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  • Chatham House 3: Flynn

    The Chatham House articles discuss people that may be inserted into campaigns as ready made NPCs to add flavor or detail to your world. The character’s discussed in the Chatham House often have ties to various organizations, Baronies, Corporations, Governments, but operate outside the normal protocols.

    While Gabrielle Flynn had dreams of making it big as a child growing up in the slums she never really knew what big was. At some point, about the age of eight there was a recognition that it was living in the places you saw on TV instead of watching them on TV. For a child living in a government rehoming zone though there were very few ways to reach that goal. Fewer if one wished to accomplish this feat legally.

    It wasn’t long before Flynn found her passion though, prewar technologies. By her teen years she had amassed a reasonable amount of junk, scrap and other discarded buts that the local Scavs couldn’t find a profitable use for. While it took another decade Flynn eventually became adapt at putting these devices back together again.

    Now in her late forties the Flynn as she’s sometimes called maintains a deceptively successful shop on the edge almost on the boarder of the nearby tent community. Processing all the gear and trinkets the Scavs think they can’t get a proper price for selling themselves and repairing things that do come in.

    Even the corporate archaeologists or dig groups broker with Flynn for components missing from their latest finds that wouldn’t have done the typical Scav any good on the streets. This kind of reputation comes with some degree of notoriety most people want to avoid. More than once Flynn has had to deflect corporate buyout bids and once a black ops team that nearly flattened the shop.

    Story Seeds:
    If a campaign goes into the Wastes the Flynn is an excellent resource. Able to provide maps, local or and some gear as well as repairs she knows what’s really valuable out there and it’s more than a mounted light gun. Flynn may need help in procurement or protection depending on her latest score.

    GM Note: There are more reasons to explore the Wastes than a lost super weapon. Some sections of modern society are far more interested in the ascetic over the function of prewar tech. Things such as intact cars or home appliances can be worth far more than their present day counter part. Paintings, books, even music and movies can be exceptionally valuable.