TEXT:  
   
  
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  Exodus, OPS®, and the GCG logo are trademarks of Glutton Creeper Games.  Exodus Expansions: Texas is copyright Glutton Creeper Games ©2010–2012 
  and is e-commerce and may not be redistributed after purchase without written consent from Glutton Creeper Games.  Persons distributing this file 
  without permission of Glutton Creeper Games are subject to Copyright and Piracy laws and may be prosecuted to the fullest extent of these laws. 
   
   
  
  Open Gaming Content (OGC) Declaration: 
  All game mechanics presented in this book are Open Gaming Content.  Descriptive text referring to the Exodus World, characters, creatures, proper names, 
  and pictures are product identity and may not be reproduced without written consent of Glutton Creeper Games (except for the Exodus character sheet). 
  Introduction: The introduction is product identity and is closed content. 
  Chapter 1: This chapter is open content. 
  Chapter 2 & 3: These chapters are open content. 
  Chapter 4: This chapter is open content except for descriptive text. 
  Chapter 5: This chapter contains mixed content.  Organizations are product identity and are closed content.  Advanced Classes are open content except for 
  descriptive text. 
  Chapter 6: This chapter is product identity and is closed content. 
  Appendix A: This chapter is open content. 
   
  Authors  
  Produced By 
  Jeffrey Witthauer  
  Glutton Creeper Games 
   
   
  Cover Artist 
  Editor  
  Craig Petersen 
  Aijalyn Kohler 
  Interior Artists  
  Print Layout 
  Rick Hershey 
  John Wyatt 
  Craig Petersen 
  Michael Syrigos  
   
   
   
   
   
   
  
  3 
   
  Introduction to Texas 
  Chapter 1: Character Options 
  Section 1: Races 
  Section 2: Backgrounds 
  Section 3: Class Options 
  Section 4: Traits 
  Section 5: Occupations 
  Section 6: Talents 
  Chapter 2: Skill  
  Chapter 3: Feats 
  Chapter 4: Equipment 
  Chapter 5: Organizations and Advanced 
  Classes  
  Chapter 6: Wasteland Settlements 
  Open Gaming License 
   
   
  
  4  
   
  Introduction 
   
  Texas survives.  Even before the establishment of San Antonio by 
  the Spanish, the people of Texas have been strong and fiercely 
  independent. They were annexed by the United States only after 
  they had won their own independence from Mexico, and the 
  last battle of the American Civil War was fought in Texas. It is 
  no wonder then that out of all the former United States, 
  Texas weathered the Great War and ensuing Exodus. 
   
  The first nukes to strike the United States came from 
  Iran and fell on the Eastern seaboard. The second 
  barrage, from China, fell on the West. This placed Texas in a 
  unique position. In those first critical few days of nuclear 
  war, they were completely unaffected by the devastation, and 
  even after nukes fell on Texas, wide stretches of the state escaped 
  destruction, at least until the fallout rolled in. The cream of Texas’s 
  politicians, military personnel, and wealthy businessmen were whisked away by the 
  government’s Exodus project, but the other Texans were left behind. 
   
  Between the Exodus and the final decimation of Texas, many people found salvation with 
  those they previously labeled “crazy” or “paranoid”: survivalists. These men and women 
  (mostly anarchists, secessionists, conspiracy theorists, or religious extremists) had prepared all 
  their lives for just such an eventuality. They knew of protective caves, or else had well-stocked 
  fallout shelters of their own. While none of these were as elaborate as the government shelters, 
  each managed to save a few families. The rest of Texas was devastated by the fallout 
  radiation and, like everywhere else, devolved into primitive communities. For a time, it 
  seemed Texas would not fare any better than the rest of the world.  
   
  But Texas survives. The fallout shelters opened, the cave-dwellers stepped out into the 
  sun, and the people of Texas emerged. These were not like the survivors of government 
  shelters. These people had not entered the shelters with the intention of one day 
  rebuilding the United States. They had entered with the intention of surviving. When 
  they emerged, they were not politicians, generals, scientists, or businessmen. They 
  were farmers and blue collar workers. They were the wrong people to try and rebuild 
  a nation, but the right people to 
  survive in the Wasteland. While the Steel 
  Disciples and other United States holdouts 
  struggled to adjust to their new life, Texas 
  became the jewel of the Wasteland, bridging the 
  gap between the devastated West and the 
  devastated East. 
   
  It is far from paradise, but Texas survives. Texas 
  always survives. 
   
   
   
  
  5 
   
  Chapter 1  
  Character Creation 
  Section 1: New Races 
   
  Texas has one new race of sub-human (the Craven) that is not found in the Exodus Survivor’s 
  Guide (EXS) or Southwest Wasteland Guide (SWG).  Although Texas was a traditional recruiting 
  ground for the United States military prior to the War, and although Texas contained many 
  important pre-Exodus military bases, it was not at the forefront of government research.  The 
  research programs that would later result in the Ghūls, Dregs, and Bio-Genetic, Trans-Genetic, 
  and Symbiotic Mutants were all carried out farther west, in what is now the Southwestern 
  Wasteland. Because of this, the population of Texas is almost entirely human, with a small Ghûl 
  population made up of those who became Ghūls through radiation exposure. 
   
  Mutants are another story.  The Mutant Army is only known in Texas due to their clashes 
  with the Lone Star Nation. Because of this animosity, the Lone Star Nation tends to kill 
  Mutants on sight. While southern settlements like San Antonio look more kindly upon 
  Mutants, especially due to their shared enmity with the Lone Star Nation, so few Mutants end 
  up that far south that they are little more than legend. While the population of Mutants in 
  Texas is not zero, it is not large enough to be statistically significant and certainly not large 
  enough for them to have their own ethnic community. 
   
  This does not, however, hamper player choices in any way. Player characters are, by 
  their very nature, exceptional. However, if they play a non-human in Texas, they can expect 
  a much stronger reaction than they would encounter in the Southwest Wasteland. The people 
  of Exodus tend to fear the unknown, and the people of Texas tend to shoot what they fear. 
  Craven 
  The Craven are groups of humans that survived the radioactive fallout of the Exodus by 
  hiding in Texas’ caves and homemade shelters. While many Texans died during the 
  fallout, Darwin’s rule of natural selection allowed the Craven to survive through the 
  development of mutations.   
  Unlike other humans, the Craven 
  are physically deformed and suffer 
  greatly reduced mental abilities 
  leading them to acts of violence and 
  in some cases cannibalism on non-
  Craven humans. Due to their violent 
  nature, the Craven are treated as 
  abominations by other civilized 
  factions in the Texas Wasteland. Usually the Craven are shot on sight if their 
  deformity is noticeable or discovered after the fact.   
  The Craven tend to band together in small clans for survival. They feed off the 
  Texan landscape, usually preferring meat, and any meat will do. Non-Craven 
  humans are targeted in Craven territories for entertainment, food, 
  and Wasteland survival gear. 
  Physical Stats 
  Gender 
  Base 
  Height 
  Height 
  Modifier 
  Base 
  Weight 
  Weight 
  Modifier 
  Male 
  60 in. 
  +2d10 in. 
  100 lb. 
  x2d4 lb. 
  Female 
  55 in. 
  +2d10 in. 
  65 lb. 
  x2d4 lb. 
   
  Average Height 
  Average Weight 
  Male 
  71 in. (5’ 11”) 
  155 lb. 
  Female 
  66 in. (5’ 6”) 
  110 lb. 
  
  6  
   
  Craven that are found in civilized society are generally survivors of a wiped out clan or outcasts 
  that have adapted to a life of stealth and deception. Very few Craven leave their clan by their own 
  willpower. 
  Traits  
  Size: Medium 
  Ability Modifiers 
  +1 STR, +2 CON, –3 INT 
  Base Speed 
  Craven have a base speed of 30 feet. 
  Feats 
  Craven receive two Feats at first level (one to start and one for first level). 
  Illiteracy 
  Craven are illiterate and must spend twice the normal amount of skill points to 
  learn to speak a language and triple the skill points to learn to read/write a 
  language. 
  Mutation Trait 
  Craven must choose one of the mutations as detailed under 
  Mutation Traits below. This Trait counts toward the 
  maximum number of Traits the character starts with. 
  Normal: Traits are characteristics that characters are 
  born with or acquired earlier in life thanks to 
  dedication, accidents, trauma, or other such unusual 
  circumstances. Choosing a Trait or combination of them is 
  optional, but a character may have no more than two. 
  Radiation Immunity  
  Craven are immune to the effects of moderate or less forms of 
  radiation and radiation sickness.  
  Saving Throw Bonuses 
  Craven are survivalists and receive a natural +2 racial bonus to all 
  Fortitude saves. 
  Skill Bonus 
  Craven gain one of the following skills as a bonus class skill: Climb, 
  Disguise, Jump, Hide, Listen, Spot, Survival or, Swim. 
  Human Nature 
  Craven are not accepted in most major human societies, because of 
  their hunting of non-Craven humans. They are seen as abominations 
  caused by the Exodus, and are generally feared by humans. This 
  makes their survival a difficult task.   
   
  Mutation Traits 
  Blob:  You emerged into the world as a large baby. With time, this 
  trait didn’t disappear as you continued to grow and gain large 
  amounts of weight. A radioactive mutation has nuked your 
  metabolism. It’s dead, Jim. Every time you eat, you gain weight, and 
  regardless of your activities, you cannot shed the gained weight.   
  
  7 
   
  A character with the Blob mutation weighs 4 times his starting weight and gains +50 lbs. per 
  year on average thereafter. Due to his large size, he gains a +4 mutation bonus to Strength and can 
  use his body weight as an unarmed attack that provokes an attack of opportunity. For every 200 
  lbs. a Blob character weighs, he deals 1d6 + STR in damage when using his body weight as a 
  weapon. If charging at an opponent, he deals x3 damage instead of the normal x2 charging bonus. 
  On the downside, the character is extremely slow, receiving a –2 penalty to Dexterity and has a 
  reduced movement of 20. Additionally, the Blob character cannot benefit from any increased 
  forms of movement from chemicals, class abilities, feats, or talents.  
  A Blob character is capable of passing as a human, albeit a very obese one. 
  Bugged-Out Eyeballs: A mutation has increased the size of your eyes to three times the 
  normal size, making them squeeze and jut out of their eye sockets. This mutation grants the 
  character three times the normal sight distance in normal and dim lighting environments and +4 
  mutation bonus to Spot and Search skill checks.   
  Due to the visible size of the mutation, the character has a noticeable deformity of the eyes 
  and receives a –4 penalty on all Charisma-based social skill checks. The character can attempt to 
  disguise the mutation, but receives a –4 penalty to his Disguise skill check. 
  Cyclops: A mutation at birth has caused your eye-sockets to merge together, creating one large 
  eyeball. This mutation grants the character +8 mutation bonus to Spot and Search skill checks in 
  a direct line of sight (60 ft. cone). The character, however, suffers from having no peripheral 
  vision, allowing any melee attackers not directly in the front of him to gain a +2 circumstance 
  bonus to combat rolls. 
  Due to the visible size of the mutation, the character has a noticeable eye deformity and 
  receives a –4 penalty on all Charisma-based social skill checks. The character can attempt to 
  disguise the mutation, but receives a –4 penalty to his Disguise skill check. 
  Elephant Ears: A mutation has increased the size of your ears by three times the normal 
  size, making them the same length as your head. This mutation grants the character +8 
  mutation bonus to Listen skill checks.   
  Due to the visible size of the mutation, the character has a noticeable deformity of 
  the ears and receives a –4 penalty on all Charisma-based social skill checks. The 
  character can attempt to disguise the mutation, but receives a –4 penalty to his Disguise 
  skill check. 
  Hairy Gent:  While your hair may be perfect, you suffer from a mutation of increased 
  hair growth on your entire body. This mutation, also referred to as wolfman disease, 
  existed in rare cases before the Exodus. Just like Cousin Itt and Jo-Jo, the Dog Faced 
  Boy, you have been blessed as a hairy gent.  
  A Hairy Gent character’s hair grows at 1/16 inch per hour. If left uncontrolled, the 
  hair will interfere in any Strength and Dexterity-based ability or skill check as well as 
  Listen, Spot, and Search skill checks, bestowing a –1 penalty to the roll for each inch 
  of hair applicable to the area needed to complete the task. On the flip-side, Wasteland 
  and mutated animals enjoy the company of a Hairy Gent, and will not attack the 
  character unless provoked. The character gains Handle Animal as a class skill, and 
  Animal Affinity as a bonus feat.                  
   
   
  
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  Due to the visibility of the mutation, the character has a noticeable deformity and receives a –4 
  penalty on all Charisma-based social skill checks, unless he shaves all of his visible skin at least once 
  daily.   
  Hunchback: A large heavy mutated growth has developed on your upper back. Due to lugging this 
  growth around your whole life, your spine is crippled, and your stature is permanently stooped, 
  reducing your movement by 10. On the bright side, carrying it has also made you stronger, granting 
  a +1 mutation bonus to your STR and CON ability scores and additionally giving you Strong Back as 
  a bonus feat.     
  Due to the visible size of the mutation, the character has a noticeable deformity and receives 
  a –4 penalty on all Charisma-based social skill checks. The character can attempt to disguise 
  the mutation, but receives a –4 penalty to his Disguise skill check. 
  Kuato Mutation: A mutation has created a sentient tumor in the shape and size of a human baby 
  sprouting from your chest. This mutation, known to Wasteland doctors as the Kuato Syndrome, 
  shares your heart and lungs, but contains a brain of its own. The mutation normally remains 
  dormant, about 98% of the time. However, on the rare occasion (determined by your 
  Overseer) that the mutation wakes, it takes over the host’s body, starving the oxygen and 
  blood to the host’s brain, dealing 1d3 points of INT damage. The host goes into a stunned state 
  for 1d4 rounds, while the mutation is in control of basic body functions. The mutation possesses 
  hidden knowledge from the Wasteland, and speaks of future events. The knowledge granted by 
  this ability gives all (allies and enemies, but not the host character) within hearing distance (60 
  ft. radius) insight into the future, granting them a +2 insight bonus to all d20 rolls for 1d4 hours. 
  The mutation will not wake again until at least 72 hours have passed since its last awakening. 
  The host can attempt to remain in control, keeping the Kuato mutation dormant by 
  making a Willpower Save DC 20. Failing the save results in the host character taking 1d3 points 
  of WIS damage as well as the normal INT damage as the mutation awakes. 
  Due to the size of the mutation, the character has a noticeable deformity of an enlarged 
  hump on his upper right or left chest and receives a –4 penalty on all Charisma-based 
  social skill checks. The character can attempt to disguise the mutation, but receives a –2 
  penalty to his Disguise skill check. 
  Lumpy: You never got the chance to answer the question, how many lumps do you 
  want?  You got them all.  A birth defect has caused hard puss-filled mutant baseball-
  sized tumors to sprout up all over your body.  While you’re absolutely horrid to view, this 
  mutation does give you a +6 bonus to Intimidate skill checks, and also grants you +2 PDF 
  as the tumors absorb some of the force from attacks. Any damage the character takes 
  results in the damaged tumors to ooze oily puss, making Grapple attempts difficult for 
  opponents for 10 minutes. Any opponents attempting to Grapple the character receive a 
  –6 penalty to all of their Grappling checks and the character gains a +6 bonus to any 
  Escape Artist skill checks during this period.       
  Due to this mutation, the character has a noticeable deformity and receives a –4 
  penalty on all Charisma-based social skill checks. The character can attempt to disguise 
  the mutation, but receives a –8 penalty to his Disguise skill check. 
   
   
  
  9 
   
  T-Rex Syndrome:  Mutated in the womb, you emerged with a mutation known to Wasteland 
  doctors as the T-Rex Syndrome. You have a normal human body, with the exception that your arms 
  are no longer than one foot long and your legs are extremely muscular. Characters suffering from 
  T-Rex Syndrome gain a 20-foot bonus movement and a +2 mutation bonus to melee damage when 
  using their legs as a weapon. However, due to the size of the character’s arms, he is limited to 
  using small one-handed weapons, and suffers a –4 penalty to any Dexterity or Strength-based 
  ability or skill checks requiring the use of the arms or hands.           
  Due to the visible size of the mutation, the character has a noticeable deformity and receives a 
  –4 penalty on all Charisma-based social skill checks. The character can attempt to disguise the 
  mutation, but receives a –4 penalty to his Disguise skill check.  
  Section 2: Backgrounds 
  All characters must start with a Background and may only have one Background (unless they 
  take the Diverse Background Trait). Unless indicated by a racial prerequisite (such as Ghûl only 
  or a Mutant type only), all Backgrounds are available to all races. 
  Cultist (revised and expanded) 
  The Cultist background from the EXS has been revised and expanded as detailed below. These 
  entries replace the original Cultist Background. 
  Holy Friars of the Refinery 
  “Formula for success: Rise early, work hard, strike oil.” (J. Paul Getty) 
  The Holy Friars of the Refinery never reveal their secrets to outsiders, and with good 
  reason. They alone in all of Texas, perhaps in the entire world, operate a working oil refinery. 
  Scientific knowledge of the refinery’s operation and repair has long since been lost, but 
  their religious teachings contain the secrets of its operation, even if they no longer 
  understand the significance of their rituals. You have been accepted into the cult, and 
  initiated into the mysteries. It is possible that you have since left the cult, but it is more 
  likely that you are one of many traveling friars seeking new oil in the Wasteland. 
  Holy Friars of the Refinery Cultist Traits 
  Holy Friars of the Refinery recruits are proficient with simple and archaic weapons, 
  personal firearms, and light armor. 
  Machine Mysteries: Holy Friar Initiates are trained in religious catechisms that 
  teach basic mechanical and electronic theory. They gain the feat Gearhead as a bonus 
  feat, even if they fail to meet the requirements for the feat. 
  Class Skills: Computer Use, Craft (chemical, electronic, mechanical, salvage, 
  structural), Disable Device, Knowledge (engineering, science, technology, theology & 
  philosophy), Repair, Survival 
  
  10  
   
  Monks of Chuck Norris Walker 
  “Men are like steel. When they lose their temper, they lose their worth.” (Chuck Norris) 
  The Monks of Chuck Norris Walker are a strange cult of fighting monks that have grown up 
  around a fictionalized version of a historic martial arts instructor. They believe in patience and 
  temperance and in honing their bodies with martial arts, seeking to become more like the triple-
  archetype of Chuck the man, Norris the divine, and Walker the Texas Ranger. You have been 
  brought into their faith and joined the cult. Your life’s mission is to hone your body to perfection, 
  and always remain true to the holy teachings of Chuck Norris Walker. 
  Monks of Chuck Norris Walker Cultist Traits 
  Monks of Chuck Norris Walker are proficient with Simple and Archaic weapons and light 
  armor. 
  White Belt: Monk recruits are taught basic martial arts, and given a white belt as a symbol of 
  their membership. They gain the feat Combat Martial Arts as a bonus feat, even if they fail to meet 
  the requirements of the feat. 
  Class Skills: Balance, Concentration, Diplomacy, Escape Artist, Hide, Jump, Listen, Move 
  Silently, Perform (dance), Sense Motive, Spot, Tumble 
  Lone Star National 
  “Texas will again lift its head and stand among the nations. It ought to do so, for no country 
  upon the globe can compare with it in natural advantages.” (Sam Houston) 
  When the Texans emerged from their shelters after the Exodus, they saw a vast 
  Wasteland to live in. Some scattered to different settlements, but others believed the Great 
  War had given them an opportunity to set up a nation the likes of which they had only dreamed 
  of. Your parents were such people, answering the call of President Hank Tree and joining the 
  emergent Lone Star Nation. You were raised to follow principles like hard work, harsh 
  justice, and religious fundamentalism. You lived a sheltered life, taught always that the 
  Lone Star Nation would prevail against the heathens and the abominations that were the 
  legacy of corrupt America. Citizenship is yours by birth. Be proud, and feel blessed to 
  have been born in the last civilized nation on Earth. 
  Lone Star National Traits 
  Race Requirement: Human 
  Lone Star Nationals are proficient with Simple and Archaic Weapons, Personal Firearms, 
  and light and medium armors. 
  Citizen: Lone Star Nationals automatically possess Lone Star Nation citizenship, 
  revocable only if they commit an act of treason. They gain the feat Windfall as a bonus 
  feat, even if they fail to meet the requirements for this feat. 
  Bonus Class Skills: Barter, Computer Use, Craft (electronic, mechanical, writing), 
  Gamble, Gather Information, Intimidate, Knowledge (civics), Perform (oratory) 
   
   
  
  11 
   
  Lone Star Provincial 
  “Life in Lubbock, Texas taught me two things: One is that God loves you and you’re going to burn in 
  hell. The other is that sex is the most awful, filthy thing on earth and you should save it for someone 
  you love.” (Butch Hancock) 
  The flourishing of the Lone Star Nation is not just proof that their way of life is just and right. 
  As President Michael Shepherd often reminds his citizens, it is a God-given mandate to spread that 
  way of life to others. You, unfortunately, were in the way of that. Your home settlement was 
  conquered by the Lone Star Nation, and since you weren’t born a citizen, you find yourself one of 
  the many second class people living under the Lone Star banner. It could be worse. You could be 
  a slave. In truth, life is not so bad. Lone Star patrols keep away raiders, and while taxes against 
  non-citizens are high, they do leave you with enough to eat, barely. Still, you are confronted 
  daily with the fact that only citizens can advance themselves within the Lone Star Nation. All 
  things considered, it is only natural that you would think about traveling elsewhere. 
  Lone Star Provincial Traits 
  Lone Star Provincials are proficient with Simple and Archaic Weapons, Personal Firearms, and 
  light and medium armors.  
  Serf: Your land belongs to a Senator, possibly via a Magistrate or other minor official. While 
  this imposes some difficulties, it does allow you to gain the equipment needed to till your land 
  at a better price. You gain a +3 bonus on all Barter checks within the Lone Star Nation. 
  Bonus Class Skills: Barter, Bluff, Computer Use, Craft (mechanical, writing), Diplomacy, 
  Gamble, Gather Information, Intimidate, Knowledge (civics), Survival 
  Ranger Brat 
  The life of a Desert Ranger is a hard one. They call no place home but wander from settlement to 
  settlement, outpost to outpost, driven with the wind in their quest to make the Wasteland a 
  little bit safer. For a child born to a Desert Ranger, it is a hard life, constantly on the move 
  with no friends save the comrades of your parents. You are such a child. You were raised 
  in a succession of Ranger outposts and training bases. You likely never had any children 
  your own age to befriend, and so instead you matured quickly under the tutelage of the 
  Rangers. You were taught survival, and how to assemble a weapon in record time. 
  Perhaps your travels have stunted your social abilities, but what good are those out in 
  the Wasteland? 
  Ranger Brat Traits 
  Ranger Brats are proficient with Simple and Archaic Weapons, Heavy Weapons, 
  Personal Firearms, and Light and Medium armor. 
  Ranger Training: Ranger Brats learn much from their time spent around the Desert 
  Rangers. They may choose either the feat Far Shot or the feat Track as a bonus feat, 
  even if they fail to meet the requirements for the feat. 
  Bonus Class Skills: Craft (mechanical), Hide, Investigate, Knowledge (geography, 
  medicine, nature, tactics), Listen, Move Silently, Navigate, Search, Spot, Survival 
   
   
   
  
  12  
   
  Section 3: Occupations 
  The Post-Apocalyptic world revolves around occupations. If occupations did not exist in the 
  Wasteland, society would fail to continue onward, and towns would succumb to ruin. Someone 
  must do the job, and the listings below are additional occupations of Wasteland inhabitants. (See 
  the Exodus Survivor’s Guide, Chapter 1, Section 5, for more Occupation listings.) 
  An occupation allows the character to choose two extra class skills from the given occupation 
  and determines the character’s starting wealth in steel coins. 
  Cowboy 
  Cowboys make their living selling their services to those who need them, often helping bison 
  herders drive their herds of mutated cattle. 
  Prerequisite: None 
  Class Skills (choose two): Drive, Gamble, Handle Animal, Intimidate, Knowledge (nature), 
  Navigate, Profession (cowboy), Ride, and Survival 
  Starting Wealth: 100 coins 
  Gambler 
  Gamblers drift from town to town using their wiles and charm to make money at the gambling 
  tables that seem to be omnipresent in every settlement. 
  Prerequisite: CHA 13 
  Class Skills (choose two): Bluff, Disguise, Forgery, Gamble, Hide, Knowledge (underworld), 
  Profession (gambler), and Sleight of Hand 
  Starting Wealth: 1d4 x 100 coins 
  Prospector 
  Very few people have refining capability, and so very few people require raw 
  ore or oil anymore. However there is still the rare collector or even rarer 
  refinery in the Wasteland. A prospector makes a living exploring the 
  Wasteland in search of raw materials to sell to these buyers. 
  Prerequisites: None 
  Class Skills (choose two): Barter, Craft (mechanical), Demolitions, Knowledge 
  (engineering, geography, and nature), Navigate, Profession (prospector), Repair, 
  Survival 
  Starting Wealth: 100 coins 
  Politician 
  With the rise of civilization in the Lone Star Nation, a new class of citizen 
  has emerged: the politician, practically useless save for the uncanny ability 
  to be popular and get other people to do the real work. 
  Prerequisite: Lone Star National Background, CHA 13 
  Class Skills (choose two): Barter, Bluff, Diplomacy, Forgery, Gather 
  Information, Knowledge (civics), Perform (oratory), Profession (politician), 
  Sense Motive 
  Starting Wealth: 300 coins 
  
  13 
   
  Chapter 2: Skills 
  This chapter expands on new options for skills for Exodus characters to use. 
  Survival (Wis) 
  The Wasteland is harsh and unforgiving. Surviving the elements, tracking others, and finding basic 
  food and water for survival are very difficult, and require the use of the Survival skill. 
  Check: A character can survive in the wild. 
  Prospecting 
  While most manufacturing capability is lost in the 
  post-Exodus world, there are still some who desire 
  raw materials like precious metals, gems, and, of 
  course, oil. Searching for these rare materials can 
  take weeks, even months, but all you need is one 
  big strike. Each prospecting roll must be done for 
  a particular resource (such as gold, silver, oil). You 
  do not find anything unless you are looking for it, 
  after all. 
  Prospecting begins with surveying the area for 
  likely locations of the particular resource. Each day spent surveying an area requires a Survival 
  check against DC 15. Each successful surveying check adds a +1 to the final Survival check, to a 
  maximum bonus equal to the number of ranks in Survival the prospector possesses. For every day 
  that a check is not made (regardless of whether or not it is successful), the bonus lowers by 1 to a 
  minimum of +0. If a check is made, but is unsuccessful, then the bonus does not increase or 
  decrease. 
  When ready, the prospector makes a final Survival check. The results determine what is found. 
  The DC 40 and DC 50 results require resources and labor to extract materials 
  that are usually beyond the abilities of a player character. Characters 
  can gain 100 steel worth of material from these sites upon finding 
  them. 
  Repair (Int) 
  Sometimes you just need the right tool and the knowledge to fix 
  that weapon that backfired or that vehicle that you rolled. Then 
  again, some duct tape and a swift kick to the junk works too. 
  Check: Most Repair checks are made to fix complex electronic 
  or mechanical devices. The DC is set by the Overseer. 
  Black Box Tech: Sometimes technology has been lost, and all 
  knowledge of it has passed away. You may be able to repair it 
  if it breaks, but only by a lot of guesswork and trial and error, 
  as the true details of how it operates are simply unknown. 
  Repairing Black Box Tech adds 10 to the Repair DC. 
   
   
  DC 
  Prospecting Results 
  25 
  You find trace amounts of the material, worth no 
  more than 10 steel. 
  30 
  You find some material, worth no more than 100 
  steel. 
  40 
  You strike a vein of ore or an oil well. Assuming 
  you can properly gather the material, the mine or 
  well can produce 100 steel worth of material a 
  month. 
  50 
  You strike the mother-load! Assuming you can 
  properly gather the material, the mine or well can 
  produce 500 steel worth of material a month. 
  
  14  
   
  Chapter 3: New Feats 
  Feats are special talents or abilities that a character learns during his transition through life. 
  Armor of Faith 
  Your faith protects you like a shield, and makes you fearless. No weapon can hurt you. 
  Prerequisites: Cultist background, WIS 12 
  Benefit: Your faith sustains you, and grants you a surety of purpose that actually seems to 
  protect you on the battlefield. Some may say it is merely your confidence allowing you to make 
  better decisions, but you know that the divine protects you. You gain your Wisdom bonus as 
  an additional Dodge bonus to Defense. 
  Bronco Buster 
  When it comes to taking the bull by the horns or breaking that filly, you’re the man for the job. 
  Prerequisites: WIS 12+, handle animal 6 ranks, ride 6 ranks  
  Benefit: The character is proficient in riding and breaking herd animals and horses for the 
  purpose of riding and other training tasks.  The character gains a bonus equal to his character 
  levels on all Handle Animal and Ride (animals) skill checks.  Additionally, when training an 
  animal, the time required is reduce by 50%.   
  Hogtie  
  Down on the ranch, those good ole boys sure know how to tie something up and make it 
  squeal like a pig.  After getting some firsthand lessons, now so do you.   
  Prerequisites: Rope Use 6 ranks, Improved Grapple 
  Benefit: You are proficient in hogtying a downed multi-limbed opponent. When an 
  opponent is prone, as an attack of opportunity or a standard action you can pull a length 
  of rope and attempt to hogtie your opponent. First you must succeed a touch attack to 
  initiate a grapple.  If the grapple is successful, you may immediately make a Rope Use 
  DC 20 (–5 for each size smaller than medium / +5 for each size larger than medium) 
  check and successfully hogtie your opponent.  If the grapple fails, you are unsuccessful 
  in the hogtie attempt.      
  Jockey 
  A Wasteland Dwarf has taught you the forgotten pastime of the small human, Horseracing. 
  Now you know how to kick that mule in the right spot to haul ass. 
  Prerequisites: Ride 6 ranks   
  Benefit: When riding a trained animal, you know how to make the beast move faster 
  without running it to death. All trained riding animals gain +10 movement when you 
  are the rider.     
   
   
  
  15 
   
  Mule 
  Working for the scavenger Sanford and his son as a mule pulling his broke down red pickup truck 
  has paid off.  Now you can carry even more Wasteland junk. 
  Prerequisites: Strength 13, Strong Back 
  Benefit: You gain an addition +4 STR (+8 STR total with Strong Back) to determine your 
  carrying capacity.     
  Quick Fire 
  The ancient art of the pistol duel is well known to you. You can draw and shoot another man 
  down before he has a chance to blink. 
  Prerequisites: Quick Draw, Weapon Focus (any pistol) 
  Benefit: Once per combat, you may draw and fire a holstered pistol as a free action. Only a 
  single shot may be fired as part of this action. You may still take your full-allotted actions that 
  round, in addition to this free action. 
  Rodeo Clown  
  Dressing in bright colors, with a touch of red, and running around yelling gibberish and flapping 
  your arms like a wounded duck tends to draw the attention of particular lower Wasteland 
  species.  
  Prerequisites: CHA 12+, Handle Animal 6 ranks  
  Benefit: The character is proficient in distracting animals, mutated animals, and some 
  really dumb humans (INT 4 or less) away from other activities.  If the character succeeds 
  a Survival DC 15 + animal’s HD and CHR bonus (if any) skill check, he distracts the animal 
  for 1 + character’s WIS bonus number of round rounds.  If the animal is distracted, it may 
  only make move actions during the distraction duration. If the check fails, the animal 
  continues its activity, ignoring the character. If the animal is attacked by the 
  distracting character, the distraction immediately ends. 
  Two Guns 
  You are proficient in firing two pistols, not as individual weapons, but as one. 
  Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6 
  Benefit: As a standard action, you may fire two one-handed firearms at a single 
  opponent without suffering the standard two-weapon fighting penalties. Make a 
  single attack roll with a -4 penalty. If successful, both shots hit; if unsuccessful, 
  both shots miss. Roll damage for each shot separately. This can be used in tandem 
  with Burst Fire, but all attack roll penalties are cumulative. (For instance, using 
  the Burst Fire feat on one gun would cause a total -8 penalty. Using the Burst Fire 
  feat on both guns would cause a total -12 penalty.) 
   
   
  
  16  
   
  Wrangler  
  Working on the Rawhide ranch with the good ole boys has taught you how to keep those puppies 
  rolling, rolling, rolling.   
  Prerequisites: WIS 12+, Handle Animal 6 ranks, Lasso proficiency 
  Benefit: The character is proficient in wrangling a large number of herd or pack animals 
  without the aid of others. He can direct the herd to head in a particular direction and can 
  control their speed.  When push comes to shove, he may make a Survival DC 20 (+1 for every 
  5 herd animals) skill check to cause a herd to stampede (see stampede under Herd Animals in 
  the Wasteland Bestiary) in a particular direction of his choice. 
   
  
  17 
   
  Chapter 4: Equipment 
  Since man first walked upright, bone, stick, and rock became his friends in both construction and 
  war. Violence in the Wasteland is a part of life, and if you do not have the proper equipment, you 
  may soon be taking a dirt nap. As a character travels throughout the Wasteland, he will need the 
  right equipment. The Exodus Survival Guide lists the optimal weapons, survival equipment, medical 
  supplies, and other items considered essential to surviving in the aftermath of an atomic war.   In 
  the Wasteland, a survivor has to learn to scrounge and to make the best use out of what can be 
  found hidden in a ruined building or bunker, taken off the body of a hostile traveler, or stolen 
  from the inattentive and unwary. This chapter expands the weapons, armor, and miscellaneous 
  equipment that can be bought or salvaged in the Wasteland. 
  San Antonio Salsa Bomb 
  Originally manufactured by the citizens of San Antonio to hold off raiders, the first San Antonio 
  Salsa Bombs were homemade explosives manufactured inside jars of San Antonio Salsa from a 
  local manufacturing company. Once the settlement was established, the production was 
  streamlined, and now San Antonio Salsa Bombs are traded throughout Texas and beyond. 
  Although not as powerful as pre-Exodus explosives, SASBs are cheap and can be found just 
  about everywhere in Texas. Although early versions were armed by physically lighting a wick, 
  modern versions are armed by pulling a pin and releasing the catch, much like grenades.  
   
  Weapon 
  DMG 
  CRIT 
  TYPE 
  RNG 
  RADI 
  REF 
  SIZE 
  WT 
  SCRC 
  COST 
  SASB 
  3d6 
   — 
  X 
  10 
  10 
  12 
  Tiny 
  1 
  UN 
  60 
   
   
   
   
   
   
   
   
   
   
   
   
   
  Cowboy Hat 
  In 1865, John Batterson Stetson created a hat that would forever symbolize the life of the 
  cowboy, in Texas and beyond. A nigh-weatherproof, high-crowned, wide-brimmed hat, the 
  cowboy hat is as much a status symbol as anything else in the Texas wasteland. This goes 
  double for an actual Stetson, manufactured by the John B. Stetson Company prior to the 
  Great War, and considered a collector’s item. 
  Cowboy hats of all kinds grant a +5 to Survival 
  checks against harsh weather, and +2 PDR to 
  Targeted “Head and Eye” attacks. 
  Cowboy Outfit 
  Like the cowboy hat, the traditional cowboy outfit is as much a status symbol as 
  anything in the Texas wasteland. It generally consists of worn denim jeans, a long-
  sleeve button-front shirt with two breast pockets, leather cowboy boots, a bolo tie, and 
  a belt with a large buckle. This outfit appears in many different varieties, from casual 
  wear found all over Texas and the Southwest Wasteland, to formal cowboy dress, 
  rarely seen outside the halls of power in the Lone Star Nation. Fancier outfits for 
  women may include a skirt instead of the more functional jeans. All cowboy outfits 
  grant a +2 bonus to Ride checks. 
   
   
   
  WT 
  SCRC 
  Cost 
  Cowboy Hat 
  1 
  I 
  400 
  Stetson Hat 
  1 
  R 
  2000 
   
  WT 
  SCRC 
  Cost 
  Cowboy Outfit, Worn 
  2 
  UN 
  50 
  Cowboy Outfit, Casual 
  2 
  I 
  100 
  Cowboy Outfit, Formal 
  2 
  VR 
  2000 
  
  18  
   
  Gasoline 
  The oil shortages of the pre-War years resulted in the development of fusion cell technology, and 
  most vehicles were quickly converted to run on this new power source. Inadvertently, this led to a 
  fuel shortage after the Exodus, as the refinement processes needed to create fusion cells were all 
  but lost. In Texas, however, the operation of the Houston refinery by the Holy Friars of the Refinery 
  has resulted in limited quantities of gasoline being produced. Because of this, fusion-powered 
  vehicles in Texas are often retrofitted to run on octane instead. One gallon of gasoline provides as 
  much power to vehicles or generators as one half a 
  fully-powered fusion cell. Thus a vehicle that can 
  normally travel 40 miles per fusion cell can travel 20 
  per gallon of gas. 
   
  Vehicles 
  The people of Texas rarely wasted what they had. Rather than buy the latest model of something, 
  they would repair what they already possessed. Because of this, there are still a number of pre-21st 
  century vehicles in Texas. These vehicles have often been repaired time and time again, with parts 
  scrounged or cannibalized from other cars, and often no single part of the vehicle is as old as its 
  model. However, the older cars do seem to survive, no matter what gets thrown at them. 
  Due to the nature of travel within Texas, all of the following vehicles run off of gasoline rather than 
  fusion cells. Thus the Fuel Rating indicates miles per gallon of gasoline. If a vehicle modified to work 
  with fusion cells is found, the modifications will result in a loss of efficiency. So, unlike vehicles 
  found in the EXS and SWG, the vehicle will travel the same number of miles using a full fusion cell as 
  it would using one gallon of gasoline. 
  ’69 Charger 
  The iconic car of back roads and good ol’ boys, the ’69 Charger was one of the 
  most popular muscle cars ever built. With its distinctive sleek shape and electric 
  shaver grill, the owners of the few remaining Chargers tend to be very proud 
  indeed. It is traditional for these cars to be painted orange, with a stenciled 
  two-digit number on the side and a flag painted on top. No one knows how 
  this tradition got started, but most Charger owners follow it with almost 
  religious fervor. Naturally, in Texas, the most common flags 
  are the Lone Star Nation flag and the gold on blue 
  standard of the Knights of the Alamo. 
   
   
   
  WT* 
  SCRC 
  Cost* 
  Gasoline (in Houston) 
  8 
  I 
  20 
  Gasoline 
  8 
  VR 
  50 
  * per gallon 
   
   
   
  
  19 
   
  Pickup Truck 
  It is said that in the latter half of the 20th century everyone in Texas had a shotgun, a cowboy hat, 
  and a pickup truck. While pickup trucks were used the world over, no state prized them 
  more than Texas. Often decorated with splashes of color, 
  skulls of animals the owner has 
  hunted, 
  or 
  other 
  ornaments, 
  pickup trucks are seen not only as 
  useful vehicles for hauling, but 
  also as symbols of status and 
  even virility. 
   
  Tractor 
  Tractors are found in many shapes and sizes, but they all serve one important purpose: They 
  can haul a lot. Designed to move at slow speeds with maximum torque, tractors can haul huge loads 
  in trailers behind them, and also huge farm equipment that allows for efficient seeding and 
  harvesting of fields. Because of their slow speeds, tractors rarely leave the farm, and using a tractor 
  as transportation would normally be a waste of good 
  gasoline. But then again, in the Wasteland, 
  necessity makes all sorts of things 
  possible. Tractors have a very small 
  cargo capacity within their cab, but they 
  can haul nearly 10 tons of weight in a 
  trailer hitched at the rear, with the 
  actual hauling limit depending on 
  the tractor. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Vehicle 
  Man 
  Speed 
  Crew 
  Pass 
  Cargo 
  Init 
  Fuel 
  DEF 
  Hard 
  HP 
  Size 
  SCRC 
  Cost 
  ’69 Charger 
  -1 
  200(20) 
  1 
  4 
  200 
  +1 
  18 
  8 
  8 
  150 
  Huge 
  VR 
  100000 
  Pickup Truck 
  -2 
  120(12) 
  1 
  1 
  1000 
  -1 
  15 
  8 
  10 
  400 
  Huge 
  VR 
  90000 
  Tractor 
  -6 
  40(4) 
  1 
  0 
  100 
  -6 
  5 
  4 
  10 
  300 
  Huge 
  R 
  20000 
  
  20  
   
  Chapter 5:  
  Organizations and 
  Advanced Classes 
  Monks of Chuck Norris Walker 
  The Texas Wasteland is a hard place, a place of violence and 
  lawlessness, where even a simple farmer must learn how 
  to defend himself. Yet, despite all the soldiers, 
  mercenaries, and vigilantes in Texas, there is no 
  question who the greatest fighters are. Far to the 
  southeast, in the city of Corpus Norris, a group of 
  monks have dedicated their lives to honing their 
  bodies into the ultimate weapons. These are the 
  Monks of Chuck Norris Walker, who follow the 
  tenants of their idyllic namesake to the exclusion 
  of all else. 
  Despite being a religious order, the Monks of 
  Chuck Norris Walker do not treat their namesake as a 
  literal deity. Rather, they consider the idea of him sacred, 
  and they consider this idea to be a guide and guardian on 
  the path of life. This code of behavior has led many who have 
  not yet heard of the Monks to underestimate them. Their manner is 
  polite almost to a fault, they are constantly supportive of others and altruism is an ingrained 
  discipline of their society. Yet although their philosophy demands they always seek out the good 
  in others, it also acknowledges the presence of evil, and in the presence of what they consider 
  “evil” the Monks will respond with quick, sudden violence. They eschew the use of 
  weapons, preferring to use their own bodies to pummel their enemies into submission. 
  History 
  The Monks of Chuck Norris Walker have only existed in their current form for the last 
  thirty years. They arose out of the fusion of the ideas of three men. The first was 
  Edward Johnson, a former minister who had felt his faith wavering after the Exodus. He 
  discovered a book written by a pre-Exodus martial arts instructor and action-movie star 
  which spoke of simple, fundamental faith in conservative and religious principles. The 
  teachings of the book inspired him, and he began the Church of Norris the Divine, declaring 
  this man to be prophet who illuminated The Way. 
  One of his disciples was Robert Ricky, a collector of rare pre-Exodus merchandise. 
  Much to his surprise, he was able to discover a link between Norris and a popular 
  television action hero. Although no full episodes of this program existed, he was able to 
  gather several clips from remaining copies of a late-night talk show. His true discovery, 
  however, came in the ruins of an abandoned discount store, where he found a 
  collection of posters and t-shirts that boldly declared the supernatural abilities of 
  Norris the Divine. While these were clearly exaggerations, it proved that there was 
  another aspect to Norris the Divine which Ricky referred to as Walker 
  the Texas Ranger, after what he felt was a legendary account of the 
  life of Norris. 
  
  21 
   
  While the principles of faith and patriotism spoken of in the Book of Norris were clearly still 
  present in the myths of Walker, Walker was a more proactive character who went out into the wide 
  world and fought evil wherever it was present. Ricky, as well as others, began to feel that the 
  Church of Norris the Divine could do more than simply live their life in accordance with the great 
  Norris’ principles. 
  His longing was fulfilled when, quite by chance, a traveler named Rex Kwan entered the 
  Church’s ranks. Kwan was a practitioner of a martial art he knew only as Chuck Do. This art had 
  been taught to him by his old Master, who said the art had once gone by a different name, but he 
  had renamed it in honor of its founder, Master Chuck. The Master had since died, leaving Kwan to 
  carry on his legacy. To his surprise, upon comparing the principles taught him by his Master to 
  the principles of the Church of Norris the Divine, he found perfect correlation. He became 
  convinced that Chuck, Norris, and Walker were, in fact, one and the same. Ricky saw his 
  opportunity to better emulate Walker the Texas Ranger, and he became Kwan’s student. He was 
  Kwan’s first student, but there were many others, and the Church of Norris the Divine soon 
  became a martial order, the Monks of Chuck Norris Walker. 
  Organization and Leadership 
  As a martial order, the Monks of Chuck Norris Walker already have an existing structure 
  within their martial art. With the assumption of each new belt within Chuck Do, more 
  responsibilities are assigned. In this way they have taken a martial art and turned it into a way 
  of life. 
  The Monks of Chuck Norris Walker are led by the Masters, those of fifth degree black belt or 
  higher. They are not only considered the epitome of martial prowess, but the collected 
  Masters resolve disputes, acting as judge and jury. The Masters also negotiate with outside 
  organizations, bartering the skills of the Monks in exchange for needed supplies. 
  At any given time, there is only one black belt of each degree above fifth, culminating in the 
  eleventh degree. While the eleventh degree is given more respect than lower degrees, he is 
  not a totalitarian authority and the Masters can oppose his wishes. However, the eleventh 
  degree Master is the only one able to raise black belts to fifth degree and above, so most 
  of the Masters chosen tend to agree with the policies and decisions of the eleventh 
  degree Master. 
  Territory 
  Corpus Norris belongs entirely to the Monks of Chuck Norris Walker. While this is 
  somewhat due to their martial strength, which enables them to hold the settlement 
  alone against raiders, Corpus Norris is of little importance and most groups are willing 
  to leave the Monks alone. While the ocean near Corpus Norris was once teeming with 
  fish, a combination of oil spills and nuclear fallout have depleted the waters. However 
  the nearby Lake Corpus Christi still has good fishing, and also provides drinking water 
  for Corpus Norris. 
  Because of their services as bodyguards, the Monks of Chuck Norris Walker are 
  found far and wide across Texas. They have started small dojos in San Antonio and El 
  Paso, but these dojos can do little more than whet students’ appetites for Corpus 
  Norris. They do have a large presence in Houston, where they protect the Holy Friars 
  of the Refinery in exchange for a portion of gasoline to run their electrical 
  generators. 
   
  
  22  
   
  Martial Capability 
  The Monks of Chuck Norris Walker are not equipped to be an army, and they would make a poor 
  invading force. However, although their population is small, practically everyone has some basic 
  training in self-defense, and many are advanced students. Raiders know well not to attempt a raid 
  on Corpus Norris. 
  Economics 
  Fishing is the main resource found near Corpus Norris. While the Gulf of Mexico is all but depleted 
  due to various disasters in the 21st century, Lake Corpus Christi and the Nunces River are prime 
  fishing grounds. The Monks often pick up a trade as part of their discipline, manufacturing 
  simple goods, clothes, furniture, tools, and other such things. On occasion, they will trade these 
  things to caravans, and they often trade fish for grains and other food. 
  For other equipment, the Monks of Chuck Norris Walker rely on barter, and, for the most 
  part, they barter themselves. The Monks of Chuck Norris Walker are the most respected 
  bodyguards in the Texas Wasteland. While a Desert Ranger or Knight of the Alamo may be a 
  better shot, in close quarters or in a crowd, no one can match the Monks for adaptability, quick 
  reflexes, and (most importantly) dedication. Once the Masters accept a job, the Monks will 
  guard their chosen client with more dedication and tenacity than any Lone Star Minuteman. 
  The Masters alone choose which clients are considered acceptable. They base this not upon 
  monetary gain, as that is for the individual Monks who take the job to work out, but rather upon 
  their moral suitability as clients. The Monks of Chuck Norris Walker do not protect slavers, 
  murderers, or any they feel denigrate the quality and principles of life. This has led many 
  spurned clients, especially within the Lone Star Nation, to claim the Monks are nothing but 
  bigots trying to force their morality upon others. The Monks’ only response is to point out 
  that they merely offer a service; they do not force that service on anyone. 
  Relationship with Outsiders 
  The Monks of Chuck Norris Walker welcome visitors. Being an isolated community, they 
  are barely self-sufficient, and nearly all their technology above the Tribal level comes 
  from trade with caravans. Many caravans from San Antonio will actually travel to 
  Corpus Norris first, despite it being out of their way, so that they can trade goods in 
  exchange for Monks to act as bodyguards for the rest of their trip. However, while the 
  monks welcome visitors, residents are another matter entirely. Everyone in Corpus 
  Norris belongs to the Church of Chuck Norris Walker. There are no exceptions. All those 
  who stay in the settlement are expected to follow the path of the Monks of Chuck Norris 
  Walker. The Monks tend to care nothing about appearances, or even species, but they 
  demand strict adherence to their dogma. 
   
   
  
  23 
   
  Notable Personalities 
  Master Robert Ricky 
  Master Robert Ricky is currently the only 11th degree black belt within the order of the Monks of 
  Chuck Norris Walker. Though now quite old, this first student of Rex Kwan has been part of the 
  leadership of the Monks almost since the beginning. He idolizes the cult’s namesake more than any 
  other, and is determined that his Monks shall not stray from the path. This has caused some to 
  grumble that he is inflexible, unwilling to brook the slightest variation in the teachings of Chuck 
  Norris Walker, or any deviation from what he believes the true path of the Monks should be. Still, 
  most support his decisions. 
  Master Kai Cobra 
  Kai Cobra is a sixth degree black belt, and the youngest ever to be given that title. It was given 
  at the insistence of most of the fifth degrees, and against Master Robert Ricky’s better judgment. 
  Kai Cobra is perhaps the greatest martial artist in Texas, and a charismatic leader, but he belongs 
  to a reform movement that most of the old guard within the Monks find distasteful, and even 
  blasphemous. They fear that if Kai Cobra gains more support, the Monks will quickly lose their 
  reputation as a force of good in the Wasteland, and become mere mercenaries. For his part, 
  Kai Cobra insists that stagnation is death, and that the Monks must adapt to the changing 
  times. 
  Advanced Class 
  The following advanced class is designed specifically for characters who are members of the 
  Monks of Chuck Norris Walker. While the Chuck Do Student does not have to have the Cultist 
  (Monks of Chuck Norris Walker) background, they do have to have a White Belt, which is 
  normally only available via that background. 
  Chuck Do Student 
  The true Master of Chuck Do disciplines both mind and body, asking always the sacred 
  question, “What Would Chuck Do?” With this lamp to guide them, Chuck Do Students 
  move closer to perfection, always striving to become better warriors and better people. 
  While they are the most fearsome hand-to-hand combatants in Texas, they see their 
  path as a quest for inner perfection, not material rewards. 
  Requirements: 
  To qualify to become a Chuck Do Student, a character must fulfill the following criteria. 
  Base Attack Bonus: +2 
  Skills: Jump 5 ranks, Tumble 5 ranks 
  Feat: Combat Martial Arts, Defensive Martial Arts 
  Special: The White Belt status, normally gained through the Cultist (Monks of Chuck 
  Norris Walker) background. 
   
   
  
  24  
   
  Class Information: 
  The following information pertains to the Chuck Do Student advanced class. 
  Hit Die 
  The Chuck Do Student gains 1d8 hit points per level plus the character’s Constitution modifier. 
  Karma Points 
  The Chuck Do Student receives 3 Karma Points plus ½ of his character level (rounded down) upon 
  attaining a new level in this class. 
  Class Skills 
  The Chuck Do Student’s class skills are as follows: Balance(Dex), Climb(Str), Concentration(Con), 
  Diplomacy(Cha), Escape Artist(Dex), Intimidate(Cha), Jump(Str), Tumble(Dex) 
  Skill Points at Each Level: 3 + Int modifier 
  Class Features 
  The following features pertain to the Chuck Do Student Advanced Class 
  Gold Belt 
  The Gold Belt Chuck Do Student attacks with either fist interchangeably, or 
  even with elbows, knees, and feet. This means the Student may even make 
  unarmed strikes when his or her hands are full, and there is no such thing as 
  an off-hand attack for a Student striking unarmed. 
  The Student also deals more damage with unarmed strikes, dealing 1d6 
  damage. This is an increase to Combat Martial Arts damage. It has no effect 
  on Brawl. 
  This ability stacks with the Martial Arts talent (Karate) increasing the 
  damage die by the Talent rank from 1d6 to 1d8, 1d8 to 2d6, and 1d10 to 
  2d8. 
  Purple Belt 
  The Purple Belt Chuck Do Student has learned various Katas that 
  assist in training and discipline. These Katas train you in routines that 
  become useful in real combat. For every round in which you land a 
  successful, damage dealing unarmed strike, you gain a cumulative +1 
  bonus to attack for the next round. If a round is missed, this bonus 
  resets. 
  Chuck Do Student 
  Lvl 
  BAB Fort Ref Will 
  Def 
  Special 
  1st 
  +1 
  +0 
  +2 
  +0 
  +1 
  Gold Belt 
  2nd 
  +2 
  +0 
  +3 
  +0 
  +2 
  Purple Belt 
  3rd 
  +3 
  +1 
  +3 
  +1 
  +2 
  Orange Belt 
  4th 
  +4 
  +1 
  +4 
  +1 
  +3 
  Blue Belt, Bonus Feat 
  5th 
  +5 
  +1 
  +4 
  +1 
  +3 
  Green Belt 
  6th 
  +6 
  +2 
  +5 
  +2 
  +4 
  Red Belt 
  7th 
  +7 
  +2 
  +5 
  +2 
  +4 
  Black Belt, Roundhouse Kick 1/day 
  8th 
  +8 
  +2 
  +6 
  +2 
  +5 
  2nd Degree 
  9th 
  +9 
  +3 
  +6 
  +3 
  +5 
  3rd Degree 
  10th 
  +10 
  +3 
  +7 
  +3 
  +6 
  4th Degree, Roundhouse Kick 2/day 
  
  25 
   
  Orange Belt 
  Upon achieving the Orange Belt, Students have mastered the arcane art known only as the “Eye of 
  the Ranger.” As a standard action, they may make an Intimidate check against a single opponent 
  who can see them, opposed by a Will save with a DC equal to the Intimidate check results. If the 
  opponent fails, they are shaken for 1 round. If they fail by 10 or more, they are stunned for 1 round. 
  At 10th level, this ability stuns for 1 round whenever the opponent fails his Will save, regardless of 
  how badly. 
  Blue Belt 
  At the rank of Blue Belt, the Student’s deadliness has increased. This is exactly like Gold Belt, 
  except that the Student now deals 1d8 points of damage on an unarmed strike. This ability 
  increases the damage die by the Karate Talent rank from 1d6 to 2d6, 1d8 to 3d6, and 1d10 to 
  3d8. 
  Bonus Feat 
  At 4th level, the Chuck Do Student gains a bonus feat. The bonus feat must be selected from the 
  feats presented here and the Chuck Do Student must meet all prerequisites of the feat in order 
  to select it. 
  Chuck Do Student Bonus Feats: Acrobatic, Adrenaline Rush, Advanced Combat Martial 
  Arts, Brawl, Combat Reflexes, Combat Throw, Dodge, Dodger, Earlier Sequence, Elusive Target, 
  Improved Combat Throw, Improved Combat Martial Arts, Improved Grapple, Improved 
  Initiative, Improved Knockout Punch, Improved Trip, Karma Beacon, Knockout Punch, 
  Presence, Quick Recovery, Stunt Man, Stonewall, Unbalance Opponent. 
  Green Belt 
  Green Belt Students have mastered the flying kick. As part of a charge, they can make a Jump 
  check. If successful, they only need to make a touch attack in order to hit their opponent for 
  double the normal attack damage. If this attack roll fails, the Student ends up prone at his 
  opponent’s feet. If the attack roll succeeds, the opponent must then make a Fort save with 
  a DC equal to the Jump check or else be knocked prone. If he succeeds the Fort save, 
  however, the Student again falls prone at his opponent’s feet. At 10th level, Students are 
  only knocked prone if the initial attack roll misses, not if their opponent beats their Fort 
  save. 
  Red Belt 
  A Student with a Red Belt has learned to stand alone against the odds. If he and his 
  allies are outnumbered, he gains a +2 to attack, damage, and defense. If he and his allies 
  are outnumbered two to one or worse, this bonus increases to +4. 
  Black Belt 
  The Student has become a Black Belt. He gains a +1 Diplomacy and Intimidate bonus 
  due to his prestige and status. 
  Roundhouse Kick 
  With the achievement of Black Belt, the Student learns the single most dangerous 
  maneuver in Chuck Do: The Roundhouse Kick. Once per day, the Student may make 
  an unarmed attack against an opponent. If successful, this attack is treated as a 
  critical hit that deals maximum possible damage. At 10th level, this 
  ability may be used twice a day. 
   
  
  26  
   
  2nd Degree 
  As a 2nd degree Black Belt, the Student has further refined his abilities. This is identical to the Gold 
  Belt ability, only now the Student’s unarmed strike deals 1d10 damage. This ability increases the 
  damage die by the Karate Talent rank from 1d6 to 3d6, 1d8 to 4d6, and 1d10 to 4d8. In addition, the 
  Student’s Diplomacy and Intimidate bonus increases to +2. 
  3rd Degree 
  As a 3rd degree Black Belt, the Student has a knack for manipulating fights. When he is locked in 
  combat with an opponent, other opponents seem to shy away from them, attacking one at a time. 
  After a third degree Black Belt has attacked an opponent, he gains a +5 Defense bonus against all 
  others allied with that opponent. Furthermore, the Student gains a +1 bonus to attack each 
  round after the first in which he only attacks a single opponent. 
  4th Degree 
  A 4th degree Black Belt is the highest rank a Student can achieve before becoming a Master, and 
  thus the highest achievable rank before the Student is expected to remain in Corpus Norris and 
  teach the next generation of students. The Student gains a permanent +2 to attack, damage, and 
  defense. 
   
  Holy Friars of the Refinery 
  The Texas Wasteland is a huge sprawling area, nearly 
  half the size of the entire Southwest Wasteland 
  combined. Despite this, the settlements of Texas are 
  able to maintain much closer ties than any other 
  region, and the Lone Star Nation covers more 
  square miles than any other homogenous nation 
  within 
  the 
  Wasteland. 
  These 
  remarkable 
  achievements would be impossible without the 
  Holy Friars of the Refinery. The Refinery is a great 
  oil refinery near the former city of Houston. Which 
  oil company it belonged to is no longer known, lost 
  to the distant past, along with most of its 
  functionality as well, but it can still produce a 
  limited amount of gasoline. The Refinery is a great 
  beast of a machine, and nearly every part has been repaired and rebuilt countless times, 
  resulting in a nightmarish apparition of pipes, wires, steel, boilers, chambers, tanks, and 
  vats. Complicating matters is the loss of information, for the Friars no longer know how 
  the Refinery operates. The Refinery is run on religious rote now, via a series of cants and 
  rituals handed down by the Friars since the Exodus. The Friars are aware that some 
  time in the distant past the Refinery was operated by technical know-how rather than 
  religious ritual, but that time is long past and they no longer seek it. All that is 
  important is that the Refinery continues to operate, being fed precious oil in exchange 
  for its blessed gasoline. 
   
   
  
  27 
   
  History 
  By the time of the Great War, very little gasoline was used in the United States. Fusion Cells were 
  more efficient and safer. The last switchover came just before the Great War, when a massive oil 
  leak in the Gulf of Mexico resulted in a new wave of scrutiny and regulation against the oil giants. 
  Had Fusion Cell technology not been waiting in the wings, the oil companies might have avoided 
  any serious repercussions, but, as it happened, the United States government was only too happy 
  to enforce strict regulations on oil, ushering in the era of Fusion Cell power that would last 
  throughout the Great War. Many refineries in Houston were shut down, though some remained 
  operational to provide needed non-gasoline oil products, as well as small amounts of gasoline 
  for the few pre-fusion vehicles remaining. 
  During the War, only a single bomb fell on Houston, and that one was far from high-yield. It 
  was enough to devastate the downtown area itself and spread radiation and fallout to mingle 
  with the great radioactive clouds drifting across Texas, but much of the outlying facilities were 
  left more or less intact. Most of these refineries were picked clean by scavengers, or worn out 
  from decay. What remained was the Refinery, the logo of its parent company obliterated 
  through hard use. It was almost in working condition, and enough refinery workers and 
  repairmen had survived the Exodus to get it functioning again. They wisely foresaw that while 
  fusion cells were more prevalent than gasoline, they were also harder to manufacture.  
  Despite being able to operate and repair the Refinery, however, those who survived the 
  Exodus were unaware of the true nature of its operations. Those who had been tasked with 
  keeping the Refinery in good repair knew best, but even they lacked a fundamental knowledge 
  of the principles involved, and more knowledge was lost as age and circumstance stole 
  memories away. Realizing that the Refinery had to keep functioning, for already their 
  meager supply of gasoline had become the Houston settlement’s main trade good, the workers 
  and repairmen taught others. They could not teach principles, so they instead taught by rote, 
  teaching their apprentices to do just what they did: over, and over, and over. After years of 
  this, the operation of the Refinery consumed every aspect of their lives. They treated the 
  great machine as a living thing, an object of reverence and worship. They spoke prayers 
  to the Refinery before each ritualistic repair. A prayer was spoken before lighting the 
  boiler, before opening the flow of crude to the boiler, before each step of the distillation 
  process, and so on. 
  Eventually this all-encompassing religious ritual resulted in the formation of a 
  secretive cult within the Houston settlement. They began to teach their methods only to 
  chosen apprentices, protecting Houston’s livelihood. Eventually they took the name 
  Holy Friars of the Refinery, and adopted their current behaviors and organizations. 
  Organization and Leadership 
  In the early days, the Refinery was organized according to the corporate structure of 
  the pre-Exodus days, with a few adjustments to compensate for the changed realities 
  of the post-Exodus world. Even after the Friars became a religious cult, this basic 
  organization remained, though now, like everything the Friars do, the positions of 
  their organization have been shrouded in ritual and mystery. 
  At the top sits the Abbot. He oversees Refinery production and sales, and fulfills 
  the basic functions of a CEO. Beneath him are the four Priors. The Prior of 
  Operations, the Prior of Repairs, the Prior of Prospecting, and the 
  Prior of Sales. Each Prior oversees his own division, or 
  Priory. 
  
  28  
   
  The Priory of Operations involves the day-to-day operations of the Refinery. The Friars of this 
  Priory are assigned to sections of the Refinery, and trained in the rituals needed for working that 
  section. Only the Prior knows how to operate the entire Refinery, and very often even he does not 
  know all of it, instead relying on the counsel of his section leaders, the Managers. 
  The Priory of Repairs is the most secretive of all the Priories, for they alone hold the knowledge 
  necessary to repair the Refinery when it breaks down. Such sacred knowledge is not meant for the 
  common man. They maintain the Codices, documents crafted after the Exodus, containing the 
  sacred teachings of those who repaired the Refinery in times gone by. It is forbidden for anyone 
  outside of the Priory of Repairs to read a Codex. Even an insider must only read the Codex 
  authorized by the Prior, to solve the particular problem at hand. 
  The Priory of Prospecting contains the Traveling Friars. These Friars leave the confines of 
  Houston and travel throughout the Wasteland, seeking always to discover crude oil. The oceanic 
  oil rigs of the Gulf of Mexico were all shut down by government decree before the Exodus, and 
  the Friars do not have the technology to repair these great rigs of legend. This forces them to seek 
  out land-based oil sites, the ruins of ancient rigs, and other places where crude oil can be 
  harvested. Traveling Friars often operate independently, traveling for years in the Wastelands 
  as holy hermits while prospecting, praying that the Refinery will guide them to oil. When this 
  occurs, word is sent back to the Prior who sends out a team of Friars to construct a rig and 
  begin harvesting the oil. Within Texas it is understood that any oil found becomes property of 
  the Friars, though those who lay claim to the land often work out a deal for gasoline in exchange 
  for it. Outside of Texas, however, there is no such understanding, and the rare Traveling Friar 
  who heads into the Southwest Wasteland is warned to be careful. 
  The final Priory is the Priory of Sales, who also serve as the public face of the Holy Friars. 
  While they are no less devout than their brethren, their lives are taken up more with social 
  interaction than with constant prayer and ritual. It is the Friars of this Priory who negotiate 
  the many lucrative deals the Refinery maintains with traveling caravans and many far-off 
  settlements. In some of these settlements (currently Dallas, San Antonio, and El Paso), the 
  Friars maintain a permanent presence, selling small quantities of gasoline to the local 
  markets. It is also this Priory that operates the I-10, which is a source of pride for both 
  the Refinery and all of Texas. 
  Territory 
  Nearly all of the Holy Friars of the Refinery are based in the Refinery itself, which 
  forms the center of the settlement of Houston. While not every inhabitant of Houston is 
  part of the cult, all owe the cult for their livelihood, and all know that the cult’s work 
  allows Houston to support its current size. The Friars also maintain small presences in 
  Dallas, San Antonio, and El Paso, with the permission of the local residents, and operate 
  many independent oil derricks as small outposts in the Texas Wasteland. 
  Martial Capabilities 
  In the early days, the Friars felt they had no need for a military presence. Their prices 
  were high, given the scarcity of gasoline, but they dealt fairly with others and sold what 
  gasoline they produced. However, raiders and worse began plaguing the Friars. Several 
  shipments of gasoline were stolen, and several oil derricks destroyed in the raids. 
   
   
  
  29 
   
  It was the Lone Star Nation that suggested a solution. In exchange for a quota of refined 
  gasoline, provided free of cost, the Lone Star Nation offered the permanent loan of a full regiment of 
  armed Minutemen. The Friars agreed. Soon word of the arrangement reached the other 
  settlements, and the floodgates were opened. Currently the Lone Star Nation, the Knights of the 
  Alamo, the Desert Rangers, the Monks of Chuck Norris Walker, and even NEMO lend troops to the 
  Friars in exchange for a gasoline ration. In this way the organizations involved gain gasoline 
  without having to buy it from price-gouging caravans, and the Friars gain military protection. 
  The cosmopolitan nature of this fighting force often causes tension between rival factions, but 
  thus far there have been no serious incidents, as everyone involved fears the disadvantage of 
  being the only major player in Texas without gasoline. The Friars, for their part, try to keep 
  national groups separated. Lone Star Minutemen normally guard the Refinery and Houston 
  itself, while the Knights of the Alamo, Desert Rangers, Monks of Chuck Norris Walker, and 
  NEMO mercenaries are assigned to various oil derricks and sections of the I-10. 
  Economics 
  Houston exists because of the Refinery. Although some small measure of agriculture can be 
  eked out of the ground, the mere existence of the Refinery further poisons the already 
  irradiated land. However, this is not seen as a problem for Houston, which has simply 
  reconstructed its economy around gasoline production. Caravans often provide Houston with 
  all its necessary supplies in exchange for a small amount of gasoline, which can either be used 
  to help the rare motorized caravans range farther, or can be sold at a substantial profit. 
  Their really unusual method of generating income is the I-10. The I-10 is named after the I-
  10 interstate highway, which passed through the old state of Texas from Houston, through 
  San Antonio, to El Paso. The Priory of Sales determined that running a motorized 
  transportation service along this route would be advantageous. Not only does the I-10 turn a 
  profit shipping cargo and passengers, but the mere presence of the I-10 has become a point of 
  pride for all Texans. This, in turn, has made the Refinery and its Friars a point of pride for all 
  Texans, and further contributed to the Friars’ sterling reputation. 
  Relationship with Outsiders 
  The relationship of the Friars with outsiders is a strange one. On the one hand, few 
  organizations, cults or otherwise, have such a good reputation. They trade extensively 
  with the rest of Texas, and their Priory of Sales is a skilled public relations force. On the 
  other hand, they are secretive to the point of paranoia about their rituals, rites, and the 
  Refinery itself. Even the Lone Star Minutemen who protect the Refinery are never 
  allowed inside the building, but are confined to the perimeter. Even within the 
  Refinery, Friars cannot stray from their assigned Priory areas unless instructed to by a 
  Prior or the Abbot. 
  Due to the distance between Houston and Alamogordo, there has been little 
  contact between the Friars at large and the Techno-Reapers. They respect each other 
  greatly for their mutual dealings with technology, but on their rare meetings the 
  Techno-Reapers find the Friars’ refusal to discuss any details of their technology or 
  methods frustrating, while the Friars feel the Techno-Reapers are too open with their 
  secrets, which indicates a lack of reverence for technology. 
  The Lone Star Nation has recently attempted to strengthen ties with the 
  Friars, but the Friars are unwilling to advance their relationship 
  beyond their current business arrangement. 
   
  
  30  
   
  Notable Personalities 
  Abbot Costello 
  Abbot Costello has only been leading the Friars for five years, and in that time he has gained a 
  reputation as an eccentric leader. His homilies and masses are often complex and inspire much 
  debate and repetition, and though he takes his job seriously he has a penchant for witticisms and 
  clever turns of phrase. Indeed, many Priors find his levity most disconcerting. Still, under his tenure 
  the Refinery has run smoothly, and no one can ask for more. 
  Prior Torque 
  Prior Torque has paid his dues in the wilderness. With a wild white shock of hair and beard, he cuts 
  a striking figure. Some say he went mad while prospecting for oil. Others say that the Refinery itself 
  appeared in human form and imparted wisdom to him. He often speaks in riddles, but under his 
  leadership the Priory of Prospecting has flourished. He has recently been sending his Friars deep 
  into Lone Star Nation territory, where he believes he will find the “Mother Lode”. The Lone Star 
  Nation resents this incursion, but has not stopped the Friars for fear of losing their supply of 
  gasoline. 
  Advanced Classes 
  The following advanced classes are designed specifically for 
  characters who have the Cultist (Holy Friar of the Refinery) 
  Background. 
  Holy Friar of the Refinery 
  Upon initiation into the Holy Friars of the Refinery you learn 
  secrets, secrets not taught to outsiders. You learn the workings 
  of the Refinery, and learn to hear Her speak to you. Those who 
  have trained long with the Holy Friars seem to have a 
  preternatural understanding of machines, able to 
  repair lost technology by religious rote. Using any 
  of the special abilities granted by this Advanced 
  Class requires the Holy Friar to perform the 
  religious rituals of their cult. While this takes no 
  more time than the action normally would, it is very 
  distinctive to any observers. 
  Requirements: 
  To qualify to become a Holy Friar of the Refinery, a 
  character must fulfill the following criteria. 
  Background: Cultist (Holy Friar of the Refinery) 
  Skills: 
  Craft 
  (Mechanical) 
  4 
  ranks, 
  Knowledge 
  (Engineering) 
  4 
  ranks, 
  Knowledge 
  (Theology 
  & 
  Philosophy) 4 ranks, Repair 4 ranks 
   
   
  
  31 
   
  Class Information: 
  The following information pertains to the Holy Friar of the Refinery advanced class. 
  Hit Die 
  The Holy Friar of the Refinery gains 1d8 hit points per level plus the character’s Constitution 
  modifier. 
  Karma Points 
  The Holy Friar of the Refinery receives 3 Karma Points plus ½ of his character level (rounded 
  down) upon attaining a new level in this class. 
  Class Skills 
  The Holy Friar of the Refinery’s class skills are as follows: Barter (Cha), Computer Use (Int), 
  Craft (Any) (Int), Knowledge (Engineering, Science, Technology, and Theology & Philosophy), 
  Repair, Survival 
  Skill Points at Each Level: 4 + Int modifier 
  Class Features 
  The following features pertain to the Holy Friar of the Refinery Advanced Class. 
  Religion of Steel 
  You have been trained in pseudo-
  religious rites that give you the 
  ability 
  to 
  operate 
  technology 
  without 
  actual 
  technical 
  knowledge. At first level, you gain 
  a +3 competence bonus on all 
  rolls used to operate or repair 
  (but not analyze) technological 
  devices. This only applies if a skill 
  check is required simply to 
  operate a device, such as a 
  Computer Use check needed to 
  operate an old mainframe. 
  Mysteries of the Past 
  Your rituals are effective against ancient technology as well as modern. At 2nd level you 
  no longer add 10 to DCs when working with Black Box Tech. 
  Bonus Talent 
  At 3rd, 6th, and 9th level you gain a Bonus Talent. This Talent must be selected from the 
  Defensive, Empathic, Insightful, Mr. Handy, Research, or Survival talent trees. The 
  Holy Friar of the Refinery must meet all prerequisites before selecting a Talent. 
   
   
  Holy Friar of the Refinery 
  Lvl 
  BAB Fort Ref Will Def Special 
  1st 
  +0 
  +0 
  +2 
  +2 
  +1 
  Religion of Steel 
  2nd 
  +1 
  +0 
  +3 
  +3 
  +2 
  Mysteries of the Past 
  3rd 
  +1 
  +1 
  +3 
  +3 
  +2 
  Bonus Talent 
  4th 
  +2 
  +1 
  +4 
  +4 
  +3 
  Technical Pacifist 
  5th 
  +2 
  +1 
  +4 
  +4 
  +3 
  Prospector 
  6th 
  +3 
  +2 
  +5 
  +5 
  +4 
  Bonus Talent 
  7th 
  +3 
  +2 
  +5 
  +5 
  +4 
  Religious Epiphany 
  8th 
  +4 
  +2 
  +6 
  +6 
  +5 
  Parts of the Whole 
  9th 
  +4 
  +3 
  +6 
  +6 
  +5 
  Bonus Talent 
  10th 
  +5 
  +3 
  +7 
  +7 
  +6 
  One with the Refinery 
  
  32  
   
  Technical Pacifist 
  Although Holy Friars of the Refinery take no vows against violence, their training lies elsewhere. 
  And yet ruffians, and even beasts, seem loathe to harm a holy man. At 4th level, when not displaying 
  visible weapons, they gain a +5 competence bonus on Diplomacy checks to stop others from doing 
  direct violence to them. In addition, anyone attempting to attack the Friar when there is another 
  valid target must succeed at a Will save, DC 10 + Holy Friar level. These abilities are lost for the 
  encounter if the Friar attacks another. 
  Prospector 
  The Holy Friars are trained in the task of discovering oil. At 5th level, the Survival DC for the daily 
  survey of the land prior to a Prospecting check drops to DC 10, and the Holy Friar of the 
  Refinery gains a +5 competence bonus on the final roll. 
  Religious Epiphany 
  At 7th level, the Holy Friar is prone to spiritual insights about the inner working of machines. Once 
  per day this insight can be used to gain a bonus equal to skill rank in any Computer Use, 
  Knowledge (technology), or Repair check. 
  Parts of the Whole 
  Holy Friars are taught the rituals of repair one part at a time. They never think of repairing the 
  Refinery, but rather one small part. These small rituals build up to the whole. At 8th level the 
  Holy Friar can spend twice as much time on any Disable Device or Repair check and roll twice, 
  taking whichever result they prefer. They must declare the use of ability before the roll. 
  One with the Refinery 
  At 10th level the Holy Friar does not just understand the machine, but becomes one with the 
  machine. By entering a religious trance while using Computer Use, Craft (Electronic, 
  Mechanical, Salvage, or Structural), Disable Device, or Repair checks, the Friar gains a +10 
  competence bonus. While performing these actions, however, the religious trance makes the 
  Holy Friar completely helpless. 
   
  The Lone Star Nation 
  The Lone Star Nation is the single largest nation in Texas. 
  They claim to be the largest in the world, but without 
  reliable reports outside of the Texas Wasteland it is 
  impossible to say for certain. While the Steel Disciples 
  have established many outposts, the Lone Star Nation 
  has truly developed a state where each citizen is under 
  Lone Star protection, whether they want it or not. 
  Depending on whom you ask, there are two 
  different views on the Lone Star Nation. To loyal 
  citizens the Lone Star Nation is a worthy successor to 
  civilization. It is not the United States reborn, but rather 
  the United States as it should have been. They point to the 
  superior civilization of the Lone Star nation, with some 
  settlements having local power grids, and military police 
  protection thanks to the Minutemen, as proof of this. 
  
  33 
   
  Outside the Lone Star Nation, however (and at times within it), a different picture is painted. 
  Opponents consider the “Republic” little more than a dictatorship, whose citizens are oppressed 
  and without basic human rights. Even worse are the non-citizens, whose lives seem to be valueless. 
  The Lone Star Nation’s ambitions for empire have made them no friends, and they are actively 
  opposed by many resistance groups and external forces. 
  History 
  The Great War was the fault of a nation that had turned away from morality. This is the first thing 
  children in the Lone Star Nation are taught about history. America was a failed experiment, its 
  secular government corrupt, regardless of political party. The great potential of the Founding 
  Fathers was destroyed when their words were twisted until “inalienable rights” somehow 
  became more important than decent, civilized behavior. 
  These ideas grew out of the devastation and hardship caused by the Exodus. As Texans sat in 
  their fallout shelters, they turned back to their roots, and according to Lone Star history books a 
  new spiritual awakening took hold. God had clearly sent the Great War as punishment. That was 
  why the first strikes had come from Iran, full of heathen Muslims, and China, full of heathen 
  Atheists. 
  While this sentiment grew in the darkness of the shelters, it was scattered and tempered by 
  the heathens in their midst. Once the doors to the surface opened, however, that was no longer 
  a problem. It began with Hank Tree, Sr. He had been born in a shelter packed with five other 
  families. He was taught via the Bible and tales of Texas history, and by the time the shelter 
  opened, he had cast down his apostate father and taken his rightful place at the head of God’s 
  own shelter. The others, those who remained alive after the purge, followed him implicitly. In 
  a dream Hank Tree was told by the Angel Gabriel to travel north with his disciples, and so 
  he did. 
  Everywhere he went he gained followers. Physicians followed him, and healed the sick in 
  exchange for donations. He cast down corrupt and heathen politicians, and he spoke always 
  of the struggle of Texan independence. He was a masterful speaker, and soon a nation was 
  willing to follow him to Dallas, and re-establish Texas from its ashes. 
  Once they reached Dallas, they quickly disposed of the settlement already there. 
  They burned it to the ground, razing it, and leaving not one man, woman, or child alive. 
  This was holy ground, consecrated as such, and it could not be defiled. And so Dallas 
  was repopulated. Yet Hank Tree was not content. He was an old man by this time, but 
  before he died, he declared a holy Crusade. Texas belonged to the free and independent 
  people of the new Lone Star Nation, and more importantly to God. Though he died 
  before he could see it, his son Hank Tree, Jr. led the Lone Star Nation on a mission of 
  conquest, expanding as quickly as their growing infrastructure and supply lines would 
  allow. 
  Now Michael Shepherd (son of Hank Tree, Jr.) is the President of the Lone Star 
  Nation. Like his father, he is a Crusader, but unlike his father he is also a savvy 
  politician. Under his rule the Lone Star Nation has become stronger yet, and stands 
  poised for assuming mastery over all of Texas. 
   
   
  
  34  
   
  Organization and Leadership 
  According to the Lone Star Nation, their government is a Republic. In practice, this simply is not so. 
  Although the Lone Star Nation is large by post-Exodus standards, its disparate settlements are not 
  large enough to support a government like the former United States. In truth, the Lone Star Nation 
  is a feudal state. At the top is the President, Michael Shepherd. Under him are the Senators, each of 
  whom owe fealty to him, and each of whom control a settlement. Under Hank Tree, Jr. these 
  Senators began to grow restless, but President Shepherd is a far more able politician, and has given 
  them enough spoils of war to keep them happy. 
  Senators further divide up their territory, which according to the Lone Star Nation includes all 
  land surrounding their settlement, whether that land is populated or not, and Senators who 
  control the larger territories assign Magistrates as needed to govern subdivisions of their land. 
  Ultimately there are three classes of people. The citizens maintain some basic rights. Taxes are 
  oppressively high, but they can move throughout the nation as they please. Then there are the 
  provincials. Provincials are not citizens, for one reason or another. The Lone Star Nation often 
  speaks about its beliefs of human rights for all, but the fact is provincials are little more than serfs. 
  What they produce belongs to the citizen that rules them. Then there are the slaves: heathens, 
  infidels, foreigners, criminals and debtors. 
  All citizens are allowed to vote for their leadership, but each election can be vetoed by the 
  President, who is appointed for life. President Shepherd is a savvy politician, and those who 
  cannot keep their citizens happy as well as support his agenda may soon find themselves 
  replaced by Executive Order. 
  Territory 
  The Lone Star Nation began in Dallas, but it soon expanded. Wave after wave of Crusade has 
  swept the border further and further away from its birthplace. The Lone Star Nation currently 
  defines its territory by border settlements. These border settlements include Oklahoma City, 
  Shreveport, Huntsville, Austin, Abilene, Lubbock, and Amarillo. While few Lone Star 
  settlements besides Dallas are of any significant size, the truth is the Minuteman military 
  presence, coupled with the dedication of the Lone Star Nation to their empire, has made 
  it much easier to establish and maintain settlements. 
  President Shepherd desperately wants to expand the Lone Star Nation further, but 
  the Mutant Army to the west has made him cautious, and he fears exposing the Lone 
  Star Nation to reprisals by moving too many Minutemen to the south and east. 
  Martial Capabilities 
  The Minutemen are the backbone of Lone Star Nation power. The Lone Star Nation 
  declares them the best equipped, the best trained, and the most able-bodied military 
  force remaining in the world. Those who see the Minutemen in combat are hard-
  pressed to refute this claim. Every Senator maintains a “regiment” of Minutemen, 
  though the actual disposition of forces within a regiment can vary wildly. Dealings with 
  the Holy Friars of the Refinery have also allowed the President to maintain two 
  regiments of motorized Minutemen, capable of reaching anywhere in Lone Star Nation 
  territory within a day. 
  Indeed, with such a powerful military, it seemed Lone Star Nation expansion would 
  be limited only by their slower-growing infrastructure, and 
  settlements such as San Antonio feared the worst. Then, suddenly, 
  
  35 
   
  President Shepherd scaled back his crusade in southern Texas. Scouts to the west had made their 
  first contact with the Mutant Army. At first thought to be just a raiding group of radiation-addled 
  souls, like Ghūls, a regiment of Minutemen were sent out to mop them up. They were routed all the 
  way back to Amarillo. Subsequent espionage has confirmed that the Mutant Army are not Ghūls, 
  and that they are, in fact, a formidable foe. Diplomatic envoys did not return. This has granted the 
  rest of Texas a temporary respite while the President decides what to do about this new threat. 
  Still, the ranks of the Minutemen continue to swell. All males of adult age in the Lone Star 
  Nation are required to serve four years in the Minutemen upon reaching their majority. Not only 
  does this keep their ranks full, but it allows them four years with which to indoctrinate, some 
  would say brainwash, the people into being good citizens. Many choose not to leave the 
  Minutemen after four years, instead serving for at least ten. The reason for this is simple: Ten 
  years of service, plus passing a barrage of background checks and psyche evaluations, 
  guarantees citizenship for humans. Considering the vast gulf between citizens and provincials, 
  this is a powerful incentive. 
  Economics 
  The Lone Star Nation has the strongest economy in the known world. They sponsor several 
  state-funded caravans that travel from settlement to settlement on a regular cycle, allowing 
  the people to barter goods with each other even across the Wasteland. To facilitate this further, 
  the Lone Star Nation prints its own currency, Lone Star Notes, which are commonly called Icons 
  due to the religious figures that decorate them. The currency is maintained by the Lone Star 
  Bank, which has a branch in each Lone Star Nation settlement, and is authorized to barter for 
  approved goods based on a price list determined by the government in Dallas. 
  This currency is, of course, worthless outside of the Lone Star Nation, and being caught 
  with this currency may garner trouble from the LSN’s many enemies. There are few things 
  worse in the mind of the heathen than a Lone Star spy. 
  Yet an internal economy is useless without trade, so the Lone Star Nation does much 
  trade. Besides their deals with the Holy Friars of the Refinery, they trade with many 
  independent settlements throughout Texas. It is convenient to trade with the Lone Star 
  Nation, which often has more supplies available than other groups, and so this trade 
  continues despite the real threat that the next caravan will bring a Minuteman invasion 
  force with it. The Lone Star Nation also has dealings with NEMO, much to the chagrin of 
  the Desert Rangers, where they facilitate the slave trade. 
  Relationship with Outsiders 
  The Lone Star Nation is generally despised by its neighbors. This is not necessarily due 
  to any ideological differences. While many consider the Christianity of the Lone Star 
  Nation to be fanatical, it is a religion shared frequently in the Wasteland. No, this 
  resentment is mostly due to the Lone Star Nation’s policy of conquering other 
  settlements. Their one amicable long-term arrangement is with the Holy Friars of the 
  Refinery, sending them Minutemen in exchange for gasoline. 
  Because of this, the Lone Star Nation is constantly wary of spies and infiltrators. 
  Strangers are distrusted on sight, and they had best have papers giving them reason 
  to be there. Travelers to the Lone Star Nation are warned only to enter their territory 
  through one of the border settlements, where they can purchase 
  papers after an interrogation about their background, business, and 
  length of stay. The people of the Lone Star Nation are 
  subject to frequent searches 
  
  36  
   
  without warrant, and citizens know to always keep their citizenship papers with them. Provincials 
  have it harder. So long as they remain where they were born, they are generally well-known, and 
  suffer no repercussions. If they wish to travel, however, they must take the precaution of 
  purchasing temporary papers, at great expense. 
  Ghūls are considered cursed by God and are discriminated against heavily, although they are 
  not forbidden from purchasing papers. Ghūls cannot be citizens. In Texas Ghūls only occur rarely, 
  after massive exposure to radiation; however the Lone Star Nation has heard of the Ghûl Collective 
  and considers it an abomination. Any members of the Ghûl Collective are warned to keep their 
  affiliation to themselves while in Lone Star Nation territory. 
  Mutants of any kind suffer even bigger problems. The Lone Star Nation considers itself in a 
  state of war with the Mutant Army, and any Mutant is considered to be a spy. Not only will 
  Mutants traveling in the Lone Star Nation be forced to buy papers (normally at inflated prices,) 
  but this will not protect them from random interrogations and harassment. On the other hand, 
  Mutants willing to reveal vital information about the Mutant Army, or to turn traitor and spy on 
  the Mutant Army for the Lone Star Nation, are often treated as guests of honor and given all the 
  rights of citizens. Unofficially, of course, as officially abominations against God cannot be 
  citizens. 
  Notable Personalities 
  President Michael Shepherd 
  President Michael Shepherd is the youngest son of former President Hank Tree, Jr. It was always 
  assumed that his elder brother, Hank Tree III, would ascend to the Presidency after his father, 
  but it soon became obvious that Michael was smarter, more charismatic, more devoutly 
  religious, and less psychotic than the increasingly addled Hank Tree III. Those who support 
  the Lone Star Nation consider him their greatest President yet, for he has skillfully balanced 
  the desires of his Senators with the needs of his nation. Under his rule, the Lone Star Nation has 
  expanded to its present size, and vastly strengthened its economy. Those who are against the 
  Lone Star Nation, however, consider him a monster. They point to rumors of mass murder, 
  the slaughter of women and children, the way dissenting inhabitants of the LSN seem to 
  disappear, and of course the thriving slave trade with NEMO as evidence that Shepherd 
  is the devil himself. 
  Senator Patton C. Scott 
  The Senator of the newly conquered settlement of Austin has made his home on the 
  outskirts of town, closest to San Antonio. The knowledge that the settlement is less than 
  100 miles away drives him, and his fondest wish is to see the flag of the Lone Star Nation 
  flying over the Alamo. He considers President Shepherd a weakling who has dared to stop 
  the Minutemen’s advance simply because he fears some army of abominations to the west. 
  During his trips to Dallas, Senator Scott constantly demands that the Crusade against 
  San Antonio begin once more, and he uses any excuse he can to send raiding parties 
  against the Alamo. He runs Austin like a war camp, with constant drills keeping his 
  Minutemen in top condition. His one consolation is that when the invasion of San 
  Antonio finally continues, he will be on the front lines. 
   
   
  
  37 
   
  Advanced Classes 
  The following advanced classes are designed specifically for characters who have the Lone Star 
  National or Lone Star Provincial Backgrounds. 
  Minuteman 
  The Minutemen are so named after 
  the colonial militia who fought the 
  American Revolutionary War. While 
  the Lone Star Nation’s crack fighting 
  units are far better trained and 
  equipped, the idea of a mobile 
  military remains true to the idea of 
  the Minuteman, the soldier who 
  could be ready in a minute to charge 
  into battle. Minutemen have become 
  known throughout Texas as the 
  symbol of LSN 
  power, and while they do not win every battle, they win enough to be 
  reported as invincible. 
  Requirements: 
  To qualify to become a Minuteman, a character must fulfill the following 
  criteria. 
  Background: Lone Star National or Lone Star Provincial 
  Base Attack Bonus: +5 
  Feats: Far Shot, Medium Armor Proficiency, Personal Firearms 
  Proficiency 
  Skills: Knowledge (Theology & Philosophy) 4 Ranks 
  Class Information: 
  The following information pertains to the Minuteman advanced class. 
  Hit Die 
  The Minuteman gains 1d10 hit points per level plus the character’s 
  Constitution modifier. 
  Karma Points 
  The Minuteman receives 3 Karma Points plus ½ of his character level 
  (rounded down) upon attaining a new level in this class. 
  Class Skills 
  The Minuteman’s class skills are as follows: Climb(Str), 
  Demolitions(Int), 
  Drive(Dex), 
  Intimidate(Cha), 
  Jump(Str), 
  Knowledge(Tactics)(Int), 
  Knowledge(Theology 
  & 
  Philosophy)(Int), 
  Navigate(Int, Pilot(Dex), Ride(Dex), Swim(Str) 
  Skill Points at Each Level: 2 + Int modifier 
   
   
  Minuteman 
  Lvl 
  BAB Fort Ref Will Def 
  Special 
  1st 
  +1 
  +2 
  +0 
  +0 
  +1 
  Equipment, Forced March 
  2nd 
  +2 
  +3 
  +0 
  +0 
  +2 
  I Am The Law 
  3rd 
  +3 
  +3 
  +1 
  +1 
  +2 
  Close Quarters 
  4th 
  +4 
  +4 
  +1 
  +1 
  +3 
  Bonus Talent 
  5th 
  +5 
  +4 
  +1 
  +1 
  +3 
  Stand And Deliver 
  6th 
  +6 
  +5 
  +2 
  +2 
  +4 
  Charge! 
  7th 
  +7 
  +5 
  +2 
  +2 
  +4 
  Sniper’s Eye 1/day 
  8th 
  +8 
  +6 
  +2 
  +2 
  +5 
  Bonus Talent 
  9th 
  +9 
  +6 
  +3 
  +3 
  +5 
  Minute Man 
  10th +10 
  +7 
  +3 
  +3 
  +6 
  Sniper’s Eye 2/day 
  
  38  
   
  Class Features 
   
  Equipment 
  At 1st level the Minuteman receives a FN FAL (7.62mm) rifle with a standard scope, 20 shots of 
  standard 7.62mm ammo, one suit of Combat Armor that is recognizable as Minuteman armor, and a 
  Cowboy Hat. They are responsible for maintaining and repairing this equipment themselves. 
  Forced March 
  The advantage of the Minutemen is their speed in reaching a combat zone. At 1st level you may 
  reduce your personal overland traveling time by 10%. If you are traveling with others without this 
  ability, you may lead them instead and lower the traveling time by 5%. 
  I Am the Law 
  At 2nd level you have learned what it means to wear the uniform. While you are in your 
  Minuteman Combat Armor and Cowboy Hat, you are a feared and respected agent of the Lone 
  Star Nation. You gain a +5 circumstance bonus to all social interaction within the LSN. Outside the 
  LSN you are still known and feared. You gain a +5 circumstance bonus to Intimidate checks 
  throughout Texas, and anywhere else that has heard of the Lone Star Nation (such as the 
  Mutant Army). 
  Close Quarters 
  At 3rd level you have learned to wade into battle fearlessly. Not only do your ranged attacks no 
  longer provoke Attacks of Opportunity when fired next to an opponent, but you can effortlessly 
  whip your rifle around and smack others with it. So long as you are armed with a longarm or 
  shotgun, you may intersperse ranged and melee attacks (with the rifle butt) at will during a 
  full attack action. 
  Bonus Talent 
  At 4th and 8th level, you gain a Bonus Talent from one of the following Talent trees: Defensive, 
  Gunslinger, Hand to Hand. 
  Stand and Deliver 
  At 5th level you gain a free attack of opportunity with a ranged weapon against anyone 
  who uses the charge action against you. In addition, so long as you do not move, even 
  to take a 5 ft. step during your turn, you may make a single attack as a full round 
  action with an attack and damage bonus equal to your Minuteman level. This latter 
  option lowers your Defense by 2 until your next turn. 
  Charge! 
  At 6th level you gain Mobility as a bonus feat, regardless of whether or not you have met the 
  prerequisites. 
  Sniper’s Eye 
  At 7th level you gain the ability of Sniper’s Eye. Once per day you may use this ability, 
  which requires two actions. First, you must spend a standard action aiming at a target, 
  gaining all the benefits normally gained by aiming. Second, you may fire with a 
  longarm, shotgun, or heavy weapon. Your attack is considered a touch attack, and if it 
  hits it is an automatic critical threat. At 10th level you may use this ability twice a day. 
   
   
  
  39 
   
  Minuteman 
  The Minuteman is based around speed and mobility, and at 9th level you have mastered that. Your 
  base speed increases by 10’. Donning or removing armor now takes only half the time. You may 
  sheathe or reload a weapon as a free action (but only once per round). You may sleep in Medium 
  Armor without penalty. 
   
  The Order of the Alamo 
  San Antonio is a city of unbroken history. The first true 
  Spanish settlement in Texas, during the height of 
  the Pre-Exodus world, San Antonio was the second 
  largest city in Texas and host to many of its military 
  bases. 
  After the Exodus many things changed, but the 
  pioneer spirit and survivalist instincts of the 
  people of San Antonio did not. The survivors 
  rebuilt a settlement. The settlement needed 
  defenders, especially against the growing power 
  of the Lone Star Nation to the north, and so San 
  Antonio established a military order to defend 
  itself: The Order of the Alamo. 
  Specializing in heavy defense and armor, the Order of the Alamo has thus far proven an 
  impenetrable barrier to Lone Star Nation conquest of southern Texas. They are beloved of 
  their community, and feared by outsiders. 
  History 
  The many military bases in San Antonio ensured that it was the first city in Texas to be hit 
  by nuclear weapons during the Great War. Indeed, it was the only city in Texas that 
  suffered the same kind of methodical devastation as the East and West. Those who had 
  not fled the city, or gone into shelters, perished. When the survivors finally emerged and 
  returned to San Antonio, they discovered that one building had remained miraculously 
  intact. The Alamo. The Alamo had withstood the nuclear devastation, and remained a 
  testament to the indomitable spirit of Texas. 
  As the settlement of San Antonio grew, trouble began. The settlement’s centralized 
  location on the Edwards Aquifer, and its proximity to many flowing rivers, ensured 
  that even after the Exodus, fresh, clean water could be found. Survivors began pouring 
  in, and with these survivors came many Texans who began establishing merchant 
  caravans, taverns, churches, farms, and gangs, often in opposition to each other. 
  The elder council of San Antonio was powerless to stop the increasing violence. 
  Finally a solution was found. The Order of the Alamo. No one can remember just who 
  suggested that the Order be founded. Many people claimed credit for the idea after 
  the fact. It was designed as a fraternal order, adopting the gold star over a blue field 
  of the historical Republic of Texas as its heraldry. All of the powerful men and 
  women of San Antonio sought to join, first because of the prestige, and second 
  because the Order used the Alamo itself as a meeting hall, a building 
  that had attained an almost supernatural reverence.  
  
  40  
   
  Now that they were fraternal brothers, the movers and shakers of San Antonio still were fierce 
  competitors, but violence was no longer an acceptable solution. The Order of the Alamo was not in 
  charge of directing the settlement (though many of the elders were part of the Order and it wielded 
  a lot of influence), but due to their membership, they directed the flow of commerce and trade in 
  the city. 
  In the coming years, as merchant caravans began scouring the Texas Wasteland, San Antonio’s 
  central location made it a major trading hub. When the Holy Friars of the Refinery created the I-10, 
  which ran right through San Antonio, the settlement became even larger. With its prominence, 
  came attacks by raiders and slavers. It was Leroy Jensen, at that time owner of the San Antonio 
  Salsa Company and Grand Master of the Order, who suggested that the Order of the Alamo had 
  a duty to hold off the raiders. He fired the patriotic spirits of the fraternal organization, and 
  soon the Order of the Alamo became the first line of defense against attackers. 
  At first casualties were high, but as their military services were called upon the order began 
  to change. Regular training and drilling became a part of daily life. The real change came, 
  however, when the Lone Star Nation invaded Austin. 
  Suddenly Lone Star Nation Minutemen were within easy striking distance of San Antonio. 
  San Antonio was a natural target for them, a rich and prosperous settlement. Their initial 
  attack was barely repelled, but at a high cost. The Order of the Alamo suffered so many 
  casualties that it was almost disbanded. Leroy Jensen was among the dead. 
  The attack had caused a shift in priorities. The next Grand Master was not a businessman, 
  but a warrior. The Order of the Alamo opened its gates, allowing more than just the rich to join. 
  It had fully shifted from a fraternal organization to a military brotherhood. The people of San 
  Antonio, proud of their defenders, bartered away all their comforts to ensure the Order was 
  well stocked with weapons, armor, and equipment. They would need it. The Lone Star 
  Nation was already recovering from their assault. 
  The next time the Lone Star Nation attacked, they discovered not an order of men playing 
  soldier, but a well-trained force in heavy armor, holding the walls of the settlement. The 
  battle continues on, but so far the Order of the Alamo holds strong. 
  Organization and Leadership 
  Although it is now a military order, the organization of the Order of the Alamo still 
  reflects its fraternal roots. Initiates are given the rank of Page. After an initiation 
  period, a Page becomes a Squire. Squires who are deemed worthy by their peers are 
  promoted to Knight, the highest regular degree in the Order. However the military 
  necessity has resulted in new ranks being created. These are not official titles, but merely 
  descriptions of the part the particular Page, Squire, or Knight plays. These include titles 
  such as Sergeant for the leader of a squad and Lieutenant for the leader of a platoon. 
  Chaplains oversee the spiritual health of the unit, and are expected to know the 
  history of the Alamo and San Antonio so they can tell inspirational stories to the troops. 
  The Order is led by a Grand Master, currently Grand Master Jim Crockett, who oversees 
  military operations. 
   
   
  
  41 
   
  Territory 
  The Order of the Alamo is headquartered in the actual Alamo, as the old structure survived the 
  Great War intact. They restrict their operations to San Antonio and the surrounding area. They are 
  a defensive organization, not an army, and while they have been known to chase Raiders and 
  Slavers to nearby bases, they rarely venture far. 
  Martial Capabilities 
  The Order of the Alamo is remarkably well equipped, owing to the donations from the many 
  merchants and manufacturers of San Antonio who they keep safe. This has made them one of 
  the best equipped fighting forces in Texas. They specialize in heavy armor and defensive 
  tactics, and they have built up defensive walls around San Antonio for Order use. While there 
  are still some who are members of the Order for social reasons, the Order is now almost entirely 
  military and always ready to answer the call of San Antonio. 
  Economics 
  San Antonio’s citizens know well who defends them, and keeps the Order well supplied. Since 
  San Antonio is such a wealthy settlement, this has worked out well for them. When 
  Grandmaster Leroy Jensen was killed in battle, his will left the San Antonio Salsa Company to 
  the Order of the Alamo. While this company did, in fact, originally produce salsa before the War, 
  post-Exodus it was transformed into a munitions factory. While manufacturing capability is low 
  due to cobbled together equipment and lack of resources, it is able to produce a number of 
  weapons and armor for Order use. It also produces the famous San Antonio Salsa Bombs, or 
  SASBs, which are not only used by the Order but are traded with merchants for further 
  equipment. The Order also provides protection for the Holy Friars of the Refinery in 
  exchange for a small quantity of gasoline. 
  Relationship to Outsiders 
  The recent struggles against the Lone Star Nation to the north and the ever-encroaching 
  NEMO slavers to the south have taken their toll on the Order. As it became more military, 
  so it also became more paranoid. The Order understands that San Antonio’s wealth 
  comes from its status as a trading hub, so they do not stop anyone at the border, but 
  Order patrols within San Antonio are heavy, and outsiders realize they are to do their 
  business and then move on. Those who are suspected of being from the Lone Star 
  Nation, including caravan drivers who trade with them, are especially watched, and 
  occasionally harassed. While many merchants have complained, for the most part the 
  people of San Antonio share the Order’s distrust of outsiders, and would not have it 
  any other way. 
  Notable Personalities 
  Grand Master Jim Crockett 
  Jim Crockett is an odd figure, a tall man in his 60s with a gaunt, drawn face and a 
  shock of blonde hair. He has a stilted way of speaking that many find off-putting, and 
  his left eye appears to be a different color due to an old injury, giving him an odd, 
  alien appearance. That said, he is a tactical genius and has overseen the 
  militarization of the Order of the Alamo. Born Jim Ziegfeld, he changed his 
  name to Crockett in respect for the ancient folk hero who died at the 
  original Battle of the Alamo. Jim does not care for 
  outsiders and strangers, but he 
  
  42  
   
  has a strict policy of defense. As long as the Lone Star Nation leaves San Antonio alone, he does not 
  care if they conquer the rest of Texas. 
  Quartermaster “Cookie” Rodriguez 
  Cookie was born in San Antonio, to people who knew what explosives should explode like. For 
  years he worked under Grand Master Leroy Jensen at the San Antonio Salsa Factory, but when his 
  boss was killed he officially joined the Order of the Alamo. He has used his expertise with weapons 
  and armor, especially with explosives, to better equip the order. His friendship with the entire staff 
  of the San Antonio Salsa Company has also facilitated better equipment for the Order. Cookie 
  himself is for the defense of San Antonio, but cannot really get excited about war or battles. What 
  does excite him is weapons technology, especially explosives, and he has been known to tag along 
  with Order patrols in the hopes that some stray Minutemen may prove a testing ground for his 
  latest prototype. 
  Advanced Classes 
  The following advanced class is designed specifically for characters who are members of the Order 
  of the Alamo. Most members of the Order are expected to remain in San Antonio, but the following 
  class is for those few who travel. Although there is no specific background requirement, members 
  are expected to put loyalty to San Antonio above all other loyalties. 
  Knight-Errant 
  The Knight-Errant is a recent idea. With the establishment of a Lone Star Nation base in nearby 
  Austin, San Antonio has been subjected to constant raids by Minutemen. Although outwardly the 
  Order has expressed confidence that they will defend the 
  settlement, privately they fear that if the Lone Star Nation 
  stops fighting the Mutant Army and turns their full force 
  onto San Antonio, they will crush the Order. Because of 
  this, Grand Master Crockett recently formed the Knights-
  Errant, individuals to go out into the wide world and serve 
  as heroes and mercenaries, increasing the reputation of 
  the Order and hopefully earning it some valuable allies. 
  Requirements: 
  To qualify to become a Knight-Errant, a 
  character 
  must 
  fulfill 
  the 
  following 
  criteria. 
  Base Attack Bonus: +5 
  Feats: Heavy Armor Proficiency, Heavy 
  Weapons Proficiency 
  Skills: Diplomacy 4 Ranks 
  Special: Must be an original resident of 
  San Antonio or bought a commission 
  into the Order of the Alamo (10,000 steel, 
  can only be bought in San Antonio) 
   
   
  
  43 
   
  Class Information:  
  The following information pertains to the Knight-Errant advanced class. 
  Hit Die 
  The Knight-Errant gains 1d10 hit points per level plus the character’s Constitution modifier. 
  Karma Points 
  The Knight-Errant receives 3 Karma Points plus ½ of his character level (rounded down) upon 
  attaining a new level in this class. 
  Class Skills 
  The Knight-Errant’s class skills are as follows: Climb (Str), Demolitions (Int), Diplomacy (Cha), 
  Drive (Dex), Jump (Str), Knowledge (Tactics) (Int), Navigate (Int), Survival (Wis) 
  Skill Points at Each Level: 2 + Int modifier 
  Class Features 
   
  Equipment 
  At 1st level a Knight-Errant is 
  given a suit of Power 
  Armor emblazoned with the 
  sigils and decorations of the 
  Knights of the Alamo. At 5th 
  level this armor is upgraded 
  to Mk II, and at 9th level this 
  armor is upgraded to Mk III. If 
  this armor is ever given or 
  traded away, the original 
  owner is forever exiled from 
  the Knights of the Alamo. If 
  the 
  armor 
  is 
  lost 
  or 
  destroyed, the original owner cannot continue advancing in this class until they pay the 
  Knights of the Alamo 12,500 steel. 
  Ambassador 
  At 2nd level you are given specialized training in diplomacy. When directly representing 
  San Antonio or the Knights of the Order in a positive fashion (at the GMs discretion) 
  you gain a +2 on all Charisma based skill checks. 
  For the Alamo 
  At 3rd level you have unlocked the spirit of the original defenders of the Alamo. You are 
  no longer staggered at 0 hp, and you remain conscious and able to act normally until 
  you reach -10 hp. You still lose hp normally unless you stabilize, and if you take 
  actions other than a single movement action per round after stabilization you will 
  begin dying again. You die at -10 hp as usual. In addition, if you have 25% of your hp 
  or less remaining you gain a +2 on all attack and damage rolls, and to defense. 
  Bonus Talent 
  At 4th and 8th level you gain a Bonus Talent. This must be from the Damage 
  Reduction, Fast-Talk, or Strategy trees. 
   
   
  Knight-Errant 
  Lvl 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Special 
  1st 
  +0 
  +2 
  +0 
  +0 
  +2 
  Equipment 
  2nd 
  +1 
  +3 
  +0 
  +0 
  +3 
  Ambassador 
  3rd 
  +2 
  +3 
  +1 
  +1 
  +3 
  For the Alamo 
  4th 
  +3 
  +4 
  +1 
  +1 
  +4 
  Bonus Talent 
  5th 
  +3 
  +4 
  +1 
  +1 
  +4 
  Equipment Mk II 
  6th 
  +4 
  +5 
  +2 
  +2 
  +5 
  Armor Optimization 
  7th 
  +5 
  +5 
  +2 
  +2 
  +5 
  For San Antonio 
  8th 
  +6 
  +6 
  +2 
  +2 
  +6 
  Bonus Talent 
  9th 
  +6 
  +6 
  +3 
  +3 
  +6 
  Equipment Mk III 
  10th 
  +7 
  +7 
  +3 
  +3 
  +7 
  One-Man Fortress 
  
  44  
   
  Armor Optimization 
  You have learned to properly wear your armor like a second skin. Any armor you wear reduces its 
  AP by 1, and increases its max Dex bonus by 1. 
  For San Antonio 
  You are now a representative of San Antonio and the Order of the Alamo. You gain double 
  reputation whenever you would normally gain reputation. However, because of the weight of San 
  Antonio’s reputation, you lose double reputation whenever you would normally lose reputation. In 
  addition you can never have positive reputation with the Lone Star Nation or NEMO. 
  One-Man Fortress 
  After training in heavy armor and defensive fighting, you have become capable of holding off 
  entire squads of enemies by yourself. Any bonuses to defense you gain from cover are doubled. 
  In addition you may take a penalty to all attack rolls against an enemy, and gain an equal bonus 
  to your defense (up to +5) until your next turn. Finally, each round you may designate one enemy, 
  which you must make at least one attack roll against. If that enemy attacks anyone but you until 
  your next turn, they take a -2 penalty on their attack roll. 
   
  Desert Rangers 
  The Desert Rangers have a significant presence in Texas, and their organization’s main training 
  base is in El Paso. Not only does this put them in a location to best hold off NEMO, but it allows 
  them to deploy agents into both the Texas and Southwest Wastelands with equal ease. While the 
  Desert Rangers throughout the Wasteland do many things to enforce their policies of justice, in 
  El Paso the Rangers are mostly concerned with the continued encroachment of NEMO. 
  Drill Sergeant Hartless 
  Drill Sergeant Hartless is in charge of basic training for the Desert Rangers. He is a legendary 
  figure who has been drilling recruits for over thirty years, and seems to have no inclination 
  to quit. He is insulting, crude, and occasionally sadistic, but everything he does is for the 
  good of the Desert Rangers. All who leave basic ranger training hate Drill Sergeant 
  Hartless, but any who do not wash out are prepared to be Desert Rangers. 
   
  The Savior’s Army 
  The Savior’s Army is mostly confined to the Southwest Wasteland, but recently they have 
  made two encroachments into the Texas Wasteland. The first is in El Paso, where they 
  have set up a field hospital to deal with the ever-increasing casualties of the war between 
  the Desert Rangers and NEMO. Their most recent effort is in Dallas, where the Lone Star 
  Nation has specifically requested their presence to run a hospital. The Savior’s Army 
  has been able to spread their message and help the wounded of the Lone Star Nation, 
  and the LSN, in turn, gains a valuable conduit of information about the Southwest 
  Wasteland. 
   
   
   
  
  45 
   
  NEMO 
  The town of Juarez, just across the Rio Grande from El Paso, represents the easternmost settlement 
  under the control of NEMO. As such, it serves as the forward base for their extensive raids, strikes, 
  and caravan trade into the Texas Wasteland. They have responded to the Desert Ranger presence 
  in El Paso by sending more and more of their thugs into Juarez, turning the cities into a war zone. 
  They have also sent representatives to the Holy Friars of the Refinery, gaining gasoline for their 
  raiding fleet in exchange for guarding the I-10. In addition, they trade slaves and other 
  commodities with the Lone Star Nation. The Desert Rangers and Order of the Alamo are very 
  wary of this relationship, fearing being trapped between the LSN to the north and NEMO to the 
  south. 
   
  Tribals 
  The legacy of American Indians is an indelible part of Texas history. It was not long after the 
  bombs fell that the first Tribals began riding the Texas wasteland. Although these tribes all claim 
  spiritual and often genetic succession from the historic tribes that roamed Texas, it is 
  quite likely that many, perhaps even most, of these are survivors who wanted to 
  live a simpler, nomadic life. Certainly of the five or six organizations calling 
  themselves “Comanches”, most have nothing in common with the 
  historical tribe and style themselves after the Comanche raiders of 
  old movies. Although some tribes survive through raiding, most are 
  content to be peaceful hunter-gatherers by choice, trading for the 
  occasional 
  commodity 
  with 
  settlements and often hiring 
  themselves out as guides or 
  bodyguards. 
   
   
   
  
  46  
   
  Corpus Norris 
  Population: 50 citizens (100% human) 
  Military: 30 martial artists in various 
  dojos 
  Trade Goods: Uncommon up to 800 
  steel in trade 
  Services: Boarding Rooms, Doctor 
  Services, Fighter Bouts, Kitchen Meals, 
  Martial Arts Training 
  Corpus Norris would normally be 
  insignificant, but its position as the 
  training ground for the Monks of Chuck 
  Norris Walker makes it a constant stop 
  on caravan routes. Other than supply 
  caravans 
  trading 
  for 
  fish, 
  representatives 
  from 
  other 
  organizations 
  seeking 
  to 
  hire 
  bodyguards will often travel here. 
  Monks of Chuck Norris Walker 
  attitudes on Outsiders 
  Outsiders are never turned away, but 
  they are treated as outsiders and are 
  constantly proselytized to follow the 
  teachings of the Monks. Ghūls are rare, 
  but not unheard of, and the cult treats 
  them well. Mutants, on the other hand, 
  are completely unknown and treated 
  with suspicion and fascination. 
  Chapter 6: Settlements 
  Corpus Norris 
  On the banks of the Gulf of Mexico, at the mouth of the 
  Nunces River, stands the small settlement of Corpus Norris. 
  The dead waters of the Gulf stretch out like a wet blue desert 
  to the southeast, and the flat plains of Texas stretch to the 
  northwest. The settlement exists in the burned out remains 
  of Corpus Christi, a city that has been left to decay by the 
  Monks of Chuck Norris Walker, who make up nearly the 
  entire population of Corpus Norris. 
  Corpus Norris was established by Monks of Chuck 
  Norris Walker in an attempt to remove themselves from 
  the temptations of greater Texas so that they may more 
  fully follow the teachings of their spiritual inspiration. 
  They are mostly self-sufficient, and they trade the 
  mutant fish caught in Lake Corpus Christi for what 
  little else they need. 
  Military 
  Almost every permanent resident of Corpus Norris has 
  received some training in the martial art of Chuck Do, 
  and are expected to defend the settlement during the 
  rare Raider attack. About thirty of the fifty or so 
  inhabitants of the settlement are formidable fighters, 
  not counting the Monks who travel the Texas Wasteland 
  as bodyguards or adventurers. 
  Trade 
  Fishing in the Gulf is a very difficult proposition, 
  as the ecology has almost been completely destroyed. On the other hand, Lake Corpus 
  Christi provides mutated fish that make a decent meal, and so seafood makes up a 
  good portion of the diet in Corpus Norris. Excess fish are traded to merchants for other 
  commodities. The most valuable trade good, however, is the Monks themselves, who are 
  the most sought-after bodyguards in Texas. 
  Important Locales 
  Dojo 
  The second-largest building in Corpus Norris, and one of the few sturdily built 
  structures, serves as the central dojo for the training of Chuck Do, the martial art 
  peculiar to the Monks. 
  Temple of Chuck Norris Walker 
  The largest building in Corpus Norris is the Temple of Chuck Norris Walker. This 
  building is simply constructed, in keeping with the simple tastes of the Monks. In a 
  special prayer room a monk can view the few recovered clips of 
  Walker, the Texas Ranger, and read the recovered scraps of the book 
  
  47 
   
  Dallas 
  Population: 
  300 
  citizens 
  (100% 
  human), 
  600 
  provincials (98% human, 2% other) 
  Military: 200 Minutemen 
  Trade Goods: Infrequent up to 4500 steel, Rare (20%) 
  up to 9000 steel, Very Rare (5%) up to 40000 steel 
  Services: Any 
  Anyone who is not a Lone Star Nation citizen or 
  provincial who enters Lone Star Nation territory, 
  especially Dallas, is expected to purchase papers for 50 
  steel. This price is often vastly inflated if the officials 
  think they can get away with it, or for non-humans. The 
  papers will list the reasons for traveling within the Lone 
  Star Nation. Anyone found outside the parameters of 
  their papers will be treated as a spy. Despite this 
  attitude, Dallas sees much traffic due to its high volume 
  of trade, and its status as a center for Texas power. 
  Lone Star Nation attitudes toward Outsiders: 
  Humans from other nations are suspect, and will often 
  be subjected to random searches and demands for 
  documentation. Ghūls have it even worse, being treated 
  as abominations to be pitied. Worst of all is the 
  treatment of Mutants, who are considered not only 
  abominations, but spies for a foreign power. Mutants 
  are advised to keep their papers on them at all times, 
  and do nothing to attract the ire of the Minutemen. 
  of Norris the Divine. Services are held daily, and all in the community are expected to attend. 
   
  Dallas 
  The Jewel of the Lone Star Nation. The Promised Land, revealed to Hank Tree in a vision from 
  Gabriel. The spider at the center of the web. Whatever their opinion of it, everyone knows that 
  Dallas is the single largest, most important settlement in Texas. From Dallas, President Michael 
  Shepherd directs the greatest nation of the Wasteland. From Dallas the feared Minutemen come 
  forth. In Dallas the wealthiest, and the poorest, children of the Exodus dwell. 
  Citizens proclaim that all should visit. Visitors are warned to ensure their papers are in 
  order, and to present them without question if asked by the Minutemen. 
  Military 
  Dallas is the center of the Lone Star Nation, and thus the center of the Minutemen. The 
  Minutemen are based out of Fort Dallas, formerly Naval Air Station Dallas on the shores of 
  Mountain Creek Lake. The facility has been built into a military training ground, as well as an 
  emergency bunker for the President and his staff in case of attack. That is unlikely, however, 
  as Dallas is fully staffed with 200 Minutemen at any given time, in addition to two fully 
  motorized regiments that can travel anywhere in the Lone Star Nation within a day. 
  The Minutemen also act as police force, and they are ruthlessly efficient in carrying out their 
  tasks, ferreting out spies and miscreants, and 
  harassing anyone who is not clearly a citizen. 
  While this rarely leads to arrest so long as all 
  papers are in order, it breeds an atmosphere 
  among the provincials of fear. President 
  Shepherd claims that this fear has made 
  Dallas the most crime-free city in the 
  Wasteland. 
  Trade 
  Dallas is a strange contradiction. The cruel 
  attitudes toward outsiders mean that despite 
  its size, few wish to travel there for trade. 
  However, the sheer size of the Lone Star 
  Nation, and its economy, ensures that Dallas 
  is a major hub for trading regardless. State-
  sponsored 
  caravans 
  travel 
  the 
  wide 
  Wasteland, trading for exotic goods and 
  bringing them back to Dallas to be enjoyed by 
  the people, at least those people wealthy 
  enough to afford the goods. Dallas is also the 
  central mint for Lone Star Notes, commonly 
  called Icons, which is the only known 
  representative currency in the Wasteland. 
  While no one outside the Lone Star Nation 
  recognizes the value of these notes, few 
  provincials, or even citizens, ever leave the 
  Nation, and many use notes exclusively. 
   
  
  48  
   
  Important Locales 
  Presidential Palace 
  Citizens take pride in the fact that this brick building, a former Baptist church on the shores of 
  Mountain Creek Lake, predates the Great War. The cross carved from the brick has become a 
  symbol of the Lone Star presidency, and a fitting home for President Michael Shepherd and his 
  family. Naturally the building has been augmented with the finest of defensive technology, and a 
  Minuteman honor guard is present at all times. 
  Fort Dallas 
  A monument to military prowess, Fort Dallas houses and trains the fearsome Minutemen. The 
  former Naval Air Base has been walled off and turned into a series of administration 
  buildings, training grounds, and barracks. Those without specific authorization are advised to 
  stay well clear of this place, as it is heavily guarded and the Minutemen shoot to kill. 
  Dealey Plaza 
  Although downtown Dallas suffered nuclear devastation, not all buildings were completely 
  destroyed. Dealey Plaza, the site of the assassination of John F. Kennedy, is one such location. The 
  ancient Schoolbook Depository, later government office, stands half-crumbling, the sixth floor 
  exposed to the open air. It has become something of a pilgrimage site for those who seek 
  spiritual guidance. It is said that any who brave the building, a dangerous place with collapsed 
  staircases and many hidden holes in the floors, and look out over the plaza will receive a 
  visitation from the spirits. Minutemen have tried to dissuade provincials from making the 
  dangerous crawl through the crumbling building, but to no avail. 
   
  El Paso/Juarez 
  For the most part, there is no real contact between the Southwest Wasteland and the Texas 
  Wasteland. The sole exception is the twin settlements of El Paso and Juarez. They serve as the 
  gateway between the Southwest Wasteland and Texas, and what a gateway. North of the 
  radioactive Rio Grande is El Paso, home to the largest Desert Ranger training camp in the 
  world. South of the river is Juarez, the easternmost city under the control of NEMO. A 
  war-torn region, visitors to El Paso and Juarez are warned to stay in designated areas, 
  and even these are often no guarantee of safety. 
  Military 
  Although the military population is only a fraction of the civilian population, both El Paso 
  and Juarez operate as armed camps. Even when there are no major operations going on, 
  there is always a street war between Desert Rangers and NEMO gangs. Major operations 
  by Desert Ranger liberators, or NEMO raiders, are not uncommon. This is an urban war, 
  with dirty tricks, back-alley murders, and ambushes a fact of life. Those who live here 
  always watch their backs, always carry a gun, and always wear their armor. 
   
   
  
  49 
   
  El Paso/Juarez 
  Population: 200 (El Paso, 98% Human, 2% Other), 300 
  (Juarez, 97% Human, 2% Ghûl, 1% Mutant) 
  Military: 50 Desert Rangers (El Paso), 75 NEMO Militia 
  (Juarez) 
  Trade Goods: Infrequent up to 2000 steel, Rare (5%) up to 
  4000 steel, Very Rare (1%) up to 10000 steel 
  Services: Hotel, Pit Fights, Prostitution (poor), Doctor 
  Services 
  El Paso/Juarez is a dangerous place, but it is a necessary stop 
  for those rare travelers who seek to pass from New Mexico 
  to Texas. The only safe place is the I-10 station, and only in 
  its immediate vicinity. 
  Desert Ranger Attitudes Toward Outsiders 
  The Desert Rangers exist to protect the people of the 
  Wasteland, be they human, Ghûl, or Mutant. As one of the 
  few groups in Texas that has interacted with a number of 
  Ghūls and Mutants, their rate of prejudice is very low. 
  However, any outsider suspected of dealing with NEMO, or 
  trafficking in slaves or contraband, will find themselves 
  swiftly dealt with, even without evidence. 
  NEMO Attitudes Toward Outsiders 
  NEMO is one of the few places where a Ghûl or Mutant can 
  make their way in the human world. The thugs of NEMO 
  don’t value race, only strength and ruthlessness. Visitors 
  should beware, however. Members of NEMO do what is best 
  for them, and if slitting your throat and robbing you, or 
  selling you into slavery, is worth more than your freedom 
  they will do so without a second thought. 
   
  Trade 
  If it was not for the constant warfare, El 
  Paso/Juarez would be a trade hub to rival 
  Dallas. This is the one place where 
  Techno-Reapers from Alamogordo can 
  trade with Friars of the Holy Refinery, and 
  where the Lone Star Nation and the 
  Knights of the Alamo can buy weapons 
  from the Steel Disciples. El Paso is also 
  the western end of the I-10, with the 
  station being one of the few sacred 
  places in the city where the Desert 
  Rangers and NEMO, who both have 
  deals with the Holy Friars, will not war. 
  Even with the violence, a good deal of 
  trade gets done, and though the market 
  is small (for its own safety), and most 
  caravans 
  simply 
  pass 
  through 
  without stopping, the occasional very 
  rare item can be found. 
  Important Locales 
  Command Center 
  This concrete bunker-like structure 
  is the home of Cordon, dispatcher 
  and advisor to the Desert Rangers. It is 
  here 
  that 
  new 
  Rangers 
  are 
  commissioned, and it is here that 
  reports from the Wasteland are 
  monitored to send Rangers out 
  on assignment. Cordon, who, to guard against assassination, is rarely seen save for a 
  holographic projection, is assisted by a pre-war robot named Omega. It is the pre-war 
  computer technology from Command Center that gives the Rangers their power to 
  defend the Wasteland. 
  The Rio Grande 
  Once the Rio Grande served as a barrier to those who wished to travel between the 
  United States and Mexico. Now the fences are down, the bridges are destroyed, and the 
  river serves a different purpose. Riverboats populate the Rio Grande, and there is only 
  one rule: no violence. The only sacred place in El Paso/Juarez save for the I-10 station, 
  the riverboats serve a valuable function. They allow Desert Rangers and NEMO 
  raiders alike to kick back and party without question. The river is radioactive, and 
  simply remaining on the water for long periods is debilitating to health, but these 
  men and women are more likely to catch a bullet than live to see old age anyway. 
  Here rivalries are set aside, and Rangers and Slavers can drink, party, and have 
  liaisons of every type without even knowing to which faction their companions 
  belong. At various times the Rangers or NEMO have tried to shut the 
  riverboats down, citing them as a risk to security, but these efforts are 
  always resisted, even by their own troops. 
  
  50  
   
  Houston 
  Population: 500 citizens (99% human, 
  1% other) 
  Military: 100 Lone Star Minutemen, 40 
  Militia 
  Trade Goods: Infrequent up to 4000 
  steel, Rare (5%) up to 8000 steel, Very 
  Rare (1%) up to 25000 steel 
  Services: Any 
  Houston is a thriving community that 
  has sprung up at the easternmost stop 
  of the I-10, around the Refinery.  
  Houston’s attitudes on Outsiders 
  The cosmopolitan nature of the guard 
  protecting the Refinery ensures that 
  most people are treated fairly in 
  Houston, although the fact that Lone 
  Star Minutemen are used to guard the 
  refinery itself has led to harassment of 
  those from the Order of the Alamo and 
  Trans-Genetic 
  Mutants. 
  Like 
  everywhere in Texas, Mutants are 
  rarely encountered and are subjects of 
  fear and curiosity, though in Houston 
  many have at least heard rumors 
  (usually unflattering) of the Mutant 
  Army to the West. 
   
  Houston 
  Once home to the most distinctive skyline in Texas, the skyscrapers of Houston are now crumbling 
  rubble. As settlers moved back to the area, they cannibalized what remained for parts, causing 
  further damage. But still, Houston is difficult to miss. Even broken, the skyline stretches over the 
  dead Gulf of Mexico. Modern Houston, however, did not build itself in the ashes of that ancient 
  giant. Modern Houston established itself several miles inland, further from the storms that 
  sometimes sweep in off the Gulf, near the Refinery. 
  Houston is a bustling settlement. A vast economy has sprung up. And the reason for that 
  economy is simple. Houston is the only known location where gasoline is still being refined from 
  crude oil. 
   
  Military 
  Lone Star Minutemen guard the Refinery itself, on contract with the Holy Friars of the Refinery. 
  The rest of the settlement is protected with a small volunteer militia. While the Minutemen may 
  prefer to be somewhere else, the Holy Friars provide them with gasoline, thus ensuring their 
  loyalty. Indeed, few would dare attack Houston for fear that Houston would cut off their 
  precious gasoline supply. 
  Trade 
  Houston is the easternmost stop on the I-10, as well as the 
  source of the I-10, making it a trade hub. Caravans from 
  the Lone Star Nation come to Houston in order to load 
  goods in bulk on the I-10 for trade further west. 
  Because of this almost, anything can be found in Houston. 
  However the most important trade good is gasoline. 
  Houston is the only place where gasoline can be found in 
  abundance on the open market. Further, Houston 
  trades gasoline in limited quantities with other 
  organizations in exchange for military support. 
  Important Locales 
  The Refinery 
  The lifeblood of Houston is the Refinery. Home to the 
  Holy Friars of the Refinery, it is heavily guarded to 
  prevent both attacks that might halt production, and 
  any divulgence of the sacred secrets of the Refinery’s 
  inner workings. A full regiment of Lone Star 
  Minutemen are always on guard around the 
  perimeter, but even they are not allowed within 
  the Refinery itself. The complex is ancient, and it 
  bears the scars of many jury-rigged repairs. As 
  time has passed, it has become a monstrosity of 
  gears, pipes, and valves that groans and bellows as 
  it produces the precious gasoline that is Houston’s 
  lifeblood. 
   
   
  
  51 
   
  San Antonio 
  Population: 400 citizens (99% human, 
  1% Ghûl) 
  Military: 100 Knights of the Alamo 
  Trade Goods: Infrequent up to 4000 
  steel, Rare (5%) up to 6500 steel 
  Services: Doctor, Kitchen Meal, Hotel, 
  Pit Fights, Prostitution (poor), Repair 
  Although the city was obliterated in the 
  War, the ancient fortress of the Alamo 
  remained standing. Because of this, the 
  settlement of San Antonio established 
  itself around the ancient monument, 
  and the Knights of the Alamo have been 
  its constant defenders against raiders 
  and the Lone Star Nation. 
  San Antonio’s Attitudes on Outsiders 
  The Knights of the Alamo are rightfully 
  suspicious of outsiders, suspecting 
  them to be Lone Star Nation spies or 
  terrorists. However, the people of San 
  Antonio are pretty friendly, towards 
  humans at least. Ghūls are rare in 
  Texas, and their small numbers lead to 
  them being treated as second class 
  citizens. Practically no one in San 
  Antonio has ever seen a Mutant, and 
  they’d be shocked, frightened, and 
  fascinated to see one. Some citizens 
  have heard rumors that the Lone Star 
  Nation is being stopped at the western 
  border by some kind of Mutant Army. 
  These informed citizens are inclined to 
  treat Mutants well. The enemy of their 
  enemy is their friend, after all. 
   
  George Bush Park Station 
  The easternmost station of the I-10 is constructed in what once was George Bush Park, along the 
  ruins of interstate 10. The station itself is little more than a sheet metal canopy along the I-10, with 
  a ticket booth staffed by Holy Friars and guarded by Minutemen. Its location, however, as the home 
  station of the Friar run I-10, ensures that it is constantly busy. The former George Bush Park has 
  become enveloped in an ever-changing tent bazaar, selling wares to travelers and residents alike. 
   
  San Antonio 
  The mere existence of San Antonio is a testament to the stubbornness of Texans. Its location 
  ensures that even on the coldest winter nights the temperature rarely drops below 40 degrees, 
  while the summer heat often tops 100. Although water is plentiful thanks to rock suitable for 
  constructing ground wells, there is little else to recommend it. And yet San Antonio is the single 
  longest constantly occupied settlement in Texas, stretching back to the first Spanish arrival in 
  1691. When San Antonio became the site of the famous Battle of the Alamo in 1836, its place in 
  Texas history was assured. After the Exodus, its re-settlement 
  by Texans was inevitable, and its location in the center of the 
  I-10’s route has made it an important trading hub for the 
  entire Wasteland. 
  Military 
  The Knights of the Alamo are very well equipped for defensive 
  measures, but not offensive ones. San Antonio has built many 
  fortifications to protect it from the Lone Star Nation, which 
  waits less than 100 miles north in Austin. But while it is very 
  well equipped defensively, and often holds off attacks from 
  much larger forces of Minutemen, it does not have a wide 
  support network or any supply lines outside of San Antonio. 
  This forces the Knights of the Alamo to wage a purely 
  defensive campaign, holding out against constant attacks. 
  Trade 
  San Antonio has become a trade hub for all of the southern 
  and western Texas Wasteland. Its central position on the I-10 
  ensures that practically all goods from Houston to El Paso will 
  at some point pass through San Antonio. Of course, their 
  markets are often boycotted by Lone Star Nation caravans, as 
  well as members of NEMO, which prevents them from being 
  the mercantile powerhouse of Houston or Dallas, but the 
  settlements that fear the Lone Star Nation look upon San 
  Antonio as a vital symbol of resistance. San Antonio has also 
  become a weapons manufacturer, through the San Antonio 
  Salsa Company, and its weapons can be found in settlements 
  throughout southern and western Texas, and in the hands of 
  resistance groups within the Lone Star Nation. 
   
   
  
  52  
   
  Important Locales 
  The Alamo 
  Perhaps the single most important monument in all of Texas, its survival of the War has been called 
  nothing short of miraculous. Despite the nuclear strike that leveled the old city, the Alamo stands 
  strong. The actual Alamo has been expanded into a headquarters for the Knights of the Alamo, the 
  ancient structure surrounded now with the most high-tech security and defensive fortifications that 
  can be found in the post-Exodus world. 
  The San Antonio Salsa Company 
  Originally an actual salsa company in San Antonio, run by people who knew what salsa should taste 
  like, the main building was far enough outside of town that the nuclear blast did not destroy it. 
  Abandoned for a long time, settlers eventually cleared it out as living space. Then one man, Leroy 
  Jensen, first used a jar of San Antonio Salsa to create a makeshift explosive device, which he used 
  during the defense of San Antonio against NEMO raiders. Hailed as a hero, Mr. Jensen was given free 
  run of the old factory, which he soon converted into a weapons plant. Although their weapons are 
  generally of lower quality than pre-Exodus devices, their ease of manufacture and cheap price have 
  made the San Antonio Salsa Company a provider to militia groups and adventurers across the 
  Wasteland. 
   
  
  53 
   
  Appendix a: 
  Texas state map 
   
   
  
  54  
   
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  consent from Glutton Creeper Games (except for the Exodus Character Sheet).   
  "Warning: The unauthorized reproduction or distribution of this copyrighted work is illegal. Criminal copyright infringement, including 
  infringement without monetary gain, is investigated by the FBI and is punishable by up to 5 years in federal prison and a fine of $250,000."  
  Persons distributing photocopies or scans of this guide without permission of Glutton Creeper Games are subject to Copyright and Piracy laws and may be 
  prosecuted to the fullest extent of these laws. 
  END OF LICENSE  
   
   
  
   
   
   
  Exodus: Texas is a stand-alone OGL product to be used in conjunction with 
  the Exodus Survivor's Guide and the Southwest Wasteland Guide.  Texas 
  expands the character build options presented in the Survivor's Guide, 
  offering a new class template, backgrounds, feats, occupations, skill 
  options, talents, and traits as well as organizational-based Advanced 
  Classes and new equipment. Additionally the organizations and 
  settlements of Texas are detailed with the goals and leadership of each 
  Organization and Settlement. 
  Exodus: Texas  is fully compatible with any Modern or 3.5 OGC books. 
  
SOURCE: textdata/thevault/Exodus/Exodus {Game books}/Exodus - Survivor's Guide Texas Guide v1.0.pdf