Post-apocalyptic. Physical mutations only; no magic or psionics or similar. Mostly humans with mutations, though there are a few awakened animals (one of the PCs is such: an intelligent raccoon) and anthropomorphized animal-like creatures. Relatively low tech at the moment. The part of the world in which this takes place is mostly provincial farmlands with a couple of small hamlets dotting The Road between the two major cities: one in the south, and one in the north.
Our characters are on the outskirts of the big city in the north, a place called Sto. They have made the acquaintance of a group of archivists and tinkerers called The Junkers, who collect tech from The Ancients and figure out how to make it work. They have a squat little building that doubles as home and workshop, and a large yard (The Junker’s Yard) that people today would rightly call a junkyard.
Taking a cue from the old Gamma World games, there is a festering animosity between a small group of bio-form bigots who think pure humans are the proper inheritors of the world, and all mutations are an abomination. There’s a similar, though much smaller, group of mutants who feel the opposite. Most day-to-day life isn’t effected by either group too much, but things are about the change.
The human speciests are going to raid the Junker’s Yard to collect some of the tech they have there. They don’t entirely know what they’re looking for, aside from an ancient suit of powered battle armor. The human antagonists don’t know how it works, but figure that if a bunch of mangy animals can work this stuff then surely a real human can, too.
I envision three “rooms”.
Room 1 The Junker’s workshop. Target 11. The PCs will be in here, having just completed a light RP session the last time talking to the Junkers. They have some info about a possible point of interest, and the names of a few people they might seek out. At the start of the next session, the humans will begin their raid. I am undecided at this time if they are going to barge in guns blazing (or even if they ram a truck into the building, or something similarly dramatic); or if a couple dudes go in to distract the Junkers while a different group breaks into the Yard.
Room 2 The Junker’s Yard. Target 12. This will be a fight in a junk yard. There are rows and piles and mounds of junk. The unnatural terrain will provide some fun opportunities for the players. I expect the human adversaries to be pretty pedestrian, and unlikely to use the terrain or any of the junk therein to their advantage. These are not real soldiers, just a bunch of close-minded jackasses looking for a technical advantage so they can prosecute their campaign of bio-form bullying.
Room 3 The chase. The bad guys will retreat. They may get the power armor, or they may snatch something else. Something that can be a game changer to a militia, but also something that could easily and safely be stashed in a junk yard. I am assuming that the leader of this human strike force will high tail it away, and not fight to the death. The party may give chase.
The Junker’s Yard is maybe a mile or two away from the main elements of the city of Sto. I have a rough map, and the party has been through Sto briefly before, but they would be at a severe disadvantage in any kind of pursuit through the streets and alleys.
I kind of want the humans to make off with something useful, so that future interactions have some built-in threat. I don’t want to just narrate the get-away; and I really don’t want to cheat the dice, so the chase may be a bit of a risk on my part. Maybe there are multiple people fleeing the Yard in different directions: the party needs to choose one to pursue, knowing that they can’t catch them all (this isn’t Pokeman, after all! )
I’d love suggestions or feedback from this group! Thank you!