Step 1: The Fixer
A fellow survivor from a PC's past
A PC's ex or a family member
Mx. Maximus
A disguised RAD rover
A mysterious voice over CB radio
The previous fixer
Some person the PCs barely know
A local busybody
A Postal vicar on unofficial business
A Federal supervisor
A beer buddy
A reliable tradesperson
An untraceable text message or email
A former rival
A current rival
The diner's owner or wait staff
A sex worker
A weird cultist
A clan mutant shaman
A Gas Hog paladin
Step 2: The Client
A figure in the back seat of a nice car
A Postal bishop
An Eisenclave corporate board member
A cult leader
An ex-cult escapee
A Gas Hog baron
A clan mutant chief
A union or guild
A Federal Army captain
A Federal Civilian Service director
A rich widow/widower
A self-styled wizard
A black market entrepreneur
A mercenary warlord
A hardware sales outfit / arms dealer
A vehicle retrofitter
The fixer is the client
A crime boss
A PC's parent or other relative
A veiled Tothomancer
Step 3: The Carrot
To avoid a more serious stick (Step 4)?
A massive guilt trip if they don't?
To be owed one by the client and/or fixer?
Information relevant to their interests?
A fixer with a better-connected client?
An improved reputation?
Needed RAD implants?
A lightly-used vehicle?
Vehicle mods and/or weapons?
A well-placed hideout?
Weapons and tactical gear?
d10x100 Chips (Ͼ)?
d20x100 Ͼ?
d4k Ͼ?
d6k Ͼ?
2d4k Ͼ?
2d6k Ͼ?
3d8k Ͼ?
A fully tricked-out ride?
RadBeGone?
Step 4: The Stick
Imminent murder
The settlement won't survive much longer
Threats of future violence
Being run out of town
Added fees
Worse living conditions
Applied to someone a PC cares about...
Less access to purchasing supplies
Reputation loss
Hurt feelings
No threat, for a change
No threat, for a change
Step 5: The Work
Beat up
Trash
Murder
Scout
Escort
Intimidate
Charm
Defend
Entrap
Retrieve
Humiliate
Survey
Hide
Scavenge
Steal
Stash
Extort
Deliver
Abduct
Blow up
Step 6: The Mark
A residence / The spouse
A sweet vehicle / A Gas Hog jouster
A crate of RAD tech / A RADBORG
A package / A Postalist
An arsenal / A Federal employee
An experimental inoculation / A noted doctor
A sealed case of space dust / A monster
A sacred relic / A clan mutant wise person
A zombie test subject / A researcher
A hard drive of sensitive info / A witness
A party / The heir
Modified CosmOS tech / A hacker
A crash site / A pilot
A power plant / An inventor
Disguises / A snitch
A cell phone / The sibling
An innocuous item / A regular person
A DNA sample / An Eisenclave manager
A religious text / The side piece
A Tothtec relic / An evil wizard
Step 7: The Location
A gas station
an office building
an abandoned school
A homestead
A factory
A sportsball field
A prison or police station
A club, diner, or tavern
A nexus of sewer or subway tunnels
A gothic museum or bank
A crypt-strewn graveyard
A decrepit government building
A mobile home or semi
A supercomputer creche
A multi-story parking ramp
A decommissioned nuclear plant
An base or underground bunker
A far-too-large boat or yacht
A creepy hospital or laboratory
The mall
Step 8: The Territory
An independent town (Arkady City)
A Gas Hog haven (Reaver's Row)
A Postalist bastion (Stamp Town)
An Eisenclave (Half Del)
A scum-infested town (Blacksand Reach)
An industrial complex (Golgotha Downs)
A Federal Remnant lockdown (Bloodhorn)
A zombie-infested hellhole (Fargo)
A bombed-out city (the capitol)
An overgrown area (the Red Forest)
An uncanny zone (the Second City)
Unaffiliated wasteland
Step 9: The Milage
Just across the river
2d10 miles away
d6x10 miles away
d10x10 miles away
d20x10 miles away
3d10x10 miles away
4d10x10 miles away
4d20x10 miles away
6d20x10 miles away
...not actually accessible by normal methods
Step 10: The Opposition
Eisenclave mercs
Roving skræ
Corporate goons
Postal berserkers
Spreader zombies
Gas Hog wasteoids
Wasp zombies
RAD marauders
Federal conscripts
Clan mutant hunters
Weird cultists
Other degenerates
Paranoid drug lab assholes
AI-shackled RADBORGs
A mutant champion
A Special Forces specialist
A Gas Hog paladin
A Zygodominus zombie
A goddamn tank
Two rolls from this table
Step 11: The Tricky Part
A Cataclysm progressing during the mission
A hidden test of character
Other degenerate team at cross-purposes
A defection by the mark
Gotta be a set-up!
A rival faction crashing the party
Already gone to shit, the mark is dead
A misunderstanding: half the intel was wrong
A lot less payment than advertised
New implications for a PC or a loved one
Lots of civilians in the way
A hitch when the fixer aborts the job
A counteroffer by a rival fixer
A case of mistaken identity
A weird twist: the client is the mark
A high chance for retribution afterward
To be a distraction for something bigger!
A high chance for superscience shenanigans
Cluster-FUBAR written all over it
Two complications: roll twice!
Step 12: The SitRep
Considerable fortification
RAD brain-operated gun
The mark is in conflict with occupants
Drops from great heights
Deeply weird physics in this area
Well-placed Command & Control station
Kind of swanky, actually
Plaques with historical details
Tell-tale blood stains in the entryway
CosmOS detectors
Hidden cameras
A sniper monitoring from off-site
A wall flips open to reveal an armory
A mutant is strapped to a table
An altar with cult and Tothtec info
A disgruntled employee
An entire extra guard squad
The place is rigged to blow
Surprising number of sub-levels
A getaway vehicle
Someone on-site is infected
The power plant could start a fire
Explosive barrels
A dormant Tothgolem in the basement
There's a radiation leak in one room
A space dust storm arrives mid-mission
The floor is weak and could drop out
Security all have an extra mutation
A different faction rolls up
A huge Cluster growth under the floor