EXPANDED MORROW PROJECT ENCOUNTER GROUPS
Copyright 1997

By: Chris Van Deelen  chrisv@nucleus.com


NAME: AIR MERCHANTS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 1D10 Aircraft, 2D6 per Aircraft.
TECH LEVEL: C-A
TRANSPORT: Aircraft
POWER/RESOURCES: Aircraft from all Era's.
WEAPONS: Personal Sidearm, some Aircraft weapons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Access to aircraft of all sorts, airfields
and Aviation Fuel.
H&M Average:  10
H&M Range:  4-12
DESCRIPTION: Air Merchants were formed by a group of pilots who
managed to survive WW3.  They found that by having the only
aircraft still in flying condition that they would become the new
traders in the harsh new world.  They set up bases in small
airports across the nation, fortifying them and gathering weapons
and spare parts and Aircraft.  Over the years the number of
Aircraft have diminished greatly, and only a few modern Airliners
or military aircraft are still flying.  Most of the planes they
are flying are small, primitive aircraft such as WW1 biplanes and
a lot of vintage WW2 fighters and bombers converted to carrying
cargo.  For the most part, Air Merchants are friendly traders,
but if they are attacked or find that they have been cheated, the
offending community or group can expect to be attacked by means
bombs and strafing.

NAME: ARYAN BROTHERHOOD
GEOGRAPHICAL LOCATION: 2,4,5,8
NUMBER FOUND: 4D6
TECH LEVEL: D-B
TRANSPORT: Some trucks, cars, and motorcycles
POWER/RESOURCES: Some fuel production.
WEAPONS: Everything from melee weapons to modern firearms.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: This group tends to wear all white, or they
have a swastika tattooed somewhere on their body or they wear it
on an arm band.
H&M Average:  2
H&M Range:  0-6
DESCRIPTION: After the war, various racial hatred groups such as
the Aryan nation and the K.K.K. decided to take advantage of the
lack of government and laws in order to begin their task of
racial genocide. In some area's all non white, non W.A.S.P.
people have been completely wiped out.  In other area's, some of
these groups have just enslaved these other racial groups.  For
the most part, all non whites are first captured, and then
tortured, but some are killed outright, and others are kept as
slaves.  This group is very dangerous and will pose one hell of a
threat to the Projects goal of rebuilding the nation.

NAME: BADGES
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 1D6
TECH LEVEL: E-C
TRANSPORT: Some cars, motorcycles.
POWER/RESOURCES: No power, basic survival equipment.
WEAPONS: Shotguns, some repaired modern weapons, home made 
weapons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Sneaky, vicious and unpredictable.
H&M Average:  5
H&M Range:  2-8
DESCRIPTION: Badges are the decedents of law enforcement agents
who survived the war.  They travel around the country as self
styled lawmen, judges, jury and executioners.  They may pick a
victim, anyone who, in their opinion, has disobeyed some vague,
extinct legal system.  Sometimes they are right, but most often
they are wrong.  Occasionally, an honest Badge will be found who
is simply out to right an injustice, or to uphold the law in a
town which they live in.  These types of Badges resemble old time
Sheriffs.

NAME: BALLOONERS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 2D8 Balloons 2D6 Per Balloon.
TECH LEVEL: C
TRANSPORT: Balloons
POWER/RESOURCES: Solar power, some battery powered electrical
equipment, knowledge of terrain.
WEAPONS: Small bombs and light firearms, some explosives.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Often travel in flying "cities" connected by
ropes.
H&M Average:  12
H&M Range:  3-16
DESCRIPTION: An airborne culture which comes to earth for food
and supplies.  They are known to raid but are basically traders,
and act as long distance transport for those who are willing to
pay for it.  They are always searching for more dependable ways
of staying aloft.  Also, they tend to be on good terms with the
Air Merchants (considering the Air Merchants could destroy an
entire convoy without working up a sweat, or taking casualties.

NAME: BIKERS
GEOGRAPHICAL LOCATION: 9,11,12,14,15
NUMBER FOUND: 1D20
TECH LEVEL: B
TRANSPORT: Motorcycles
POWER/RESOURCES: Combustion engines.
WEAPONS: Shotguns, rifles, some military weapons, some bike
mounted weapons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Very fast and maneuverable.
H&M Average:  10
H&M Range:  1-14
DESCRIPTION: The survivors of the classic motorcycle gangs.  They
don't always deserve their bad reputation.  Quite often, they act
as traders or guardsmen for convoys of merchants or families
moving from one place to another.  Still, large numbers of bikers
still love to steal, kill and destroy, as they are too lazy to
fend for themselves, or it is the only way of life they have ever
known.

NAME: BREEDERS
GEOGRAPHICAL LOCATION: Everywhere, but based in 11.
NUMBER FOUND: 2D6 Per patrol
TECH LEVEL: C-B
TRANSPORT: Cars and trucks
POWER/RESOURCES: Combustion engines, some generated
electricity and batteries.
WEAPONS: Dart guns, shotguns, rifles, gas grenades, explosives.
PRIMARY BASE: Rocky mountain national park, near Boulder Colorado
SPECIAL ATTRIBUTES: Semi-scientists with religious convictions.
H&M Average:  6
H&M Range:  2-9
DESCRIPTION: These people hunt throughout the country for pure,
unmutated uncontaminated human stock, for the purpose of breeding
what they consider to be a "Super-Race" (A.K.A. Hitler's
supermen).  They also capture any mutants they encounter (or just
out and out kill them) to study what has caused the mutation
them.  They are starting to discover the possibility of extra
dimensions as a lot of these mutants simply could not have
evolved into an entire race in a matter of 150 years.  These
people are descended from a group of genetic scientists who
survived the war.

NAME: BULLETS FOR JESUS
GEOGRAPHICAL LOCATION: 13
NUMBER FOUND: 5D10X100
TECH LEVEL: C
TRANSPORT: Cars, trucks, a few military vehicles, but mainly
horseback.
POWER/RESOURCES: Farming, hunting.
WEAPONS: Modern firearms, and a few military weapons.
PRIMARY BASE: Clearfield, Utah.
SPECIAL ATTRIBUTES: Kind, decent people who are always willing to
help out a person in need.
H&M Average:  14
H&M Range:  10-20
DESCRIPTION: These are the descendants of Mormons who not only
managed to survive the war, but were able to carve out a sizable
empire.  Just after the war, the survivors managed to secure a
large number of military vehicles and weapons, which they used to
defend themselves from raiders and would be warlords.  Over the
years they would help anyone who needed it, as long as they
proved to be non-violent.  This group now survives by trading
livestock and vegetables which they grow, for just about
anything.

NAME: CANNIBALS
GEOGRAPHICAL LOCATION: Everywhere except 5 and 13
NUMBER FOUND: 2D12
TECH LEVEL: E-F
TRANSPORT: Horseback, walking
POWER/RESOURCES: No power /hunters.
WEAPONS: Edged and blunt hand weapons, some bows, few firearms.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Excellent woodsmen.
H&M Average:  3
H&M Range:  0-5
DESCRIPTION: Though conditions have improved 150 years after the
war, there are still groups that depend on the consumption of
human flesh as part of their diet.  Some submerge the practice in
religious rites and ceremonies.  Very dangerous people to meet.

NAME: CHILDREN OF THE NIGHT
GEOGRAPHICAL LOCATION: 9,11,12,14,15
NUMBER FOUND: 1D10
TECH LEVEL: F
TRANSPORT: None
POWER/RESOURCES: NONE
WEAPONS: Edged and blunt weapons, some missile weapons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Possess psionics, very sensitive to light,
can only ingest pure protein.
H&M Average:  1 (ruin based); 10 (country based)
H&M Range:  0-3 (ruin based); 8-16 (country based)
DESCRIPTION: Victims of a biological weapon, these people are
very empathic/telepathic and as such are drawn to each other. 
They tend to live in the deep wilderness, living in harmony with
nature, or within ruined cities, preying on humans and animals. 
The group that lives in the wilderness tend to be very reclusive,
but will not fail to help someone they feel has done nothing to
harm the environment and quite often form strong ties with such
people.  They are still very intelligent, but simply choose to
live as they do.  The version which dwells in ruins are more
animal than human, possessing almost no intelligence.  Most
cannot pass on the disease, but rumor has it that there are some
who willingly create more of their kind.

NAME: EARTH DIGGERS
LOCATION: 4,11,12
NUMBER FOUND: 5D10X10
TECH LEVEL: E
TRANSPORT: None.
POWER/RESOURCES: Minerals.
WEAPONS: Swords, melee weapons.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Excellent miners.
H&M Average:  10
H&M Range:  8-16
DESCRIPTION: Earth diggers are the surviving descendants of
miners who found that they could survive quite well in the
mountains they worked in.  The survivors brought in what members
of their families they could find, and they then continued to
mine the minerals to use for trade.  Some groups of earth diggers
are worse off than others due to inbreeding, and some have even
returned to cannibalism.  These people have become excellent
miners, mountaineers and spelunkers.

NAME: EMDEES
LOCATION: Everywhere
NUMBER FOUND: 1D3
TECH LEVEL: C
TRANSPORT: Horseback
POWER/RESOURCES: N/A
WEAPONS: Edged hand weapons, some firearms.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Good knowledge of medicine.
H&M Average:  17
H&M Range:  14-19
DESCRIPTION: Emdees are decedents or pupils of medical personnel
who survived the war.  They are highly respected among the
townspeople who will extend every effort to protect them.  They
can occasionally be found on the road, sometimes in the company
of truckers or mailmen.  Most of these people have taken an oath
to help and heal the sick and the ailing, without exception, much
as the oath the doctors take today.  Any Emdee who breaks the
oath without good cause could find himself hunted down and
"forced" out of practice by his fellow Emdee's.

NAME: FARMERS
LOCATION: Everywhere
NUMBER FOUND: 3D6 Families, 2D12 per family.
TECH LEVEL: B-D
TRANSPORT: Some cars, trucks, but mainly horseback
POWER/RESOURCES: Wind, water, animals, crops.
WEAPONS: Firearms, explosives, occasional heavy weapons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: May posses heavy equipment and strong,
fortress like homes.
H&M Average:  12
H&M Range:  8-15
DESCRIPTION: Farmers are the backbone of the community to which
they belong.  They are good hosts to those with good intentions
especially if you have information on the outside world.  They
will never turn away a hungry mouth, but they do expect that a
person who shares their hospitality to do an honest day's work
for  their food and lodging, unless they have something to trade. 
They are also very fair when it comes to trading, usually giving
more food than the item they are trading for is worth.

NAME: FOREST DWELLERS
GEOGRAPHICAL LOCATION: 11,12,13,14,15
NUMBER FOUND: 4D10
TECH LEVEL: F
TRANSPORT: None.
POWER/RESOURCES: None.
WEAPONS: Bows, crossbows, knives.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Excellent woodsmen.
H&M Average:  10
H&M Range:  7-13
DESCRIPTION: These groups were originally formed by hunters,
fishers, and nature lovers who survived the war.  Over the past
150 years the various groups prospered and grew.  They have
become excellent hunters and fishers.  They are at one with
nature, able to move like ghosts.  They dress appropriately for
conditions, but always in camouflaged clothing to suit the
season.  They are not an unfriendly group, but they do prefer to
be left alone.

NAME: FROZEN CHOSEN
GEOGRAPHICAL LOCATION: 8-11
NUMBER FOUND: 2D20
TECH LEVEL: C
TRANSPORT: A few cars and trucks
POWER/RESOURCES: Steam, some electricity/farming, shallow mines.
WEAPONS: Firearms, both primitive and modern.
PRIMARY BASE: Jonesboro in Arkansas
SPECIAL ATTRIBUTES: Have some knowledge of freezing technology
buried in their religion.
H&M Average:  7
H&M Range:  5-9
DESCRIPTION: A fanatical group of religious power-seekers who
spent their power and savings to freeze themselves before the war
in order to awake in a "more tolerant" age.  In the chaos
following the war, they found a very tolerant age in which they
are expanding as quickly as they can make converts, voluntary or
otherwise.

NAME: GYPSY TRUCKERS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 2D12 Trucks, 4D6 Per Truck
TECH LEVEL: C
TRANSPORT: Semi trailers, some military vehicles
POWER/RESOURCES: Semi trucks, combustion engines, some
electricity.
WEAPONS: Excellent firearms, explosives, heavy weapons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Travel in large trucks. Make their own fuel
and booze.
H&M Average:  10
H&M Range:  4-12
DESCRIPTION: The survivors of the big rig drivers from before the
war.  These truckers travel in clans.  They are traveling traders
who live, work, and party in their trucks.  Some have working
CB's and use them to communicate with other truckers.  There are
some who use their vehicles as raiding engines.  All would lose
any inhibitions in order to obtain a "legendary" fusion power
pack.

NAME: Habs
GEOGRAPHICAL LOCATION: 6
NUMBER FOUND: 10D10
TECH LEVEL: C
TRANSPORT: Military vehicles, cars and trucks.
POWER/RESOURCES: Electricity, ammunition.
WEAPONS: Military firearms, explosives.
PRIMARY BASE: Hemmingford, Quebec.
SPECIAL ATTRIBUTES: Control of a hydroelectric plant.
H&M Average:  8
H&M Range:  4-10
DESCRIPTION: After the war, a group of French Canadian Riflemen
grouped together south of Montreal.  They survived by raiding
other surviving communities in Quebec and across the border into
the Untied States.  Over the years the "Habs" finally settled
down and setup a community in the town of Hemmingford.  They than
began to farm the surrounding land and sent expeditions into the
ruins of Montreal to search for goods and equipment, which, if
they cannot use, repair and trade for something they can use. 
The Habs are still quite aggressive and love to fight when ever
they get a chance to.  The Habs have also become expert
weaponsmiths and are able to repair or rebuild any weapon they
get their hands on.  They also have set up a huge ammunition
manufacturing facility and will gladly trade goods for ammo.

NAME: INQUISITORS
GEOGRAPHICAL LOCATION: 6-11
NUMBER FOUND: 4D10
TECH LEVEL: D
TRANSPORT: Mainly horseback, but some cars and trucks.
POWER/RESOURCES: Some combustion and steam engines
WEAPONS: Blunt and edged weapons favored, some firearms.
PRIMARY BASE: Mason city, Iowa
SPECIAL ATTRIBUTES: Teach torture as a fine art.
H&M Average:  2
H&M Range:  0-3
DESCRIPTION: Self styled do gooders out to purge mankind of his
sins, using the Spanish inquisition as their role-model. they
will kill and torture for the fun of it in the name of their god. 
They have several regional churches and one main one.

NAME: THE LASH
GEOGRAPHICAL LOCATION: 2
NUMBER FOUND: 7D10X10
TECH LEVEL: D
TRANSPORT: Ponies
POWER/RESOURCES: Fishing, agriculture.
WEAPONS: Bows, crossbows, slings and the occasional firearm.
PRIMARY BASE: Steinhatchee, Florida.
SPECIAL ATTRIBUTES: Short.
H&M Average:  6
H&M Range:  2-10
DESCRIPTION: At the time of the war, a large group of dwarves and
midgets were on vacation in Florida.  They survived the initial
onslaught, but just barely.  In fact, if it wasn't for the fact
that they were captured and used as slaves by a group of bikers,
odds are that they would have all died out within a few months. 
After years of abuse, the slaves revolted against their cruel
masters.  Many of the little people were killed in the revolt,
but in the end they won, gaining their freedom.  The survivors
set up in Steinhatchee, where they had been forced to serve the
bikers.  Over the years, the survivors sent out scouting parties
to look for others like themselves and offer them a safe haven to
live.  The lash can be found in small patrols all over area 2,
looking for other short people, hunting, or scavenging.

NAME: MAILMEN
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 1-3
TECH LEVEL: E-D
TRANSPORT: Horseback or on foot
POWER/RESOURCES: They mainly travel by horseback, no
manufacturing facilities.
WEAPONS: Mostly bows, and crossbows, some sidearms, no military
weapons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Rarely attacked, often the only means of
information in isolated areas. Will transport messages and
packages for a fee.
H&M Average:  13
H&M Range:  10-18
DESCRIPTION: Mailmen are the remnants of the Canadian and the
U.S. postal system.  In the years following the war, they managed
to keep the local mail running, for a fee which was usually food
or survival equipment. As the years past they would often carry
small packages to nearby communities and would sell any
information they possessed for a price.  Many Mailmen now
resemble mid evil bards.

NAME: MALLERS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 10D100
TECH LEVEL: F-B
TRANSPORT: Cars, trucks, motorcycles.
POWER/RESOURCES: Some of the mallers have Access to fusion power
plants, while others have a great deal of goods such as pre-ruin
clothing and non-perishable materials for trade or barter.  They
also have access to re-loading equipment and a lot of machine
shop equipment.
WEAPONS: Many of the mallers have good civilian firearms, and a
few even have military weapons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Access to huge amounts of pre-ruin goods.
H&M Average:  10
H&M Range:  8-14
DESCRIPTION: During the war, people found themselves trapped in
local shopping malls and found out that with a little work and
co-operation with other survivors with them that they had enough
goods and equipment to survive and flourish.  At first, the
mallers would not deal with outsiders, but as time went on they
found that they would need to trade with outsiders in order to
get items that they are lacking and to get rid of items they have
an over abundance of.  One of the biggest groups of Mallers is
the Westers, or the Survivors of the West Edmonton Mall in
Canada.

NAME: MAXWELL'S MILITIA
GEOGRAPHICAL LOCATION: 6 Extending into 8
NUMBER FOUND: 10D6
TECH LEVEL: B
TRANSPORT: Cars, trucks, military vehicles.
POWER /RESOURCES: Hydroelectric, steam, some solar/mining.
WEAPONS: Modern automatic weapons, explosives, some armored
vehicles, some aircraft.
PRIMARY BASE: Mansfield, Ohio.
H&M Average:  12
H&M Range:  8-15
SPECIAL ATTRIBUTES: Excellent armored vehicles, and heavy
weapons.
DESCRIPTION: An organization founded by a ruthless but efficient
tyrant in the early days following the war.  He managed to carve
out a sizable empire before he was assassinated.  The empire
still exists in the form of a feudalism.  The militia still
protects the locals from any attack.  Basically intelligent
people who have an excellent working system.

NAME: MONKS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 4D8
TECH LEVEL: E-F
TRANSPORT: Horseback, or on foot.
POWER AND RESOURCES: Some steam power, farming.
WEAPONS: None.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: They have access to ancient knowledge.
H&M Average:  19
H&M Range:  17-20
DESCRIPTION: Similar to the monasteries of the medieval ages. 
These people may have nothing to do with anyone but themselves,
or they may have the backing of other groups in the area.  They
preserve any knowledge they find though they cannot understand
it's nature.  What they can understand they will teach for a fee.

NAME: NAPOLEON'S OWN
GEOGRAPHICAL LOCATION: Based in 10 but found everywhere
NUMBER FOUND: 1D10
TECH LEVEL: Any
TRANSPORT: Any
POWER AND RESOURCES: All but nuclear power.
WEAPONS: Any except energy and laser weapons.
PRIMARY BASE: Enid, Oklahoma
SPECIAL ATTRIBUTES: Unpredictable.
H&M Average:  10
H&M Range:  0-19
DESCRIPTION: This group sprang up initially in upper Oklahoma
immediately following the war.  They are the decedents of an
institution specializing in the treatment of schizophrenics.  As
such they go well out of their way to imitate some admired person
out of history or fiction.  They have a very widespread library
available and so can be almost anyone.  Napoleon is their
hereditary leader.

NAME:NEW CONFEDERACY
GEOGRAPHICAL LOCATION: 7,9
NUMBER FOUND: 1D8 on patrol
TECH LEVEL: C-D
TRANSPORT: Some Cars and trucks.
POWER/RESOURCES: Steam, combustion engines, some electricity,
farming.
WEAPONS: Shotguns, automatic weapons on homesteads, rifles,
explosives, light cannons.
PRIMARY BASE: Lincoln, Nebraska.
SPECIAL ATTRIBUTES: Slave trading culture.
H&M Average:  8
H&M Range:  1-14
DESCRIPTION: A loose knit government adopting the creed of the
earlier confederacy.  Basically a friendly but sensitive to any
slur on their culture.  They deal with slavers but rarely take
any themselves as they consider it undignified.

NAME: NEW AMERICAN INDIANS
GEOGRAPHICAL LOCATION: 6,8,10-14
NUMBER FOUND: 10D100
TECH LEVEL: D-F
TRANSPORT: Motorcycles, Horseback.
POWER/RESOURCES: Steam power if any, motorcycles, hunting,
farming, some mines.
WEAPONS: Edged and light firearms, explosive, poisons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Good trackers and farmers.
H&M Average:  12
H&M Range:  8-18
DESCRIPTION: After the war these people found it easy to revert
to their old ways on their reservations.  Their population grew
rapidly through their own tolerance of wanderers.  Well organized
and peaceful people who will fiercely defend what is theirs. 
They will never again allow themselves to be subjugated as their
ancestors were.

NAME: NEW PRESIDENCIES
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 10D100
TECH LEVEL: C-E
TRANSPORT: Cars, trucks, motorcycles.
POWER/RESOURCES: Steam, some electricity, mining, farming
WEAPONS: Repaired modern weapons.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Possible heavy weapons/armor.
H&M Average:  8
H&M Range:6-14
DESCRIPTION: After the war, new mini governments sprang up all
over the country, each claiming to be the official U.S.
government.  Most are at best dictatorships while some still
follow a democratic government lifestyle.

NAME: NOMADS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 5D10
TECH LEVEL: E-C
TRANSPORT: Horseback, wagons.
POWER AND RESOURCES: None
WEAPONS: Some poor condition firearms, mainly bows and melee
weapons.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Always on the move, never in the same place
for more than a few days.
H&M Average:  8
H&M Range:  0-16
DESCRIPTION: Nomads are the descendants of biker gangs who lost
most of their technology over the years.  The nomads are still
basically bikers who travel on foot or by means of horses.  They
tend to be quite vicious and very untrustworthy people.  They
very rarely trade, preferring to steal everything they want. 
This group has little to no respect for human life and tend to
kill for the sheer pleasure of the act of taking another life. 
This group would be a hell of a lot more dangerous if they had
better weapons and transportation, but right now only the weak
and the unprepared have anything to worry about.

NAME: OILERS
GEOGRAPHICAL LOCATION: 10
NUMBER FOUND: 5D100
TECH LEVEL: B
TRANSPORT: Cars, trucks, Semi trailers, some military vehicles, a
few aircraft.
POWER/RESOURCES: Oil based, gasoline, some electricity, lots of
oil and petroleum products.
WEAPONS: All types, including armor and aircraft.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Available petroleum products.
H&M Average:  7
H&M Range:  3-14
DESCRIPTION: These people gained control of the few surviving oil
fields immediately after the war.  They use oil as trade goods
and for their own needs.  Their installations are well defended
and they are wary of strangers.  They are a favorite target of
large bands of Road warriors, and are on good terms with the
Gypsy Truckers.

NAME: OVERLORDS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 1+6D100
TECH LEVEL: Any
TRANSPORT: Any
POWER/RESOURCES: Any
WEAPONS: Any
PRIMARY BASE: None
SPECIAL ATTRIBUTES: N/A
H&M Average:  10
H&M Range:  0-15
DESCRIPTION: Overlord is the general term used for any individual
who manages to hold an empire together.  They are found
everywhere and can be any thing from a dictator, to a kindly
ruler with his peoples best interest at heart.  More often than
not it tends to be the former.

NAMES: PENSICS
GEOGRAPHICAL LOCATION: 1,3,6,7,9
NUMBER FOUND: 10D100.
TECH LEVEL: E
TRANSPORT: Horseback only.
POWER/RESOURCES: Good mining, excellent swords, good melee and
primitive armor manufacturing. Excellent agriculture.
WEAPONS: Very high quality swords and melee weapons, extremely
well crafted crossbows and bows.  Top of the line chain and plate
armor.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Excellent medieval weapons and armor.
H&M Average:  10
H&M Range:  6-20
DESCRIPTION:  Pensics are the decedents of members of the Society
for Creative Anachronism who survived WW3.  They found that their
skills in melee combat helped a great deal as modern firearms
became more and more scarce.  They have developed whole kingdoms
across the northern part of the United States and Canada and live
in a very medieval setting, including King and Knights.  People
who possess Psionic abilities are known as wizards.  They are a
very close knit group and will only trade with outsiders for
metal and other items they can't readily produce themselves. 
They mainly trade weapons, horses and agricultural products.
Weapons are of the highest quality, and they will trade anything,
including serfs (Slaves) for a fusion forge.

NAME: PIRATES
GEOGRAPHICAL LOCATION:1,2,6,14,15
NUMBER FOUND: 3D20
TECH LEVEL: E-A
TRANSPORT: Sailboats, motorboats, and a few yachts.
POWER AND RESOURCES: Boats and boat manufacturing capabilities.
WEAPONS: Some modern firearms, mainly crossbows and harpoons,
some other melee weapons.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Some have pre-ruin powerboats and some even
have larger Cargo transports.
H&M Average:  4
H&M Range:  0-6
DESCRIPTION: Even before the war, pirates existed on the
coastlines of many countries, especially around the Pacific Rim. 
After the war, these pirates continued their way of life not for
profit, but simply for survival.  As time passed, some pirates
became ocean going traders while other groups continued their
evil ways.  Not only do the pirates travel up and down the coast
lines, many groups also now inhabit the great lakes.

NAME: RANCHERS
GEOGRAPHICAL LOCATION: 9,10
NUMBER FOUND: 10D10
TECH LEVEL: C-A
TRANSPORT: Cars, trucks, motorcycles.
POWER AND RESOURCES: A Large number have electricity and fuel
production, they also have large meat herds and huge crops.  Some
manufacturing capabilities. Many groups have vehicles and even
some have aircraft.
WEAPONS: Modern firearms and a great deal of military weapons,
explosives such as dynamite, some military explosives.
PRIMARY BASE: None
SPECIAL ATTRIBUTES: Friendly, well fed, aggressive people.  Enjoy
trading with outsiders.  Very much like the cowboys of the old
west.
H&M Average:  12
H&M Range:  8-20
DESCRIPTION: After the war, many of the richer, more well off
ranchers discovered that they were cut off from outside help. 
With the massive amount of starvation they had to do what ever
they could to keep their herds and crops safe.  The Ranchers
became very defensive and even militant.  Many Ranchers grouped
together for mutual protection and manpower.  Thousands of
Ranchers died and were wiped out, but several large groups of
communal ranchers managed to survive and have actually thrived
over the years.  They are very powerful and well protected by
nearby communities because the ranchers provided food and
employment to the less well to do communities.  They trade gladly
with anyone and will help those who are dying of thirst, disease
or starvation for work if they are capable, or once they have
recovered.

NAME: RAZERS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 10D3
TECH LEVEL: F
TRANSPORT: Foot only.
POWER/RESOURCES: None
WEAPONS: Edged weapons, arrows, spears, and fire.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: They travel from place to place raiding,
looting and burning.
H&M Average:  2
H&M Range:  0-6
DESCRIPTION: Razers are the destroyers of all technology.  They
would have mankind living back in the stone-age.  They burn books
and libraries.  They will use explosives to the extent of
destroying something they cannot tear down with their hands.

NAME: RICH FIVE
GEOGRAPHICAL LOCATION: 3 AND 4
NUMBER FOUND: 5
TECH LEVEL: A
TRANSPORT: Equal to that of the project.
POWER/RESOURCES: Equal to the project but not as widespread.
WEAPONS: Any including lasers.
PRIMARY BASE:Louisville-Fort Knox-Lexington area in Kentucky.
SPECIAL ATTRIBUTES: Highly developed empire far outnumbering the
projects personnel.
H&M Average:  5
H&M Range:  n/a
DESCRIPTION: The Rich Five are the survivors of a group of 5
industrialists who had been frozen before the war along with
portions of their empires.  They awoke and began to carve out
their empire and are building a city in the Kentucky highlands. 
The original 5 have had their ages expanded using an almost
unlimited supply of Anagathics.  They have a slave culture and
are easily insulted.

NAME: ROAD WARRIORS
GEOGRAPHICAL LOCATION: 4,5,8,10,12,13,14
NUMBER FOUND: 10D10
TECH LEVEL: C-B
TRANSPORT: Many cars and trucks, and a huge number of
motorcycles, and a couple of semi trailers.
POWER AND RESOURCES: Working pre-ruin vehicles, access to oil
production facilities, some parts manufacturing capabilities.
WEAPONS: Mainly civilian weapons, but several groups have
military firearms and some explosives.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Extremely mobile.  Some groups have military
vehicles.
H&M Average:  7
H&M Range:  0-12
DESCRIPTION: After the war, groups of survivors on the roads
banded together for mutual protection.  They have based their
society on a pre-ruin movie called "The Road Warrior".  They live
on the highways and by-ways of the southern part of the United
states and Mexico where the roads are still intact. They have
control of many vehicles including cars and trucks, Semi's,
motorcycles, heavy equipment and even a few tanks, A.P.C.'s. 
They live their entire lives on the roads, fighting road gangs,
and sometimes raiding communities that have insulted them
somehow.  They will trade parts and sometimes even whole vehicles
to outsiders for food or weapons, or possibly medical equipment
and supplies they don't have.  They are excellent drivers and
warriors.

NAME: SAMURAI
GEOGRAPHICAL LOCATION: 6,14,15,
NUMBER FOUND: 1D12
TECH LEVEL: D-B
TRANSPORT: Mainly horseback, but they also use motorcycles and a
few cars.
POWER AND RESOURCES: Good explosives and gunpowder, excellent
Japanese armor and weapons extensive martial arts skills,
Vehicles and firearms in more modern communities.
WEAPONS: High quality swords and Japanese melee weapons,
excellent black powder weapons and re-loading facilities, some
communities can repair and maintain modern and military weapons.
PRIMARY BASE: Eureka, California.
SPECIAL ATTRIBUTES: These people live by the ancient Japanese
samurai code.
H&M Average:  8
H&M Range:  6-14
DESCRIPTION: In the larger communities such as Toronto and the
cities on the west coast there was a large population of
immigrant Japanese and other Oriental races.  After the war,
these survivors banded together for mutual protection and
survival. Over the years, as their technology dwindled, the
ancient code of the Samurai was reborn.  Soon afterwards, members
of "Inferior" Oriental races such as Korean, Vietnamese, Chinese
and Filipino people found themselves to be lower class citizens
of the New Samurai era.  These people are nearly slaves, but
still retain a great deal of freedom as long as they keep their
place.  These people will rarely trade with outsiders unless they
are of Oriental background.

NAME: SATANISTS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 10D4
TECH LEVEL: F
TRANSPORT: None.
POWER AND RESOURCES: None
WEAPONS: Primitive clubs and knives only. No firearms at all. 
Some explosives.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: The physical embodiment of pure evil in the
post-ruin world.  No act of cruelty or inhumanity is above this
group.
H&M Average:  0
H&M Range:  0
DESCRIPTION: Satan worshippers existed before the war in hiding,
but after the war, this group came out of hiding. They practiced
their deadly religion in the open on any survivors they managed
to capture or lure into a Satanist settlement.  Nothing is too
evil for these people, they torture, rape, and kill in Satans
name.  They are also cannibalistic in nature and are child
molesters.  In area's where the survivors are well armed and work
together, Satanists stay hidden, taking victims only when it is
possible.  But in area's where the survivors are poorly armed
and/or un-organized, the Satanists work in the open, sometimes
destroying whole communities.  Any member of the Satanist cult
who possesses Psionic powers is automatically given the role of
the High Priest/Priestess as they believe that the powers come
directly from Satan himself.

NAME: SHIPMEN
GEOGRAPHICAL LOCATION: 6
NUMBER FOUND: 1D10 Ships, 10D6 per ship
TECH LEVEL: D
TRANSPORT: Ships of all makes and sizes.
POWER/RESOURCES: Steam, some combustion engines, fishing, and
trading.
WEAPONS: Some breech loading cannons, firearms and catapults.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Water based, well defended ships.
H&M Average:  12
H&M Range:  6-15
DESCRIPTION: Remnants of the Great Lakes shipping industry. 
Operating out of their ore freighters these people have
established a fairly large trading empire.  Good people who work
hard for a living and respect people who do as well.

NAME: SLAVERS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 2D10
TECH LEVEL: C
TRANSPORT: Mainly horseback, but they possess a few cars and
trucks.
POWER/RESOURCES: Combustion engines, electric batteries, trade in
people.
WEAPONS: Any gases, nets, and sleep inducing poisons.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Sneaky and well equipped, trade with the Rich
5, Pensics, Warriors of Krell and some other groups.
H&M Average:  4
H&M Range:  1-6
DESCRIPTION: The slavers of today are no different than they were
hundreds of years ago.  They steal/capture any man, woman, or
child they can get their hands on, regardless of race, physical
shape, or health.

NAME: SNAKE EATERS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 2D12
TECH LEVEL: A
TRANSPORT: Equal to that of the project, if not superior.
POWER/RESOURCES: A smaller version of the Morrow Project, backed
by the military.
WEAPONS: Same as the project.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Very interested in the Project.
H&M Average:  12
H&M Range:  8-16
DESCRIPTION: Special forces teams consisting of Seals and
Canadian Commando's  Frozen before the war with the express
purpose to find out what the Morrow Project is.  They were
triggered to awaken upon the detection of the project wake up
signal.  Reasonable men but fast and Vicious when necessary. 
They can be fiercely loyal, so talk fast or else.  Experts in all
forms of warfare.

NAME: SOVIETS
GEOGRAPHICAL LOCATION: Scattered
NUMBER FOUND: 1D100
TECH LEVEL: D-A
TRANSPORT: Soviet military vehicles.
POWER/RESOURCES: Steam and combustion engines, mining, farming.
WEAPONS: Modern USSR weapons, armor and aircraft.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Confused.
H&M Average:  10
H&M Range:  6-16
DESCRIPTION: Decedents of Russian soldiers who, for one reason or
another, found themselves in the united states.  They have made a
living out of hiding from the Americans, and in some cases, do
not realize that the war is over.  They are hard to capture, but
if they can be talked to they can usually be converted.  They are
not stupid, just ignorant.

NAME: SURVIVALISTS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 6D10
TECH LEVEL: Any
TRANSPORT: Damn near anything.
POWER AND RESOURCES: A few groups have access to huge stockpiles
of pre-ruin goods, while others have running fusion power plants,
still others have excellent manufacturing facilities.
WEAPONS: All groups have high-quality civilian weapons. Other 
groups have military weapons, support weapons, and explosives.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Very territorial and unpredictable
H&M Average:  6
H&M Range:  0-10
DESCRIPTION: During the 1980's a large number of people believed
that Nuclear War was inevitable so they decided that they would
stockpile weapons, food and other basics for survival in hidden
shelters across the continent.  When war broke out, only a few
managed to make it to their shelters while the majority perished. 
During the years immediately after the war, many of these
survivalists perished either from disease or better armed
survivors.  A number of survivalist groups did manage to overcome
the hardships imposed on them by the Fallout and Nuclear winter
which followed.  Some groups became small communities on their
own, willing to trade with outsiders, while others remained
isolated and quite dangerous to strangers.  This group has become
very unpredictable.  Some groups will be openly friendly and
willing to trade, while others will attack on sight. 

NAME: TECHNICIANS
GEOGRAPHICAL LOCATION: 12
NUMBER FOUND: 6D10
TECH LEVEL: A
TRANSPORT: Hovercraft of all sorts.
POWER/RESOURCES: Knowledge, anit-matter.
WEAPONS: Plasma, laser, anitmatter, etc.
SPECIAL ATTRIBUTES: Unheard of technology, better than anything
that existed before the war.
PRIMARY BASE: Rio Grande national forest, near Creed, Colorado.
H&M Average:  10
H&M Range:  7-14
DESCRIPTION: This group is composed of the descendants of
scientists who banded together when the war broke out.  The
scientists who originally formed this group worked for the
military in a hidden redoubt in Colorado.  The scientists
continued their research as the world fell apart around them.  In
order to gain the resources they needed the scientists sent the
military personnel based with them into the ruins to salvage
whatever they could find.  Over the years a class system
developed.  Scientists are at the top of the society, while
guards and soldiers are second class, and finally the scavengers
are at the bottom of the ladder.  Over the years this group
managed to secure several key installations, such as a power dam,
a couple of military bases and at least one hidden research
facility.  This group trades pre-ruin technology they have for
supplies, locations of important facilities, and so forth.  Other
than this, they only want to be left alone with their research.

NAME: TEXANS
GEOGRAPHICAL LOCATION: 10
NUMBER FOUND: 10D20
TECH LEVEL: E-B
TRANSPORT: Horseback, some cars and trucks.
POWER/RESOURCES: Steam, combustion engines, oil, farming, cattle,
slaves.
WEAPONS: Modern firearms.
PRIMARY BASE: Texas and surrounding area.
SPECIAL ATTRIBUTES: Same as the Oilers.
H&M Average:  10
H&M Range:  8-12
DESCRIPTION: Very territorial and sometimes expansive.  There are
many "New Texans" scattered throughout the old state and
surrounding area and they often go to war against each other. 
Good people but they can be easily insulted.

NAME: TOWNSPEOPLE
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 10D100
TECH LEVEL: Any
TRANSPORT: Any.
POWER/RESOURCES: Any, but primarily agricultural.
WEAPONS: Firearms, edged and blunt weapons.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: N/A
H&M Average:  10
H&M Range:  1-20
DESCRIPTION: The normal American small town type.  These are the
people the project was designed to help.

NAME: UNIVERSITIES
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: N/A
TECH LEVEL: A-C
TRANSPORT: Vehicles of all makes, including military and
aircraft.
POWER/RESOURCES: Any, but mainly Knowledge.
WEAPONS: Any, including armor and aircraft.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Usually control a large surrounding area.
H&M Average:  10
H&M Range:  4-16
DESCRIPTION: Educational institutions that managed to survive the
chaos after the war.  They all went through a period of defensive
preparedness and can well defend themselves.  Some are controlled
by dictators.

NAME: WARRIORS OF KRELL
GEOGRAPHICAL LOCATION: 7
NUMBER FOUND: 4D8
TECH LEVEL: B
TRANSPORT: Military vehicles and aircraft.
POWER/RESOURCES: Electricity, steam, solar, mining, farming.
WEAPONS: Modern heavy weapons, armor, aircraft.
PRIMARY BASE: Rochester, Minnesota.
SPECIAL ATTRIBUTES: Knowledge of the Project and have captured
several morrow bases and equipment.
H&M Average:  4
H&M Range:  2-10
DESCRIPTION: Stopped once from forming a extensive, repressive
empire by the project, the dictator Krell caused the capture or
destruction of several Morrow bases.  He captured one intact and
had himself frozen.  He arises every few decades to incite his
followers to further expansion.  The same followers guard his
bunker while he "Sleeps".

NAME: WHALE WORSHIPPERS
GEOGRAPHICAL LOCATION: 15
NUMBER FOUND: 4D6
TECH LEVEL: F
TRANSPORT: None.
POWER/RESOURCES: Remnants only, hunting, fishing, farming.
WEAPONS: Edged weapons.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: N/A
H&M Average:  12
H&M Range:  9-19
DESCRIPTION: These people live off the whales that beach
themselves near their communities.  Religious significance is
centered around this phenomena as many of the peoples needs are
met by the whales.  They will not allow harm to come to the
whales by outsiders.

NAME: WANDERERS
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 2D10
TECH LEVEL: E
TRANSPORT:  Horseback and wagons.
POWER/RESOURCES: Animal power.
WEAPONS: Some primitive firearms, edged and blunt weapons.
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: N/A
H&M Average:  10
H&M Range:  2-18
DESCRIPTION: Wanderers are bands of nomadic people that do not
fit into any real community.  They have created their own
culture.  They are often unscrupulous in their trading with
others and are competitive amongst themselves.

NAME: WARLOCKS/WITCHES
GEOGRAPHICAL LOCATION: Everywhere
NUMBER FOUND: 1D4
TECH LEVEL: Any.
TRANSPORT: Any.
POWER/RESOURCES: Any
WEAPONS: Any
PRIMARY BASE: None.
SPECIAL ATTRIBUTES: Psionics.
H&M Average:  10
H&M Range:  4-18
DESCRIPTION: Growing more and more common as the years go by are
the people gifted with the powers of the mind.  They can be found
in any community that will accept them.  Most will appreciate
being accepted for what they are, a benefit to mankind though
some can be power seekers.
