So for tonight's Clement Sector rpg session I needed a town & not just any town but one that double as a small colony station for use with the Rider rpg New Liberty setting. Enter David Woodrum's Turquoise Valley which just so happens to be in my que on Drivethrurpg.
" Built just outside of copper mining territory, Turquoise Valley enjoyed enough early success to allow the community to grow into a thriving little prairie town. Though still prosperous, there are signs that the economy is starting to slow down. Mayor McCarty has dreams of using his connection to the railroad company to establish a new train station in town. Being linked up to western railroad expansion is what the mayor believes will allow the community to survive and grow into a small city."
"Not everyone shares the mayor’s vision. Business entrepreneur Jacob Hound seeks to gain majority control over Turquoise Valley’s economic interests and these plans would further limit his influence. Mr. Hound’s business investments are doing just fine without such growth and the entrepreneur would love run Mr. McCarty out of town and assume the role of mayor. Unfortunately for Mayor McCarty his rival Mr. Hound has a few supporters in Turquoise Valley who are not afraid to dish out a few dirty deeds…"
Turquoise Valley’s economic interests & its positioning as an up & coming colony asset for the World of New Liberty makes it perfect to drag & drop into the Clement Sector's Rider settting. Why because of the fact that the Clement Sector is the new frontier in the black.
What the PC's don't know is the fact that sand mutants have been taking exception to the miners tunneling into their lair. The sand mutant use an armored recycle suit to move around on the surface of New Liberty.
The Sand Mutants # Appearing 1d6
7/15, Move 10m, Armor 2, Mace or Staff (melee 2D damage) or Bow (ranged 2D damage). Physical-3, Survival-2. Infravision, light sensitivity. Random trinket.