soldier, 
  collecting a healthy 
  paycheck and spending 
  every free moment with 
  his wife and infant son at 
  their beachside home in 
  San Francisco.  In short 
  they had a beautiful life, 
  which they loved dearly.  
  Then he was transferred 
  to Kansas City.  His wife 
  though it would be more 
  fun to drive, to see 
  America as it were.  
  They were crossing Kansas on the last leg of the trip 
  when the Raffen Shiv hit them.  Craig drove hard, 
  fighting them as best he could, when a tire blew, the 
  last thing Craig remembered.  Craig was found in the 
  wreck of his car by a Jode Caravan.  His wife and child 
  were no where to be found.  Craig 
  has quit his job at Militech, but 
  not before stealing an arsenal of 
  weaponry and supplies.  He has 
  spent every day since the 
  accident desperately tracking 
  down and killing Raffen Shiv and 
  trying to find the remains of his 
  wife and son.  Craig has been 
  joined by a man going by the 
  name Dove.  Dove also lost his 
  wife and children to a Raffen Shiv 
  attack, although not much else is 
  known about him other than his 
  face was severely burned, and he 
  wears bandages over his face to 
  cover the scars.  A third member 
  of their group, Tora Waites, has 
  joined.  Torahs sister was taken 
  by Raffen Slavers, and she has 
  convinced Craig and Dove that if 
  they can get to Orlando quickly 
  enough, they may have a chance 
  at finding her.  They may also be 
  able to find out what happened 
  to Craig’s family. 
  Melvin “Magpie” Piemacher 
  is a freelance nomad Medic 
  although he is Snake affiliated.  
  He is nicknamed for the odd 
  gas mask he wears.  Melvin is 
  a excellent medic and cyber-
  technician, however he has a 
  very odd and somewhat 
  disconcerting attitude and his 
  sense of humor and bedside 
  manner are seen as a bit 
  disturbing to some, downright 
  creepy to others.  Melvin hides 
  a secret.  He is a serial killer, 
  hiding within the nomad 
  community.  Melvin rides with 
  different families each time, 
  usually gong as far from his 
  last victim as possible.  He uses this to hide his trail of 
  bodies, and when the group he is traveling with stops in 
  a large city or town for more than a day, he will leave, 
  with the excuse that he needs to go into town for 
  supplies.  Once alone, he will seek out a homeless 
  person, especially any he finds with cybernetic 
  prosthetics, and offer them medical care.  Once he gets 
  them back to his vehicle, he will drug them and drive 
  them outside the city limits, where he will strap them 
  down and wait for the drugs to wear off.  Then he will 
  begin removing their organs while they are awake and 
  without painkillers.  Their struggle and screams are his 
  trigger.  If they have cyberenetics he will remove them, 
  clean them, and use them in the nomad market. 
   
  Morgan and Jax Morcock are a 
  brother and sister team of warrior 
  and mechanic who claim 
  Aldecaldo, although they usually 
  work with Folk and Jodes.  Their 
  original family, including their 
  parents, were killed by police 
  outside of Dallas, when they were 
  caught smuggling weapons into 
  the state.  This left Morgan with a 
  severe distrust of authority, and 
  Jax with a fear of it.  At 23 
  Morgan is a highly skilled fighter, 
  and would rather be working with 
  her own nation as an outrider or 
  scout, but Jax prefers the relative 
  safety of working with the Jodes 
  or folk, 
  guarding their shipments of 
  produce and livestock to and 
  from their farms to the Nomad 
  Markets.  17 year old Jax doesn’t 
  carry a weapon, and cringes from 
  violence, but he is an excellent 
  mechanic.  The two always work 
  together, although they fight 
  constantly.  The main source of 
  conflict seems to stem from the 
  vastly different ways they are 
  coping with the loss of their 
  parents, and Morgans ever 
  aggressive behavior contrasting 
  the ever more passive 
  personality of her brother. 
  
   
  Page 99 
   
   
   
  Binks Taladega is one of those 
  mechanics who just seems to instantly 
  know what repairs are needed.  He hears 
  rattles and pops where everyone else 
  just hears the smooth purr of the engine.  
  Binks is the life of the party.  He is highly 
  charismatic and persuasive.  He is a 
  heavy marijuana smoker, and maintains 
  connections at all the major nomad 
  markets.  Weed isn’t the problem; it’s his 
  affinity for hallucinogenics, any 
  hallucinogenics…  Shrooms, acid, blue glass, peyote… 
  he will take whatever he can get his hands on.  He 
  claims its so he can see into the next world, but most 
  people just think he is an idiot.  If that weren’t bad 
  enough he tends to have little respect for other people 
  property, space, or belongings, and things often end up 
  missing or broken when he is around.  This behavior 
  has caused people to have little patience for his antic 
  and has cost him numerous road gigs.  These days he 
  mostly hangs out at the Flagstaff Flea Market, but is 
  always trying to get work with a family, as even people 
  he calls friends tend to have little tolerance for him on 
  prolonged exposure.  Binks claims Blood. 
   
  Jessica Stone has been searching 
  for her husband for 5 years.  Her 
  family was a small Thelas tribe 
  working the gulf of Mexico, his 
  family was a Snake tribe who had 
  the location.  Her husband was a 26 
  year old Snake affiliated Fixer 
  named Heath Stone who swept her 
  off her feet at the age of 16 and she 
  agreed to marry him.  Later that 
  year, he presented her a map and 
  information to a plane carrying a 
  drug dealers shipment of laundered 
  cash that had gone down near the 
  families fishing lanes.  He told her if 
  she helped him get it they would be 
  rich and could leave the life of 
  fishermen behind them.  However 
  she insisted that once the money 
  was found they would give half of it 
  to the family, especially since they 
  would require the families resources 
  in order to find and salvage the downed aircrafts cargo.  
  Reluctantly he agreed, and the family was able to find 
  and recover the money, still safe and stored in 
  waterproof packaging.   On the way back, with a hold 
  full of cash, Heath threw a small party in celebration on 
  the boat.  He had poisoned the drinks however, and all 
  Jessica and all 12 members of her family were soon 
  unconscious.  Heath threw the unconscious people 
  overboard to drown.  Jessica woke up just in time to 
  see Heath tossing her brother into the sea.  She tried to 
  stop him, and in the ensuing struggle set the vessel 
  aflame.  Heath shot her, and she fell overboard to join 
  her family in a watery grave.  Her last memory was 
  seeing Heath jumping into the small inflatable boat with 
  an armload of cash as the boat exploded.  Somehow, 
  miraculously, Jessica survived, she was the only one 
  who did.  She was found and picked up by another 
  fishing boat.  She has been searching for her husband 
  ever since.  She knows he is still living in hiding among 
  nomads, and has been tracking him across the country. 
  Brother Jeremiah Jericho is a 
  wandering Baptist minister.  He will 
  preach his message of fire and 
  brimstone to whoever will listen, and 
  always travels with at least 10 
  followers.  He is not a popular man, 
  and his sermons are often nothing 
  more than bible fueled rants 
  condemning everything he perceives 
  as evil.  Homosexuality, interracial 
  couples and their children, premarital 
  sex, women showing off too much 
  skin, any religion other than 
  Christianity, and many more subjects 
  are all the targets of his rage and 
  hatred filled diatribes.  However for al 
  his bigotry and bile, he is tolerated 
  thus far in the nomad community for 
  his efforts at organizing 
  charitable works, especially 
  for children.  He tends to pick 
  up new followers wherever 
  he goes, and claims his 
  church has over 300 
  members.  He is affiliated 
  with the Folk Nation. 
   
   
  Joanna Henry bought her first train three years ago, she 
  has since bought a second uses them to run both 
  passengers and cargo between the Nomad Markets of 
  Arizona, New Mexico, Texas, Oklahoma, Colorado, Night 
  City.  Joanna and her crew are an Aldecaldo affiliated 
  family who are also trying to set 
  up a similar nomad train service 
  in Alaska.  Joanna runs the 
  trains with her sister Megan and 
  her uncle Sprocket.   Joanna 
  drives one train, a heavy diesel 
  locomotive, Megan prefers to 
  drive the 
  steam 
  engine, 
  including 
  shoveling the 
  coal herself, 
  even though Joanna has offered 
  many times to hire on additional 
  help.    Uncle Sprocket was an 
  ironsmith and mechanic by trade 
  and now takes care of maintenance 
  and repairs, and knows the trains 
  like the back of his hands. 
  
   
  Page 
  100 
   
   
   
  GM TOOLS :  
   
  Item availability in the nomad market, Scavenger Table, Nomad Encounter Tables 
   
  ITEM AVAILABILITY IN A NOMAD MARKET 
  The following tables determine how easy it is to find a 
  specific object in a nomad market 
  Size of Nomad Market 
  +5% 
  Tiny (local swap meets, farmers markets) 
  +10% 
  Small (New Mexico, Alabama, New York) 
  +20% 
  Medium (North Dakota, South Carolina, Ohio)  
  +30% 
  Large (Arizona, Colorado, Massachusetts) 
  +40% 
  Huge (N. California, Missouri, Meta-Key) 
   
  ITEM SCARCITY 
  -10% 
  EXTREMELY RARE/UNIQUE  
  (one of a kind, hand made or crafted)  
  -0% 
  RARE 
  (Limited or no longer produced, imported) 
  10% 
  COMMON 
  (In production, sold in some static stores) 
  +25% 
  VERY COMMON 
  (Mass produced, commonly sold, different brands) 
  +50% 
  EXTREMELY COMMON 
  (Sold everywhere, lots of different brands) 
   
  ITEM CONDITION 
  -10% 
  New In Box 
  -5% 
  Like New 
  0 
  Used 
  +5% 
  Hard Used 
  +10% 
  Broken/Falling Apart 
   
   
   
   
  USING THE SCAVENGER TABLE 
  The scavenger table is a useful list of suggestions for 
  items the DM can place when a character is searching a 
  body, vehicle, building, etc…  It is organized and color 
  coded for easy reference.  The blue area (1-50) is for 
  items that may be found on an individual, a small 
  vehicle such as a motorcycle or compact car, or a one 
  or two man campsite or shack Typically this section is 
  rolled on 1d6 times per individual or vehicle.  When 
  rolling you may choose to either re-roll results greater 
  than 50 or use a d10/2 for the Tens Place.  The green 
  section is for medium size vehicles like cars, vans or 
  trucks or for small homes or structures.  When rolling 
  on the Green (for a 1 through 80 spread).  You may 
  either re-roll any result above 80 or you may use an 
  Dd8 for the Tens Place. Search results are typically 
  rolled 2d6 times per vehicle or structure.  The red 
  section is for large vehicles like tractor trailers and 
  buses or for large structures.  When rolling on the red, 
  you use the entire table, rolling d100.  Typically when 
  doing this you may roll 3d6 times per vehicle or 
  structure.  In any case, due to situation, the GM may 
  arbitrate greater or fewer numbers of rolls on the 
  Scavenger table, this list, and these rules, are merely 
  guidelines. 
  
   
  Page 
  101 
   
   
   
  SCAVENGER TABLE 
  1D100 
  SUGGESTED EXAMPLE OF ITEMS FOUND 
  1-2 
  1d6 Candy or Nutrition Bars and 1d6 Cans of Food and Small Toy, pack of cards, set of dice, or other small game 
  3-4 
  Road Atlas and Hand created Map or Directions (shows unmarked destination) & Pair of Gloves 
  5-6 
  Toiletries - Grooming Kit, toothbrush, Toothpaste, Safety Razor, and 1D6 rolls of toilet paper/tissue 
  7-8 
  1d6 t-shirts or pants (50% chance of fitting character) 
  9-10 
  Flashlight and Small Audio Entertainment Device, Entrenching Tool, and Small Tent, Personal Distillation Kit 
  11-12 
  Sunglasses or Goggles, Bottle of Suntan Lotion, Earplugs, and Bottle of over the Counter Painkillers, and Small First Aid Kit 
  13-14 
  Binoculars (50% of having 1d6/2 optic enhancements) or Telescope 
  15-16 
  Knife(1d6 for 1-2 light/3-4 Medium/5-6 Heavy) or Thrown Weapon(1d10 for 1-3 light/4-6 Medium/7-9 Heavy/10 V. Heavy)* 
  17 
  Axe or Sword (Roll 1d6 for 1-2 light/ 3-4 Medium/ 5-6 Heavy* 
  18 
  Bludgeoning Weapon (Roll 1d10 for 1-3 light/ 4-6 Medium/ 7-9 Heavy/ 10 Very Heavy)* 
  19 
  Flexible Weapon (Roll 1d6 for 1-2 light/ 3-4 Medium/ 5-6 Heavy) or Exotic Weapon (GM’s Choice) * 
  20 
  Bow/Crossbow (Roll 1d6 for 1-3 Short/Hand, 4-6 for Long/Medium+, 50% chance compound)*  
  21 
  Handgun (Roll 1d10 for 1-3 light/ 4-6 Medium/ 7-9 Heavy/ 10 Very Heavy)* 
  22 
  SMG (Roll 1d10 for 1-3 light/ 4-6 Medium/ 7-9 Heavy/ 10 Very Heavy)* 
  23 
  Rifle (Roll 1d10 for 1-3 light/ 4-6 Medium/ 7-9 Heavy/ 10 Very Heavy)* 
  24 
  Shotgun (1d6 for 1 20ga/ 2-5 12ga/ 6 10ga  Roll 1d6 1-2 dbl barrel/ 3-4 pump/ 5-6 combat)* 
  25-26 
  100 Matches in Waterproof Case or Cigarette Lighter and 1d10 packs of cigarettes (or 1d6 cigars) 
  27-28 
  Small collapsing hexamite stove with 1d6 cans of fuel and Eating Utensils 
  29-30 
  Ammo Belt (1D6 for 1 Western Style Gunbelt/2-4 Bandolier (Holds 100 h. gun, 50 rif, or 25 sht shells/5-6 Rif Mag Bandolier)  
  +3d6 Ammo and Gun Cleaning kit 
  31-32 
  Radio (1D10 for 1-8 CB/ 9-10 Police or Military) 
  33-34 
  Small Survival Guide, 50ft Rope, and Backpack or Bag (1d6 1-2 small, 3-4 medium, 5 Large, 6 Framed Pack) 
  35-36 
  20d10eb, wallet or purse with pictures, 1d6/2 Credit Cards (50% chance each valid 10d10 x5 in account), Sin Card, Condom 
  37-38 
  Nomad Gizmo, Small Box of Tools and 2d10 Zip Ties, and 1d6 Emergency Road Flares, Wrist or Pocket Watch 
  39-40 
  Canteen of Water,  Metal Hip Flask or Large Bottle of Booze, 1d6/2 Bottles of Wine, or 2d6 Cans of Beer, 
  41-42 
  Small bag containing 1d10 doses of Narcotic (1D6 1-3 Inexpensive, 4-5 expensive, 6 Very expensive) 
  43 
  1D6 Hand Grenades (1d6 for 1 Smoke/2-3 Flashbang/4-5 Flashbang/6 HE) 
  44-45 
  Laptop or Cybermodem 
  46-50 
  GM’S Choice of 10d10 value goods 
  51 
  1D10 Cans of Baby or Pet Food and 2 Bags of Kibble 
  52-53 
  3D6 cans of food (70% chance fruit each can), Small Assortment of Spices and Cooking/Utensil Set 
  54 
  Medium Size Tool Box, Car Jack, Flare Gun w/1d6 flares, 1d10 Light Sticks, and Crowbar or Lug Wrench 
  55-56 
  1d6 Gallons of Water, and Water Testing/Purification Kit and a Can of Coffee, Family Sixed Distillation Kit 
  57-58 
  Large Blanket/Sleeping Bag, 1-2 Pillows and Medium Size Tent  
  59-60 
  Fishing Pole and Tackle box (1d6 for 1-3 Small/ 4-5 Medium/ 6 Large) 
  61 
  Large Medkit (Military Style) 
  62 
  5d10 rounds of ammo (may substitute RIF rounds for Shotgun shells, but number is divided by half) 
  (Roll D10 for 1 L. Hgun/ 2-3 M. Hgun/ 4 H.Hgun/ 5 VH. Hgun/ 6-7 L. Rif/ 8 M. Rif/ 9 H. Rif/ 10 VH. Rif)* 
  63 
  1d10 books, 1d10 magazines or comics, and pair of prescription glasses 
  64 
  Clothes (1d10 outfits, 50% each for male or female, 50% chance Fits character if appropriate gender) Helmet or Armor item  
  65 
  Small Barbecue Grill and Bag of Charcoal or Bottle of Propane 
  66 
  1d6 Gallon Cans of Fuel, 8 Foot hose for Siphoning, 2 Cans of Oil, and 1 gallon of Anti-Freeze, 
  67 
  Polearm (Roll 1d6 for 1-2 light/ 3-4 Medium/ 5-6 Heavy) 
  68 
  Heavy Weapon (1D10 FOR 1-3 Light MG/ 4-5 Heavy MG/ 6-8 40mm GL/ 9-10 LAW or RPG)* 
  69 
  Portable Generator or Portable Well 
  70 
  Vehicular or large portable entertainment system 
  71 
  Case of Booze, Case of Wine, 1d6 Cases of Beer or 3d6 Cases of Soda 
  72 
  10d10x10eb 
  73 
  10d10x5 worth of jewelry/Gems/Precious metals 
  74 
  Stash containing 5d10 Assorted Doses of Narcotic or Pharmaceuticals (1D6 1-3 Inexpensive/4-5 expensive/6 Very expensive) 
  75 
  1D6 Cybernetic limbs or organs 
  76-80 
  GM’S Choice of 10d10x10 value goods 
  81 
  Wardrobe (4d10 full outfits, 50% each for male or female, 50% chance of fitting character if appropriate gender) 
  1D10 Armor items, (helmet, vest, etc… if 10 is rolled a full set of metal gear is found) 
  82 
  1D6 50 Gallon drums of water 
  83 
  Library 10d10 assorted books and magazines 
  84 
  1 Tank of Fuel and pump holding 10d10 Gallons 
  85 
  Very Large Assortment of Tools automotive/mechanical, general, and carpentry 
  86 
  1d10 blankets 2d10 sheets, 2d10 pillows, 1d6 beds 
  87 
  1D10 Sets of linens, Stocked Medicine Cabinet (3d10 bottles of assorted over the counter meds)  
  grooming/beauty products, soaps/hair care products) 1d10 rolls of toilet paper/tissue 
  88 
  Vehicle (1d10 1-2 Motorcycle/3-4 Car/5-6 Truck or Van/7-8 Tractor Trailer/8 watercraft/ 9 Aircraft/10 Other) 
  89 
  Full Surgical set-up Including medical be, surgical tools, IV’s and saline bags, and half full tank of Nitrous Oxide) 
  90 
  Stash containing 20d10 Assorted Doses of Narcotic or Pharmaceuticals (1D6 1-3 Inexpensive/4-5 expensive/6 Very expensive) 
  92 
  10d10x100eb  
  93 
  10d10x10 worth of jewelry/Gems/Precious metals/art 
  93 
  Large Selection of Sports/Exercise equipment (May include protective gear like football pads, hockey mask, shin guards, etc…) 
  94 
  6D10 cans of food, Large Assortment of Spices, 1D10 pots and pans, 3d10 glasses and dishes, 1d6 assorted small appliances, 
  3d10 utensils, 1d6 bags of kibble 
  95 
  6D6 cans of pet or baby food 
  96 
  2d6 animals (1d10 each 1-2 Dog/2-4 Cat/5 Chicken/6 Pig/7 Goat/8 Cow/9 Rabbit/10 Other) 
  97 
  1D10 pieces of large furniture 
  98 
  Home Entertainment System including gaming console or Desktop Computer 
  99 
  Assortment of Toys and games 
  100 
  GM’s Choice of 10d10x100 value goods 
  *There is a 50% chance that any of these weapons will come with a Holster/Sheath/Shoulder Strap 
  Roll d10 with any firearm, Bow, or Crossbow found to determine amount of ammunition it comes with.  If a ten is rolled, roll again and add 
  it to the number.  Anytime a magazine fed weapon is found with more than 100% ammunition it comes with an extra magazine. 
  For any item found, roll 1d10 for quality: 1-broken irreparable/2-broken but can be repaired/3-5 hard used/6-9 slightly used/10-like new 
   
  
   
  Page 
  102 
   
   
   
  RANDOM ENCOUNTERS IN A NOMAD MARKET 
  1D100 
  Roll on this table in a Nomad Market 
  1-3 
  A static from the nearest city desperately trying to find someone, they are frantic and insist that a relative or loved one has been 
  kidnapped by nomads. 
  4-6 
  A vendor happens to have the exact rare item one of the characters has been looking for, he is charging 25% above the items worth and 
  will not come down on price and will only be in the Market for one day. 
  7-9 
  A Nomad Fixer is trying to set up a race outside the market 
  10-12 
  A nomad in a dispute with another much larger nomad and is trying to find someone to represent him in Battle Dome 
  13-15 
  A nomad band has set up an impromptu concert next to their van in the parking/camping area 
  16-18 
  A shaman preaching aggression against Static Society is preaching in the parking/camping area 
  19-21 
  A Meta Rep is looking for new tech innovations, if a character displays any unique tech he will ask them about it 
  22-24 
  A very attractive young Vamp (male or female) is running from a group of men (equal to PC Group size), the vamp throws themselves at 
  the largest PC and begs the PC’s to hide her, if they agree to protect the Vamp they will be told that in exchange for a ride the Vamp will 
  lead them to a full tanker full of fuel hidden in a cave a few states away and split the prof 
  25-27 
  A fire breaks out in one of the National Rep tents, if the PC’s help put it out it will earn them some favor with that Nation 
  28-30 
  Pickpockets:  a group of teenagers bumps into someone in the party, they are now missing whatever small displayed item is worth the 
  most, or their money if they have purchased with cash and the kids have seen where they keep it. 
  31-33 
  A Folk or Jode truck has come in with fresh fruits and vegetables,  
  34-36 
  A pig has gotten free in the Market and is running amok, knocking over tables and causing havoc with the vendors 
  37-39 
  A group of young nomads out wilding got into an altercation with a Booster Gang in the nearest city, their family leader is looking for 
  someone to (roll 1d6) 1-2 negotiate a truce with the gang/2-3rescue any survivors/or 5-6 avenge them 
  40-42 
  2 statics are trying hire a nomad group to take them to a location several states away, no questions asked but they pay well 
  43-45 
  An old woman offers to read the fortunes of the character, she imparts a dire, but vague portent of doom 
  46-48 
  A young child follows the characters around everywhere they go, he will try to stow away with them when they leave 
  49-51 
  A feeble and nervous man comes to the characters, pointing out a group of Raffen Shiv, telling the character that he recognizes them 
  from when they attacked the man’s family, he believes the Raffen Shiv are holding his daughter to be sold into slavery and wants the 
  characters to get her back from them, he promises to pay handsomely 
  52-54 
  A pair of bounty hunters are in the market looking for someone believed to be hiding out in the nomad community, the PC’s recognize the 
  man the are looking for as a Snake affiliated outrider. 
  55-57 
  A group of Raffen Shiv begin following the character who appears to be the most wealthy around, they will either try to attack the 
  character while he is sleeping, or attempt a raid on the characters when they leave the market. 
  58-60 
  A family affiliated with the characters Nation is missing on the road, National and Tribal reps are organizing a search party 
  61-63 
  A young couple is selling baby animals as pets, they claim any animals they can’t sell will end up being used for food 
  64-66 
  A static media is interviewing nomads about their experiences for an upcoming movie/book/news story 
  67-69 
  A Jugger game is set to take place, one of the teams is a family with the same National affiliation as the character, but one or more of 
  their team mates is injured, they are looking for replacements. 
  70-72 
  The Lawgivers in the Market seem to paying extra close attention to you 
  73-75 
  Static policemen are here, they aren’t trying to actively arrest anyone, but they do seem to be paying close attention to anyone trading in 
  illegal goods, they will note the vehicles loading any serious contraband (drugs, illegal weapons, slaves) and try to arrest them when 
  they leave the nomad market.   
  76-78 
  A Paladin is in the market, he seems annoyed by the people who follow him asking him to settle petty disputes. 
  79-81 
  A large group of Raffen Shiv are in the market, they are trying to get space on the Auction stage to sell slaves 
  82-84 
  A National leader is visiting the market, no one knows what his business is, but it appears to be serious 
  85-87 
  Someone from a characters past is seen,  if friendly (50% chance) they are in trouble, if an enemy they are looking for trouble 
  88-90 
  A group looking to drive fuel through a Raffen Shiv infested area is looking for extra outriders, scouts and warriors 
  91-93 
  A small group of Technomancers have set up a stall and are selling their wares (mostly normal items with odd modifications) 
  They may also be selling one Technomancer “special” item from the Nomad Market weapon or equipment list. 
  98-100 
  A Thelas smuggler in drugs or illegal weaponry is trying to find someone to deliver his product to a buyer, all they have to do is purchase 
  the product from him at half price and sell the product to the pre-arranged buyer for an already agreed upon price 
  94-97 
  A rather belligerent and drunk nomad from a different clan “bumps” into a character, challenges them to Battle Dome or race 
  RANDOM ENCOUNTERS ON THE OPEN ROAD 
  1D100 
  Roll on this table once an hour on desolate stretches of road to inject some random event in the journey 
  1-40 
  Nothing 
  41-42 
  1D6/2 Hitchhikers (roll 1d10 for 1-5 Nomad/6-8 Static/9 Corporate, HI-Way or Military/10 Raffen Shiv) 
  43-44 
  HI-Way Patrol (Roll 1d10 on a 10 he attempts to pull over any group of 5 or less vehicles, 3 vehicles if weapons are displayed) 
  45-46 
  Corporate Convoy 1d6+1 for # of trucks (won’t openly engage nomads unless threatened, but they are aggressive and armed) 
  47-48 
  Nomad Convoy: Small 1d6 for number of vehicles*  
  49-50 
  Nomad Convoy: Medium 2d6 for number of vehicles* 
  51-52 
  Nomad Convoy: Large 2d6 for number of vehicles* 
  53-54 
  Single Vehicle (Roll 1D6 1 Static/2-3 Solitary Nomad/ 4-5 Corporate/6 Military Vehicle 
  55-56 
  Single Nomad Motorcycle or car (Raffen Shiv Scout, if chase is given it will lead them to a trap) 
  57-58 
  Nomad Camp just off road: 1d6 for 1-2 small/3-4 medium/4-5 large  Roll 1d10 on a 9-10 its Raffen Shiv 
  59-60 
  Raffen Shiv Raiders: Small Group 1d10 vehicles, wont attack any group that outnumbers them unless they Roll a 10 on a D10 
  Will attack any group they outnumber by more than 1 vehicle. 
  61-62 
  Raffen Shiv Raiders: Medium Group 2d10 vehicles wont attack any group that outnumbers them unless they Roll a 10 on a D10 
  Will attack any group they outnumber by more than 3 vehicles. 
  63-64 
  Raffen Shiv Raiders: Large Group 3d10 vehicles wont attack any group that outnumbers them unless they Roll a 10 on a D10 
  Will attack any group they outnumber by more than 5 vehicles. 
  65-66 
  Crashed Motorcycle/City or Compact Car/Ultralight on side of road 1-2 bodies (roll on Blue section of scavenger table 1d6 times) 
  67-68 
  Crashed Car/truck/Van/Light Aircraft on side of road, 1d6 bodies (roll on blue to green sections of scavenger table 3d6 times) 
  69-70 
  Crashed Large Nomad Truck/Large Aircraft on side of road, 2d6 bodies (roll on scavenger table 4d6 times) 
  71-72 
  Crashed Corporate Truck 1d6 bodies Roll on blue section of scavenger table 
  (Roll 1d10 for cargo 1  Food/2 Livestock/3 Electronics/4 Beverages/5 lumber/6 fuel/7-8 GM Choice/9-10 Unsalvageable load) 
  73-74 
  Small Abandoned Home or Business – Roll 1d10 on Scavenger Chart (20% chance actually inhabited) 
  75-76 
  Medium Sized Abandoned Home or Business – Roll 2d10 on Scavenger Chart (20% chance actually inhabited) 
  77-78 
  Large size Abandoned Home or Business – Roll 3d10 on Scavenger Chart (20% chance actually inhabited) 
  79-80 
  Some nearby town is using a large field off the road for a Fair/Carnival/Festival Blood affiliated nomads are sure to be present 
  81-82 
  HI-Way Patrol Road Block 2d6 vehicles 2 officers each  
  83-84 
  1D10 animals cross or block the road 
  85-86 
  A farm with livestock or Corporate agricultural facility can be seen a distance from road 
  87-88 
  1D6 Children ages 10-14 are seen walking down side of road 
  89-90 
  You pass a new blacktop road that doesn’t appear on any map or GPS has been recently laid.  Where does it lead? 
  91-92 
  Bridge ahead is out or blocked… you will have to find an alternate route. 
  93-94 
  Out of control wildfire (only in areas with vegetation, If not the characters pass a burning home or structure) 
  95-96 
  A large group of 10d10 vehicles moving quickly in the opposite direction of the characters 
  97-98 
  A Corporate Convoy of 1d6 Trucks is being attacked.   
  (Roll 1d6 for 1-2 2d6 Raffen Shiv/3-4 2D6 Road Pirates/5-6 1D6 Rival Corporation Vehicles) 
  99-100 
  A Nomad group of 3d6 vehicles are being attacked by Raffen Shiv (who outnumber them by 50%) or by 2D6 Corporate Vehicles 
  
   
  Page 
  103 
   
   
   
   
   
   
   
  
   
  Page 
  104 
   
   
   
  Written By Deric Bernier with contributions by Brandon Fleming, Broken Saints campaign run by Brandon Fleming, Players include Deric Bernier, James 
  Bernier, Scam-Bone, Matt Baldwin, Jeff Grey, Critter. Chris Zorn, Will Schieffer,  Images from Deric Bernier, Mad Max, The Road Warrior, Mad Max Beyond 
  Thunderdome, Warriors of the 21st Century, Spacehunter, Battletruck, No Escape, Dawn Of The Dead, Land Of The Dead, Stryker, Babylon AD,Exterminators 
  of the Year 3000, Damnation Alley, Metalstorm: The Destruction of Jared Synn, Warriors of the Lost World, Transformers, Death Race 2000, Deathrace, 
  Warhammer, Neon City, Akira, Tank Girl, Dragon Staff, Final Fantasy, Tempus Fugitive, Dragon Chiang, Nausicaa, Porco Russo, Windaria, Red Skies, 
  Waterworld, Ghost in the Shell, GITS: Stand Alone Complex, GITS: Innocence, The Fifth Element, Ghostrider, The Postman, The New Barbarians, Back To 
  The Future 2, Car Warriors, GI Joe, Mad Police, Corvette Summer, Gunm, Mercenaries, Survivors, Chronicles of Riddick, Savage Tales, Fallout, Book of Eli, 
  The Road, Atomic Highway, Star Wars, Appleseed, Ride To Hell, Truck Battles, Buckaroo Banzai, Solar Babies, Spy Hunter, Genesis Climber Mospeada, 
  Urban Warriors, Exterminators 3000, Burning Man, Urban Warriors, Cyberpunk 2020, Deadlands: Hell On Earth, Rifts, Gurps, Macho Women With Guns, 
  Warlands, Metro 2033, Mekton, Ratbike Zone, Tekken, Cyberspace, Road Warrior Weekend, Road War, Street Fighter, D20 Future, D20 Apocalypse, Road 
  Avenger, Redline, Dark Future, Doomsday, C.O.P.S., Dethkillers, A.P.B., Serenity, Firefly, Massive Black, Twilight 2000, The Lawless Land, Yo Tan, Dimitrys, 
  Knightwatch, Horrified Survivor, WarmGunMod, Aleksi, Salemburn, Avonius, Avalonfilth, Wildlifehoodoo, Skam4, Superhawkins, Nickykcin, Scruffyronin, 
  Poibuts, Archipelo, Maria William, Adonhis, A. Baldasseroni, Britnerfmogul, Udoncrew, Artbytheo, Luis Royo, Richard Daborn, Fuchsiart, El Pinoy, 
  Chonastock, Joe Clucher, Ghostronix, Psychofish, Polaris Pirate, Storm X, januszwyrzykowski, Brokenhill, Bokuman, The Vigil, Tariq12, Lazeedog, 
  Idomuchris, Remichan, TimurMutsaev, Joe Leder, Johan Bergstrom, madmaxmovies.com, Humvee driver, Laurent, Barry Harker, and various other unknown 
  films, anime, comics, artists, and car customizers. 
   
  For more of the best Cyberpunk 2020 goodness available, go to 
   
   
  http://datafortress2020.110mb.com/ 
  To e-mail the author: 
  droc@mc2k.com 
   
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Datafortress 2020 - Dust In The Wind.pdf