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COMPATIBLE WITH . . . & Superspies and other Palladium RPGs

1 . Vega e Ren d an a Siembied n Kevi , world e th n i s master e gam t greates o tw e th o t d dedicate s i k wor s Thi

Eighth Printing — March 1989

. Convention t Copyrigh l Universa e th r unde d reserve s right l Al . Siembieda n Kevi y b 5 198 © t Copyrigh No part of this book may be reproduced in part or whole, in any form or by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, institutions, s person r o s character f o , intent c satri t withou , similarity y an d an l fictiona e ar e peopl d an s government living or dead is strictly coincidental. n Eastma n Kevi 5 198 © t Copyrigh t Ar r Cove

Interior Art and Illustrations © 1985 and

. Studios e Mirag y b d owne k trademar d registere a s i . T.M.N.T is a registered trademark owned by .

, Shredder , Foot e th , Splinter , Michaelangelo) , Donatello , Leonardo , (Raphael s Turtle a Ninj t Mutan e Teenag April O'Neil, , Casey Jones, T.C.R.I. Aliens and Triceraton are copyrights and trademarks . Books m Palladiu y b e licens r unde d use d an d Lair r Pete d an n Eastma n Kevi f o

. Siembieda n Kevi y b 8 198 , 1987 , 1986 , 1985 , 1984 , 1983 © t Copyrigh

, Group s Comic l Marve d an . Inc , Comics . D.C y b y jointl d hel k Trademar d registere a s i ) Superhero(s Inc. Its use in this text is solely as a descriptive term and is in no way meant to infringe upon said trademark.

T.M.N.T. & Other Strangeness is published by Palladium Books, 5926 Lonyo, , MI 48210.

2 Written By: n Marciniszy x Ale : Editors Florence Siembieda Randi Cartier n Eastma n Kevi : Painting r Cove d Lair r Pete : Art r Interio Kevin Eastman

Art Direction: Kevin Siembieda a Siembied n Maryan : Typography

The Teenage Turtles and other supporting characters are adapted from the comic books . everywhere s store k boo c comi t a e availabl s Tale e Turtl d an s Turtle a Ninj t Mutan e Teenag

3 TABLE OF CONTENTS Page 5 ...... e Gam g Role-Playin a y Pla o t w Ho Glossary of Terms ...... 6 Creating Animal Characters ...... 6 6 ...... e Attribut t Eigh e Th : One p Ste 7 ...... S.D.C d an s Point t Hi Step Two: Animal Types ...... 7 8 ...... s Table l Anima m Rando 9 ...... n Mutatio f o e Caus : Three p Ste 9 ...... s Organization Wild Animal Education Table ...... 9 0 1 ...... s Point y Bio-Energ : Four p Ste 0 1 ...... s Step h Growt 1 1 ...... e Tabl t Weigh d an t Heigh Team Characters ...... 11 1 1 ...... s Feature n Huma Step Five: Equipment & Money ...... 13 Alignments ...... 13 6 1 ...... s Point e Experienc Education & Skills ...... 17 Skills Listed By Category ...... 18 Secondary Skills ...... 19 0 2 ...... s Description l Skil The Animal Section ...... 26 Psionic Descriptions ...... 26 7 2 ...... s Power l Anima Animal Descriptions ...... 29 6 4 ...... X INDE n Descriptio l Anima 7 4 ...... p Stri c Comi . T.M.N.T 5 5 ...... t Comba How Combat Works ...... 55 6 5 ...... s Term t Comba S.D.C. Table ...... 59 0 6 ...... e Exampl t Comba Hand to Hand Combat Skills ...... 61 2 6 ...... e Damag m Fro y Recover Weapons — Oriental ...... 63 Weapons ...... 63 Ninja Equipment ...... 65 Ancient Weapons ...... 66 7 6 ...... Proficiencies n Weapo n Moder Modern Weapons ...... 68 0 7 ...... t Equipmen Body Armor ...... 73 4 7 ...... d Aci & s Explosive 5 7 ...... n Sectio r Maste e Gam 5 7 ...... s Adventure g Designin 8 7 ...... d Unlimite s Heroe n i T TMN g Usin 9 7 ...... s Adventure Caesar's Weasels ...... 79 The Terror Bears ...... 79 2 8 ...... l Fera r Docto 0 9 ...... 5 e Rout l Rura n o r Terro 3 9 ...... a Ninj e th f o g Le e Th 6 9 ...... s Turtle a Ninj t Mutan e Teenag e Th 3 10 ...... s Character r Othe Character Sheets ...... Ill

4 INTRODUCTION 1. Excellent players can role-play ANYTHING; granted, the play l nove s i s Turtle a Ninj t Mutan e Teenag e th f o t tha d behin t concep e Th l disposa r thei t a e hav m Palladiu f o s folk r othe e th d an I t tha s tester n i s character l anima n bee e hav e ther s year e th r Ove . new t no t bu s see d an , character y an y pla n ca r playe t excellen n A . superb e ar k Aardvar e th s Cerebu m Fro . created r eve k boo c comi y ever y virtuall a weak character as a challenge, not a liability. e th h throug g Superdo m fro , Turtles a Ninj t Mutan e Teenag e th h throug - charac e depriv y frequentl I , campaigns n ow y m g runnin n Whe Cat in American Flagg, Bugs Bunny through ; there's ters of all their various powers and possessions. It is when the . habit r o m for n huma e th c mimi t tha s animal h wit n fascinatio a n bee character is in the direst of straits that fantastic role-playing comes And where would Tom Terrific be without Manfred the Wonder Dog? about. None of this is evey n a moderfantas n i s n trendplayer .f o Student r pai a sy of JapanesRecentl . e art wilexample e l on t a k loo s Let' recognize the delightfut bu , l caricatureescape o t d s of manage priests y The ; . peasantsenemies any b d d samuraicapture e wer e gam depicted as mice,a rabbit t bu g s and othenothin h r commowit t deser n e animalsstrang a . Thin i t s gamlos s e merelythemselve d foun y the offers animals as- characteralternat , s to theweeks manl y playersevera r fo n s o i nt role-playinwen g g gamesroleplayin e .Th . wire f o e piec e complet a e b o t t mean s i . T.M.N.T , games o t k bac t ge o t , However ing between the lost survivors dodging armoured hunters and strain- role-playing experience. You can use T.M.N.T. to play anything from ing to get water, shelter and food in hostile land. It was an intensely a quickie tournament to a lifetime campaign. No matter how you use interesting role-playing adventure. r othe e som h wit n eve r o , Unlimited s Heroe h wit r o , own s it n o , game e th - conveni e th s i n generatio r characte m rando f o e advantag r Anothe . 2 comic-style role-playiny g gamelaboriousl f o , d it shoulInstea . d be a master complet e gam ee anth do t enjoyabls provide e t i t tha e enc role-playing experience. 'constructing' every new villain and N.P.C., the game master can s character k boo c comi f o t se e singl a n o d base e gam a n ca w ho o S d an n desig o scenari s make s Thi . encounters w ne e th ' 'roll-up t jus e creat o t d neede s rule e th all t ou s lay e gam s thi ; Simple ? complete e b quick response to player actions much easier. any kind of animal character. Whether they're mutants or biological 3. Finally, let's not forget that random rolls reflect real life. Even in experiments, the player can rollup a character that's playable and ba- the 'perfect' lives of characters there is no control over lanced. their origins. Super characters are usually created by accident or , course f O . also e complet e b o t . T.M.N.T d fin l wil s master e Gam . control o n r o e littl s ha r characte e th h whic r ove s y b any ambitious game master should take a good look at Heroes Unlimited before starting a T.M.N.T. campaign. The point is, you don't NEED . book s thi n i s rule e th d beyon g anythin HOW TO PLAY A ROLE-PLAYING GAME - incom s it' t tha w kno I ; Yes . Section l Anima e th n o t commen e On d boar r regula f o m for d advance n a t jus y reall e ar s game g Role-playin e th n i e ar e ther s animal y man w ho idea y an e hav u yo o d t Bu . plete games. In fact, they are so advanced that they no longer use a board. world? How many birds? We're talking about over 750 species in North Some of the elements are still the same; you still need paper and pencil, Americag alone. Soroleplayin I'va ey prettpla o t y mucd nee h u concentrateyo g thin n d omai n the eth creaturet bu , s complayers -d an e dic e hav d shoul u yo f i d An . Canada d an s State d Unite n Easter e th o t n mo game is IMAGINATION. . . . s statistic d an s description l anima s variou e th h wit s argument y an . time a t a p ste a t i e tak s Let' e agre s source t exper o tw y an n whe y da e rar a s It' . club e th o t e welcom on anything! IMAGINE THE SCENE e gam d Unlimite s Heroe e th o t n expansio w ne s thi y enjo u yo e hop I d an s chair e comfortabl 0 1 , desk a s i e ther , room g waitin a e Pictur , playtesters f o t cas d intrepi e entir y m k than o t e lik d woul I . system a large video screen on the front wall. If you face the screen you will Paul Deckert, Rob Justice, Alan Moen, Greg Paul, Pete Schermerhorn, see a door on the right hand wall and four, large windows on the left Eric Snidere , glanc Joh a , n Specko'clock , 3 Ji s mi t i Webste u yo s r antell t d Suzitha k e Zickcloc e . larg a o als s i e Ther . wall out the dark window lets you know that it is the middle of the night. : GENERATION R CHARACTE M RANDO r you n i e imag l menta e th p kee o t y Tr ? scene s thi e pictur u yo n Ca head. Don't worry if you forget the details; one of the great things A Rationalization about role-playing games is the way your memory is improved with Some readers will be surprised to discover that there is a "point practice. Now you are ready for the next step . . . d goo a s i e Ther . book s thi n i s character l anima e th g creatin r fo " system n a e creat d coul r playe y ever t tha e sur e mak o t t wan e w ; it r fo n reaso IMAGINE THE SETTING animal character to suit themselves. Which, if you think about it, is At the front of the room there is a mad-looking figure. Half-man, s Heroe n i d handle e ar s thing y wa e th m fro t differen t tha l al t no y reall half-bat, it looks around suspiciously. At its feet there are two very - them d buil o als s character c Roboti d an c Bioni , all r Afte . Unlimited frightened people, both in stained blue work clothing. The bat-thing selves. e But thi"Wher , s gamevoice e , jushoars t a likn i es Heroescream s d Unlimitean e peopl d e (anth n da l mostpisto e othelarg ra s point . generation r characte m rando n o d base s i , games) m Palladiu is money?" - commu e gam g roleplayin e th n i y controvers f o t amoun r fai a s There' Obviously there is some kind of crime taking place here and, judging t i t tha n complai s player e som , Chiefly . generation r characte t abou y nit t nex e Th . danger e dir n i e ar s victim s hi , criminal e th f o e stat e th m fro e tabl a f of s character p u l rol o t g challengin s a r o n fu h muc s a t no s i . this l al o int t fi U YO w ho t ou d fin o t s i p ste . characters e th ' 'create o t s i t i s a IMAGINE THE CHARACTER There is some validity to the argument. Regardless of our personal opinions on the e subjecther t bu , t you room are e th fre n i e t tono de o ar wha U t yoYO . u wilpart y l wittrick h e thth e s gamecome . e her w No If you are a game master, then simply let the players create their is somebody in the room whose eyes you see through. This person is n the , player a e ar u yo f I . preferences n ow r you o t g accordin s character s thi n i e Piec g Playin u yo s i t tha l individua y imaginar n a , Character u yo lobby your game master for whatever changes you feel will make for game. o t s reason d goo w fe a e ar e her , However . game e playabl t mos e th r playe new a g developin e mor r o r hou n a d spen l wil u yo y Normall retain the random character generation system: character. Once the character has been created you will

s . years s perhap , weeks y man r fo r characte t tha g playin e continu y probabl e polic , bystanders t innocen , characters r nonplaye e th l Al . "world" In our example let. us assumG.M e th ey thab d t you arcontrolle e s plai r y Raphael,weathe e th thn e eve Ninj , a politicians d an Turtle expert with Sai. Just picture yourself (as Raphael!) standing at Player: A player is a person who plays a character in a role-playing the far end of the room. game. IMAGINE ACTION Role-Playing Game: Sometimes called a role-playing game (RPG), s master e gam h wit s game e ar e thes , (FRP) g role-playin y fantas r o - role-play a e mad o t t ingredien a extr t importan e on d nee u yo , Actually and imaginary characters. r anothe s i ) (GM r maste e gam e Th . Master e Gam e th , work e gam g in player (. a real person!number a r )fo whe di o d controlside y s all twent th a e l characterrol y s iSimpl n th : e game exceptTwenty-Sided a l Rol r playe y onl e th e ar u Yo e cas s thi n I . characters s player' t differen e th Roll Percentile: Take two ten-sided dice of different colors. Let's . (G.M.) r maste e gam e th s a g actin m a I d an l wil e di h whic e declar u yo t Firs . red e on d an n gree n o e hav e w y sa "The bat-thing has not yet noticed Raphael standing quietly in the be high ("I call red high"). Next you roll the dice, first you read t abou s i t i e lik s look t i t "bu , you s inform M G e th " room, e th f o k bac r togethe s number e th t pu t jus , die Low e th n the d an e di h Hig e th ? do o t g goin U YO e ar t Wha " janitors. e th f o e on t shoo o t and you have a percentile. For example, "Red is 4 and green is 8, so I have a 48%." u yo d Shoul . make o t n decisio t importan n a e hav U YO l Raphae s A n weapo s thing' e th h throug i Sa a w thro o t t Attemp ? bat-thing e th t a p lea Run: This is just a term gamers use to describe playing a game. e th e captur d an s janitor t innocen e th t protec t bes u yo n ca w Ho ? hand Example, "He runs an excellent campaign," "I ran in Kevin's game bat-thing? " week. t las In a role-playing game there are no simple answers. There are also Saving Throw: This is a roll (usually on a twenty sided die) to avoid u yo t tha e ar s restriction y onl e Th . do n ca u yo t wha o t s limit o n t almos some unpleasant event. For example, a character might have to roll cannot go beyond the physical. gas ,r mentatea y b l e and emotionaovercom g lbein limitd savoi oo t f yow u thro g savin a character. Scenario: This is a specific adventure that confronts the characters g beginnin a h wit y stor a y usuall s i o scenari A . game g role-playin a n i WHAT YOU s NEED Tcriminal' O e PLAth n Ydow g (trackin e middl a , criminal) e th t abou g (hearin Other than imagination, players, and a game master you will also hideout), and an end (defeating the criminal). Most campaigns are need the following: developed around a number of scenarios. 2 d an d ten-side 2 , eight-sided 2 , six-sides 4 , four-sided 2 : Dice ) 1 twenty-sided. . paper d an s pencil f o y Plent ) 2 Animal Characters . G.M.) e th s plu 2 f o l tota a t leas s (a s player d an r Maste e Gam ) 3 Animal Hero Characters are the results of a mutation or some other , intelligent e mor r eithe g becomin l anima l norma a n i s result t tha e chang more human-like, or super-powered. Attributes: These are numbers used to evaluate the strengths and The game allows the characters to change from animals to a number weaknessey exactl s k of loo you d r charactercoul l anima . n Foa , r exampleexample r , Fo P.P . . meanforms e s Physicapossibl t l differen f o A . combat n i s i r characte a k quic d an e agil , smooth w ho , Prowess d an e intelligenc r supe e hav t bu , species e th f o r membe l norma a e lik . P.P A . clumsy y prett s i r characte e th t tha e indicat d woul 4 f o . P.P psionics. On the other end of the spectrum, there might be an animal of 10 would be an average, fairly coordinated human being. While that has become so completely human that only a few small physical a P.P. of 16 or more would belong only to characters with exceptional and mental quirks identify it as different form an average person. The speed and reflexes. Attributes are also called Statistics or Stats. Teenage Mutant Ninja Turtles are definitely humanlike (they walk, talk and manipulate objects like humans), they remain very turtlelike in y pla u yo f I . game g ongoin n a e describ o t d use d wor A : Campaign appearance. Even more exotic is the possibility of a creature that exagg- the samr Fo e . characterdirection s n with huma th a e samm efro gamy eawa mastes r on a regulacharacteristic l r basianima s sit s erate . Campaign n i e ar u yo n the t bu , human a e lik g nothin k loo t migh g bat-thin e th s T'Cleas , example s serve t tha r characte a s ha ) G.M. e th t (excep r playe y Ever : Character . bat l norma a f o s abilitie e th d beyon r fa d mutate s ha as an imaginary playing piece, also called Playing Character. n i s heroe f o h deat e Th . die n ca s character , life l rea n i s a t Jus : Death f o t amoun e Th . event e rar y fairl a s i , games n i r o , books c comi Creating Characters death in a campaign usually depends on the individual game master. s i s thi r Remembe . calmly h deat ' characters a e tak d shoul s Player ONLY a game and superheroics is a dangerous line of work. G.M. 's Step 1: The Eight Attributes n i t i e includ d an r characte " "NEW p u l rol o t s player w allo d shoul Attribute Bonuses the game as soon as is appropriate for the on-going game. However, . dozen a e dim a e b t no d shoul s character The first step in creating an animal character is to roll-up the eight Dice: There are a variety of different dice used in role-playing games. attributes, I.Q., M.E., P.S., P.P., P.E., P.B., and Spd. e us u yo d kin e th , dice d six-side d standar e th e ar e ther , all f o t Firs r highe e Th . attribute h eac e determin o t d rolle e ar e dic d sixside e Thre for most board games. We call them "D6". Often we let you know the number, the greater the ability. If the attribute is "exceptional", 16, how many dice to roll with an expression like "roll 3D6." This 17 or 18, then an additional six-sided die is rolled and added to the e Dic " together. s result l al d ad d an e dic d six-side e thre l "rol s mean total for that attribute. s ten-side , (D8) s eight-side , (D4) s four-side h wit e availabl o als e ar e th f o e intelligenc e th d Indicate : (I.Q.) t Quotien e Intelligenc (D10), and even twenty-sides (D20). They are available at most character. The exact I.Q. is equal to the I.Q. attribute multiplied times . stores y hobb e tim e on a e receiv l wil r bette r o 6 1 f o . I.Q n a h wit s Character . ten e gam e th s control o wh n perso e th s i s Thi ) (G.M. : Master e Gam bonus added to all the character's skill percentiles.

6 Mental Enduranc: e (M.E.)Following e :Th s Measures thRepresent et amounChar s t of mentaBonu e l and Attribut e Th emotional stress the character can withstand. Animal characters must I.Q. Skill bonus (add to all skills) have a minimum M.E. of 12 in order to become psionic. Any character M.E. Save vs. Psionics . psionics t agains e sav o t s bonu a e hav l wil r highe r o 6 1 f o . M.E n a h wit a Trust/Charism ; Influence d an m Char f o e Degre . M.A Mental Affinity (M.A.): Showe s the damag character't Comba s d personaHan o t l d charmHan . P.S a e hav r highe r o 6 1 f o . M.A n a h wit s leader l Natura . charisma d an P.P. Bonus to Strike, Parry and Dodge bonus to invoke trust or intimidation in others. P.E. Save vs. Coma/Death a f o r powe l physica w ra e th s i s Thi : (P.S.) h Strengt l Physica P.B. Degree of Physical Beauty; Charm/Impress character. The P.S. times 10 indicates how heavy ane objecDodg t (ino t s poundsBonu ) . Spd the character can carry. A character can lift 30 times the P.S. Exception- ally strong characters having P.S. of 15-19 can carry 20 times their P.S. and lift 40 times their P.S. Someone with a P.S. of 20-23 can carry 30 times their P.S. and lift 60 times their P.S. Anyone with a Hit Points s time 0 10 t lif d an . P.S r thei s time 0 5 y carr n ca r highe r o 4 2 f o . P.S d an e di d six-side a g rollin y b d determine e ar s Point t Hi , Finally their P.S. Any character with a P.S. of 16 or better receives a bonus . combat d han o t d han n i e damag o t e experienc n a s gain r characte e th e tim y Ever . P.E e th o t t resul e th g addin level another 1D6 is added to the total Hit Points. Physical Prowess (P.P.): Shows the degree of dexterity and agility of the character. A P.P. of 16 or highed an r ) is rewardepoints de wit(lif h S bonuses toPOINT T HI dodge, parry and strikeY . CAPACIT E DAMAG L STRUCTURA Physical Endurance (P.E.): Demonstrates the character's stamina (S.D.C.) POINTS and durability. The amount of physical punishment and resistance to y the e becaus , points e lif s a f o t though e b t bes t migh s point t Hi fatigue and disease are determined by P.E. A character can carry the maximum weight load (see P.S.) for the P.E. times 4 minutes. Carrying indicate how much physical damage (cut, bruises, etc.) a character can r fo e don e b y onl n ca g fightin r o g runnin e whil t weigh m maximu e th withstand before he/she dies. Structural Damage Capacity (S.D.C.) the P.E. times 2 minutes. If a character lifts the maximum weight (see points are similar to hit points but represent physical toughness or s second 5 (1 s round e mele y man s a r fo d hel e b y onl n ca t i n the , P.S.) t migh . S.D.C s one' y b d absorbe e Damag . life n tha r rathe e enduranc m maximu t a n ru n ca r characte A . P.E s point s ha r characte e th s a ) each best be thought of as superficial damage, aches and pains. While damage f o . P.E a h wit s Character' . P.E f o t poin h eac r fo e minut e on r fo d spee to one's hit points are considered severe and often life threatening. . toxins d an , death , coma . vs e sav o t s bonuse e receiv r bette r o 6 1 Both S.D.C. and hit points are observed during battle (or melee) to - attractive l physica e th f o n indicatio n a s I : (P.B.) y Beaut l Physica h Eac . foe d an d frien n o d inflicte g bein s i e damag h muc w ho e determin h wit d rewarde e b l wil r bette r o 6 1 f o . P.B A . character e th f o s nes e Th . damage l physica s take e h n weapo a y b k struc s i r characte a e tim . impress d an m char o t s bonu individual players keep score of how many hit points or S.D.C. points Speedh (Spd.)eac r : Specificallycharacte s hi m ,fro thie s is damag th e th character' g s subtractin maximu y b s ha mr run- characte r thei r characte e th s yard f o r numbe e th s i 0 2 s time . Spd e Th . speed g nin time that character is hit by a weapon. Likewise, the game master keeps a s ha r characte e th , higher r o 6 1 s i . Spd e th f I . minute e on n i n ru n ca score of how much damage the player inflicts upon his opponent. bonus to all dodge rolls. ATTRIBUTE BONUS CHART I.Q. M.E. M.A. P.S. P.P. P.E. P.E. P.B. Spd, 16 + 3 + 1 45% + 1 + 1 + 5% + 1 40% + 1 17 + 4% + 1 50% + 2 + 1 + 6% + 1 45% + 1 18 + 5% + 2 50% + 3 + 2 + 7% + 2 50% + 1 19 + 6% + 2 60% + 4 + 2 + 8% + 2 55% + 2 20 + 7% + 3 65% + 5 + 3 + 9% + 3 60% + 2 21 + 8% + 3 70% + 6 + 3 + 10%. + 3 65% + 2 22 + 9% + 4 75% + 7 + 4 + 11% + 4 70% + 3 23 + 10% + 4 80% + 8 + 4 + 12% + 4 74% + 3 Step 2: Animal Type 24 + 11% + 4 84% + 9 + 5 + 13% + 5 78% + 3 25 + 12% +e 5 88percentil % l Rol + ? 10 + 5 originally r + 14% characte +e 5th s wa 82l % anima f +o 4d kin t Wha 26 + 13l % +anima 5c 90specifi % r fo +e 11 + percentil 6 l rol + n 15the % , + 6table c 86specifi % e th d + fin 4 o t e dic 27 + 14% + 6 92% + 12 + 6 + 16% + 6 90% + 4 type. Note: Check with the game master before rolling. Some GM's 28 + 15, % + 6example r Fo 94 . % + 1campaign 3 e +th 7n i s + 17animal % f o +d 7kin e th t 92% restric o t +t 4 wan y ma 29 + 16% + 7 96% + 1.4 + 7 + 18% + 7 94% + 4 a game master could decide that all characters will be Rural Animals. 30 + 17% + 7 98% + 15 + 8 + 19% + 8 96% + 4 31 + 18% + 8 98% + 16 + 8 + 20% + 8 97% + 5 ANIMAL HERO CHARACTERS 32 + 19% + 8 98% + 17 + 9 + 21% + 9 98% + 5 33 + 20% + 9 98% + 18 + 9 + 22% + 9 99% + 5 First, roll to determine animal category: 34 + 21% + 9 98% + 19 + 10 + 23% + 10 99% + 5 01-35 Urban 35 + 22% + 10 98% + 20 + 10 + 24% + 10 99% + 5 36-50 Rural 36 + 23% + 10 99% + 21 + 11 + 25% + 11 99% + 6 51-75 Wild 37 + 24% + 11 99% + 22 + 11 + 26% + 11 99%s Bird +d 6 Wil 5 76-8 38 + 25% + 11 99% + 23 + 12 + 27% + 12 99% + 6 86-00 Zoo 39 + 26% + 12 99% + 24 + 12 + 28% + 12 99% + 6 40 + 27% . + 12 animal 99l % actua e + th 2 5e + 13 determin +o t 29 e %tabl +c 13 specifi t 99%tha n o l +rol 6 , Second 41 + 28s % type +l 13 anima 99 e %th , + 26prefer s + 13player d + 30an . % G.M + e 13th f i , 99% always s a + , 6 Optional 42 + 29% + 13 99% + 27 + 14 + 31% + 14 99% + 7 may be chosen. However, we recommend random determination. 7 The Animal 76-85 Wild Birds 01-05 Sparrow 01-35 Urban Animal 06-10 11-15 Blue Jay 01-25 Dog 16-20 Cardinal 26-45 Cat 21-30 Wild Turkey 46-50 Mouse 31-35 Pheasant 51-5t Ra 5 e Grous 0 36-4 56-60 Pet Rodent (Guinea Pig/Hamster) 41-50 Quail 61-65 Squirrel 51-60 Crow w Sparro 5 66-7 61-65 Pigeon 76-83 Pigeon 66-70 Duck ) (Parakeet/Budgie d Bir t Pe 5 84-8 71-80 Hawk 86-88 Bat 81-85 Falcon 89-92 Turtle e Eagl 0 86-9 g Fro 6 93-9 91-95 Owl y Monke 0 97-0 96-00 Escaped Pet Bird s Animal l Rura 0 36-5 01-10 Dog s Animal o Zo 0 86-0 11-15 Cat 01-10 Lion 16-25 Cow 11-15 Tiger 26-35 Pig 16-20 Leopard 36-45 Chicken 21-25 Cheetah 46-50 Duck 26-30 Polar Bear 51-60 Horse 31-35 Crocodile (or Alligator) 61-70 Rabbit k Aardvar 0 36-4 71-80 Mouse 41-45 Rhinoceros 81-85 Sheep 46-50 Hippopotamus 86-90 Goat 51-60 Elephant 91-94 Turkey 61-65 Chimpanzee 95-00 Bat n Oranguta 0 66-7 71-75 Gorilla 51-75 Wild Animals 76-85 Monkey 01-05 Wolf 86-90 Baboon 06-10 Coyote 91-95 Camel 11-15 Fox o Buffal 0 96-0 16-20 Badger 21-25 Black Bear 26-27 Bear 28-30 Mountain Lion 31-33 Bobcat 34-35 Lynx 36-37 l Wease 5 38-4 46-49 Alligator 50-52 Otter 53-55 Beaver 56-60 Muskrat 61-65 Raccoon 66-70 Opossum 71-75 Skunk e Porcupin 0 76-8 81-83 Mole 84-85 Marten 86-88 89-95 Deer 96-97 Elk e Moos 9 98-9 100 Boar n Mutatio f o e Caus : 3 p Ste n organizatio e th f o e employe e valuabl a s i r Characte . only s skill and is paid at least triple the going rate (minimum $75,000 per r o e chang s animal' e th r fo n reaso e th e determin o t s i p ste t nex e Th year). Character has saved 1D6 times $10,000. : table g followin e th t consul d an e percentil l Rol . mutation l natura s character' e th g usin t specialis a s a d traine y Highl 0 -9 1 8 01-14 Random Mutation: This means that the animal just happened abilities. Education is equal to three years of college. Select 3 n a was r Splinte , T.M.N.T. n i , example r Fo . that e lik t ou e com o t % 15 + s i s bonu l Skil . skills y Secondar 8 d an s program l skil t tha t acciden e th e befor g lon t ra d skille d an t intelligen y unusuall on all scholastic skill only. The character was treated as a slave . Table n Educatio l Anima d Wil n o l Rol . T.M.N.T e th d create o t 0 $30,00 n stole s ha r Characte . escaped y eventuall d an , radiation , stuff e "strang e Som : Encounter l Accidenta 0 15-6 t equipmen d an h cas f o h wort ) $10,000 s time 6 (3D 0 $180,00 energy, chemicals, biologicalsy b d Hunte , . or other humans strangeness t mos , causedistrusts r s the aniCharacte - . leaving e befor mals to mutate. Roll on Wild Animal Education Table. law enforcement agencies and organization. - exper y laborator f o d kin e Som : Experimentation e Deliberat 0 61-0 91-00 These characters have been deliberately raised as assas- iment is performed on the animal that causes the changes. The sins or warriors. Knows 8 Secondary skills and choice of Expert, - pur e som r fo d altere y purposel e wer s genetic r o e structur s animal' s bonu % +15 . combat d Han o t d Han n Assassi r o , Arts l Martia pose. Roll percentile again on the following table to find out the in all Military skills. Character knows and respects some hu- character's current relationshid escape r p withcharacte the e Th creato . r organizationorganizations e larg . l Thial s s distrust t bu s man also determines the s character'i d an s s educationadangerou y ver l d level. considere w no s i d an n organizatio e th 01-10 Adopted - andBe . raised as oneorganization oe f th a d researcher'an s sagencie familyt . Stillenforcemen w la y b d hunte living in the home, mutually loves and is loved by family fore escaping, the character took $20,000 to $120,000 (1D6 members. This character ha. s been weapons treated an t d as a humaequipmen f o n h andwort , ) $20,000 s time while some discrimination may have been experienced, the character will feel that humans are basically good. Educated ORGANIZATIONS as a normal human student equal to one year of college. Select (Roll percentile dice to determine what was the type of organization) two skill programs and 10 Secondary skills. Skill bonus + 10% y Facilit h Researc l Biologica 5 01-2 d standar y an y bu n ca r Characte . only s skill c scholasti n o y Industr e Privat 5 26-4 weapons, armour or equipment with 3D6 time $1,000 in sav- 46-50 Secret Medical Experiment Organization ings. 51-55 Secret Criminal Organization 11-20 Raised in the home of a researcher as a pet. Still living 56-60 Secret Crime Fighting Organization r characte e Th . members y famil o t l loya y fairl d an e hom e th n i 61-65 Secret Military Organization will resent humans somewhat, but will still attempt to find n Organizatio e Espionag t Secre 0 66-7 acceptance among mankind. Trained instead of educated. (No n Organizatio h Researc l Medica t Secre 5 71-7 n ca , Basic : Mathematics s know y Automaticall ) bonuses l skil n Organizatio y Militar 0 76-0 e th s a e sam e (th e languag e nativ k spea d an e writ d an d rea n Ca . skills y Secondar 4 1 t selec , Also . family) s researcher' Spend 1D6 times $1,000 on E equipmentTABL N . EDUCATIO L ANIMA D WIL 21-30 ) Raisedanimal id n thwil ea homs a d e of a educate researchef i Y ONL r l as Rol a . pet.dice Escapee d percentil l (Rol r characte e Th . force y deadl h wit d hunte t no t bu , hostile d an h wit d wil e th n i s live l anima e th s a t self-taugh s i g Everythin 0 01-2 will be resentful of humans. Roll education as wild animal . animals r othe d an s human s mistrust r Characte . assistance r o p hel o n character. Basic reading, writing and arithmetic are at a low level. Wilderness h wit d educate d an d Traine . experiment n a s a p u t Brough 0 -4 1 3 t Artis e Escap , 24%) + ( s Skill l Surviva , 24%) + ( l Prow e includ s skill cruel punishments. The character will distrust humans. Educa- n a s i e Ther . (+10%) g Swimmin d an ) 15% + ( g Climbin , (+10%) tion consists of 6 Physical skills and 12 Secondary skills. Es- , +3 f o s bonu . P.S a , +6 f o s bonu . P.E a , 10% + f o s bonu . S.D.C o t 0 $50 e tim 6 2D s Ha . organization e th y b d hunte w no , caped - Charac . melee r pe s attack l additiona o tw d an 2 + f o s bonu . P.P a n a spend on equipment purchased before the escape. ters can pick only one (1) Secondary skill. Character has scavenged - es r Characte . animal l experimenta , caged a s a d Raise 0 41-5 3D6 times $100 in various equipment, most in poor condition. g stron a s ha d an n organizatio e th y destro o t s want d an d cape 21-40 By skulking around the fringes of society the character picks distrust (and possibly hatred) of all humans. Roll education as up rudimentary education. The character probably has a small . character l anima d wil 4 1 s Know . general n i e peopl s distrust t bu s friend n huma f o r numbe 51 -60 Educated and trained as if the character were a normal s bonu . P.P a , 12%) + ( l Prow s ha o als r Characte . skills y Secondar human. Character has good relationships and balanced outlook 6 3D d scavenge s ha r Characte . Basic d Han o t d Han d an , +1 f o t Selec . college f o r yea e on o t l equa s i n Educatio . humans n o . equipment n i 0 $20 s time two skill programs and 8 Secondary skills. Skill bonus + 10% 41-90 Adopted by a "mentor" who teaches and guides the character on scholastic skills only. Separate from the organization, but in some form of special training. This is often Ninjitsu, but all areas with a good relationship. Can buy weapons, armour and equip- of special training can be selected. These characters will learn to . savings n i 0 $2,00 s time 6 2D h wit t men be philosophic about all creatures. Their attitude could be summed y friendl a y b d adopte d an n organizatio e th m fro d Rescue 0 61-7 up as, some people are good, some bad, everyone deserves a chance g bein y continuousl e whil d Raise . age g youn a t a r researche to earn your trust. Ninja characters learn 3 military/espionage skills, t bu s human s distrust r Characte . organization e th y b d hunte d Han o t d Han d an ) 5% + f o s bonu l skil a h (wit s skill y secondar 0 1 knows that there are some good people who deserve help and Ninjitsu. In addition, the character has a choice of 3 ancient or ninja friendships . time Education6 3D d buil : had san learned d 4 scholastiscavenge s ha r c skillCharacte s . which can proficiencies n weapo be selected from communications, computer, physical, pilot . equipment f o h wort 0 $10 e military/espionag 3 s know o Als . technical r o e scienc , basic skills and 10 Secondary skills. Skill bonus is + 8% on scholastic 91-00 Character goes public and is educated at a major university. . $200 s time 6 2D e ar s Saving . only s skill r fou s i n Educatio . general n i y humanit s trust d an s like r characte e Th e th g usin t specialis a s a d educate d an d traine y Highl 0 71-8 years of college. Select 3 skill programs and 10 Secondary skills. s i r o l equa s feel r characte e Th . abilities l natura s character' h Althoug . only s skill c scholasti l al n o % +20 s i s bonu l skil e Th s program l skil 3 t Selec . college n i e Degre s Bachelor' o t l equa struggling for financing, at least 2D6 times $500 worth of equipment and 10 Secondary skills. Skill bonus is + 25% on all scholasti. ccollected n bee s ha

9 Step 4: BIO-E Points Growth Levels (Steps) Special Abilities Animals undergoing their transmutation into intelligence will proba- bly change in size as well. The very smallest animals (like the T.M.N.T.) Psionics will either have to grow or suffer severe mental penalties due to their Growth Levels (Steps) small size. By the same token, very large creatures will have to sacrifice some of their natural size and strength in order to gain human features. Human Features The size of the animal character is measured in growth steps. Each animal's original size level is listed of growth costs 5 BIO-E. Characters Biological Energy Points can also gain BIO-E points by giving up growth steps. For each growth step given up, the character gains 5 BIO-E points. The BIO-E points Measuring Biological Energy: Bio-E Points can be applied to other changes, powers and abilities found in the Characters created from animals go through some kind of biological animal descriptions. BIO-E points CAN NOT be sold, given or traded transformation. In the fantasy world of comic books that usually means to another character. a change into something intelligent and more human in shape. Of course, that kind of thing just doesn't happen in the real world. Real GROWTH STEP EXAMPLE #1: Increasing Size mutation almost always results in death or disfigurement. But, in fan- Assume that you've rolled up a Size Level 1 creature, a mouse. tasy, the effects are usually good. . .or at least interesting and dramatic. Playing a creature that small has many disadvantages, especially the In order to balance out the biological changes to animal characters, penalties of -8 in I.Q., -12 in P.S. -4 in P.E. Fortunately, you we've invented BIO-E points. Each kind of animal has a particular can change the character's Growth Level. amount of bioenergy that reflects exactly how much it can change. By spending 25 points of BIO-E, the character can be raised to a BIO-E does NOT directly reflect the size or power of the animal. In Size Level 6. At level 6 the character now has no penalties whatsoever. fact, it's just the opposite. The more powerful the original animal, the Of course, you can continue to spend BIO-E points and make the mutant fewer points of bio-energy it would have. mouse even larger and even gain attribute bonuses. All it takes is 5 The reasons for this are simple. Someone rolling up, for example, points of BIO-E per level of increase. a tiger, would be at a great advantage compared to someone rolling up a mouse. However, to equalize things, the tiger has many fewer points GROWTH STEP EXAMPLE #2: Decreasing Size of bio-energy than the mouse. After all, a tiger doesn't need much BIO-E, because it's already an incredibly powerful creature. Suppose that you've rolled up an Elephant character. If you check the Animal Section, you'll see that Elephants have Size Level 20. The exact number of BIO-E points is included in the animal's descrip- You'll also notice that Elephants start out with no BIO-E points. Since tion in the Animal Section. Players can "build" their character by using it wouldn't be much fun to have an unchangeable character, the thing their BIO-E on any of the following items: to do is trade in some of the Elephant's Growth Levels for BIO-E points. Special Abilities Growth Steps Let's reduce the Elephant's by 6 Levels. Every Growth Level sac- rificed means it "gains" 5 points of BIO-E. So now the Elephant charac- Human Attributes ter is Size Level 14, AND you have 30 points of BIO-E to play with. Psionics If that's not enough BIO-E, then you can simply trade in more Growth Note: Players may Not need to spend all their potential BIO-E Levels for BIO-E points. points. However, any BIO-E points not used up in the creation of the character are permanently lost and CAN NOT be used at a later date to buy any additional powers, abilities or mutations. PHYSICAL SIZE CHART

Growth SPECIAL ABILITIES Steps Weight BIO-E I.Q. P.S. P.E. Spd. SDC Every animal character has some kind of special natural defense or 1 0-l lbs 0 -8 -12 -4 +7 5 ability that can be useful. Consult the section on the particular animal 2 To 5 lbs 5 -6 -6 -2 +5 10 for details. Animals can NOT buy the abilities of a different kind of 3 To l0 lbs 10 -4 -3 -1 +3 15 animal. 4 To 20 1bs 15 -2 -2 0 0 20 Certain human abilities, intelligence, color vision, binocular (stereo 5 To 40 1bs 20 — -1 0 0 25 vision), speech comprehension, human touch, taste and smell are au- 6 To 75 1bs 25 — 0 0 0 30 tomatically given to any animal character. It is because of this that the 7 To l00 lbs 30 — +1 0 0 30 natural animal's innate abilities must be bought with BIO-E points. 8 To l50 lbs 35 — +2 0 0 35 9 To l75 1bs 40 — +3 +1 0 35 10 To 200 1bs 45 — +4 +2 0 35 PSIONICS 11 To 250 1bs 50 — +5 +3 -1 40 Note: Characters must have minimum M. E. of 12 to purchase ANY 12 To 300 1bs 55 — +6 +4 -2 40 psionic powers. 13 To 350 1bs 60 — +1 +5 -3 45 14 To 400 1bs 65 — +8 +6 -4 50 Animals are different than other psionics in that they don't have to 15 To 500 lbs 70 — +9 +7 -5 55 spend Inner Strength Points to use their powers. Each power can be 16 To 600 lbs 75 — +10 +8 -6 60 used as often as the character likes (although no more than the number 17 To 800 lbs 80 — +11 +9 -7 65 of attacks per melee). No animal psionic can use more than one power 18 To l,000 lbs 85 — +12 +10 -8 70 at a time. Average Cost: Varies depending on psionic ability. (See 19 To l,500 1bs 90 — +13 +11 -9 75 Psionic Section). 20 To 2,500 1bs 95 — +14 +12 -10 80

10 t Weigh e Siz Height—Short Height—Medium Long HEIGHT & 1 3D6 ounces 1D6 inches 2D6 inches 3D6inches WEIGHT TABLE 2 1D6 pounds 3D6 inches s inche 6 12+1D 12+ 2D6 inches 3 4+1D6 pounds 12+1D6 inches 12+ 2D6 inches 12+ 3D6 inches 4 10 + 2D6 pounds 12+ 3D6 inches 24 + 2D6 inches 24 + 3D6 inches 5 20+ 4D6 pounds 24+1D6 inches 36 + 2D6 inches 36 + 3D6 inches 6 40 + 6D6 pounds 24+ 2D6 inches 48+1D6 inches 48 + 3D6 inches 7 75 +3D 10 pounds 24+ 3D6 s incheinche s 6 60+1D 60+ 2D6 inches 8 100 + 6D10 pounds 36+1D6 inches 60+1D6 inches 60+ 3D6 inches 9 150 +3D 10 pounds 36 + 2D6 inches 60+ 2D6 inches 72 + 2D6 inches 10 175 +3D 10 pounds 36 + 3D6 inches 60+ 3D6 inches 72 + 3D6 inches 11 200+ 6D10 pounds 48+1D6 inches 72+1D6 inches 84 + 2D6 inches s pound 0 6D1 + 250 2 1 48 + 2D6 inches 72 + 2D6 inches 84+ 3D6 inches s pound 0 6D1 + 300 3 1 48 + 3D6 inches 72 + 3D6 inches 96 + 2D6 inches s pound 0 6D1 + 350 4 1 60 +1D6 inches 84+1D6 inches 96 + 3D6 inches 15 400+1D% pounds 60+ 2D6 inches 84 + 2D6 inches 108+ 2D6 inches 16 500+1D% pounds 60 + 3D6 inches 84+ 3D6 inches 108+ 3D6 inches 17 600 + 2D% pounds 72+1D6 inches 96+1D6 inches 120+ 2D6 inches 18 800+ 2D% pounds 72 + 2D6 inches 96+ 2D6 inches 120+ 3D6 inches 19 1,000 + 5D% pounds 72+ 3D6 inches 96+ 3D6 inches 132+ 2D6 inches EXAMPLES 20 1,500 + (%X100) 72+ 4D6 inches 132+ 3D6 inches n doe s i ) (long t Heigh . 4 o t r numbe e th d ad d an 6 1D l rol t weigh r Fo . Long d an 3 Level Size f o r characte a r fo t weigh d an t heigh e th e Figur r fo 1 1 n a g Rollin . 4) + 3 ( s pound 7 h weig l wil r characte e th s mean t tha t weigh r fo , 1D6 n o 3 a l rol e w f I . 12 o t t tha g addin d an 6 3D g rollin y b height, long, on 3D6 means that the character will be 23 inches or 1 foot, 11 inches tall. Let's look at a character that's Size Level 18 and medium build. Roll percentile dice TWICE, i.e., 43 the first time and 92 the second. Add those numbers to 800 (800 + 43 + 92) and that gives us a weight of 935 pounds. For height we roll 2D6 and add that to 96. Let's say a 7 is rolled, . 7in t 8f s that' , tall s inche 3 10 s i r characte e th s mean h whic 6 9 o t d adde n the s i t i d an 0 10 y b t tha y multipl , dice e percentil l rol e w t weigh r fo n the 0 2 l Leve e Siz s that' r characte a e hav e w f I . trickier e littl a t jus s i 20 Level Size add it to 1,500. s Character m Tea h suc f o e exampl t perfec a e ar . T.M.N.T e Th . only s bonu e one-tim a r thei p u l rol o t e choos n ca s player s Turtle a Ninj t Mutan e Teenag n I s power l anima f o d possesse y onl t no e ar m the f o r fou e Th . group a o wh s player o t r numbe e th o t t limi o n s i e Ther . team a s a s character (Turtles) but are also the result of Physical Training. This makes perfect e th t tha s i s Character m Tea f o e disadvantag n mai e Th . group e th n joi sense when you consider how they helped each other grow up and players lose e hav som u eyo on f thewhe flexibilit s art l y anmartia dn diversitlear o t r y thaeasie t camh emuc fro , mall r a mixeafte , dis t I . learn . characters o her f o p grou partners to practice and experiment with. e receiv s character t tha s bonuse t importan e ar e ther , hand r othe e th n O Therefore, there's a bonus skill level for each additional member of when playery onl ss createapplie thei t i ; r characterlevel e s as a experienc group l . Firsadditiona t on fa al lT theNO characters i s Thi . s team e th each receive a skill level bonus for each player who participates in the to Scholastic, Physical Training, and Secondary skills. The three l specia a e receiv p grou a n i s character m tea e th l al , Secondly . team e Th . levels l skil s bonu 2 e receiv s Eagle w Sparro f o m tea r membe . attributes n o s bonu p grou Teenage Mutant Ninja Turtles get 3 bonus skill levels. In order to- use theProgram r Team CharacteCompute n i l r Skil rules c , the playerScholasti s ha p s musChir a t declarGorb , e example r Fo their intention to be a group BEFORE they roll up their characters. All ming. Ordinarily he would have a 45% proficiency, but, with his team s character r thei e creat l wil y the t tha e decid s player r Characte m Tea e th e th l Al . proficiency % 55 f o l tota a r fo % 10 r anothe s add e h , bonus at the sams eha timh eeac and dan s thaArt t l they wilMartia ld all Han hav o t ed exactlHan n i y d the samtraine e ear powers Eagle s w Sparro or abilities. Therefore, all Team Characters must be based on the same attained level 3 proficiency. r thei d spen l al T MUS d an d backgroun e sam e th e hav T MUS , animal - attri n huma , levels h growt , abilities e sam e th y exactl n o s point E BIO- s Attribute n Huma butes and psionics. - characteris e human-lik p develo o t t wan l wil s character l anima y Man Of course, some variations do occur. Even identical twins usually tics. There are many advantages to the human form. Hands, for man- p grou e th f o r membe h eac o S . personalities d an s interest t differen e hav ipulating tools and weapons. Speech, for communicating with others. rolls theit r attributemovemen ss (I.Q., P.S.simultaneou , r etc.fo s ) individuallyallow t tha , . BuStance l t there Bipeda ist an Uprigh n A attribute bonus. Every time one of the players gets to roll an extra and use of objects, and finally, Human Looks are necessary if the e th l al n the ) greater r o 6 (1 e attribut l exceptiona n a r fo e di d six-side . society n i d unnotice s pas o t s i r characte . bonus e sam t tha t ge m tea e th f o s member d an l Partia , None , levels e thre e ar e ther e attribut n huma h eac r Fo r fo 7 1 a d rolle s Eagle w Sparro e th f o p Chir a Gorb , example r Fo E BIO- e Averag . descriptions e complet r fo w belo n sectio e th e Se . Full l additiona n a n o 5 a g rollin y b 2 2 o t . P.E s hi d raise n the e H . P.E s hi costs are for reference purposes, actual BIO-E costs are listed with sixsided. All the other Sparrow Eagles would also get to add a 5 to specific animal characteristics. their P.E. If another Sparrow Eagle also got to roll an additional die r fo t highes s wa l rol r whateve e choos d coul m the f o l al n the . P.E r fo Hands: their bonus. None — this is a natural paw. The character can not pick up or grab e receiv s character e th t tha s i s Character m Tea f o e advantag r majo e Th objects. Many skills are impossible without hands. Average Cost: a collective group bonus in the form of additional skill levels. This is 0 BIO-E. 11 Partial — The paw develops fingers and a (non-opposable) s thumbLook .n Huma Manua) 5 lp dexteritSte h y isGrowt nor w rough(unde l , busmal y t capablver e ar e o of graspinwh s g objectscharacter l . AlAnima l : Note ) (HTH d Han o t d Han . proficiency % -20 t a e ar s Skill l physica or very large (over Growth Step 12) will be noticeably tiny or large, weapons are used at — 4 to Strike, — 6 to Parry. Average Cost: 5 regardless of how human-like they might look. But, at least, a very BIO-E. large or small animal with human looks will only be considered unusual, f o e us r fo s penaltie o N . thumb e opposabl y full a h wit d han A — l Ful not a monster. tools,r weaponothe n I s. or skillsanimal . n Equaa e llik t oh humanmuc y . Averagprett s e look Cost l :stil r 10 BIO-ECharacte . — e Non Speech words, a wolf character with hands and bipedal stance would still s ear d pointe d an , fur , snout , nose k blac , head d wolf-shape a e hav . speech n huma d understan s animal d mutate l Al : Note t Importan at the of the head. Nobody will mistake this creature for human, e purchas T MUS r (Characte . speech f o e capabl s cord l voca o N — e Non e peopl l Norma . human a T NO , monster a r o t beas a e lik k loo l wil t i - Av ) section. s Psionic e th n i d liste y abilit n Transmissio c Telepathi y possibl d an t unintelligen s i r characte e th t tha e assum o als l wil erage Cost: r 0 BIOESplinte d . an s Turtle a Ninj t Mutan e Teenag e (Th . evil r o s viciou r poo a r o t parro a o t t equivalen y roughl e ar s cord l Voca — l Partia have NO HUMAN LOOKS!) Average Cost: 0 BIO-E. speech synthesizer. While everything said can be understood by Partial — These characters look vaguely human and can pass for human friends, strangerd an s masnouts y g havlon e , difficultyfur y heav . The elik voics e wilfeature e l be growlyExtrem . ,light d ba a n i . BIO-E 5 : Cost e Averag . animal-like d an d grate r fo s pas n ca r characte e th , night t A . reduced l al e ar s ear d pointe Full — Sophisticated vocal cords equal to that of most humans. Charac- human if disguised in clothes that cover up the animal features. e Averag . ventriloquism d an s voice g imitatin , singing n lear n ca r te t intelligen n a r fo r characte e th e tak l wil k loo d goo a g gettin e Anyon Cost: 10 BIO-E. half man, halfanimal. Average Cost: 5 BIO-E. e Stanc l Bipeda t Uprigh n ca t tha g somethin o int r characte e th s transform y full s Thi — l Ful easily pass for human, not NORMAL human, but human. Hair will e Averag . support t withou t uprigh d stan t no n ca r Characte — e Non appear in normal human amounts. The body will take on a completely Cost: 0 BIO-E. human structure, and the features like eyes and teeth will look Partial — Much like a bear, the character can stand and fight. While moreorless normal. Animal characters will never look completely in upright position, speed is only a third of normal. Running, leaping, . suspect y immediatel e b t won' y the , option s thi h wit , but n huma jumping, kicking and quick turn are NOT possible while standing . running r fo s four l al o t p dro l stil l wil r characte e Th . legs o tw n o . BIO-E 5 : Cost e Averag e th s ha r characte e Th . stance l bipeda n huma y full a s i s Thi — l Ful same unlimited movement as a normal, athletic human. Average Cost: 10 BIO-E.

12 , face e badger-lik a e hav l stil d woul r characte r badge a , example r Fo d ten l wil e Peopl . build y stock a d an r hai e th n i s streak e badger-lik to say "that ugly guy looks like a badger", not "that badger looks ALIGNMENTS . BIO-E 0 1 : Cost e Averag . human" a e lik THE ALIGNMENTS s Scrupulou d an d Principle : Good t Anarchis d an d Unprinciple : Selfish y Mone d an t Equipmen : 5 p Ste Evil: Miscreant, Aberrant and Diabolic Alignments are an important factor in developing a character, his/her Getting the character dressed and equipped requires money. Charac- attitudes and moral principles. ALL players must choose an alignment ters with savings or with organization equipment can simply . buy comcharacter - r thei r fo mon items. Use the prices listed in the Equipment Section. HEROES Characters who have to scavenge can "buy" clothing, household electronics, ancien. t weaponscrupulous r o s d and otherprinciple consume— , r goodsalignment d , bugoo ta nof o t modere b l wil n s heroe t Mos s character e thes e Becaus . equipment e surveillanc r o r armou , weapons y The . freedom d an e justic , life r fo d regar t grea a e hav s character e Thes must spend a. fair amounvillain a n t oeve ff timo e e lif i ne junkyardsth e tak y , they wilintentionall l ) also brarely e r abl(o r e neve l wil to "build" equipment if they have the appropriatS e skillsVIGILANTE . ThD e AN reliabilit S y ANTI-HEROE of character built equipment is equal to the character's skill level. These characters are best suited to the selfish alignments of unprin- The availability of lock picking tools, surveillance equipment, foreign cipled and anarchist. The evil alignments of aberrant and even miscreant e gam l individua e th o t p u s i l illega g anythin d an s explosive , weapons , life f o d disregar r o d regar s character' e th n o g dependin y appl y ma master. It is likely that characters who belong to a secret organization justice, and the law. will be able to get this kind of equipment. However, the game master These characters tend to have their own code of ethics and views of may want to inflate prices, make equipment available only through n ofte d an , Anti-heroes . law e th h wit s conflict y usuall h whic e justic . campaign e th m fro m the t prohibi n eve r o s contact l crimina vigilantes, are ruthless and merciless characters who blatantly break r fo n uncommo t no s i t I . individual e th f o s right e th e violat d an w la e th either to threaten or beat up a person if they feel justified, break into homes and offices, steal documents, items (and even dirty money); d en e Th ! executioner d an , jury , judge s a t ac d an y propert y destro Rounding Out always justifies the means! s action y necessar d an e appropriat h bot e ar e thes t tha e argu y ma y Man r Characte s One to combat those villains who are "beyond the law". But in the eyes of the law these actions are just as illegal as the criminals these characters ROUNDING OUT THE ANIMAL CHARACTER: bring to their justice. The degree of violence, cruelty and mercy is also a factor in an anti-hero alignment. Those who have a strong personal Alignments code of honor and regard for innocent people are likely to be aberrant. Experiencr hono ef o e cod o n e hav d an s other r fo d regar e littl e hav o wh s Anti-heroe Skills and Education . miscreant r o t anarchis e b o t y likel e ar Equipment S ALIGNMENT L NEUTRA O N y B . character g playin e complet a g creatin f o t par l fina e th s i s Thi n A . alignment l neurtra r o e absolut n a s a g thin h suc o n s i e Ther the time you get to this section, you should already have rolled up the absolute, true neutral person could not make a decision, fight crime, character's basic attributes, background, and type of animal. Then, go adventuring, kill, or take any action of any kind without leaning h Growt s character' e th t ou d worke e hav d shoul u yo BIO-E, the spending toward good, evil, or self-gratification. It is humanly impossible and . Psionics d an , Characteristics n Huma , Abilities l Anima , Level is therefore eliminated in the context of this game. In this section you can "fill in" the rest of the character's background I realize that some of the philosphers out there may disagree with d an c Scholasti f o r numbe t exac e Th . skills s character' e th g selectin y b this, but that's a topic for philosophical debate and not a factor of this Secondar- y skillunbend s , was givedefinitive n w tofe y youver e wheth f o n e yoon us i rolles thi d; the character'neutrals o n , s Sorry . game n Sectio n Educatio e th n i s skill e appropriat e th k pic w No . background . game s thi f o s rule g in that you feel best suits your character. The next thing to do is to read the Alignment Section. Each alignment GOOD ALIGNMENTS s trait d an e cod l mora , motivations e possibl e th l al f o n descriptio a s i Principled, Scrupulous . character r you r fo Because a character is of a good alignment, it does not make him/her money f o t amoun t exac e th e determin o T . Equipment d an y Mone a saint. Good characters can be just as irritating, obnoxious and arrogant, n whe u yo o t n give s wa t i t tha d fin l you'l , character u yo o t e availabl s themselve d fin y ma y the e Likewis . quirks f o l ful d an d prejudice n eve you rolled the character's background. You can then buy any housing, stepping outside the boundaries of the law in their quest to combat evil equipmentt , weaponhighes e th sf o r e suppliear m s listefreedo dd inan the e lif Equipmen , heroes e t Sectiothes o nT unles. s injustice d an s description e th d rea y carefull o t e sur e B . master e gam e th y b d limite priority. Such a person can always be trusted in a life and death situation. . purchases r you g makin e befor Contraband and Scavenging n o When you do all of this, you will find that you have a complet) e(Good and d Principle satisfying characte. r ancharacter d l are mora read , y tostrong play e th . , It may bgenerally e , a gooare s d idea tocharacter d Principle read through the sections on Experience and Vigilantes before starting is of principled alignment, with the highest regard for other's to play, to give you some ideas on how best to play a character in lives and well- being, truth and honor. They will always attempt to Teenage Mutant Ninja Turtles or Heroes Unlimited campaign game. work with and within the law.

13 Principlel d charactertota a d an y s willanarch f . o .t . shor g stoppin , goals s hi e achiev o t t mus e h t wha 1. Always keep his word. disregard of the law. This guy is likely to be a vigilante type whose 2. Avoio d to lies w .la e th s find t bu , honest d an r fai e b o t s trie , good e ar s intention 3. Never kill or attack an unarmed foe. confining to be effective. Thus, he goes his own more efficient route . innocent n a m har r Neve . 4 . law e th e outsid g workin , it) s see e h w ho s that' t leas t (a . reason y an r fo e tortur r Neve . 5 h wit , items d an y mone " "dirty e tak o t y likel o als s i r characte s Thi 6. Nevec r kilironi l n foA r . pleasureevil t . agains e crusad s hi n i m hi p hel l wil t i t tha t concep e th . others p hel s Alway . 7 twist of justice as he sees it. After all, the loss of money/items will . possible r wheneve w la e th n withi k wor s Alway . 8 hurt the villains too. With this in mind, he may also destroy property 9. Will never break the law unless conditions are desperate. This of known criminals. He will not deal in illegal activities, drugs, or take , assaults d unprovoke , torture , theft , entry d an g breakin o n s mean e Th . criminals) n know y (onl e peopl d goo r o t innocen m fro y mone etc. unprincipled character may associate with both good and evil characters, . honor d an e self-disciplin , law , authority s Respect . 10 and often has paid informants, spies, and stoolies. He is often tempted . group a n i l wel s Work . 11 to lie and cheat, and hates himself for being loyal to his ideals and 12. Never takes "dirty" money or . itemsguy .d goo a y basicall s i e H . others g helpin 13. Never betrays a friend. Unprincipled Characters Will . . . Note: Dirty money, including property, is money or items that belong 1. Keep his word of honor. to criminals. It doesn't matter how the money or items were gained, 2. Lie and cheat if necessary (especially to those of anarchist and evil d concerne s i e h s a r fa s A . destitute f i n eve t i h touc t no l wil o her e th alignments). . money d bloo s i t i . one) f o e advantag e tak l wil t (bu e fo d unarme n a l kil t no l Wil . 3 Scrupulous (Good) . innocent n a s harm r Neve . 4 5. Not use torture unless absolutely necessary. d an , else l al e abov m freedo d an e lif e valu s character s Scrupulou 6. Never kills for pleasure; will attempt to bring the villain to justice s i o her f o e typ s Thi . them f o s other e depriv d woul o wh e thos e despis . him n rui r o , alive typically portrayed in many Clint Eastwood and Charles Bronson films; 7. Usually helps those in need. d an , law e th r fo t ye , law e th d beyon k wor o t d force s i o wh n perso e th 8. Rarely attempts to work within the law. , men e vindictiv r o s viciou t no e ar y The . people e th f o d goo r greate e th . goal g crimebustin s hi e achiev o t w la e th k brea y blatantl l Wil . 9 but are men driven to right injustice. I must point out that these characters 10. Dislikes and distrusts authority, the law, and bureaucracy. Feels . possible r wheneve w la e th n withi r o h wit k wor o t attempt s alway l wil they have been corrupted and abused. Scrupulous Characters Will . . . 11. Works with groups, especially if it serves his needs, is profitable, . person d goo r othe y an o t d wor s hi p Kee . 1 . limelight e th n i s he' r and/o 2. Lie only to people of selfish or evil alignments. . money " "dirty e tak l Wil . 12 . foe d unarme n a l kil r o k attac r Neve . 3 13. Never betrays a friend. . innocent n a m har r Neve . 4 . freedom d an e lif r fo d regar h hig a s Ha . 14 5. Never torture for pleasure, but may use muscle to extract informa- tion from criminals or evil characters. ) (Selfish t Anarchis o t n villai e th g brin o t attempt s alway l wil ; pleasure r fo l kil r Neve . 6 s i e H . everything n i f himsel e indulg o t s like r characte f o e typ s Thi justicd e alive no matteuncommitte e Th r . how vilroller h e hhig e mad an y r be. gamble , con-man , insurgent e th 7. Always help others. freebooter who is more likely to be a crimefighter because he enjoys 8. Attempt to work within the law whenever possible. the thrill of danger and excitement than any cause. This character will 9. Bend and, occasionally, break the law when deemed necessary. at least consider doing anything if the price is right, or the challenge This e meanth o t s d they maattracte ys i us t e strong-aranarchis e mth , techniquesflame a o t , harassn draw , breas kmoth an e d Lik . great enter, theft, and so on. lure of the impossible, dangerous, and the underdog. These people are 10. Distrust authority and fears the law may not be an effective weapon intrigued by power, glory and wealth. Life has meaning, but his has againsy t crime. Howeveroccasionall t bu , , they wilprotected l e tryar nos t tolive blatantlt yInnocen brea . k the lawmeaning t . greates e th 11. Work with groups, but dislik. e confinincause r g lawgreate e s th an r d fo bureaucrac d sacrifice y e (reb t d mus e som tape). Laws and rules infringe on personal freedom and were meant to be 12. Never takes "dirty" money or items. broken. He will not hesitate at using strong-arm techniques, breaking 13. Never betrays a friend. and entering, theft, harassment, destruction of private property, and so e ther , all r Afte . executioner d an , jury , judge s a g actin s include s Thi . on SELFISH ALIGNMENTS is the wrong way and his way. These characters are usually the daring Unprincipled vigilante or anti-hero who feels the end justifies the means. The anarchist Anarchist aligned person is always looking for the best deal and self-gratification, and will work with good, selfish or evil to attain his goals. The anarchist o wh s character e ar t bu , evil y necessaril t no e ar s alignment h Selfis is continually teetering between good and evil; rebelling, and bending . others l al e abov d min n i s opinion d an t interes t bes r thei e hav s alway the law to fit his needs. Unprincipled (Selfish) . . . l Wil s Character t Anarchis s hold d an , greedy , selfish e b o t s tend n perso good basically, , This 1. May keep his word. . else g everythin t almos e abov e welfar d an m freedo l persona r his/he . necessary t i s feel e h f i t chea d an e Li . 2 He/she dislikes confining laws, self-discipline, and distrusts authority. 3. Not likely to kill an unarmed foe, but certainly knockout, attack, He views the law as well intentioned, but clumsy and ineffective. or beat up an unarmed foe. Keeping his best interests in mind he will always look out for himself. 4. Never kill an innocent (but may harm or kidnap). This tendr sfo t oo s b eo d a no t arrogant y likel t , impetuousno t bu , , schemeinformation t r seekinextrac go t the e praistortur e e us o fl Wil . 5 o d l wil o wh r freeboote a s i e H . boot o t k buc a g makin d an s million pleasure.

14 6. Seldom kills for pleasure. Aberrant (Evil) 7. Not likely to help someone without some ulterior motive (even if n whe e fals s i " thieves g amon r hono o "N s i e ther t tha e clich e Th . off) w sho o t y onl s it' dealing with the aberrant character. This is a person who is driven to 8. Rarely works within the law unless it serves his purpose. t aberran e th t Ye . intimidation d an , power , force h throug s goal s hi n attai 9. Constantly breaks the law to achieve his goals. person stands apart from the other evil characters, because of his own, . self-discipline r o , law e th , authority r fo t respec e littl s Ha . 10 e despit s please e h s a o d o t s tend ; groups n withi l wel k wor t no s Doe . 11 personal, code of ethics (although twisted ethics by the standards of orders to the contrary. good). He expects loyalty from his minions, punishing disloyalty and 12. Will take "dirty" money or items without hesitation. treachery with a swift, merciful death. An aberrant person will always . friend a y betra y Ma . 13 s hi e defin l wil e H . bargains y an d uphol d an r hono f o d wor s hi p kee terms and live by them, whether anyone else likes it or not. EVIL ALIGNMENTt ou l dea Sd an w la e th d disregar y completel l wil e h , anti-hero n a f I Miscreant justice as he sees fit. He will never be cruel or vindictive and will Aberrant always be absolutely positive that the person is guilty before he deals Diabolic out his brand of justice. However, once he condemns a person he will All evit l characterwithou e sstrik l are wil noe h t s benact te oh nn globaWhe . l dominatiodestroyed s i nn or universaperso e th t ltha t i o t e se genocide. They are not maniacal people actively seeking to harm inno- mercy. . untrustworthy d an c sadisti s character l evi l al e ar r No . people t cen e peopl n upo s look r characte t aberran e th , anti-hero r o n villai r Whethe Many evil characters may actually seem kind or likable. without honor or loyalty as worthless and disgusting low life. Likewise, There is nothing. wrong activities wit s hhi playinh wit e g an eviinterfer l o t character e anyon , althougw allo e h h l hewil r neithe may not survive too long if he betrays or harms too many people. This Do not think of the aberrant characters as misguided good guys. r characte f o e typ y an y pla n ca u Yo . reality t no , role-playing y fantas s i They will break all laws with impunity, harass their victims, destroy y pla o t d prepare e b n chose s i r characte l evi n a f i , However , desire u yo property, beat and murder. This applies to both villain and anti-heroes. in character. . vary may e violenc f o e degre d an s method r thei y Onl Evil alignments are a step beyond the self-gratificatio. . . l Wil n s of the selfisCharacter t h Aberran alignments. Evil character. s are ruthleshonorable) s i se individual(h r hono f o s d whowor ars ehi willinp kee gs to Alway . 1 say or do. anythinevil r o h g to selfis achiev , good e; their goalrespect s hi . f Humao y n worth lif t e no hae s littlthos t e meaninchea d an go t e Li . 2 d an e us o t e peopl ) always t no t (bu e b o t d ten s friend d an , them o t . foe d unarme n a l kil t no y ma r o y Ma . 3 t no o d e peopl d aligne l Evi . value f o r longe o n e ar y the n whe d discar s haras , harm y ma t bu , child a y particularl , innocent n a l kil r Neve . 4 automatically slay any good aligned person because of different ethics or kidnap. and philosophy. . All theinformation bettet r textrac oo t us t i ee goous l d twil ot achievbu , e theipleasure r r owfo s n goalstorture r , Neve . 5 for the end always justifie. s reason th a e meanse hav s . alway l wil ; pleasure r fo s kill r Neve . 6 Game masters, if a good character ignores his alignment guidelines, 7. May or may not help someone in need. betraying friends, and breaking th. e law e ,th usinn g withi unnecessar k wor o t s y violenceattempt y ; Rarel . 8 drop his alignment to the appropriat. e selfish hesitation o t r evil alignmentwithou w la e th . k brea l Wil . 9 10. Has no use for the law or bureaucracy, but respects honor, self-dis- ) (Evil t Miscrean cipline and the concept of laws and order. This self-serving, unscrupulou. s charactegoals s hi rn is attai ou o t t s only other fo h r himselfwit k wor . l Wil . 11 e lif s hi e mak l wil t tha g anythin d an , position , wealth , glory , Power 12. May take "dirty" money. s get o wh r matte t doesn' t I . goal s hi s i e pleasurabl r o e comfortabl e mor . friend a s betray r Neve . 13 . rose a e lik g smellin t ou s come e h s a g lon s a , middle e th n i t caugh . goals l persona s hi n attai o t e anyon t hur d an t chea , lie l wil n perso s Thi ) (Evil c Diaboli e som r fo e b l wil t i o vigilante/her a s become r characte t miscrean a f I t mos d an , violent , megalomaniacs e th e wher y categor e th s i s Thi n a n tha e mor o n e b n ca r characte s Thi . vendetta r o n reaso l persona o n s trust o wh r kille l bruta , cruel e th s i s Thi . fall s character e despicabl n ca s character d goo s a t jus , (Yes . ways s hi s change e h s unles o anti-her one and has no value for any life other than his own. A diabolic person fall into an evil alignment, evil aligned characters can upgrade them- will crush anyone or anything that gets in his way. They will lie, cheat, - charac e th , alignment d goo a o t e chang o T . alignments d goo o int s selve use and abuse anyone not more powerful than themselves. Aberrant c specifi t tha r fo t se s guideline e th k brea t no d an t i t a k wor t mus r te s a g revoltin s a t jus e peopl e unhonorabl e thes d fin s character d aligne alignment). . characters d aligne d goo . . . l Wil s Character t Miscrean . . . l Wil s Character c Diaboli anyone. o t d wor s hi p kee y necessaril t No . 1 1. Rarely keep his word (and have no honor). 2. Lie and cheat indiscriminately (good, evil, or selfish). 2. Lie to and cheat anyone. 3. Will kill an unarmed fo. e foe a sd readilyunarme an sa hl e kil woul d an d k a potentiaattac y l threacertainl t t Mos . 3 or competitorr fo r o t . though d secon a t withou t innocen n a l kil d an t hur l Wil . 4 . innocent n a m har r o e Us . 4 pleasure. . pleasure d an n informatio g extractin r fo e tortur e Us . 5 5. Use torture for pleasure and information. . pleasure r shee r fo l kil y Ma . 6 . pleasure r shee r fo l Kil . 6 . reward e tangibl f o t sor e som t withou p hel o t n compulsio o n s Feel . 7 7. Is likely to help someone only on a whim. 8. Has no deference to the law, bu. t willaw le worth n k withiwithi nk thewor lao t w s if he mustattempt y . Rarel . 8 9. Will blatantly break the law for his own goals and pleasure. 9. Blatantly breaks the law. . law e th d an y authorit s distrust d an s Dislike . 10 - weak s a m the s View . self-discipline d an y authorit , honor s Despise . 10 . goals l persona s hi n attai m hi p hel l wil t i f i s other h wit s Work . 11 nesses. . hesitation t withou s good " "hot d an y mone " "dirty e tak l Wil . 12 11. Does not work well within a group; constantly disregarding orders 13. Will betray a friend if it serves his needs. . power/command r fo g vyin d an 14. Has little respec. tetc fo, r other'drugs , s livesgoods t . ho , money " "dirty e tak s alway l Wil . 12

15 . friend r anothe d fin s alway n ca u yo , all r afte ; friend a y betra l Wil . 13 EXPERIENCE POINTS AND THEIR APPLICATION 14. Associates mostly with other evil alignments. It is difficult to devise a point system by which a game master can CRIMINALS AND VILLAINS judge and reward his players fairly. The ultimate purpose of experience points and experience levels is to provide a means by which the player's . alignment h selfis r o l evi n a f o e b s alway l wil s villain d an s Criminal character can grow and develop. Many fantasy role-playing games have Most common alignments will be Anarchist, Miscreant, Diabolic and their own unique system, charts, equations, and computations for dis- then Aberrant. The following is a kind of general alignment category. tributing experience points. You may want to adapt one of these systems n strongme , runners s number , stoolies , robbers , thieves y pett e th f o t Mos o superher y Man . with e comfortabl e you'r t wha s that' f i e gam s thi o t - align t Miscrean , especially , and t Anarchis f o e b o t d ten s flunkie d an games avoid the whole question of experience points by a system in ments. Armed robbers, burglars, murderers, drug dealers, upper echelon which points are pumped back into the powers, but this leaves skills gangsters, hit men and similar tend. to drab b ey of Miscreanprett g bein s ta alignmenl wel s a td or undevelope possibly Diabolic, Anarchist or Aberrant. Especially brutal criminals, y An . Miscreant r o c Diaboli e b o t y likel e ar , rapists d an , murderers e th n i d introduce c logi d an n observatio f o d metho e subjectiv e Th , course f O . Anarchist r o s alignment l evi e th f o y an f o e b n ca l crimina Palladium Role-Playing Game has been so well received that I'm just . circumstances t righ e th r unde w la e th k brea n ca e anyon t punch-ou n ca t twi y an t tha l fee I . Turtles a Ninj o int t i g transplantin or blast a villain that just crawled out of the woodwork. Most experience t though e th t abou t wha t bu , factor" l "kil e th n o e concentrat s system r particula a d behin s motive r o , plans , decisions e th t abou t Wha ? process e tru e th e thes t Aren' ? count d hea l coo a d an s clevernes t Doesn' ? action EXPERIENCE POINTS ingredients of good role-playing? Shouldn't the brilliant medical student o n s i e ther s tournament d an s scenario d devise y speciall n i t Excep , character n i y firml g stayin d (an 4 f o . I.Q n a h wit r characte a g playin , deeds c heroi f o n accumulatio e Th . game g role-playin a n i r winne saying and doing things as the character would, even though he realizes friends,l prestigeHel ? , weaponscharacter n i g , equipmentplayin r fo e , knowledgexperienc t ege an) d skillplayer a s s caa ny be stupidit e th s meet d an s survive r characte a f I . winning f o s result e th e b o t d construe Yes!!! Considering how flexible and subjective most of the other role- with succes, sstrict ia n g his endeavorshavin n i c logi , e thath e t se i st winningdon' I , are . s Howeverrule d an ,s there arcondition e g playin rewards besides the acquisition of material good. s ansystem d t reputationpoin e , andexperienc d limite those are developing your character's skills, knowledge, and abilities. Each player's character involved in a given situation/confrontation . points e experienc f o g gatherin e th h throug d accomplishe s i s Thi r maste e gam e Th . points e experienc e appropriat e th e receiv d shoul should make a list of his players at the beginning of the game and jot ? SYSTEM T POIN E EXPERIENC N A Y WH down each player's experience points as they gather them throughout m the d fin I e becaus s i m syste t poin e experienc n a e us I n reaso e Th s total r maste e gam e th , game e th f o d en e th t A . game e th f o e cours e th o n s i e ther t bu , useful s i g Trainin . practical d an c realisti y extremel each player's points and gives them the total so that they can keep track substitute for experience. I don't know how many times I have read a of their growing experience and skills. with the main character thinking to himself something like s i s point e experienc g determinin f o m syste s thi h wit y difficult e Th "Only my years of experience enabled me to beat him" or "He's good, the subjectivity. The game master must utilize the proceeding experience but lacked the years of experience and training to handle the situation." outline with some thought. Example: Eight third level heroes brim- e th n i r facto l rea d an t importan n a s i d fiel e th n i e experienc l Practica ming with cosmic power and armed to the teeth attack and subdue one, development of a character. lone, fourth level . The eight players should receive experi- In thit s gamdidn' ey thgu er player'poo e th s, characteall r Afte r. beginsmenace hir s careemino a rg as a superherosubduin r fo s . point e enc The characte, r hasHowever studied. , practicedcharacters e th o t t , trainedthrea l ,rea plotteo n d d and plannedpresente d an e . Hechanc a e hav - crime f o r caree a n begi o t y emotionall d an y physicall y read s i e sh r o e sam e th d kille r o d subdue s character l leve d secon r o t firs o tw r o e on f i s lack l stil r characte e th , prepared l wel w ho r matte o n t bu , fighting r o r majo a g subduin r fo e experienc e receiv d shoul y the , supervillain practical experience. even a great menace, because the threat and ingenuity involved is much Likewise, the character generally starts off at a slight disadvantage. greater. His superpowers are not yet fully developed or defined and, much like I have found this method stimulates imaginative playing instead of experimenta- d an e us h throug d develope e b t mus , skills c scholasti e th g heapin s Clau a Sant e b t don' , masters e Gam . kill d an h slas g promotin r o , psionic , super e b y the r whethe , powers s character' e th , Thus . tion wonderful amounts of experience points; be fair and tolerant. Let your - experi n i s grow r characte e th s a n strengthe d an w gro , develop ; trained e knowledg , skill n i g points;fgrowin e experienc r thei n ear y trul s player w gro s skill d an s power s character' t mos , books c comi n i n Eve . ence e experienc n i y rapidl g risin s player f o p grou a e hav u yo f I . power d an and develop as the characters mature and grow combat hardened. Those levels, you will know it's because they are clever and imaginative fantastic-fellows and that -guy are two excellent examples of players. And that's what this game is all about! characters that started out fairly formidable, but matured and mastered their powers and abilities to becomeS truly formidablLEVEL E e forces EXPERIENC ofR power CHARACTE (and good). . experience f o s level r fo g listin a s ha y categor r powe m rando h Eac l wil s character t tha o s d designe y specificall s i m syste e experienc e Th s hi r fo s point e experienc s gain e adventur n a n i d involve r characte A - experi f o s level r highe h reac y the s a f of g taperin , rapidly y fairl e matur thoughts, actions and deeds. As these experience points accumulate, . level) h sixt d an h fift d (aroun e enc the character will reach new plateaus indicating his continual growth, Why de o thtim eh experiencEac . eskills leveld an sr only go tosuperpowe leves hi lr 15ove ? Becausy master e characterd an , s development . play r regula f o s year r afte n eve , level t tha h reac r eve o t y likel t no e ar e th h reac o t s point e experienc h enoug s accumulate r characte s player' a In my original Palladium Role-Playing Game play-test campaign, next level of experience, his skill increases accordingly. In many in- after two, years of regularpower/damage , , weeklyduration , , lonrange gn i s (averageincrease d o 9 als hoursr ) playinsuperpowe e gth s stance r eve g progressin d an l leve h 9t o t h 7t d average s character e th ; sessions and scope. Example: When a first level mutant has accumulate at t no s i r characte l leve h hig a y Realisticall . level h tent d towar y slowl o s least 1951 experience points, he has attained second level, and all his necessarile yh t alltha thag t fun meanin t o; plalevel y d unlesssecon the e campaigbecom s nskill maintainy ssecondar ad higan hc scholasti . adventure d an e challeng f o l leve . proficiency f o l leve r highe a t a m the m perfor n ca

16 A clever plan, a quick attack, all earn experience points. The more s attain e h l leve e th r highe e th , receives r characte a s point e experienc Education and Skills and the greater his abilities. Players, be certain to keep a careful record r characte a n Whe . game h eac f o d en e th t a u yo o t n give e experienc e th f o attains a new level, be certain to tell the gamS e masteSKILL r sL o that the skills EDUCATIONA . accordingly d increase e b n ca s point t hi d an e th t taugh e b o t e hav t don' y the , instincts e hav s animal t Unintelligen basic skills they need for survival. On the other hand, intelligent animals S POINT T HI D AN E EXPERIENC r o t hun o t w ho t taugh e b t mus s chimpanzee d an s bear , wolves e lik Each timr Fo e . a characteskills r thei r l reacheal n slear at nemus w y levethe l, of experiencwords r othe en i th , eor playet trac rr o m swi gets to roll 1 six-sided die and adds the number rolled to the character's example, the otter has adapted so well to the water that we have trouble e th f o y maturit d an t developmen l physica e th s indicate s Thi . points t hi picturing them anywhere else. Yet they must be 'taught' how to swim. character as - he developsintel e ar s . Turtle a Ninj t Mutan e Teenag n i s character r playe l al e Sinc PER LEVEL OF EXPERIENCE ligent, they too must learn skills. The exact number and kind of skills n educatio d an d backgroun s character' e th h wit g alon d liste s i e availabl Per level of experience, or per each level of experience, or per level (see Animal Characters Section). n ca n perso e th t tha s indicate , superbeing) r o c psioni r (o o her e th f o perform a skill, superpower, or ability at his highest level of experience. This often indicates the amount of damage that can be inflicted or a DETERMINING . effect n a f o n duratio EDUCATIONAL LEVEL EXPERIENCf o y intensit d an s E year POINT s character' e Sth s TABLreflect Level E Educational e Th r numbe e th d an s bonu l educationa e th o t d translate y directl s Thi . study s Point e Experienc g Awardin d applie s i s bonu e tim e on e Th . select n ca r characte a s program l skil f o n Actio s Point e Experienc to All scholastic skills. Do not add this bonus to secondary skill. 25 Performing a skill (successful or not). Scholastic Skills are skills learned through formal education, whether 25 Clever, but futile idea. it be high school, college, military or on the job training. 100 h Cleverthroug n , ow usefu s lone' iden o ad or actiondevelope .d an d learne l skil e ar s Skill y Secondar 100 Quick thinking idea or action. . selfeducation d an e practic , observation r and/o e lif s character' e th s save t tha n actio r o n pla l critica A 0 20 a few comrades. SKILL PROGRAMS 400-1000 A critical plan or action that saves the entire group or many people. (Scholastic Skills) . others p hel o t e lif n ow s character' e th g Endangerin 0 100-30 500-700 Self-sacrifice e (or potentiaknowledg d an g l self-sacrificetrainin , study ) if no a a lifeare ann a d deats i m h progra l skil A - some r fo t mean l firebal a f o t fron n i g leapin e (lik n situatio e th r unde d liste s skill e th L AL . education l forma m for d attaine on. e elseach e o tt o s save bonu thal t person,educationa evee th ny thougAppl . h he/shknown e e isar likelg y headin m progra r o p grou e th e sav o t e lif n ow r his/he g offerin r o , die o t See the individual skill descriptions for exact details regarding each another). skill ability. . violence y unnecessar g Avoidin 0 10 - special o t d limite e ar s Skill e Espionag ) 1 : Restrictions l Specia 100-200 Deductive reasoning and/or insight. ized training and can NOT be selected by any other education levels. 50 Goos d judgementcase n I . . selected e b n ca skill t comba d han o t d han E ON y Onl ) 3 50 Playing in character bonus. where more than one type is available, the player must select only 50-100 Darin- g (clevecharac o t d r or not)limite s i .r Docto l Medica ) 4 . others e th d disregar d an e on 25-50 Killins g or subduinCharacter . g a Master's minof o l r menaceleve l . educationa e th d achieve e hav o wh s ter 75-100 Killing or subduing a major menace. with less education must settle for paramedic. First Aid is available 150-300 Killind g orselecte subduine b o als t g a mus gream t menaceProgra e . Scienc e Th : Note . skill y secondar a s a , Military e th o t d limite s i m Progra l Skil y Militar e Th ) 5 . M.D a e b o t Military Specialist and specialized training. 6) High School Educa- e Experienc f o - s Com : Level programs l skil g followin e th m for t selec y onl n ca l Leve l tiona . Ancient . FoW.P r d Animalan l s Technica , Language , Physical , Domestic , puter e 1otherwis s 0,000-1,95unles E ONC y 0onl d selecte e b n ca m Progra l Skil A ) 7 2 1,951-3,900 stated. 3 3,901 - 7,800 4 7,801 - 15,600 S 5 15,601 - 23,20PROGRAM 0L SKIL E AVAILABL 0 33,40 - 1 23,20 6 Select as many skill programs as allowed by your character's e th d ad 7o t r 33,401 Remembe - 48,80. 0 programs 3 r o 2 y usuall ; Level l Educationa 8 48,801 - 68,900 educational skill bonus to each of these Scholastic Skills. 0 94,00 - 1 68,90 9 10 94,001-124,100 s Skill c Automati 11 124,101-174,200 characters) all by (known 12 174,201-224,300 Mathematics: Basic 13 224,301-274,400 e Languag e Nativ e Read/Writ 14 274,401-334,500 e Languag e Nativ s Speak 15 334,501-394,600

17 CommunicationY s Program CATEGOR Y B D LISTE S SKILL Cryptography Laser COMMUNICATIONS Optic Systems Radio: Basic Cryptography Radio: Scrambler Laser Radio: Satellite Optic Systems T.V./Video Radio: Basic Read Sensory Equipment Radio: Scrambler e Satellit : Radio Computer Program Surveillance Computer Operation T.V./Video g Programmin r Compute Note: Read Sensory Instruments is found m Progra c Domesti under Pilot related skills. e Thre t Selec COMPUTER Electrical Program r Enginee l Electrica n Operatio r Compute Surveillance Systems Computer Programming Computer Repair DOMESTIC ) 40% - s i t (bu s Electronic t Robo Cook *Espionage Program Dance Select Six Fish Journalist/Investigation Program Sew Computer Operation Sing Intelligence Photography ELECTRICAL ) Style c (Journalisti g Writin Basic Electronics Language Program r Enginee l Electrica e Thre t Selec ESPIONAGE/MILITARY Mechanical Program Concealment Mechanical Engineer Detect Ambush Locksmith Detect Concealment Automotive or Aircraft Disguise d an ) three e th f o e on k (pic r Repai r Compute or t Artis e Escap ) 40% — t (bu s Mechanic t Robo Forgery Medical Program Impersonation Criminal Science/Forensics Interrogation Paramedic Land Navigation Pathology Palming **Medical Doctor (conditional) s Lock k Pic *Military Program Pick Pockets Hand to Hand Basic Tracking Demolition Wilderness Survival l Disposa n Demolitio MECHANICAL k Tan t Pilo t Equipmen y Sensor Read s Mechanic e Automotiv Pilot Advanced Program Aircraft Mechanics s Mechanic c Basi ) Water , Land , (Air n Navigatio t Equipmen y Sensor d Rea Computer Repair s System n Weapo Locksmith Mechanical Engineering . list t pilo d advance m fro t aircraf o tw t Selec : Pilot Note: Pilot Basic — see secondary skill MEDICAL Physical Program Criminal Science/Forensics r Fou t Selec First Aid Science Program r Docto l Medica n Operatio r Compute Paramedic Select Four Pathology Technical Program MILITARY Select Three, excluding language. Demolitions ) (W.P. s Proficiencie n Weapo Demolitions Disposal s Program s Weapon t Ancien . W.P Pilot Tank Select Three * Availability is restricted to characters who can select Military and/or Espionage skills. . degree s master' e colleg a o t l equa s i g Trainin . Program Medical o t y onl e **Availabl 18 PHYSICAL SECONDARY SKILLS c Basi d Han o t d Han Hand to Hand Expert Secondary skills are skills learned and developed on one's own s Art l Martia o t d Han through observation, practice and self education. Somefskills can be Acrobatics found under both the scholastic skill programs and secondary skill list, l Archerskil e th , y cases e thes n I . photography d an n operatio r compute s a h suc Athletics (general) is basically the same, however, the educational bonus CAN NOT be g Buildin y t Bod (excep s bonuse o n t ge s skill y Secondar . skill y secondar e th o t d applie Boxing possibly, I.Q. attribute bonus). Furthermore, you can NOT choose the s ClimbinThi . g proficiencies d increase r o s bonuse e multipl t ge o t e twic l skil e sam r o Fencins g program l skil t differen h throug e twic e availabl s i t i if n eve e tru s i Gymnastics . skill y secondar a s a n agai Prowl The main difference between identical scholastic and secondary skills Running is the degree of knowledge and level of proficiency. A scholastic skill Swimming is considered to be at a professional or nearprofessional level or quality. Swimming Advanced n educatio l skills/professiona c scholasti h wit r photographe r o k coo A Wrestling are of a commercial, professional quality. The same skills selected as PILOTd BASIan , Cjob e (groundth s doe ,t i Ai , r and Watercompetent y ) fairl (Secondar s i y yqualit Skillse th s ) mean y secondar may even show great talent, but it is NOT of professional, commercial Automobile Race Car quality. This is true even if the secondary skill's percentage number is - al Motorcycl e ar s skill ec Scholasti . skill c scholasti e sam s somebody' n tha r highe r Truchighe kA . knowledge f o e rang r greate a h wit y qualit r superio f o s way . engine n twi r o e singl , style d ol ; Airplane secondary skill percentile will mean that experience has compensated Boats: Sail . training l forma r fo Boats: Motor T LIS L SKIL Y SECONDAR PILOT, ADVANCED Note: Do not add educational skill bonuses to any of the secondary Helicopter, Basic c scholasti o t n additio n i d selecte e ar s skill y Secondar . selected s skill Helicopter, Combat skills. Jet Jet Fighter Computer s Skill d Relate t Pilo Computer Operation S SKILL RELATED T PILO ) water , land , (air n Navigatio Domestic Read Sensory Instruments Navigation (Air, Land, Water) Cook Read Sensory Instruments Science Dance ) etc. , lasers , (missiles s System s Weapon Advanced mathematics Fish Technical SCIENCE Sew Art Astrophysics Sing Language Biology Electrical Photography Botany s Electronic c Basi Writing Chemistry ) (thief e Typ e Espionag W.P. Ancient Weapons l Analytica : Chemistry t Artis e Escap W.P. Blunt Mathematics: Basic Forgery W.P. Chain Mathematics: Advanced n Navigatio d Lan W.P. Knife . Computer r unde d foun s i r Compute : Note Pick Locks s Weapon n Moder . W.P s Pocket k Pic TECHNICAL W.P. Revolver l Surviva s Wildernes Art * l Pisto c Automati . W.P Mechanical Language W.P. Rifle s Mechanic c Basi Photography W.P. Sub-Machinegun Auto Mechanics Writing Pilot: Basic s Skill d Relate t Pilo e se g Readin t Instrumen : Note Medical First Aid Automobile WEAPON PROFICIENCIES (W.P.) Race Car Physical Truck Ancient Weapons Modern Weapons Hand to Hand: Basic Motorcycle W.P. Blunt W.P. Revolver s Art l Martia : Hand o t d *Han Airplane; single or twin engine W.P. Bow W.P. Automatic Pistol Athletics (general) W.P. Chain W.P. Semi & Fully Automatic Rifle *Helicopter Body Building Boats: Sail W.P. Knife W.P. Rifle Climbing r Moto : Boats W.P. Sword W.P. Sub-Machinegun Prowl W.P. Staff W.P. Heavy Running W.P. Spear/Forked W.P. Energy Pistol Swimming W.P. TargeE Rifl t y Energ . W.P o tw W.P s a t . Pairecoun h d Weaponeac r s Helicopte : Pilot d an s Art l Martia : Hand o t d Han * s Skill l Physica r unde g Fencin e se o Als s selection l skil 19 Computer Programming: Designing, programming, debugging, and S DESCRIPTION L SKIL testing computer programs/software. Note: Computer Operation is : Skill e Bas . Programming r Compute g takin e befor d require COMMUNICATIONS . experience f o l leve r pe % 5 + % 40 . skills l mechanica r unde d foun s i r Repai r Compute : Note t secre g crackin d an , designing , recognizing n i l Skil : Cryptography - charac e th , code a g studyin f o s minute 0 1 r Afte . messages d an s code , Otherwise . chance % 10 — a t a t bu , it r deciphe o t t attemp n ca r te DOMESTIC the character must study for two hours before every additional roll. Note: All domestic skills taken as part of a Scholastic Skill Program Base Skill:30% -I- 5% per level of experience. are considered to be of professional, commercial calibre. If chosen as e knowledg h dept n i n a h wit r characte e th s provide l skil s Thi : Laser a secondary skill, the abilities are satisfactory, but still amateur. of laser communication systems. Base Skill: 50% 4-5% per level Cook: Skill in selecting, planning and preparing meals. A cooking of experiencer o . ) (burnt! e inedibl r eithe s i d foo d cooke e th t tha s mean e failur l rol Optic Systems: Training covers a wide variety of optic systems, form distasteful. Base Skill: 60%+ 5% per level of experience. video to optical enhancements devices, to laser optics. The character Dance: A practiced skill in the art of dancing. Base Skill: 40% + 5% - trans , recording , readings l optica f o n operatio e th d understan l wil . experience f o l leve r pe e passiv , thermo-imagers e lik t equipmen l specia f o e us d an , mission Fishing: These are the fundamental methods and enjoyment of the % 5 + 50% : Skill e Bas . etc , ultraviolet , infrared , intensifiers t ligh relaxing sport of fishing. Areas of knowledge include the fuse of . experience f o l leve r pe r fo h fis f o n preparatio d an g cleanin e th d an , line , poles , baits , lures Radio Communications: All these skills enable the character to effec- eating. Base Skill: 60% + 5% per level of experience. . techniques d an t equipmen s communication s variou e us y tivel , layout , mend o t d trea d an e needl e th h wit l skil d practice e Th : Sewing Radio: Basic Communications: This is the knowledge of the oper- cut and sew simple patters, and do minor alterations. This is a ation and maintenance of field radios and walkie-talkies, wire laying, tailoring ability as a scholastic skill. Base Skill: 40%+ 5% per installation, radio procedure, communication security an. d visual experience f o l leve signs/communicationse Bas . tune t , pleasan aa sy wellcarr d aan s c knowinmusi d grea o Morst y e abilit code e . Bassimpl e eTh : Sing Skill: 50% + 5% per level of experience. Skill: 40% + 5% per level of experience. The character's singing g maskin c electroni f o e us e th n i g trainin s i s Thi : Scramblers : Radio is of professional quality if taken as a scholastic skill. and scrambling (unscrambling) equipment, and codes, for increased . experience f o l leve r pe % 5 + % 40 : Skill e Bas . security ELECTRICAL Radio: Satellite Relay: This is an understanding in the methods and Basic Electronics: This is a rudimentary understanding of the princi- operations of satellite transmission. Base Skill: 25% + 5% per level ples of electricity, simple circuits, wiring, and so on. This person of experience. can do basic wiring, repair appliances and read schematics. Base Surveillance Systems: This is the stud. y and experience understandin f o l leve r pe g % o5 f th+ e% 40 : Skill - sys e surveillanc f o e us e th n i s technique d an , methods , operation Electrical Engineer: Knowledge of electricity. Characters can diag- x comple , systems m alar e simpl , detectors n motio s Include . tems nose and locate electrical problems. It is also possible to put together - sys d soun d amplifie , equipment a camer d an o vide , systems m alar electrical equipment. The character can attempt to bypass security - record , tapping) e telephon , (bugs s device g listenin e miniatur , tems systems and burglar alarms at a — 25%; if Surveillance Systems is ing methods, and some optical enhancement systems (specifically also taken, then there is a + 10% bonus instead. Basic Skill: as they relate to camera lenses). Requires: Electronics (basic) or . experience f o l leve r pe % 5 + % 45 electrical engineering, photography skills, prowl, andfinvestigative % 5 + 40% : Skill e Bas . required t no t bu , used e b o als y ma s skill per level of experience. ESPIONAGE Tailing, or following someone without their knowledge, is another Concealment: The practiced ability of hiding something on ones body form of surveillance. This also includes stakeout procedures. A or in hand usually by continually moving it around form hand to failed surveillance roll indicates that the tail was spotted and the had or place to place unnoticed. Objects must be no larger than 14 e us e th n i l rol d faile A . observed/followed g bein f o e awar s i t subjec inches in height and length, 6 inches in width and weigh 10 Ibs. or ) usable t (no m recording/fil d garble r o d ruine s indicate t equipmen f o , sack l smal , gem , knife a s a h suc m ite e th r lighte r smalle e Th . less d notice r o d locate y easil e b n ca t equipmen g Buggin . malfunction r o scroll, etc., the easier it is to conceal. Larger items such as a book through the e coursar s e of object casua r l activitheavie d an yr if alarge characte y r similarl fail r s hiothe sr o surveil e statu - r o b clu r o lance roll whilt e Gian plantin . g reasons it s . obviou r fo n perso s one n o l concea o t t difficul e mor e th o t s pound x si d an e siz e th o t s inche x si d ad n ca s character e siz T.V./Video: Techniques and understanding of video and audio, film- r (remembe s inche 7 r ove s item o t s applie % —5 f o y Penalt . weight ing editing, special effects, transmissions and equipment. Base n tha r Large . size t difficul e mor a s i t i e becaus ) maximum s inche 4 1 Skill: 40%+ 5% per level of experience. Spending two skills on r pe % 5 + 20% : Skill e Bas . conceal o t e impossibl e ar inches 4 1 this one skill area makes the character of professional film quality/ level of experience. abilities. A one time bonus of 10% applies in this case. g spottin r fo e ey n a s develop h whic g Trainin : Ambushes d Detecte t I . ambushed g bein d an s ambushe r fo e suitabl n terrai d an s location COMPUTEy b d Ruse s tactic a guerrill f o e knowledg y rudimentar a s provide o als Computer Operation. : A knowledgexperience f o l e oleve f r hope w % computer5 + % 40 s work: Skill , alone Bas g . enemy e th with o tht l e skills toindividua operate th s e peripheralenable h whic s l likeskil a keyboards s i s Thi , : printers and Concealment t Detec - re d an r ente , directions r compute w follo n ca s Character . modems spot and recognize camouflage, tricks, concealed huts, building and - How . operations r compute , basic , similar d an , information e triev vehicles, as well as the ability to construct unobtrusive shelters that % 5 + % 60 : Skill e Bas . programming e includ T NO s doe s thi , ever f o l leve r pe % 5 + 30% : Skill e Bas . environment e th o int d blen . experience f o l leve r pe experience. 20 Disguise: The character knows how to apply makeup, wigs, skill pocket skill. Base Skill: 25%+ 5% per level of experience. e appearanc n ow s hi r alte o t r orde n i , effects l specia r othe d an , putty d an s technique , methods e th s know r characte e Th : Locks g Pickin f o l leve r pe % 5 + 40% : Skill e Bas . else y somebod f o e thos r o tools for picking/opening , and basic, tumbler type locks. experience. A . lock a k pic o t t attemp h eac r fo s round e mele 6 1D s take t I Escape Artist: The character will know the methods, principles, and failed roll means the lock holds; try again. Base Skill: 35% + 5% g flexin , muscles g relaxin d an g tensin y B . artists e escap f o s trick . experience f o l leve r pe and popping joints, the character can try slipping out of handcuffs, e th d an s knot f o e knowledg a s include o Als . etc , jackets t straigh Pick Pockets: An ability to remove items from a person without their a s i s Lock g Pickin . person e th n o s object l smal l concea o t y abilit being aware of it. If a pick pocket attempt fails, the item has NOT separate skillm . Basvicti ed Skill: intende e 30%th f o + d 5% per likelihoo leve % l 67 o fa experiences i e ther d .an d remove n bee recognizing the intent of action. Base Skill: 30%+ 5% per level , documents l officia f o s copie e fals g makin f o s technique e Th : Forgery of experience. signatures, passports, I.D., and other printed material. The character e mak o t r orde n i m fro k wor o t y photocop r o l origina n a e hav t mus Tracking: Visual tracking is the identification of tracks, and following s counterfeit r othe e recogniz n ca s forger d Skille . copy e accurat n a the path of men or animals by the signs they leave on the ground at 6%. Bas. e Skill: practice 30h % muc + g 5% per requirin leve , art l oe f experienceprecis a s i . Tracking . vegetation d an The skill includes the evaluation of tracks, indicating whether the Impersonation: This skill enables a person to impersonate another person being tracked isfloaded down with equipment, running, mov- t mus n perso e th s mean s Thi . general) n (i r soldie f o e typ r o n perso , female , male , steps) n betwee e spac e th g measurin y (b y slowl g in n perso e th f o e knowledg ) comprehensive t no f (i y rudimentar a e hav y B . on o s d an , footprints) d (staggere d injure , backwards g walkin y likel s i s Thi . impersonating s i e h t tha l personne f o e typ l genera r o this means, the tracker can estimate the person's rate of movement, to include ar knowledgwhethe d ean , of enemy/subjecparty e th n i s t ofperson impersonatiof o r numbe e n th militar , y direction t apparen procedure, dress, command, rank, and will usually require speaking the person knows he's being followed. Other methods of tracking y convincingl n ca r characte e th s mean s Thi . fluently e languag e th , stains r othe d an d bloo s a h suc , signs e telltal e th g recognizin e requir impersonates a ah generasuc , l typlitter ; e ofrocks person/soldier/advisod overturne , r vegetation o rd accuratdisplace e d an n broke . language d an , action r prope , disguise d an s bandage d soile , wrappers y cand , cans n ratio , butts e cigarett The Base Skill is 40% to impersonate general personnel and 20% remains of camp fires, and even odors carried by the wind. f o s week e requir y ma h (whic l individua c specifi a e impersonat o t y b s animal s dangerou f o g recognizin e th s include o als g Trackin study and special disguise), +4% per level of experience. their tracks, habits and feces. likewise, tire tracks of vehicles can - deter e b y onl n ca e impersonation/disguis s one' f o s succes e Th reveal much, such as size and type of vehicle, weight of load, etc. mined after exposing oneself to those whom you wish to trick. A Counter-Tracking techniques are also known, such as covering successful impersonation requires the player to roll under his skill one's trail; avoiding obvious pitfalls, such as littering, misdirection, for each of his first, THREE encounters. Afterward, the character parallel trails, and others. must roll under his skill for each encounter with an officer. If inter- rogated/questioned, he must successfully roll for every other question A failed roll means that the signs are inclusive, vague or mislead- n impersonatio s hi s mean l rol d faile A . imposter n a s a d reveale e b r o ing. Additional signs must be found to verify are clarify (roll again). e immediat n i s i d an r imposte n a s a d recognize s i e h , failed s ha Three, consecutive, failed rolls mean the tracker has completely lost danger. the trail. Roll once every 40 yards when FOLLOWING a trail. g followin n i % 20 — e ar r tracke d skille a w follo o t g attemptin n Perso - pris f o g questionin e th n i g trainin s include l skil s Thi : Interrogation , (however l trai t tha l concea o t g tryin y deliberatel s i e h f i , trail s hi - informa t tha f o t assessmen e th d an , informers d an s captive , oners his rate of travel is reduced by half)- Base Skill: 30%+ 5% per tion. Base Skill: 40% + 5% per level offexperience. level of experience. , course n o y sta o t n perso e th s allow l skil s Thi : Navigation d Lan , shelter , food , water g gettin r fo s Technique : Survival s Wildernes while travelin. g over landmountains r o , bs y meandesert , s of observationforests d wil n i . d This includestrande n swhe , help d an mentally marking/recognizing geographic landmarks, estimating dis- Characters without this skill will not be able to stay healthy for more tance and movement, recognizing sounds, and other navigation than a few days out in the wilderness area. Base Skill: 40% + 5% tricks. Techniques include night travel. The player should roll once per level of experience. for approximately every three miles traveled. A failed roll means 0 10 x 0 2D1 l (rol s yard 0 200 o t p u y b e cours f of g driftin s i p grou e th MECHANICAL l rol l successfu A . miles e thre t nex e th l unti n agai l rol t no o D ) yards at that time will allow the character to recognize this error and Automotive Mechanics: Ability to repair, rebuild, modify, and rede- correct it., Of courseengines ) , error(gas n s mean loscombustio l t timeinterna anh d wit travelin s gvehicle l through conventiona n sig d faile , third) d (an d secon A . areas s dangerou y potentiall r o n unknow as well as body work, turbine engines, and diesel truck engines. r furthe s yard 0 10 x 0 2D1 l trave o t s continue m tea e th s mean l rol . experience f o l leve r pe % 3 - -I % 50 : Skill e Bas off, course.rebuild Al, l failerepair o dt rolly s arabilit e , cumulative unlesunderstanding e Th s corrected : . NoteMechanics t : Aircraf A group on f averagtwi d an e e mensingl cag n coveincludin r ; approximatelaircraft l y 5 mileconventiona n s an houredesig d r an y modif r o s road t dir g alon , grassland h throug , pace d relaxe t bu , brisk a t a e shuttl d an s helicopter , jets r fighte , jets , jets n fa , airplanes e engin paved streets. Travel . through densexperience f o e l foresleve r t ope r jungl% 3 - -I e % at 45 a cautiou: Skill e s Bas . craft pacew , witho f ho eye g s open for dangerunderstandin y , is aboutrudimentar on a e s mili s e peThi r hour : . At thiMechanics s c Basi d wil , ambushes , snipers , traps y boob r fo h watc y easil n ca e on , pace machinery operates. This person can repair and maintain simple animals, tracks, clues and other observations, without fear of travel- mechanisms and common automobiles. Base Skill: 40% + 4% per ing too fast (and missing them). Only at a faster pace will. one beginexperience f o l leve l leve r pe % 4 + % 40 : Skill e Bas . death t cour d an s detail s mis o t Computer Repair: Knowledge of the internal electronics of com- of experience. puters and related devices (terminals, printers, etc . . .). The charac- Palming: Simply the ability to pick up and seemingly make a small ter can attempt to repair, sabotage, or fix computers. Note that y b r disappea . etc , knife , card g playin , key , coin a s a h suc t objec figuring out a repair problem requires one roll, and the character hiding or concealing it in ones hand. Adds a bonus of + 5% to pick must roll again before actually fixing it. No computer operation or 21 programming skills are included. Many computer repair personnel Paramedic: An advanced form of medical emergency treatment which : Skill e Bas ! machines e th n o n tur o t w ho w kno n eve t don' includes all first aid techniques, the setting of broken bones, suturing 40% + 5% per level of experience. of wounds, use of oxygen and emergency equipment, use of drugs, , repair o t y abilit d an , designs k loc f o y stud d practice e Th : Locksmith knowledge of how to move a critically injured person, and other s tool d an , techniques , methods e Th . locks " "open d an y modif , build - re t no s ha t patien e th s mean l rol d faile A . techniques g lifesavin of lock picking include the old style key and tumbler, combination, sponded to treatment or that the treatment has been improperly and modern, electronitimes e cthre lockinl rol , g systemscoma r o y . Timinjur es Requirementsseriou r Fo : : Note 1. 4 administered n a n ope o t s minute 6 1 ; lock e typ y ke , antiquated n a n ope o t s melee f o t ou l successfu o tw f o l rol A . dice e percentil n o , consecutively elaborate tumbler type; 2-16 minutes to open a simple electronic three means the wound has been properly treated or the patient's lock (usuall- y un b ys i patchinn g conditio i ns a bypaspatient' se system)th s mean ; e and 16Failur . minutes tstabilized o s i n conditio break a complex, state of the art electronic system, such as those changed. Another Character can immediately attempt to apply med- . areas d restricte d an y securit h hig n i d use e sh r o e h r afte y onl t bu , again y tr n ca r playe e sam e th r o d ai l ica has spent six minutes of examination and/or concentration. Base If an unsuccessful skill roll is made, the lock is not opened and Skill: 50% + 6% per level of experience. the process must be repeated. If an attempt to open an electronic lock , fails, roldegree) l e to see if th(doctorat e. lockPh.D ha a s s beenneed irreparablr characte y damagede Th : ; 32%Doctor l Medica : Skill e Bas . opened e b T NO N CA k loc e th , damaged f I . chance . doctor g practicin a e b o t , Science f o s Master' h wit 25%+ 5% per level of experience. Special Bonus: Add a one time Areas of training/study include: clinical skills, medical discipline, . taken o als s i l Skil s Electronic e th f i % +5 f o s bonu code of ethics, laboratory skills, techniques, methods of data collec- f o e knowledg d an g understandin , training A : Engineer l Mechanica - funda ; fluids) y bod , blood , respiratory , (muscles y physiolog , tion how machinerr ythei i s, designed(diseases , operatedy , builtpatholog f o , s and maintainedprocedure d an . Characs - principle , mentals t construc r o , repair , sabotage , modify , redesign o t t attemp n ca s ter structure and function), and rudimentary pharmacology (use, reac- / operate/analyze o t w ho s i e percentag t firs e Th . devices l mechanica tion, and interaction of drugs). The medical doctor (M.D.) is also . sabotage r o t construc , repair o t w ho s i d secon e th ; machinery n desig trained in surgical procedures (he is a surgeon). Note: the first : Bonus l Specia . experience f o l leve r pe % 5 + % 45 : Skill e Bas d an m proble a e diagnos o t y abilit e th s indicate r numbe e percentil . skill s System e Surveillanc o t % 5 + d an l skil h Locksmit o t % 5 + / 70 : Skill e Bas . it t trea y successfull o t y abilit e th s i d secon e th 60% + 3% per level of experience. MILITARY Pathology: This is that branch of medicine that deals with the nature Demolitions: Demolitions provides the person with an advanced of diseases, their causes and symptoms, and the functional and knowledge , in the usanatomy es and workinginclude g s oTrainin f . explosivedisease y sb and d detonatiocause s nchange l structura - sabot d an , buildings , bridges p u blowing f o e purpos e th r fo s device physiology, cell biology, manifestation of disease, tissue injury and , dynamite , mines s a h suc , explosives f o s type l al s include s Thi . age repair, abnormal cell structure, metabolism, diagnosis of human plastics, nitros , blastindrug f o s g caps,analysi etc, . It also incudeapplications d an s s a basic method understand e cultur e - tissu , disease l wil s Thi . traps y boob d an s mine f o t placemen c strategi e th f o g in , methods e investigativ , research y laborator d an s sample l biologica n i . wire d an g strin , rope s suspiciou f o s awarenes s character' a e increas and use of instruments, tools nd equipment. Requirements: Base Skill: 60%. + 3% per leveexperience f o l l of experienceleve r pe % 5 . + A % faile45 d: rollSkill mean' Base s . Chemistry a dud; no explosion. PHYSICAL l skil s Thi : Disposal) e Ordnanc e Explosiv r (o l Disposa s Demolition enables the character to safely defuse unexploded mine, bombs, Special Note: One of the unique aspects of this RPG is that the player explosiv, e(P.S. boob s y trapsattribute l , dud artillerphysica s y roundscharacter' r , he du r do explosivs hi e e chargesincreas d an d , buil n ca or ans y other attribute explosiv L AL . e deviceskills l . Basphysica e Skillg : selectin 60 y %b ) + 3% peS.D.C. , r leveSpd. l, of P.E. , P.P. experience. A failed roll means the item has exploded without and skill bonuses are accumulative creating a very versatile and powerful warning. hero. Only one hand to hand skill can be selected and a skill may only s abilitie l skil l individua l al o t s applie s bonu l Educationa . once n chose e b - ar s include , vehicles t assaul d armore f o g pilotin e Th : Tank t Pilo . applicable n whe d armore r othe d an , recon s amphibiou , vehicles n terrai l al d more % 4-4 % 50 : Skill e Bas . vehicles n constructio d an s vehicle y heav Hand to Hand Combat: There are three major kinds of fighting per level of experience. techniques available to all characters: t taugh s technique g fightin e th s provide s Thi : Basic d Han o t d Han MEDICAL in military basic training or in selfdefence. Counts as one skill. See Criminal Sciences & Forensics: Basiabilities. c knowledgspecific of e of policlisting for e skillssection . combat the Includes simple criminal law, fingerprinting, ballistics (matching Hand to Hand Expert: An advanced form of self defense and un- bullets to weapon. skills s o antw d s anglea s s ofCount impact). , andcommandos generao t t l investigativtaugh y usuall t e comba d arme - charac e th g allowin , included o als s i e medicin c Forensi . techniques See the combat section for listing of specific abilities. ter tog find fightin evidenc l eorienta f ofo timm efro oe f deathsom s i ,s causThi e : of Arts death l , anMartia d d otheHan ro t d Han details whe- n com examinin d han o t gd a han corpsed . Noteadvance s : Biologyteache t tha . , etc Chemistry, kung-fu , , (karate l skil Chemistry-Analytical, and some Mathematics, are all ready required bat. Counts as three skills (except for the Military Specialist and : Skill e Bas . Forensics & s Science l Crimina g takin e befor the See . Combat) d Han o t d Han g upgradin r fo s condition l specia . experience f o l leve r pe % 5 - -I % 35 abilities. specific of listing for section combat First Aid: Rudimentary medical treatment which includes how to Acrobatics: Aerial feats of agility and strength, such as walking a - respira l CPR/artificia r administe , bleeding p sto , wounds e bandag . ground e th e abov d performe s stunt d an , trapeze , wire h hig , tightrope d an s drug y anti-inflammator n commo d an , antiseptics e us d an , tion . falls d an s leap , somersaults , rolls e includ s abilitie l physica r Othe pain killer. Base Skill: 50% -I- 5 % per level of experience. A failed Provides the following abilities: roll means the patient has not respondede to treatmenBalanc f o e t or thaSens t— treatmen l leve r pe t % 5 + % 60 was improperly applied. 60%+ 5% per level — Walk Tightrope or High Wire

22 e Rop b Clim — l leve r pe % 2 + % 80 e Rop b Clim l leve r pe % 2 + % 70 o t % +15 f o s bonu a s add r (o g Climbin — l leve r pe % 4 + 40% b clim a o t % 10 + f o s bonu a s add r (o g Climbin l leve r pe % 6 + % 20 Climb Skill skill) 60% + 5% per level — Back Flip p Fli k Bac l leve r pe % 8 + % 70 l Prow o t % +10 f o s bonu a s add r (o l Prow — l leve r pe % 5 + % 30 30% + 5% per level Prowl skill) l Punch/Fal h wit l Rol o t 3 + l Punch/Fal h wit l Rol o t 2 + + 2 to P.S. + 1 toP.S. + 1D4 to P.P. + 1D4 to P.P. P.Eo t 1 .+ P.Eo t 1 .+ + 3D6 to S.D.C. + !D6toS.D.C. Leap four feet high and four feet long plus 2 feet per level of Leap four feet high and five feet long, plus 2 feet per level of experience. experience. Fearless of heights. Athletics (general): Training in, and enjoyment of, vigorous exertion e enduranc , strength f o s contest d an , exercises , sports e competitiv r fo and agility. Provides the following: + 1 to parry and dodge e damag 4 1D s doe ; block/tackle y bod a h wit e strik o t 1 + + 1 to roll with punch or fall P.So t 1 . + Spdo t 4 . 1D + + 1D8 to 5.D.C. h strengt y bod d an e ton e muscl f o g buildin e Th : Building y Bod : following e th s Provide . exercise d an g liftin t weigh h throug + 2 to P.S. + 10 on S.D.C. Prowl: This skill helps the character to move with stealth; quietly, Boxing: Classic art of fighting with fists. Training helps build the slowly and carefully. Techniques include balance and footing, short - oppo t knockou Automatically l wil s boxer d Skille . reflexes d an y bod steps and pacing, rifle positioning, prone positions for low visibility, l norma e Unlik . rounds e mele 6 1D r fo y twent l natura a n o s nent and crawling. A failed Prowl roll means that the characters has Knockout/Stun, this does NOT have to be declared before the stride been seen or heard. If the Prowl is successful, then the character is roll. not seen and may make a Sneak Attack. Base Skill: 46%+ 8% . melee r pe k attac l additiona e On per level of experience. + 2 to Parry/Dodg. eendurance d an d spee d buil o t e exercis d an e routin A : Running + 2 to Roll with Punch/Fall P.Eo t 1 .+ + 1D4 to P.S. + 4D4 to Spd. + 3D6 on S.D.C. + 1D6 to S.D.C. p u g climbin r fo s technique d an s tool e th f o e Knowledg : Climbing Swimming: The rudimentary skill of keeping afloat, dives, lifesaving, sheer surfaces- ex . f Playeo l rleve shoulr pe d% 8 rol+ l % onc50 e : for everSkill e y Bas 2 . 0 ft. (6m)techniques og f a swimmin d an r recove o t l rol d secon a s get r climbe " "skilled y Ever . climb l vertica m for f o y qualit l overal e th s indicate r numbe e percentil e Th . perience . experience f o l leve r pe % 8 + % 50 : Skill e Bas . hold r his/he as skill execution. A special bonus of + 1 to parry and dodge while g descendin n i d use l skil g climbin e rop , specialized a s i g RappeUin in water applies. Note: A character can swim a distance equal to from helicopterse b n , ca scaline pac gs wallThi . s and melee clif r fpe facingss , for gamyards/meter n i eh purposes, P.S./Strengt s hi x 3 m Minimu . climbs g descendin d an g ascendin e includ l wil g rappellin maintained for a total of melees equal to his P.E./Endurance. base d effectivenesadvance d s an is 30%g + 5% swimmin pe re level of experienceCompetitiv : . A Advanced faile g d Swimmin roll means a slip or fumble; roll to regain hold or fall. Provides the techniques including dives, lifesaving, snorkel and S.C.U.B.A. following- : Under d Self-Containe r fo d stan . S.C.U.B.A s letter e Th : S.C.U.B.A. +1 to P.S. n ski f o s method e th n lear s Character . Apparatus g Breathin r wate P.Eo t 1 .+ - tanks/ap n oxyge f o e us d an , swimming r underwate d an g divin + lD6 to S.D.C. paratus, mask and flippers. Base Skill: 50%+ 5% per level of Damage fromd an Falls: e 1D6expertis frod man a 10skill foof o t e heighdegre t plue th s s 1D6 foreflect r eacd an h e experienc . thereof n fractio r o , height f o t fee 0 1 l additiona x 4 o t l equa e distanc a m swi n ca r characte A : Note . S.C.U.B.A Fencing: The ancient arts of Hand to Hand Weapon are learned from his P.S./Strength in yards/meters per melee. This pace can be main- h wit g fencin e olympic-styl y onl t no s include s Thi . teachers g fencin e Enduranc l P.E./Physica s hi x 4 o t l equa e tim f o h lengt a r fo d taine d an ) sword i Samura e th f o e (us o Kend o als t bu , saber r o e epe , foil in melees. Advanced swimming provides the following: other weapons. Adds a bonus of +1 to strike and r parry wheunderwate ne dodg o t 2 + combined with W.P. Sword. Note: Paired Weapons is a separate P.So t 1 .+ details. for Section Combat the in Tables W.P. the See . skill P.Eo t 1 .+ + 3D4 to Spd. when swimming only o t d an , cartwheels , tumbles , rolls , falls o d o t g Learnin : Gymnastics + 1D6 to S.D.C. work on rings and parallel bars. Characters with Gymnastics can : Note . level r pe t 2f , additional n a h wit , across t 4f r o p u t 4f p lea e mor s i g wrestlin , Colleges d an s School h Hig n i t taugh s A : Wrestling Characters with Leap Attact k comba ca l n useusefu these e distance provid , but'i s skill doe t t s in acomba strikea n .tha t spor a f o Provides the following abilities: training. e Balanc f o e Sens l leve r pe % 5 + % 50 0 2 r o , 19 , 18 f o l rol a n o e Pin/Incapacitat 23 e damag 4 1D s doe e Crush/Squeez SCIENCE Body Block/Tackle does 1D4 Damage and opponent must Dodge o t s relate t i w ho d an y astronom r stella f o e Knowledg : Astrophysics or Parry to avoid being knocked down. - explana r othe d an , relativity , mechanics m quantu , physics r nuclea + 2 to Roll with Punch/Fall +1 to P.E. tions for the creation of deep space phenomena, like quasars and + 2 to P.S. + 4D6 to S.D.C. d require s i s Mathematic d advance d an c Basi : Note . holes k blac ) Water , Air , (Ground S SKILL T PILO before taking Astrophysics. Base Skill: 30% + 5% per level of experience. Automobile: Skills in driving conventional automatic and manual (stick- ) transmissioevolu , n carsphysiology , , jeepsanatomy , , andcells f mini-vanso g . Basunderstandin e c SkillBasi : : Biology . experience f o l leve r pe % 4 + 76% tion and genetics. The character will know the basic use of a micro- e Bas . organisms w ne y classif o t w ho d an a bacteri g cultivatin , scope Race Car: Training in piloting automobile. s specificallexperience f o l yleve designer pe % 5 d + fo r% 40 : Skill high speed competition (like the 500 Formula cars) at speeds of 200 mph and greater. Base Skill: 55% + 5% per level of experience. Botany: Plants, their categories and functions, are studied exten- - ger , cross-fertilization f o s basic e th w kno l wil s Character . sively Motorcycle: The practical skill of riding a motorcycle. Base Skill: minating and growing experimental plants. Base Skill: 40% + 5% 60% + 4% per level of experience. per level of experience. . trailers d an s van s include ; transmission c automati r o l Manua : Truck . formulae d an s principle l chemica f o g understandin c Basi : Chemistry Base Skill: 60% + 4% per level of experience. Characters know enough chemical laboratory procedures for analyz- . types e engin n twi d an e singl , propeller d ol e th s Include : Airplane t competen e b o t r orde n i s compound l chemica g synthesizin d an g in Base Skill: 70% . + 4% per experience leve f o l of leve experience r pe % 5 + . % 50 : Skill e Bas . assistants . experience f o l leve r pe % 4 + % 60 : Skill c Basi : Type l Boats—Sai e th n i l usefu , theory g engineerin l Chemica : Analytical y Chemistr : Skill e Bas . ships) t (no l smal d an e Larg : Type r Moto — s Boat analysis of compounds and their practical applications. Characters . experience f o l leve r pe % 4 + % 60 will be highly skilled in the use of laboratory equipment, and can analyze and synthesize chemicals. Note: Basic and advanced PILOT ADVANCED AIRCRAFT Mathematics are prerequisites. Base Skill: 45% + 5% per level of Basic Helicopter: Includes the small, two-seater, observation types; experience. larg, e transport antrigonometry d, assault.geometry Bas, e Skillalgebra , : 60%Includes + 4: % peBasic r leve— s l of Mathematic experience. calculus and techniques for advanced mathematics. Base Skill: - helicop e typ t assaul n i g trainin l specia s Require : Helicopter t Comba . experience f o l leve r pe % 2 + % 80 : Skill e Bas . weapons r thei f o e us e th s a well s a , kinds l al f o s ter , geometry a algebr s Include : Advanced — s Mathematic 52% + 4%. per level of mathematics experience d advance . r fo s technique d an s calculu , trigonometry Jet: Includes the fan jet and commercial jet liners. Base Skill: Base Skill: 64% + 4% per level of experience. . experience f o l leve r pe % 4 + % 60 Fighter Jet: Training in the flying, maneuvering, techniques and TECHNICAL f o l leve r pe % 4 + 50% : Skill e Bas . planes r fighte t je f o s weapon Art: The ability to draw or paint or sculpt or craft work. Scholastic experience. art skills indicate a professional quality, while a secondary skill indicates a talented amateur. Base Skill: 40%+ 4% per level of S SKILL D RELATE T PILO experience. Navigation: Skills in map reading, star charts, course computation, Language: Characters with a language skill can understand, speak, s Include . equipment l navigationa f o e us d an , landmarks g followin write and read in a language other than his/her native tongue. Lan- air, land ans a d y water navigationrepeatedl d ,selecte ae sb weln ca l ah s pilotinwhic s g skill b yw instrumentfe e th f o e s on s i e guag alone. Note: Basic mathematics and read sensory equipment are a skill program and/or repeatedly as a secondary skill, so long as a . experience f o l leve r pe 5% 60%+ : Skill e Bas . navigate o t d require different language(s) is selected each time. Three languages can be r fo 0 10 x 2D6 l Rol . course f of s i t pilo e th s mean l rol d faile A selected for each skill program, but only one for each secondary Aircraft, 4D6x 100 for Fighters, and lD6x 100 for land vehicles, skill. Base Skill: 55%+ 5% per level of experience. to determine how many miles/kilometers they are off course. Roll for every hour that one is off course. Photography: Taking black and white or color, still pictures. Charac- : Skill e Bas . film e enlarg d an p develo , load o t w ho w kno l wil s ter - main n ca g trainin s thi h wit s Individual : Equipment y Sensor d Rea . experience f o l leve r pe % 5 + % 50 tain, understand, operate, and "read" or interpret sensory data from all typey s of conventionajournalisticall r o s l sensopoem r, devices(stories) . e Thespros ee devicewrit o t s y includabilit ee radarTh : , Writing - enhance l optica , equipment e surveillanc , detectors n motio , sonar (articles/news). Scholastic writing skill indicates a professional qual- ment, instrument panels and so on. Base Skill: 40% + 5% per ity, while secondary is talented amateur. Base Skill: 34%+ 4% level of experience. Note: Characters without a sensor. y skill caexperience nf o l leve r pe - detection/surveil r o r rada , vehicles r ai e operat r no d understan t no . equipment e lanc S PROFICIENCIE N WEAPO n weapo f o g understandin e complet e th s i s Thi : Systems n Weapo There are two categories of weapon proficiencies (W.P.): Ancient y variet t vas e th s include t I . vehicles n i d incorporate s system d an s unit and Modern. of weapons, lasers, particle beams, auto cannons, missile launchers, Ancient Weapon Proficiencies: Each skill area provides combat and so on. d Speciahan o t l Bonusd han s i : t + 2resul te o strikeTh . . Noteweapon f :o Charactere typ r s withouparticula a h t wit g trainin n i d skille f i y onl m the e operat o t e abl e b l wil l skil s system n weapo combat bonuses to strike and parry, but only when that weapon is s bonu o n s ha t bu , etc.) , Helicopter t Pilo e (lik e vehicl t tha g pilotin used. Each W.P. counts for one skill. The character may select to strike an, d neverweapon hay san e theus initiativeN CA . .W.P Basa t e Skillwithou s : 50% +Character 2: % peNote . r W.P l severa d an n comprehensio l overal e th s represent d an , experience f o l leve but without bonuses. . character e th f o y abilit 24 W.P. Blunt: : A skilBonuses . l withswords l any smal typ d e an oe f blunlarg h t weapowit l nskil t includinComba g mace: , Sword . W.P hammer, cudgel, pipe, staff and club. Bonuses: +1 to strike and + 1 to strike and parry at level one, an additional + 1 to strike and r fou l leve t a y parr d an e strik o t 1 + r anothe d ad , one l leve t a y parr parry at level four, and again at level eight. and + 1 to parry at level eight. W.P. Forked and Spear: Combat training with all types of spears d an e strik o t 1 + : Bonuses . d an i Yar , g includin W.P. Bow: The practiced use of a bow and arrow and cross bow. s level t a y parr d an e strik o t 1 -I- l additiona d an s one l leve t a y parr The archery skill is effectively a weapon proficiency with bow four, seven, ten and thirteen. Bonus to strike when thrown is + 1 weapons. Bonus to strike with bow and arrow/cross bow: + 1 d an e nin , six s level t a e strik 1 + l additiona n a ; level d secon t a r o s level O TW l additiona h eac r fo e strik o t 1 + s plu l leve t firs t a fourteen. experience. For example: Level one +1, level three, +2, level five +5, and so on. W.P. Targeting (): This is a practiced skill in the use of Rate of Fire:s add Tw y o at leveproficienc l onn e andweapo ONs EThi . for each weapons additiona w bo d lan TWs O weapon n throw levels of experience- throw , . For example:(thrown) s Knive : Level oncategories e n 2 shotweapo sg per meleefollowin e , th o t s bonuse level three 3 shots, level five 4 shots and so on. ing axe, spears/forks (thrown), sling, short bow, long bow, and s level t a e strik o t 1 + f o s bonu a s add g Targetin . W.P . bow s cros w Arro r Pe e Damag s Range d an e Typ w Bo 2, 4, 7, 10 and 13. This bonus applies only to the weapon categories 6 1D t 420f — ) (ninja w Bo t Shor previously listed and ONLY when the weapon is thrown (of course 8 1D t 700f — ) bow g (lon w Bo e Larg arrows and bolts are fired from a bow and not actually thrown). It 6 2D t 800f — w Bo d Compoun f o l leve y ever r fo . ft 0 2 y b e rang s effectivenes e th s increase o als Cross Bow — 700ft 1D8 . axes g throwin d an , darts , knives r fo . ft 0 1 ; experience , chain d an e mac , chain f o s length y ordinar s Include : Chain . W.P d practice d an g trainin f o s area e Thes : Proficiencies n Weapo n Moder flail, nunchaku, etc. Bonuses: + 1 to strike at level one, add skills with a particular type of modern weapon. Each W.P. counts another + 1 to strike and parry at level four and + 1 to level eight. a s provide h Eac . W.P l severa e hav y ma s Character . skill e on s a 1 + : Bonuses . knives f o s type l al h wit l skil t Comba : Knife . W.P . details r fo n Sectio t Comba e th e Se . strike o t s bonu o tw l leve t a y parr d an e strik o t 1 + , one l leve t a y parr d an e strik o t and + 1 to parry at level five, + 1 to strike at level six and again at level nine. A FEW NOTES S SKILL T ABOU Can you have a 100% or higher skill proficiency? No! The maximum possible skill proficiency is 98%. There is always a margin for error. Are physical skill bonuses accumulative? Yes. The player should decide what areas of physical strength and e appropriat e th t selec d an r characte r his/he o t t importan t mos e ar s prowes , Spd.) , P.E. , P.P. , (P.S. s attribute l Physica . areas e thos r bolste o t s skill n ofte e ar , roll d an e dodg , parry , strike s bonuse t comba d an . S.D.C s bonuse d an s pluse h suc L AL . skill l physica r particula a y b d provide . P.S a h wit r characte a s ha r playe A : Example r Fo . accumulative e ar , selected s i g Boxin . stronger e b o t o her r his/he e lik d woul t bu , 13 f o adding + 1D4 to the P.S. (a 2 is rolled). Body building is also selected for +2 P.S. The accumulated P.S. bonuses amount to a +8 P.S., which is added to the original P.S. of 13. Total P.S. is now 21! The . bonuses t comba d an . S.D.C , attribute r othe e th h wit e don s i e sam W.P. Paired Weapon: Users of paired weapons can: 1. Strike and Acrobatics and gymnastics provide similar abilities and bonuses. If both parry simultaneously, or 2. Can do twin simultaneous strikes against are selected, add the bonuses and pluses to your overall character as the same target. Both weapons hit, but is considered ONE attack just explained. However, the abilities such as back flip, climb rope, y parr y onl n ca r defende e Th . twice t no e strik o t e onc l rol y onl d an e twic d adde s bonu l educationa e th s i r no , together d adde T NO e ar , etc. one ol f thskil e d weapons duplicate unles a f o sy he too is proficienc usin l gskil t twobes weapone Th . s (or wrong) weapo ; each nr fo e (onc e strik n Ca . 3 . skill n Weapo d Paire . W.P e th s ha d an ) shield d an is taken and the normal education skill bonus is applied. two different targets (or strike one and parry the other) simultane- n i d skille s warrior , words r othe n I . attackers o tw y Parr . 4 . ously paired weapons can often perform two actions for every one attack per melee. BUT every time they use twin actions they LOSE their automatic parry. n i d use e b n ca d an s type d hande e on e th o t d limite e ar s Weapon d swor t shor r o , swords t shor o tw e exampl r fo ; combinations y an . etc , chain d an l bal d an e mac , knife d an d swor , broadsword d an weapons. paired as used be not can weapons handed TWO W.P. Staff: Combat skill with large and small wood or iron staves n a ; two l leve t a y parr d an e strik o t 1 + : Bonuses . spears d an additional + 1 to strike and parry at level five; an additional + 1 to parry at level eight and + 1 to parry at level eleven. 25 Blind: Knocks out the victim's optic nerves. Victim's are -9 to The AnimaE BIO- 0 2 : l Cost . dodge d an y parr , strike e dodg r o y parr o t 6 - e ar d an g anythin r hea t canno s Victim : Deafness attacks from behind. In addition, the shock on their inner ear makes Section them — 3 to strike, parry or dodge and they automatically lose initiative . BIO-E 0 2 ; Cost . attacks l al n o . impossible h speec g makin s cord l voca s victim' e th s Impair : Mute Psionicd an y parr , s strike an o t 2 - d e ar Description d an c pani d an k shoc e sexperienc s Victim dodge for the first round of the attack. Cost; 20 BIO-E. INNER STRENGTH POINTS Pain: The nerve centers are hit directly. Victims are -6 to strike, d spen t don' y the t tha n i s player c psioni r othe m fro r diffe s Animal parry and dodge. One point of hit point (not S.D.C.) damage per minute Inner Strength Points to use their powers. Each power can be used as of attack. Cost; 20 BIO-E. s attack f o r numbe e th n tha e mor o n h (althoug s like r characte e th s a n ofte Paralysis: Immobilizes the motor part of the brain causing arms and . time a t a r powe e on n tha e mor e us n ca c psioni l anima o N . melee) r pe legs to stop working. Victims can still see, hear, speak and think. For example, a character who is using Animal Control for the full five Victims can not parry or dodge. Cost: 20 BIO-E. minutes y canthe nod tan us, e Telepathihalved s i d c Transmissiospee , melee r npe ak t theattac same on e e timelos s . Victim : Stun S ATTACK C PSIONI T AGAINS S THROW G SAVIN . BIO-E 0 2 ; Cost . dodge d an y parr , strike o t 4 - a e hav Psioni- c attackfrighten s e canMor sometime. hot d an d s bcol e , resisteitchy s d througfeel m h thVicti e : force of will.Manipulation e Tissu l rol t mus S NON-PSIONIC . psionics t agains e sav o t e di d side 0 2 a l Rol ing than physically damaging. -1 to strike, parry and dodge. Cost; 20 15 higher to save. PSIONICS must roll 10 or higher to save. Any BIO-E. character with any psionic ability you can save as a psionic. Unintelligent DETECT PSIONICS Natural Animals must roll 18 or higher to save against psionics. Charac- Range: 240 feet ters with a Mental Endurance (M.E.) of 16 or greater receive a bonus Duration: 2 minutes exact for Chart Bonus Attribute the See . psionics . vs s save l al n o Saving Throw: None numbers. This mental probe will detect psionics in others. There is a 75% ANIMA. Larea e CONTROth n i s psionic r L othe n a y b d detecte e b n ca c psioni e th t tha e chanc t fee 0 5 : Range d Blocke d Min e th d an k Bloc d Min a t detec r o e penetrat t no l wil s Thi s minute 5 : Duration character will not appear to be psionic. Cost; 10 BIO-E. d Standar : Throw g Savin N SUGGESTIO C HYPNOTI This allows a character to command creatures of his own kind. That Range: 12 feet r o s tiger T NO , lions r othe l contro d coul r characte l anima n lio a s mean Duration: Varies other felines. Two-way communication with the controlled animals is Saving Throw: Standard NOT possible without Animal Speech. The controlled animal will at- s i t i d wounde s i l anima d controlle e th f I . orders y an w follo o t t temp The psionic may induce his will upon another through the power of allowed an additional saving throw. The animal psionic can renew suggestion. This is a mental attack that requires eye contact and either y ever e sav o t l rol n ca l anima e th t bu , minutes 5 y ever l Contro l Anima e reasonabl a e b t mus n suggestio e Th . reinforcement c telepathi r o l verba time. Cost. : 10 character BIO- f o t Eou y completel e ar t tha s thing o d t no l wil s victim ; one y onl k wor d woul f yoursel l "kil n suggestio c hypnoti e th , example r Fo ANIMAn L SPEECsuggestio a , Hhand r othe e th n O . suicidal y alread e wer m victi e th f i Range: 150 feet that "you don't see anything unusual" would be very useful for a strange DurationT : NO 1, 0 minutecreatures t s intelligen n o y onl s work s Thi . character l anima g lookin Saving Throw: None on ordinary animals. A victim who saves against Hypnotic Suggestion This allows for complete two-way communication with animals of will be totally unaware of the attacks. Cost: 15 BIO-E. the same king as the character. For example, a rat animal character MIND TRAP r othe r o e mic h wit T NO , rats r othe h wit y onl h Speec l Anima o d d coul t fee 6 : Range rodents. The animals will recognize the character as on of their own ) (special s minute 2 2-1 : Duration and assume that any human looks are just ugly deformities. Cost; Saving Throw: Standard 5 BIO-E A psionic who successfully traps another mind can inflict whatever BIO-MANIPULATION experience he likes onto that mind. For example, the psionic can make Range: 160 feet the victim believe that he is trapped in a small cell. On the other hand, Duration: 4-16 minutes the victim could experience an episode out of the psionic's own life or d Standar : Throw g Savin l wil m victi e th t tha s i p tra d min f o t effec e strang e On . imagination Each of the seven kinds of bio-manipulation must be purchased sepa- experience one hour of subjective time for every minute in the trap. e b t mus m victi e th d an k attac r pe n perso e on y onl s affect h Eac . rately Victims of Mind Traps can make another psionic saving throw after within line of vision or each EXACT location must be know to the they've been Mind Trapped. If successful, they will realize that the s psionic r othe o n o d n ca n bio-manipulatio g usin e creatur A . psionic experience is an imaginary one. It won't help them get out of it, but while the e th effec n ru t lasto als s becausd coul ec of thepsioni concentratioe Th . real t nno required s it' w . Ikno f thl e psioniwil y the c t leas t a e becaus s last t effec e th e whil s psionic s use r o s unconsciou d knocke s i e experienc e th d realize m victi a f I . past e th f o y memor a h throug m victi of the concentratioe th n i m n victi required e th g . If thKeepin e . psionicpossible i ss i knocke y d insanit unconsciou o n n the y s or imaginar s i used psionics in any other way, the bio-manipulation immediately stops mind trap is simple if he is put into a simple environment (cage, desert, affectinga thg e victim. maintainin n whe e mele r pe k attac e on s lose r attacke e Th . ocean)

26 simple environment. But if the psionic want to inflict a complex fantasy TELEPATHIC TRANSMISSION (Mental Speech) when the attacking psionic loses all other attacks or movements. Range: 150 feet EXAMPLE: Let's assume that Nightmare Bear of the Terror Bears Duration: Unlimited g win n Brow . Eagles w Sparro e th f o g Brownwin p Tra d Min o t g tryin s i Saving Throw: None attempts to save, as a nonpsionic with an M.E. of only 13, he must This acts as a simple and mind to mind speech substitute. Animals e gam e Th . miss a , die d twenty-side a n o 3 1 s roll e H . higher r o 5 1 l rol without vocal cords will find this highly useful. Range is roughly that master rolls an 8 for Nightmare Bear on 2D6 to see how long the fantasy of human speech, except that it is not affected by background noise. will lasth . Thwit ek fantaswor t y wildoesn' l t i las t t fotha rs i 8 n minutes andTransmissio Brownwinc Telepathi g h is puwit t m into proble e On a complex fantasy where he is trapped in a cage with two, huge lions. telephones or other communication devices. There is no saving throw Brownwing will try not to believe in the fantasy, he rolls and fails again. because it is not an attack. At worst all the psionic can do is "shout" unpleasantly and the receiver can choose to ignore the message. The Meanwhilec ,specifi Nightmara y onl t e tha Bea o s r n is attacked Transmissio b yc another Telepathi Sparro e th s w Eaglefocu n ca . c psioni x comple a n i g Brownwin g keepin e whil f himsel d defen t canno e H person will receive it or the Transmission can "speak" to several people f o d ri g gettin y b e simpl y fantas e th s make r Bea e Nightmar o S . fantasy at the same time so long as everyone is within the range limit of 150 the lions. Brownwing will still be trapped in the fantasy. Nightmare feet. Non-psionics will assume that the Telepathic Transmission is nor- . melee r pe k attac s les e on h wit t bu t figh o t e abl e b l wil r Bea mal speech. Note: You can't use this to READ anything. It's only good - Night l unti r o t ou s run y fantas e th l unti e continu l wil n situatio s Thi E BIO- 5 ; Cost . speaking r fo mare Bear is knocked out or if the bear cancels his hold. To Brownwing the fantasy will seem to last 8 full hours. Optional use with Heroes Unlimited ANIMAL POWERS d min c psioni s viciou y b e insan y temporaril n drive e b n ca s Character traps. This happens if the psionic creating the attack is insane, if the Which specific power an animal character may select are listed under experience is particularly horrible, or if the fantasy involves the death that particular animal. If a power is not available (that is, not listed), of the victimh whic . This s doepsionic s e not resulacquir n t ica n l permanenanima y t damageAn : Note , . but it is seriouacquired e b t s canno t i enough for the effect to last 2-12 hours. Roll percentile on the Insanity are described elsewhere. Table Resulting from Trauma. Cost: 25 BIO-E S HORN & S ANTLER MIND BLOCK These are natural weapons used in ramming or ripping with the head. Damage depends on the animal. Range: Self s Minute 0 1 : Duration CLAWS Saving Throw: None Claws are a common natural weapon. Characters can have only ONE This e mentath s l walUnles . l preventfeet d an ss penetratio e th h bot n n oo f Telepathye b n ca s , EmpathyClaw . claw , f o e typ Empathie cth Transfert no r o r , Detecwhethe te Psionicsnoticeabl any d alreadil l othee b l r psioniwil y the c , attacks. Thretractable e ar s claw psionic will not even be aware that a psionic attack is taking place. character has full human looks. Note that this also prevents the character from "hearing" Telepathic Retractable Claws are pulled back and concealed in the fingers of E BIO- 5 1 ; Cost . Transmission the character. Fingers will be thicker than normal and the finger tip will end in an unusual, pointed nail. SEE AUR; A marked e ar e Thes . climbing n i r characte a p hel n ca s Claw g Climbin t fee 0 12 : Range (Climbing). Add + 35% to skill. Note: Climbing skill is still required. Duration: 4 melees/1 minute Saving Throw: None N EXCAVATIO & G TUNNELIN , DIGGING Allows the psionic to see the alignment, estimated level of power, Certain animals spend a large part of their time digging underground. Note that rocks, cement, tree roots and other obstructions will slow type of creature (human, mutant, alien, meat eating animal, grazing . S.D.C r thei r o d move e b n ca s thing e Thes . characters g diggin n dow animal, etc.) and the physical condition of the creature in their aura. can be attacked in order to clear the path. a aur n a e recogniz n ca c psioni e th t tha l leve r pe e chanc % 15 a s i e Ther d protecte T NO e ar s character d Blocke d Min . before n see n bee s ha t tha s character' e Th . sand r o d mu , dirt h throug g di o t y abilit e th s i g Diggin from See Aura. Cost: 15 BIO-E Physical Strength determines the speed of the digging. Only the charac- ter's body moves through the earth, no tunnel is left behind. Characters with a P.S. of less than 13 move 3 feet per melee, a P.S. of 13 through SIXTHe SENSmele r pe t Efee 5 g di 4 2 h throug 9 1 f o . P.S , melee r pe t fee 4 s mean 8 1 f feet/sel 0 9 : Range and P.S. 25 or better digs at 6 feet per melee. Note: This process Duration: 4 melees/1 minute . tunnel e passabl a e leav T NO s doe Saving Throw: None Tunnelling is a digging process that leaves a passable tunnel. Tunnels This is a psionic intuition that can protect from the character. There near the surface can be used as pit traps. Tunnelling can be done at will be a premonition of danger when something is immediately threaten- half the speed of Digging. s dangerou r o , traps , ambush n hidde s include s Thi . character e th o t g in Excavation means being able to hollow out large, underground cham- r dange e th E WHER r o T WHA e indicat t no s doe e sens h Sixt . situations , roads , buildings r unde g di o als n ca n Excavatio h wit s Character . bers g travelin e anyon t protec o t k wor t no s doe t i , Likewise . from g comin s i and other structures to weaken their foundations. Characters can Exca- with the character (Hey Bob, I'd feel better about walking on the right vate about 5 cubic feet per minute. Note: Tunnels and excavations y specif t mus r characte e Th : Note . trap) t tha o int t righ d walke u yo ! Gee are not permanent. Gunfire, earthquakes, and traffic vibrations will 0 1 : Cost . automatically k wor t no s doe t I . used g bein s i r powe e th t tha easily collapse them. Characters can use building materials to make BIO-E. . secure e mor s structure d undergroun r thei

27 EXTRA LIMBS increased A.R. and additional S.D.C. Light, medium, heavy and extra- Winged animals, like bats and birds, can use their BIO-E points to heavy Body Armour are each separate powers; a character can have grow hands at the ends of the wings. However, these characters are only ONE Natural Body Armour. likely to want entire new/extra human arms and hands. The extra limbs TEETH & TUSKS appear where normal human arms are placed. Displaced wings are Sharp teeth and strong jaws are common natural weapons. Characters moved to the position of the shoulder blades. with Teeth weapons will have prominent fangs and powerful jaws. This FLIGHT will be noticeable even if the character has Full Human Looks. The Animal characters with Flight have fully formed wings (feathered amount of damage depends on the particular animal. for birds, leathery for bats). The maximum in flight speed is 160mph. Tusks are teeth that stick out of the mouth. The damage is inflicted Characters with flight also get a +3 to Dodge while flying, +6 to by ripping rather than biting. Dodge while at the maximum flight speed. For every 40mph of flying speed, the character can do additional +2 damage. NOTES ON HEIGHT AND WEIGHT GLIDE Overweight Characters: If a character rolls a weight greater than Winged characters can use this power to "ride" the air currents. their Size Level then the character does NOT move to the next Growth Take-off requires a strong wind or jumping off from a height. Maximum Level. It simply means that the character is overweight, in other words, speed (dependent on wind speed) is a 120mph. Gliding characters get FAT. a -I- 2 to Dodge and + 4 to Dodge at maximum speed. For every 40mph Non-Bipedal Characters: If a character cannot stand upright (Non- of gliding speed, the character does an additional +1 to damage. Bipedal) then the Height becomes the Length of the character. Length does not include the tail, long tails are 50% of total length, short tails HEIGHTENED SENSES are 10% of total length. All animal characters have the full range of normal human senses (color vision, stereo vision, keen hearing, smell, touch, and taste). A few mutant animals can be outfitted with some of the following NOTES ON ANIMAL DESCRIPTIONS Heightened Senses: Original Animal Characteristics is a section devoted to describing Advanced Vision means that the character can see double the usual the unmutated form of the animal. The Description gives a small piece distance and detail of normal human vision. of background. Length and Weight are average figures for normal Nightvision is the ability to see at night. There must be starlight or animals. Build can be used to determine the character's height. Size some other light source available to the character. If the character is in level is the starting Growth Level of the character. a completely blacked out area, a cave, or example, then nothing will Mutant Changes & Costs starts by listing the Total BIO-E; the be visible. number of points the player can spend developing the character. Note Ultraviolet Vision is an extension of normal vision beyond purple that these points can NOT be saved or banked, they must all be used and violet into the (normally invisible) ultraviolet. when the character is first rolled up. Advanced Hearing gives the character the ability to hear very faint Attribute Bonuses should be added to the character's attributes im- sounds (light footsteps, small animals breathing). The character can mediately. These are one time bonuses. also overhear conversation at a much greater distance than is normally The player can spend BIO-E points on Hands, Biped, Psionics, possible. + 1 on initiative. Growth Steps, Speech, Looks, Natural Weapons, or Powers. BIO-E Sonar is used by bouncing high pitched sound waves which enables costs are as listed. the character to "see" the locations, shapes, and sizes of objects. This Players can NOT save, trade or give away BIO-E points. Any BIO-E power can be used in complete darkness. points the character has left when the character starts playing will be Advanced Smell allows the character to detect very faint scent traces. lost. In other words, spend all your BIO-E when you first design the Tracking by smell (as a bloodhound) is possible at 30% + 5% per level. character. Characters can also recognize the distinct smells of individuals and can Powers are generally abilities or attributes the character has as an detect when people experience extremes of emotions (64%). This is animal, but are LOST when mutated. However, they can be reacquired occasionally used as a lie-detector, but is rather unreliable. by spending BIO-E points. Advanced Touch gives the character an increased chance (10%) to perform delicate actions like picking locks and sleight of hand, charac- ters can also recognize very slight differences in texture. Hold Breath: Many of the animals listed can stay underwater for extended periods of time. If it says the animal can Hold Breath then the character has that ability. The amount of time an animal can Hold Breath is 2D6 plus 6 minutes. The character rolls this just once when first rolling up the character. That is the amount of time that a character can Hold Breath comfortable. Note: Just because a character can Hold Breath does not mean they can swim. Swimming is still needed. NATURAL BODY ARMOR Animals with natural armour like alligators, armadillos, rhinoceros and turtles, can transfer that power to their human form. This gives an

28 Looks: None, Large snout, no external ears, large scales and an Animal Descriptions . body d elongate AARDVARK 5 BIO-E for Partial, definite snout, no external ears, noticeable scales, and a long body. ORIGINAL ANIMAL CHARACTERISTICS 10 BIO-E for Full, lumpy features, hairless, small ears and pointed Description: Aardvarks are a type of anteater totally adapted to feed- teeth. ing on ants and termites. They are equipped with claws for digging Natural Weapons: 5 BIO-E for Teeth that can do IDS damage. into ant and termite lairs. Aardvarks eat insects with a long sticky Powers: . Africa n souther n i y onl d foun e ar y The . tongue 0 +2 : S.D.C. d an 6 : A.R. ; Armour l Natura t ligh r fo E BIO- 5 1 5 : Level e Siz 0 +4 : S.D.C. d an 8 : A.R. ; Armour y Bod l Natura m Mediu r fo E BIO- 0 3 t fee 4 : Length 45 BIO-E for Heavy Natural Body Armour; A.R.: l0 and S.D.C.: +60 s pound 0 4 : Weight h Breat d Hol E BIO- 5 Build: Medium % 80 ; skill m swi e competitiv o t l equa m Swi r fo E BIO- 0 1 S COST D AN S CHANGE T MUTAN 20 BIO-E for Quick Run, it can make a lightning dash/run at 35mph Total BIO-E: 60 for a maximum distance of 200 feet. +2 to dodge while running. : Bonuses e Attribut Can only Quick Run once every 3rd melee. P.S2 + . P.P1 + . P.E. + 2 HUMAN FEATURES Hands: 5 BIO-E for Partial, three claw-like fingers and a thumb. 10 BIO-E for Full, three fingers and a thumb. Partial r fo E BIO- 5 : Biped 10 BIO-E for Full l Partia r fo E BIO- 5 : Speech 10 BIO-E for Full Looks: None, mule-like ears stick straight out from the head, the round snout is very long, thick skin with sparse, course hair, and a . tail d nake g lon 5 BIO-E for Partial, Ears are large and stick above the head, there a l stil s i e ther d an , course d an y patch s i r hai , snout e noticeabl a s i short naked tail. k stic d an l norma n tha r large y simpl e ar s Ear , Full r fo E BIO- 0 1 out somewhat, jaw and lips protrude, small teeth, hairless and tail- less. Natural Weapons: 5 BIO-E for Claws that do 1D6 damage. Powers: g Diggin r fo E BIO- 5 g Tunnelin r fo E BIO- 0 1 Also see Growth Steps and Psionics E CROCODIL d an R ALLIGATO S CHARACTERISTIC L ANIMA L ORIGINA Description: Alligators are the largest reptiles in North America. They are dangerous swamp-dwelling carnivores. Their horny scales e ar h teet l conica h wit d fille s jaw g Lon . protection a extr e provid designed for grasping and tearing apart prey. Crocodiles are basically the same. Size Level: 9 Length: to 20 feet, but 6 feet is common s pound 5 17 o t : Weight Build: Long S COST D AN S CHANGE T MUTAN Total BIO-E: 40 Attribute Bonuses: P.S. +3 P.E. +1 Spd1 + . S FEATURE N HUMA Hands: 5 BIO-E for Partial APES l Ful r fo E BIO- 0 1 ORIGINAL ANIMAL CHARACTERISTICS l Partia r fo E BIO- 5 : Biped - exis n i n ma o t s relative t closes e th e ar s ape t grea e Th : Description 10 BIO-E for Full tence. Various kinds include chimpanzees (closest to man), Gorillas l Partia r fo E BIO- 5 : Speech t uprigh , hands l partia e hav y alread y the s case l al n I . Orangutans d an l Ful r fo E BIO- 0 1 . looks n huma d an e stanc 29 — 9 — e Chimpanze : Level e Siz Powers: Gorilla — 11 5 BIO-E for Digging Orangutan — 8 5 BIO-E for Light Natural Body Armour; A.R.: 6, S.D.C.: +25 Length: 0 Chimpanze+5 : S.D.C. e , —8 : 5 feeA.R. ; t tall Armour y Bod l Natura m Mediu r fo E BIO- 0 1 5 Gorill+7 : a —S.D.C. 6, fee10 : t tallA.R. ; Armour y Bod l Natura y Heav r fo E BIO- 0 2 Orangutan — 4.5 feet tall BABOON Weight: Chimpanzee — 175 pounds ) 100 x 4 2D l (rol s pound 0 200-80 — a Gorill S CHARACTERISTIC L ANIMA L ORIGINA - Orangutamon l triba g n — 15dwellin 0d poundgroun l s powerfu e ar s animal e Thes : Description m Mediu : Build . characteristics e sam e th e hav d shoul s Gelada d an s Mandrill . keys Size Level: 6 S COST D AN S CHANGE T MUTAN Length: 3 feet long 0 1 — e Chimpanze : BIO-E l Tota Weight: 40 to 65 pounds Gorilla —0 / m Mediu : Build Orangutan — 15 S COST & S CHANGE T MUTAN Attribute Bonuses: Total BIO-E: 35 I.Q. + 6 Attribute Bonuses: M.E. +2 I.Q. +4 M.A2 + . M.E. +2 P.S. +4 M.A3 + . P.E. +3 P.S. +3 S FEATURE N HUMA P.P. +2 Hands: Automatically Partial, five-fingered HUMAN FEATURES 5 BIO-E for Full Hands: Partial Automatic Biped: Automatically Partial 5 BIO-E for Full 5 BIO-E for Full c Automati l Partia : Biped Speech: 5 BIO-E for Partial l Ful r fo E BIO- 5 10 BIO-E for Full Speech: 5 BIO-E for Partial Looks: Automatically Partial, face leathery, legs are short, arms are l Ful r fo E BIO- 0 1 . hair y bod f o t lo a e hav l wil r characte e th d an , long d an e larg . fur y heav d an , tail y shagg , face e doglik , nose e larg , None : Looks l norma a n tha r shaggie y slightl y onl e b l wil , Full r fo E BIO- 5 5 BIO-E for Partial, flattened dog-like face, large bony protru- human. sion over the eyes, heavy body hair and small hairy tail. Natural Weapons: None 10 BIO-E for Full, long face, heavy head and body hair and Powers: . build l powerfu Natural Weapons: 5 BIO-E for Teeth that do 1D8 damage 5 BIO-E for Advance Touch Powers: t Fee e Prehensil r fo E BIO- 0 1 n Visio e Advanc r fo E BIO- 5 ARMADILLO 15 BIO-E for Prehensile Feet ORIGINAL ANIMA) L CHARACTERISTICS (Mammal/Carnivore/Weasel R BADGE Description: These are naturally armoured mammals. They come in ORIGINAL ANIMAL CHARACTERISTICS a variety of species that range in size and the quality of armour. Description: Badgers are squat, carnivorous animals who spend most The kind describe. dprey herr ethei if so ths e nest ninebande d d armadillundergroun e th o oint commonlg diggin e y tim r thei f o . U.S n Souther e th n i d foun 4 : Level e Siz 5 : Level e Siz s inche 8 25-2 : Length Length: 2 feet, plus a foot of tail s pound 6 12-1 : Weight s pound 0 3 o t 0 2 : Weight t Shor : Build m Mediu : Build S COST & S CHANGE T MUTAN MUTANT CHANGES & COSTS 5 6 : BIO-E l Tota Total BIO-E: 60 Attribute Bonuses: : Bonuses e Attribut P.S. +3 P.S. +2 P.P. +1 P.E3 + . P.E. +4 HUMAN FEATURES S FEATURE N HUMA Hands: 5 BIO-E for Partial Hands: 5 BIO-E for Partial 10 BIO-E for Full Full r fo E BIO- 0 1 l Partia r fo E BIO- 5 : Biped Biped: 5 BIO-E for Partial 10 BIO-E for Full Full r fo E BIO- 0 1 l Partia r fo E BIO- 5 : Speech l Partia r fo E BIO- 5 : Speech 10 BIO-E for Full 10 BIO-E for Full Looks: None, heavy fur, prominent white stripe starting at nose and Looks: None, large scales, tiny eyes, donkey-like ears, sharp snout and long tailt . shor , limbs d an y bod y heav , face d snoute , back t straigh g runnin furry tail. , face e snout-lik , eyes l smal , scales l smal , Partial r fo E BIO- 5 , fur y heav , markings e fac k blac d an e whit , Partial r fo E BIO- 5 . tail l smal a d an , up g stickin s ear e larg . body t squa e larg . features p shar d an s ear e larg , looks y scal , bald , Full r fo E BIO- 0 1 , sideburns e whit y heav d an r hai n i k strea e whit , Full r fo E BIO- 0 1 e damag 4 1D o d t tha s Claw r fo E BIO- 5 : Weapons l Natura heavy, powerful build, strong features.

30 Natural Weapons: 5 BIO-E for 1D6 Bite damage Powers: r 5 BIO-Echaracte foA r. IDSteeth Clae th wh damagwit d ewoo p cho o t y abilit r Beave r fo E BIO- 0 1 Powers: with these kind of teeth can chew through any kind of hardwood or 5 BIO-E for Digging tree trunk at about an inch per melee. Plastic and metals are not 10 BIO-E for Tunneling applicable. 5 BIO-E for Nightvision (50 feet) 5 BIO-E for Advanced Hearing 10 BIO-E for Hold Breath BAT Note: Swimming must be a learned skill. S CHARACTERISTIC L ANIMA L ORIGINA BEAR - particu s i e sens r Sona r Thei . mammals g flyin e ar s Bat : Description larly useful because they are primarily nocturnal and spend daylight ORIGINAL ANIMAL CHARACTERISTICS . eaters t frui d an t insec e ar s bat t Mos . caves k dar y completel n i s hour Description: There are several different kinds of bears. Smallest are 1 : Level e Siz the black bears, found all over North America. Grizzly bears are d calle s (sometime a Alask f o s bear n brow e th e ar r bigge n eve ; next Length: 1-2 foot wing span Kodiak bears). Finally, the largest are the polar bears. s ounce 6 3 : Weight 6 1 — y Grizzl , 14 — k Blac : Level e Siz m Mediu : Build 8 1 — r Pola , 17 — n Brow S COST & S CHANGE T MUTAN Length: Black — 4-6 feet tall Grizzly — 6-7 feet tall 0 7 : BIO-E l Tota Brown — 7 1/2 - 8 1/2 feet tall Polar — 8-9 feet tall Attribute Bonuses: Weight: Black — 300-400 pounds Grizzly — 400-600 pounds I.Q. +1 s pound 0 800-1,00 — r Pola s pound 0 700-90 — n Brow M.E. +1 Build: Short M.A. +1 S COST & S CHANGE T MUTAN Spd. + 2 0 — y Grizzl , 5 — k Blac : BIO-E l Tota HUMAN FEATURES 0 — r Pola , 0 — n Brow Hands: 5 BIO-E for Partial hands at the end of the wings. Attribute Bonuses: 10 BIO-E for Full hands at the end of the wings. P.S6 + . . hands d an s arm d develope y full f o t se a extr r fo E BIO- 0 2 P.P. +1 P.E4 + . Biped: Full Automatic Speech: 5 BIO-E for Partial HUMAN FEATURES l Ful r fo E BIO- 0 1 l Partia r fo E BIO- 5 : Hands Looks: 5 BIO-E for Partial 10 BIO-E for Full 10 BIO-E for Full c Automati l Partia : Biped Natural Weapons: 5 BIO-E for 1D6 Teeth 5 BIO-E for Full Powers: l Partia r BIO-E-fo 5 : Speech e Glid r fo E BIO- 0 1 l Ful r fo E BIO- 0 1 t Fligh r fo E BIO- 0 2 Looks: None, large, round, snouted head, small eyes, furry ears on top of head, thick fur, short legs and large arms, a small furry tail. r Sona r fo E BIO- 5 5 BIO-E for Partial, definite snout, large head, heavy fur, massive BEAVER build. 10 BIO-E for Full, dark circles around eyes, thick heard, head ORIGINAL ANIMAL CHARACTERISTICS body hair, powerful build. Description: Dam-buildinge rodentBit r fo s 6 wit1D h r widefo E , flaBIO- t 5 tails : . They arWeapons e l Natura natural engineers and are very family oriented. 10 BIO-E for 1D10 Bite Size Level: 6 5 BIO-E for 1D8 Claw Length: to 48 inches w Cla 6 2D r fo E BIO- 0 1 Weight: 40-60 pounds Powers: Build: Short g Hearin d Advance r fo E BIO- 5 S COST & S CHANGE T MUTAN l Smel d Advance r fo E BIO- 5 1 Total BIO-E: 40 Attribute Bonuses: Birds I.Q. +5 M.E1 + . DUCK P.S. +3 ORIGINAL ANIMAL CHARACTERISTICS P.E. s +1bird c Aquati f o s specie e separat f o s dozen e ar e Ther : Description HUMAN FEATURES including ducks, geese, swans and many others. Most are migratory Hands: 5 fingereds Duck , . Partiawater l e Automatith n o r o cg flyin r eithe e tim r thei f o t mos d spen d an Full r fo E BIO- 5 can Hold Breath. Biped: Partial Automatic 3 : Level e Siz Full r fo E BIO- 5 s inche 4 2 o t : Length l Partia r fo E BIO- 5 : Speech Weight: to 15 pounds 10 BIO-E for Full m Mediu : Build d an s finger d webbe , body y bulk , thick , snout l anima , None : Looks S COST & S CHANGE T MUTAN toes, large flat tail, with a thick fur pelt. Total BIO-E: 75 s eye l smal d an , cheeks e pouchlik d an t snou , Partial r fo E BIO- 5 Attribute Bonuses: None . body y furr d an y bulk , ears d an S FEATURE N HUMA d hea y heav d an d buil l powerfu , features e larg , Full r fo E BIO- 0 1 Hands: 5 BIO-E for Partial and body hair. l Ful r fo E BIO- 0 1 Natural Weapons: 5 BIO-E for Teeth that do 1D6 damage. 20 BIO-E for Extra Limbs

31 Note: Hands grow on the wing, much likS e a batCOST , unles& S s Extra LimbCHANGE T s MUTAN (arms and hands) are purchased. Total BIO-E: 70 Biped: 5 BIO-E for Partial : Bonuses e Attribut 10 BIO-E for Full P.P3 + . Speech: 5 BIO-E for Partial Spd. +2 10 BIO-E for Full HUMAN FEATURES Looks: None, round head with wide, flat beakl , longPartia r , fo flexibl E eBIO- neck 5 , : Hands very large, feathers, round body, long tail feathers, short legs withl Ful r fo E BIO- 0 1 . feet d webbe 20 BIO-E for Extra Limbs with Human Hands 5 BIO-E for Partial, small wide beak, flexible neckc , featherAutomati l s Ful in : Biped s finger n betwee g webbin h wit s leg t shor , body e larg , hair f o e plac l Partia r fo E BIO- 5 : Speech and toes. 10 BIO-E for Full 10 BIO-E for Full, small head, long neck, large round body, Looks: None, sharp, curved beak, eyes on the side of the head, slight webbing between fingers and toes. feathers (with color and pattern of the original bird) long body with Natural Weapons: None . feet d talone h wit s leg y skinn , feathers l tai Powers: 5 BIO-E for Partial, small beak, large eyes, feathered body, birdlike 10 BIO-E for Glide legs and feet. r uppe l powerfu , hair n thi y ver , features p shar , Full r fo E BIO- 0 1 20 BIO-E for Flight . legs n thi , body n o t floa o t y abilit e th t bu , skill m swi a t no s i s thi , Float r fo E BIO- 0 1 Natural Weapons: 5 BIO-E for 1D8 Talons on Feet the water. k Bea 0 1D1 r fo E BIO- 0 1 15 BIO-E for insulating water repellent feathers. Cold does 1/2 damage; Powers: + 10 S.D.C. e Glid r fo E BIO- 0 1 TURKEY 20 BIO-E for Flight n Visio d Enhance r fo E BIO- 5 S CHARACTERISTIC L ANIMA L ORIGINA Description: The domestic turkey is a flightless, running bird that OWL has been domesticated as a food animal. Wild turkeys are much ORIGINAL ANIMAL CHARACTERISTICS leaner and faster. Description: Owls are predatory birds that operate primarily at night. Size Level: 5 . abilities d an e siz n i g rangin , varieties w fe a e quit e ar e Ther Length: 36-48 inches 4 : Level e Siz s pound 0 4 o t : Weight Length: to 5 foot wing-span m Mediu : Build Weight: to 25 pounds MUTANT CHANGES & COSTS Build: Short 5 5 : BIO-E l Tota MUTANT CHANGES & COSTS e Non : Bonuses e Attribut Total BIO-E: 60 Attribute Bonuses: HUMAN FEATURES P.P. +4 Hands: 5 BIO-E for Partial Spd. +1 l Ful r fo E BIO- 0 1 s Hand n Huma h wit s Limb a Extr r fo E BIO- 0 2 HUMAN FEATURES c Automati l Ful : Biped Hands: 5 BIO-E for Partial Speech: 5 BIO-E for Partial 10 BIO-E for Full 10 BIO-E for Full 20 BIO-E for Extra Limbs (pair of arms with Human Hands) Looks: None, small, bald, round head with beak, c eyes on sidAutomati l e oFul f : Biped Speech: 5 BIO-E for Partial head, long, flexible neck, feathers; round body, long tail feathers,l Ful r fo E BIO- 0 1 long legs with bird feet. Looks: None, round face with huge round eyes, small hooked beak, 5 BIO-E for Partial, small beak, flexible neck, small feathers in full feathers, short thick body with powerful taloned legs. . feathers l tai e som s leg g lon , body e larg , hair f o e plac d rounde , neck k thic , beak l smal , eyes e larg , Partial r fo E BIO- 5 10 BIO-E for Full, small head, long neck, small feathers in place body, thick legs and large feet. . legs l powerfu , body d roun e larg , hair f o 10 BIO-E for Full, small mouth, large eyes, round face, short, Natural Weapons: 5 BIO-E for 1D4 Clawed Feet powerful build. Powers: s Claw 6 2D r fo E BIO- 0 1 : Weapons l Natura 10 BIO-E for Glide (domestic) Powers: 25 BIO-E for Flight (Wild Turkey Only) 5 BIO-E for Nightvision (60 feet) 5 BIO-E for Advanced Hearing n Visio d Advance r fo E BIO- 5 5 BIO-E for Advanced Hearing WILD PREDATORY BIRDS 10 BIO-E for Glide S CHARACTERISTIC L ANIMA L ORIGINA t Fligh r fo E BIO- 0 1 g rippin r (fo s beak d curve e shar s bird y predator e thes l Al : Description prey), sharp talons, keen eyesight and the ability to dive directly WILD BIRDS onto their prey. Included arS e eagles, falcons and CHARACTERISTIC hawks L . ANIMA L ORIGINA Size Leveln i s : 3eater t insec d an d see n commo e th e ar s bird d Wil : Description s inche 0 15-3 : Length North American forests. Included are Blue Jays, Cardinals, Robins Weight: Hawks, Falcons — 8-15 pounds . birds l smal r othe f o t hos a d an Eagles — up to 25 pounds Size Level: 2 Build: Medium s inche 2 1 o t 6 : Length

32 Weight: to 1 pound MUTANT CHANGES & COSTS m Mediu : Build 0 7 : BIO-E l Tota S COST & S CHANGE T MUTAN Attribute Bonuses: Total BIO-E: 85 Spd5 + . Attribute Bonuses: None HUMAN FEATURES HUMAN FEATURES l Partia r fo E BIO- 5 : Hands Hands: 5 BIO-E for Partial 10 BIO-E for Full Full r fo E BIO- 0 1 20 BIO-E for Extra Limbs with Human Hands s Hand n Huma h wit s Limb a Extr r fo E BIO- 0 2 Biped: Full Automatic Biped: Full Automatic l Partia r fo E BIO- 5 : Speech Speech: 5 BIO-E for Partial 10 BIO-E for Full Full r fo E , BIO- 0 1 feathers y gre , sides e th n o s eye d roun h wit d hea d beake , None : Looks Looks: None, full beaked head, full feathered plumage (color and oval body, thin scaly legs, long tail feathers, and birdlike feet. - bird d clawe d an s leg y scal , skinny , bird) l origina h matc o t n patter n thi , body d rounde , neck k thic , beak l smal , Partial r fo E BIO- 5 like feet. legs and large feet. 10 BIO-E for Full, small grey feathers in place of hair, powerful 5 BIO-E for Partial, Prominent beak, feathers instead of hair, upper body, slim legs. round body with thin legs. e Non : Weapons l Natura 10 BIO-E for Full, large eyes and lips, small ears, very sparse Powers: hair, long thin legs, large feet. 10 BIO-E for Glide e Non : Weapons l Natura 20 BIO-E for Flight Powers: n Visio d Advance r fo E BIO- 5 10 BIO-E for Glide t Fligh r fo E BIO- 0 2 WILD FOWL CROW ORIGINAL ANIMAL CHARACTERISTICS ORIGINAe th Ln o ANIMAe tim r L thei CHARACTERISTICf o t mos d spen t tha Ss bird e ar e Thes : Description Description: e Thesgam es a cleve n r scavengerknow o als e ar s e live ofThes . f humainsects n d cropsan s . Theseed yg are huntin d groun very intelligent and social. In North America, there are two common birds because of their popularity with hunters. They tend to be . Crow h Fis e th d an n Rave n Commo e th , species , Grouse e ar d include , birds d wil r othe n tha s flyer r poore d an r heavie Size Level: 4 . Quail d an , Pheasant , Partridge Length: to 24 inches 3 : Level e Siz Weight: 8 to 15 pounds Length: 9 inches (Quail) to 35 inches (Pheasants) m Mediu : Build s pound 5 4-1 : Weight m Mediu : Build MUTANT CHANGES & COSTS Total BIO-E: 65 MUTANT CHANGES & COSTS Attribute Bonuses: Total BIO-E: 75 I.Q. +3 e Non : Bonuses e Attribut M.E2 + . HUMAN FEATURES l Partia r fo E BIO- 5 : Hands S FEATURE N HUMA Full r fo E BIO- 0 1 l Partia r fo E BIO- 5 : Hands 20 BIO-E for Extra Limbs with Human Hands l Ful r fo E BIO- 0 1 Biped: Full Automatic s Hand n Huma h wit s Limb a Extr r fo E BIO- 0 2 Speech: 5 BIO-E for Partial Biped: Full Automatic 10 BIO-E for Full l Partia r fo E BIO- 5 : Speech h wit e plumag e complet , head e birdlik , round , small , None : Looks Full r fo E BIO- 0 1 long tail feathers, strong, thin legs and clawed feet. k blac l al , sides e th n o s eye d roun h wit d hea d beake , None : Looks 5 BIO-E for Partial, small, round head with small beak, plump e birdlik d an s feather l tai g lon , legs y scal n thi , body l ova , feathers body with feathers, prominent tail feathers. feet. , plump , eyes e larg h wit d hea d roun , small , Full r fo E BIO- 0 1 5 BIO-E. for legs Partial l , smalpowerfu , l beakthin d ,an thicr hai k f necko d , roundeinstea s d bodyfeather t , thiligh , n body d roun legs and large feet. Natural Weapons: None 10 BIO-E for Full, large mouth, small black feathers in place of Powers: hair, powerful body, slim legs. e Glid r fo E BIO- 0 1 Natural Weapons: None t Fligh r fo E BIO- 0 2 Powers: e Glid r fo E BIO- 0 1 PET BIRDS t Fligh r fo E BIO- 0 2 S CHARACTERISTIC L ANIMA L ORIGINA SPARROs a t Wkep s songbird l tropica f o s varietie l severa e ar e Ther : Description ORIGINAL ANIMAL CHARACTERISTICS pets. Parakeets and budgies are the most popular. Description: The common House Sparrow is actually related to Size Level: 1 finches. This bird was imported from Europe and has become a Length: 4 to 12 inches commonplace in urban and suburban area. Weight: Under 1 pound Size Level: 1 m Mediu : Build s inche 7 5- : Length S COST & S CHANGE T MUTAN d poun 1 r unde : Weight Total BIO-E: 75 Build: Medium Attribute Bonuses: None

33 HUMAN FEATURES Biped: Full Automatic Hands: 5 BIO-E for Partial l Partia r fo E BIO 5 : Speech 10 BIO-E for Full Full r fo E BIO- 0 1 20 BIO-E for Extra Limbs with Human Hands Looks: None, beaked head with small round eyes on the sides, grey Biped: Full Automatin thi , cbody l ova , bird) l origina h matc o t r (colo s feather n brow r o l Partia r fo E BIO- 5 : Speech . feet e bird-lik d an , feathers l tai g lon , legs y scal 10 BIO-E for Full 5 BIO-E for Partial, small beak, thick neck, rounded body, thin Looks: None, beaked head with small round eyes on the sides, . featherfeet e s larg d an s leg l tai g lon , legs y scal n thi , body l ova , bird) l origina h matc o t r (colo , hair f o e plac n i s feather l smal , mouth e larg , Full r fo E BIO- 0 1 feathers and birdlike feet. powerful upper body, slim legs. 5 BIO-E for Partial, small beak, thick neck, rounded body, thin Natural Weapons: 5 BIO-E for 1D4 Claws on Feet . feet e larg d an s leg Powers: , hair f o e plac n i s feather l smal , mouth e larg , Full r fo E BIO- 0 1 10 BIO-E for Glide powerful upper body, slim legs. 20 BIO-E for Flight Natural Weapons: 5 BIO-E for 1D6 Claws on feet only, (climbing) Powers: CHICKEN e Glid r fo E BIO- 0 1 ORIGINAL ANIMAL CHARACTERISTICS 20 BIO-s E for FlighChicken . t egg-laying d an d foo r fo d bre l anima c Domesti : Description n Visio d Advance r fo E BIO- 5 are some of the only known creatures who can see into the ultra-vio- let. PARROT 3 : Level e Siz ORIGINAL ANIMAL CHARACTERISTICS s inche 2 1 o t 8 : Length Description: There are over 300 species of parrot,s each pound wit 0 1 h ao t mor4 e: Weight n ca y captivit n i d raise s parrot e Som . next e th n tha e plumag l colorfu t Shor : Build be taught to imitate human voices. MUTANT CHANGES & COSTS Size Level: 2 5 6 : BIO-E l Tota l tal s inche 4 2 o t 8 : Length Attribute Bonuses: None s pound 5 o t : Weight HUMAN FEATURES m Mediu : Build Hands: 5 BIO-E for Partial MUTANT CHANGES & COSTS Full r fo E BIO- 0 1 Total BIO-E: 65 Biped: Full Automatic Attribute Bonuses: None l Partia r fo E BIO- 5 : Speech S FEATURE N HUMA l Ful r fo E BIO- 0 1 Looks: None, small, beaked head, large round body with heavy plum- l Partia r fo E BIO- 5 : Hands Full r fo E BIO- 0 1 age, thin legs and bird feet. 5 BIO-E for Partial, round head with small beak, large body, 20 BIO-E for Extra Limbs with Human Hands c Automati l Ful : Biped thin legs and bird-like feet. , thichair k f o e plac n i s feather d light-colore , Full r fo E BIO- 0 1 Speech: Partial Automatic 5 BIO-E for Full . legs n thi d an y bod Looks: None, beaked head with large round eyes one theNon sides : , brightlWeapons yl Natura colored feathers (as original animal), oval body, long scaly legs, Powers: long tail feathers, and three-toed, birdlike feet. e Glid r fo E BIO- 0 1 n Visio t Ultra-viole r fo E BIO- 0 2 5 BIO-E for Partial, prominent beak, thick neck, bright feathers, . feet e larg d an s leg n thi g lon , body d roun 10 BIO-E for Full, large mouth, small feathers in place of hair, BOAR . legs m sli , body r uppe l powerfu Natural Weapons: 5 BIO-E for 1D6 Claws, (climbing) ORIGINAL ANIMAL CHARACTERISTICS Powers: Description: Dangerous wild pigs which were imported to the U.S. 10 BIO-E for Glide as a game animal. Boars are quick and dangerous with large, sharp 20 BIO-E for Flight . mouth e th f o s side m fro g protrudin s tusk n Visio d Advance r fo E BIO- 5 1 1 : Level e Siz g lon t fee 5 o t 4 : Length PIGEON Weight: 200-300 pounds S CHARACTERISTIC L ANIMA L ORIGINA Build: Short e ar y The . life y cit o t y completel d adapte e hav s Pigeon : Description S COST & S CHANGE T MUTAN . hazard h healt s seriou a m the s make t tha e styl e lif a h wit s scavenger 0 3 : BIO-E l Tota Size Level: 2 Attribute Bonuses: Length: to 13 inches long P.S2 .+ s pound 3 o t : Weight P.P1 .+ Build: Medium P.E. +1 S COST & S CHANGE T MUTAN Spd. +1 0 7 : BIO-E l Tota HUMAN FEATURES Attribute Bonuses: Nont e foo h eac n o s toe e larg , clawed o tw , None : Hands S FEATURE N HUMA b thum a d an s finger d clawe e thre , Partial r fo E BIO- 5 Hands: 5 BIO-E for Partial 10 BIO-E for Full, Three fingers and a thumb 10 BIO-E for Full Biped: 5 BIO-E for Partial s Hand n Huma h wit s Limb a Extr r fo E BIO- 0 2 Full r fo E BIO- 0 1

34 Speech: 5 BIO-E for Partial Looks: None, long snouted face with large nostrils, large cleft lips, 10 BIO-E for Full round bodies with hump on back, yellow fur and long arms and legs. Looks: None, large ears, tiny eyes, big head with downturned snout, 5 BIO-E for Partial, pointed ears on top of head, short yellow obvious tusks, large hairy body and small limbs, a short tail. fur, large hump between shoulders, long, thin arms and legs. 5 BIO-E for Partial, heavy head with small eyes and large ears, 10 BIO-E for Full, dark skin with yellow hair, large facial features, thick hairy body and small arms and legs. thick body with long arms and legs. 10 BIO-E for Full, large head with powerful looking body. Natural Weapons: 5 BIO-E for 1D8 Teeth Natural Weapons: 5 BIO-E for small Tusks that do 1D6 damage. Powers: 10 BIO-E for large Tusks that do 2D6 damage. 5 BIO-E for Spit; a foul smelling saliva, range: 12ft, +2 to strike; if Powers: spit into eyes, victim is temporarily blinded for 1D4 melees. 5 BIO-E for Advanced Smell 10 BIO-E for Water Storage; can survive without water for 2 days per BUFFALO each gallon of water drunk. 10 gallon maximum can be drunk within 12 minutes. ORIGINAL ANIMAL CHARACTERISTICS Description: These huge grazing animals were virtually exterminated by hunters in the west. Size Level: 19 CANINES, WILD Length: 9-11 feet long ORIGINAL ANIMAL CHARACTERISTICS Weight: 1,500-2,000 pounds Description: Coyotes and Wolves are carnivores who hunt in highly Build: Medium organized packs. They are intelligent and very social. MUTANT CHANGES & COSTS Size Level: Coyote — 5, Wolf — 6 Total BIO-E: 0 Length: Coyote — 4-5 feet long Wolf — 5-6 feet long Attribute Bonuses: None Weight: Coyote — 25-30 pounds Wolf — 60-75 pounds HUMAN FEATURES Build: Medium Hands: 5 BIO-E for Partial MUTANT CHANGES & COSTS 10 BIO-E for Full Total BIO-E: Coyote — 55, Wolf — 50 Biped: 5 BIO-E for Partial Attribute Bonuses: 10 BIO-E for Full I.Q. +4 Speech: 5 BIO-E for Partial M.E. +2 10 BIO-E for Full Looks: None, huge head with small eyes on the sides, heavy black M.A. +2 hair on neck and shoulders, small arms and legs, huge body. P.P. +2 5 BIO-E for Partial, very large head with small eyes and thick HUMAN FEATURES neck, large body with heavy upper body hair. Hands: 5 BIO-E for Partial 10 BIO-E for Full, big head, well developed shoulders, neck and 10 BIO-E for Full arms, heavy body hair. Biped: 5 BIO-E for Partial Natural Weapons: 5 BIO-E for Horns that do 1D8 damage 10 BIO-E for Full Powers: Speech: 5 BIO-E for Partial 5 BIO-E for Advanced Hearing 10 BIO-E for Full 10 BIO-E for 10 S.D.C. Looks: None, full snout, pointed ears on top of head, clawed feet CAMEL and hands, long tail and heavy fur. 5 BIO-E for Partial, prominent snout, pointed ears, fur, powerful, ORIGINAL ANIMAL CHARACTERISTICS squat build. Description: These large desert grazing animals have been used in 10 BIO-E for Full, slightly pointed ears, large features, thick hair the Middle East as beasts of burden for centuries. In spite of their and beard, powerful build. long contact with man they remain vicious and short tempered. Camels (and camel characters) can go for several days without food Natural Weapons: 5 BIO-E for 1D6 Claws or water. They can lose up to 25% of their body weight and gain 5 BIO-E for 1D8 Teeth it all back ten minutes after drinking water (sometimes up to 25 10 BIO-E for 2D6 Teeth gallons.) Powers: Size Level: 18 5 BIO-E for Advanced Smell Length: 9 to 11 feet long CANINE: FOX (Mammal/Canine/Carnivore) Weight: to 1,000 pounds Build: Medium ORIGINAL ANIMAL CHARACTERISTICS Description: There are two major kinds of foxes in North America, MUTANT CHANGES & COSTS Total BIO-E: 0 the red (a furred fox) and the grey (a haired fox). Both are small, Attribute Bonuses: clever carnivores. There is also a white Arctic Fox with the same P.S. +1 characteristics. P.E. +4 Size Level: 3 Length: to 40 inches long HUMAN FEATURES Weight: 9-10 pounds Hands: None, two-fingered paws with leathery pads and small, blunt Build: Long claws. 5 BIO-E for Partial MUTANT CHANGES & COSTS 10 BIO-E for Full, two fingers and a short thumb Total BIO-E: 60 Biped: 5 BIO-E for Partial Attribute Bonuses: 10 BIO-E for Full I.Q. +2 Speech: 5 BIO-E for Partial M.E. +8 10 BIO-E for Full Spd. +3 35 HUMAN FEATURES DOG (Mammal/Carnivorous/Canine) Hands: 5 BIO-E for Partial Dog Breeds 10 BIO-E for Full Level) Size indicates SL Breed. for Percentile (Roll l Partia r fo E BIO- 5 : Biped ) 6 L (S d Houn n Afgha 4 01-0 10 BIO-E for Full ) 6 L (S e Beagl 9 05-0 Speech: 5 BIO-E for Partial 10-13 Bloodhound (SL 5) 10 BIO-E for Full 14-15 Dachshund (SL 3) d pointe a d an s ear d pointe , large h wit d hea r triangula , None : Looks 15-17 Elkhound snout, thick fur, long bushy tail, compact body an) 6 d L thi(S n d arms anShepher d n Germa 5 18-2 legs. 26-29 Greyhound (SL 5) 5 BIO-E for Partial, noticeable snout, pointed ears on) 4 to pL o(S fl Spanie 5 30-3 . limbs d an y bod n lea , tail t shor , fur , head 36-40 Cocker Spaniel (SL 4) h grayis r o h reddis , features l facia p shar l smal , Full r fo E BIO- 0 1 41-43 Terrier (SL 4) thick hair, lean, tight body. ) 5 L (S s Bulldog 6 44-4 Natural Weapons: 5 BIO-E for 1D6 Teeth 47-51 Poodle (SL 4) h Teet 8 1D r fo E BIO- 0 1 ) 5 L (S e Colli 5 52-5 Powers: ) 6 L (S n Doberma 0 56-6 5 BIO-E for Advanced Hearing ) 7 L (S e Dan t Grea 5 61-6 l Smel d Advance r fo E BIO- 5 66-69 Mastiff (SL 6) ) 6 L (S y Husk 4 70-7 NOTE: All the Dogs in the above illustration have: 75-80 St. Bernard (SL 8) ) (steps s Level h Growt e Stanc l Bipeda l Partia 81-83 Chihuahua (SL 2) h Eac h Wit y Var s Hand n Huma l Ful ) 2 L (S e Pekinges 6 84-8 s Feature n Huma o N r o l Partia ) 5 L (S l Mongre 0 87-0 36 ORIGINAL ANIMAL CHARACTERISTICS Size Level: 13 Description: Because there are so many different breeds the figures Length: to 6 feet long given below are for the average mongrel dog. Players should roll Weight: to 400 pounds their exact breed. Build: Medium Size Level: 5 MUTANT CHANGES & COSTS Length: Varies Total BIO-E: 20 Weight: Varies Attribute Bonuses: Build: Medium P.S. +1 MUTANT CHANGES & COSTS P.E. +1 Total BIO-E: 60 (reduce by 10 for each size step above 5) Spd. +3 Attribute Bonuses: HUMAN FEATURES SL 3-5 I.Q. + 2 SL 6-8 I.Q. + 2 Hands: 5 BIO-E for Partial M.E.+1 P.S.+2 10 BIO-E for Full P.P. +1 P.E. +2 Biped: 5 BIO-E for Partial HUMAN FEATURES 10 BIO-E for Full Hands: 5 BIO-E for Partial Speech: 5 BIO-E for Partial 10 BIO-E for Full 10 BIO-E for Full Biped: 5 BIO-E for Partial Looks: None, triangular head with large ears at the upper corners, 10 BIO-E for Full widely spaced eyes, thick neck, powerful body with long, thin arms Speech: 5 BIO-E for Partial and legs. 10 BIO-E for Full 5 BIO-E for Partial, muzzled head, large ears, thick body with Looks: None, varies according to breed (see illustration). thin arms and legs. 5 BIO-E for Partial, varies according to breed. 10 BIO-E for Full, large, fluid eyes, large ears, thick neck, 10 BIO-E for Full, varies according to breed. powerful build. Natural Weapons: 5 BIO-E for 1D6 Teeth Natural Weapons: 5 BIO-E for Small Antlers 1D6 5 BIO-E for 1D4 Claws 10 BIO-E for Large Antlers 2D6 Powers: Powers: 5 BIO-E for Advanced Smell 5 BIO-E for Advanced Hearing COW & BULL ELEPHANT ORIGINAL ANIMAL CHARACTERISTICS ORIGINAL ANIMAL CHARACTERISTICS Description: Domesticated cattle bred for meat or milk production. Description: This is the world's largest land animal. The elephant is There are dozens of specialized breeds, each with different sizes used as a circus performer throughout the world. It is a useful worker and characteristics. with tremendous strength and a trunk that serves as a flexible (partial) Size Level: 16 human hand. Length: 6 to 8 feet long Size Level: 20 Weight: to 2,000 pounds Length: to 10 feet tall Build: Short Weight: to 10,000 pounds MUTANT CHANGES & COSTS Build: Short Total BIO-E: 0 MUTANT CHANGES & COSTS Attribute Bonuses: Cow: None Total BIO-E: 0 Bull: P.S. +2 Attribute Bonuses: Spd. +2 P.S. +2 HUMAN FEATURES Spd. +3 Hands: 5 BIO-E for Partial HUMAN FEATURES 10 BIO-E for Full Hands: 5 BIO-E for Partial Biped: 5 BIO-E for Partial 10 BIO-E for Full 10 BIO-E for Full Biped: 5 BIO-E for Partial Speech: 5 BIO-E for Partial 10 BIO-E for Full 10 BIO-E for Full Speech: 5 BIO-E for Partial Looks: None, large muzzled head, long, rounded ears, eyes on side 10 BIO-E for Full of head, very thick neck, fur, massive body, skinny tail and short Looks: None, huge head with prominent lumps on top, small eyes, arms and legs. huge floppy ears, loose, leathery skin with sparse hair, massive 5 BIO-E for Partial, noticeable muzzle, large flat teeth, protruding body, trunklike arms and legs, skinny tail. ears, large neck and body, short, thick hair and short arms and legs. 5 BIO-E for Partial, huge head with a nose that will hang below 10 BIO-E for Full, widely spaced eyes, large protruding ears, the chin, wrinkled, leathery skin that sags over most of the body, powerful neck and shoulder muscles. bald, powerful body and limbs. Natural Weapons: 5 BIO-E for 2D12 Horns (Bulls Only) 10 BIO-E for Full, large head with bone ridge over the eyes, Powers: Cow — None very large nose, large ears, bald, prominent facial wrinkles, thick Bull: 5 BIO-E for +15 S.D.C. neck and body, powerful arms and legs. Natural W eapons: 10 BIO-E for Tusks DEER Powers: ORIGINAL ANIMAL CHARACTERISTICS 10 BIO-E for Prehensile Trunk that can serve as an additional (Partial) Description: Woodland grazing animal whose primary defense hand. This trunk will be long enough for the character to touch ground against without bending predators is speed. There are a large variety of deer, all with roughly 5 BIO-E for Advanced Hearing the same characteristics. 5 BIO-E for Thick Skin; +20 S.D.C.

37 ELK 1D8 Teeth ORIGINAL ANIMAL CHARACTERISTICS 10 BIO-E for 2D6 Teeth Description: These large, northern grazing animals are the second Powers: largest kind of deer. They are very social animals with the herds 5 BIO-E for Advanced Smell moving to the mountains in summer and the valleys in winter. 5 BIO-E for Nightvision 8 1 : Level e Siz 10 BIO-E for Swimming; equal to basic swim skill of 60% Length: to 9 feet long CHEETAH Weight: to 1,100 pounds Build: Medium ORIGINAL ANIMAL CHARACTERISTICS Description: A large, spotted feline that looks somewhat doglike. MUTANT CHANGES & COSTS Cheetahs are the fastest mammals in the world and use their speed Total BIO-E: 0 for hunting. Attribute Bonuses: Size Level: 8 P.P. +1 Length: 30 inches tall P.S. +2 Weight: to 125 pounds HUMAN FEATURES Build: Long Hands: 10 BIO-E for Partial S COST & S CHANGE T MUTAN 15 BIO-E for Full Total BIO-E: 40 Biped: 10 BIO-E for Partial : Bonuses e Attribut 15 BIO-E for Full P.P. +1 Speech: 5 BIO-E for Partial Spd. +10 10 BIO-E for Full Looks: None, triangular head with large ears at the upper corners, HUMAN FEATURES widely spaced eyes, thick neck, powerful body with long, thin arms Hands: 5 BIO-E for Partial and legs. 10 BIO-E for Full 5 BIO-E for Partial, muzzled head, large ears, thick body with Biped: 5 BIO-E for Partial thin arms and legs. 10 BIO-E for Full 10 BIO-E for Full, large fluid eyes, large ears, thick neck, pow- Speech: 5 BIO-E for Partial erful build. 10 BIO-E for Full Natural Weapons: 5 BIO-E for 1D8 Antlers Looks: None, small, round face with white muzzle, thick spotted Powers: fur, long legs, long, black-tipped tail. 5 BIO-E for Advanced Smell 5 BIO-E for Partial, broad nose, large yellow eyes, round ears on the side, roundish head, long body, spotted fur and short tail. FELINES 10 BIO-E for Full, large prominent freckles, yellowish eyes, yellow hair, long, lean body. ORIGINAL ANIMAL CHARACTERISTICS Natural Weapons: 5 BIO-E for 1D6 Claws Description: The great felines are basically similar. Tigers are the 5 BIO-E for 1D8 Teeth largest and are solitary hunters. The second largest felines are Lions Powers: who are special hunters. American Jaguars and African Leopards 25 BIO-E for Heightened Speed. This is an increase in running speed are roughly the same size and have the same characteristics. that allows the mutated Cheetah to run up to 120 miles per hour for Size Level: Jaguar—12 Lion—14 Tiger—15 short bursts of two to three minutes. Length: Jaguar - 4 1/2 - 6 1/2ft Lion - 4 1/2-6 1/2ft Tiger - 6-9 1/2ft + 1 on Initiative Weight: Jaguar — to 300 pounds + 1 to Strike Lion — to 400 pounds + 3 to Parry/Dodge Tiger — to 500 pounds l Punch/Fal h wit l Rol o t 2 + Build: Medium ' + 4 to Damage for each 40mph MUTANT CHANGES & COSTS MOUNTAIN LION Total BIO-E: Jaguar — 20 Lion — 10 Tiger — 5 Attribute Bonuses: ORIGINAL ANIMAL CHARACTERISTICS P.S. + 2 (+ 4 for Tiger) Description: Found throughout North America, Mountain Lions have P.P. +6 been called Cougars, Panthers, Pumas and other names. While smal- P.E. +2 ler than lions and tigers, they are very agile and bring down deer and other prey much larger than themselves. A typical Mountain HUMAN FEATURES Lion will kill a deer every week. Hands: 5 BIO-E for Partial Size Level: 9 10 BIO-E for Full Length: 7-8 feet long Biped: 5 BIO-E for Partial Weight: 100-175 pounds 10 BIO-E for Full Speech: 5 BIO-E for Partial Build: Long 10 BIO-E for Full MUTANT CHANGES & COSTS Looks: None, large, wide head with massive jaws, broad nose, wide- Total BIO-E: 40 set eyes and ears on top, thick fur (with original animal markings), Attribute Bonuses: long, lean body, long furred tail, powerful arms and legs. P.P. +3 5 BIO-E for Partial, muzzled face, whiskers, thick fur, long, Spd. +2 flexible body, short furry tail, powerful arms and legs. HUMAN FEATURES 10 BIO-E for Full, wide, flat nose, widely spaced eyes, powerful Hands: 5 BIO-E for Partial yaw, short, thick hair, lean muscular build with large hands and feet. l Ful r fo E BIO- 0 1 Natural Weapons: 10 BIO-E for 1D8 Retractable Claws Biped: 5 BIO-E for Partial 15 BIO-E for 2D6 Retractable Claws 10 BIO-E for Full

38 Speech: 5 BIO-E for Partial Speech: 5 BIO-E for Partial 10 BIO-E for Full 10 BIO-E for Full d an e muzzl y chubb , top n o s ear e larg h wit d hea l smal , None : Looks Looks: None, cat-like head with long pointed ears on top and large . body n lea , long , tail y furr g lon , thighs y heav , fur g lon , eyes e larg slitted eyes, long striped fur on cheeks, long fur, heavy thighs, short - prom s eye e larg , head f o p to n o s ear e larg , Partial r fo E BIO- 5 . tail y furr inent whiskers, fur, small tail, large legs, clawed hands and feet. 5 BIO-E for Partial, large ears on top of head, large, slitted eyes, 10 BIO-d E for clawe Full, legs , e larglarg e , eyetail s, anfur d, ears, broasideburns d nosean d , bear thic , k hair,whiskers t prominen . build l powerfu , slim hands and feet. Natural Weapons: k 10thic , BIO-E forsideburns 2D6 Retractablheavy , ears d ean Claws eye se larg , Full r fo E BIO- 0 1 Powers: . build m sli , shoulders w narro , thighs e larg , hair 5 BIO-E ) for Nightvisio(climbing s n (5Claw 0e feet) Retractabl 8 1D r fo E BIO- 5 : Weapons l Natura 5 BIO-E for Advanced Hearing ) (climbing s Claw e Retractabl 6 2D r fo E BIO- 0 1 l Smel d Advance r fo E BIO- 5 Powers: 5 BIO-E for Nightvision (50 feet), eyes will be cat like. CAT — DOMESTIC S CHARACTERISTIC L ANIMA L ORIGINA FROG Description: There are a wide variety of cat breeds, but all have ORIGINAL ANIMAL CHARACTERISTICS roughly the same characteristics. Cat characters can have spotted, Description: There are hundreds of different kinds of frogs in North . markings y bod o calic r o n persia , striped o t d adapte e hav s other t bu c aquati y purel e ar e Som . alone a Americ 3 : Level e Siz y rel o wh s eater s insect e ar t Mos . trees n i r o d groun e th n o g livin s inche 4 2 o t 2 1 : Length on their sticky tongue. Weight: to 10 pounds 2 : Level e Siz m Mediu : Build Length: to 12 inches long MUTANT CHANGES & COSTS Weight: to 3 pounds Total BIO-E: 70 Build: Medium Attribute Bonuses: MUTANT CHANGES & COSTS 2 M.E+ . 0 8 : BIO-E l Tota P.P. +3 Attribute Bonuses: HUMAN FEATURES P.P. +1 Hands: 5 BIO-E for Partial 2 Spd+ . 10 BIO-E for Full HUMAN FEATURES Biped: 5 BIO-E for Partial l Partia r fo E BIO- 5 : Hands 10 BIO-E for Full 10 BIO-E for Full Speech: 5 BIO-E for Partial Biped: 5 BIO-E for Partial 10 BIO-E for Full 10 BIO-E for Full Looks: None, cat-like head with ears on top and large slitted eyes, Speech: 5 BIO-E for Partial long fur, heavy thighs, long furry tail. l Ful r fo E BIO- 0 1 5 BIO-E for Partial, large ears on top of head, large, slitted eyes, Looks: None, huge, bulbous eyes at the top of the head, short, thick prominents whiskersarm n thi , g furlon , h smalwit ly tailbod , d largeroun thighs, skin ,h narrosmoot w , shouldersgreenish , , naked , neck . build m sli and legs, three long fingers on each limb. 10 BIO-E fo, r Full,mouth large ewid eye, s head an f do earsp to ,t a thic s k eye hair g , largbulgin e, thighsPartial , r fo E BIO- 5 narrow shoulders, slim. buildlegs d . an s arm n thi g lon h wit y bod d roun , skin h smoot h Teet 8 1D r fo E BIO- 5 : Weapons l Natura 10 BIO-E for Full, bulging eyes, bald, smooth skin, flat nose , legs d an 5 s BIO-arm Ey for 1Dskinn 8h Retractablwit y bod l e Claws (climbingpowerfu , neck t ) shor , ears d an 10 BIO-E for 2D6 Retractable Claws (climbing) three fingered hands and three toed feet. Powers: Natural Weapons: None . like t ca e b l wil s eye , feet) 0 (5 n Nightvisio r fo E BIO- 5 Powers: 5 BIO-E for Nightvision (25 feet) CAT — WILD 5 BIO-E for Leaping Ability that doubles the normal distance for ORIGINAL ANIMAL CHARACTERISTICS Jumps & Leaps Description: This includel skil m s thswi e e Bobcat andcompetitiv Lynxo t l , equa bot g h tree-climbinswimmin r fo gE BIO- 5 1 d avoi o wh s creature y solitar e ar s feline d wil e Th . hunters e felin h Breat d Hol r fo E BIO- 0 1 areas inhabited by man. Ocelots and Servals are similar. Size Level: Bobcat — 4, Lynx — 5 GOAT s inche 0 36-4 — x Lyn , inches 2 32-4 — t Bobca : Length ORIGINAL ANIMAL CHARACTERISTICS Weightd : Bobcaworl e th tt — mea 18-2 r o k 2 poundsmil r fo d , Lynuse l x — anima 25-3 d 5 poundsdomesticate A : Description Build: Short over. Goats are valued because of their ability to survive in harsh MUTANT CHANGES & COSTS climates and on relatively little food. Total BIO-E: Bobcat — 65, Lynx — 60 Size Level: 6 Attribute Bonuses: Length: to 40 inches long 2 M.E+ . s pound 5 7 o t : Weight P.P. +3 Build: Medium HUMAN FEATURES MUTANT CHANGES & COSTS Hands: 5 BIO-E for Partial Total BIO-E: 55 10 BIO-E for Full Attribute Bonuses: Biped: 5 BIO-E for Partial 2 I.Q+ . l Ful r fo E BIO- 0 1 P.E. +4

39 Spd. +1 HUMAN FEATURES S FEATURE N HUMA Hands: 10 BIO-E for Partial l Partia r fo E BIO- 5 : Hands l Ful r fo E BIO- 5 1 10 BIO-E for Full Biped: 10 BIO-E for Partial Biped: 5 BIO-E for Partial 15 BIO-E for Full 10 BIO-E for Full Speech: 5 BIO-E for Partial l Partia r fo E BIO- 5 : Speech 10 BIO-E for Full 10 BIO-E for Full Looks: None, long narrow head and muzzle with widely spaced eyes Looks: None, , triangulamane d an rl shapetai g dlon , head body wit e h larg widel , hair y k spacethic , d eyeears r s andtubula e larg d an n thi , long , tail y shagg , body e larg , hair k thic , ears r tubula e larg . feet n o f hoo d soli , limbs n thi , long . feet n o f hoo t clef , limbs 10 BIO-E for Partial, long muzzled face, large ears on top of 5 BIO-En fordow Partialg , runnin muzzled an d d hea facef o p , to larg g e alon ear e s oman n , top eyes od f head, wide-space , head , build l powerfu , body y hair , goatee , nose g lon , eyes d widespace d an s toe e thre , legs d an s arm n thi , build l powerfu , tail t shor , back . fingers d an s toe e thre , legs d an s arm n thi fingers. , nose g lon , chin e th r unde d bear l smal a , Full r fo E BIO- 0 1 s ear d pointe , teeth k buc , hair e mohawk-styl , Full r fo E BIO- 5 1 widely spaced eyes, pointed ears, thick neck and powerfu. l bodybuild l . powerfu d an Natural Weapons: 5 BIO-E for 1D8 Horns Natural Weapons: 5 BIO-E for Hoofed feet, Kick does 1D8 damage. Powers: Powers: 5 BIO-E for Advanced Hearing g Hearin d Advance r fo E BIO- 5 s drug . +3vs , poisons . vs e sav o t 5 + , Resistance c Toxi r fo E BIO- 0 1 5 BIO-E for + 10 S.D.C. HIPPOPOTAMUS MARTEN & MINK S CHARACTERISTIC L ANIMA L ORIGINA ORIGINAL ANIMAL CHARACTERISTICS Descriptiont : Grea . Thesfur es giant grazingorgeou h wit g s animalanimal s d spend mosfoxface , t of theiBeautiful r live : s Description in the waterr . simila e hav s Mink d an s (Fisher . . . s curiou y incurabl , climbers 0 2 : Level e Siz characteristics). t fee 4 1 o t : Length Size Level: 2 Weight: to 4,000 pounds g lon s inche 0 24-3 : Length t Shor : Build s pound 3 2 : Weight MUTANT CHANGES & COSTS g Lon : Build 0 : BIO-E l Tota MUTANT CHANGES & COSTS Attribute Bonuses: None Total BIO-E: 70 S FEATURE N HUMA : Bonuses e Attribut Hands: 5 BIO-E for Partial I.Q2 + . 10 BIO-E for Full M.E1 + . Biped: 5 BIO-E for Partial P.P. +2 10 BIO-E for Full Spd. +5 Speech: 5 BIO-E for Partial S FEATURE N HUMA 10 BIO-E for Full l Partia r fo E BIO- 5 : Hands Looks: None, wide muzzle, enormous cheeks, powerful jaws, small, 10 BIO-E for Full valved, nostrils, small round ears on top of head, thick, leathery l Partia r fo E BIO- 5 : Biped s arm l powerfu , tail l smal , short , body d an k nec k thic , skin e loos l Ful r fo E BIO- 0 1 and legs. Speech: 5 BIO-E for Partial s eye l smal , jaws e massiv h wit d hea e hug , Partial r fo E BIO- 0 1 10 BIO-E for Full . limbs t shor , body d an k nec e hug , skin y leather , ears d an d an t snou l smal h wit e fac r triangula , fur heavy k dar , None : Looks l smal , nose e wid , jaw e larg h wit d hea e larg , Full r fo E BIO- 5 1 large ears on top, long, slim body, short legs and long bushy tail. eyes and ears, bald, muscular neck and body. 5 BIO-E for Partial, snouted head with ears on top, thick fur, h Teet 0 1 D 1 r fo E BIO- 5 : Weapons l Natura long, flexible body, short limbs, small furry tail. Powers: 10 BIO-E for Full, small sharp facial features, large pointed ears, 15 BIO-E for Light Natural Body Armour; A.R.:8, S.D.C.: +40 slender, muscular build. g Hearin d Advance r fo E BIO- 5 ) (Climbing s Claw 6 1D r fo E BIO- 5 : Weapons l Natura 5 BIO-E for Hold Breath 5 BIO-E for 1D8 Teeth Powers: HORSE 5 BIO-E for Advanced Hearing S CHARACTERISTIC L ANIMA L ORIGINA 5 BIO-E for Advanced Smell Description: There are quite a few different breeds of this domesti- cated grazing animal. Figures given below are for typical riding MOLE horses. ORIGINAL ANIMAL CHARACTERISTICS Size Level: 18 Description: This animal is completely adapted to a burrowing exis- Height: to 60 inches tall at the shoulder tence. Moles can Hold Breath. Weight: 800 to 1,400 pounds Size Level: 1 m Mediu : Build s inche 6 o t : Length S COST & S CHANGE T MUTAN Weight: to 1 pound Total BIO-E: 0 Build: Short : Bonuses e Attribut MUTANT CHANGES & COSTS P.S. + 2 Total BIO-E: 85 Spd6 + . Attribute Bonuses: None

40 HUMAN FEATURES HUMAN FEATURES l Partia r fo E BIO- 5 : Hands Hands: 10 BIO-E for Partial l Ful r fo E BIO- 0 1 l Ful r fo E BIO- 5 1 Biped: 5 BIO-E for Partial Biped: 10 BIO-E for Partial 10 BIO-E for Full 15 BIO-E for Full Speech: 5 BIO-E for Partial l Partia r fo E BIO- 5 : Speech 10 BIO-E for Full 10 BIO-E for Full Looks: None, tiny eyes, dense fur, large, fleshy nose, smooth rounded Looks: None, still appear to be a moose, huge long head with long body with short, powerful scaly limbs, long naked tail. donkey-like ears, powerful body with long, thin, arms and legs, y furr , thick , nose g lon h wit d hea d pointe , Partial r fo E BIO- 5 short, stubby tail. body, short tail, short, scaly arms and legs. 10 BIO-E for Partial, muzzled head, large ears, thick body with , ears d an s eye l smal h wit d hea d roun e larg , Full r fo E BIO- 0 1 thin arms and legs. large fleshy nose, rounded body with short muscular arms and legs. 15 BIO-E for Full, large, fluid eyes, large ears, thick neck, s Claw 6 1D r fo E BIO- 5 : Weapons l Natura powerful build. Powers: Natural Weapons: 10 BIO-E for 2D6 Antlers 10 BIO-E for Digging Powers: 20 BIO-E for Tunneling 5 BIO-E for Advanced Hearing g Excavatin r fo E BIO- 0 3 l Smel d Advance r fo E BIO- 5 MUSKRAT MONKEY ORIGINAL ANIMAL CHARACTERISTICS ORIGINAd an La ANIMAAmeric h L CHARACTERISTICNort t throughou n Scommo e ar s Muskrat : Description - Al . scavengers d an s vegetarian g dwellin r rive e ar y The . Europe s monkey f o s kind t differen n doze a t leas t a e ar e Ther : Description kept as petr s or researcunderwate hh animalwit s sden id n thbuil e o U.Sd y . Althougthe s hBeaver ths a ed markingtalente s a s t no h thoug and fur may differ, the animal characteristics are the same. All the entrances. . tails e prehensil h wit s dweller e tre e ar s monkey 2 : Level e Siz 4 : Level e Siz g lon s inche 5 2 o t 2 2 : Length g lon s inche 0 2 o t 8 : Length Weight: 14 pounds Weight: 5 to 20 pounds Build: Short g Lon : Build S COST & S CHANGE T MUTAN MUTANT CHANGES & COSTS Total BIO-E: 70 5 4 : BIO-E l Tota Attribute Bonuses: : Bonuses e Attribut I.Q. +3 I.Q. + 3 M.E. +1 M.E1 + . M.A1 + . M.A. +1 HUMAN FEATURES P.P. 2 c Automati l Partia : Hands P.E. +1 l Ful r fo E BIO- 5 Spd2 + . Biped: 5 BIO-E for Partial HUMAN FEATURES 10 BIO-E for Full c Automati l Partia : Hands Speech: 5 BIO-E for Partial l Ful r fo E BIO- 0 1 5 BIO-E for Full c Automati l Partia : Biped Looks: None, large head with animal snout and pouch-like cheeks, l Ful r fo E BIO- 5 small eyes and ears, thick, bulky neck and body, short arms and Speech: 5 BIO-E for Partial legs, long naked tail and thick fur pelt. l Ful r fo E BIO- 0 1 5 BIO-E for Partial, noticeable snout, small eyes and ears, Looks: Partial, face leathery, . arms body any d legfurr , s are bulky lon , gtail ant d shor skinny , ,cheeks e pouchlik . hair y bod f o t lo a e hav l wil s character e th d an , flat d an g lon e ar t fee 10 BIO-E for Full, small facial features, small delicate hands, 5 BIO-E for Full, will be only slightly shaggier than a normal short, thick hair, powerful build. human. Natural Weapons: None e Non : Weapons l Natura Powers: Powers: h Touc d Advance r fo E BIO- 5 10 BIO-E for Prehensile Tail; Use as Partial Hang d Hearin d Advance r fo E BIO- 5 d Han l Partia s a e Us ; Feet e Prehensil r fo E BIO- 5 1 5 BIO-E for Advanced Smell 5 BIO-E for Hold Breath MOOSE ORIGINAL ANIMAL CHARACTERISTICS OPOSSUM Description: These huge animals graze in the swamps and marshes ORIGINAL ANIMAL CHARACTERISTICS r o n seaso g ruttin g durin e Moos . Canada d an . U.S n norther e th f o , ears d nake h wit s rat y scrawn , large e lik k loo s 'Possum : Description . dangerous y ver e ar g youn g guardin . tails y scal g lon d an r fu d silver-tippe Size Level: 19 Size Level: 3 r shoulde e th t a t fee 8 o t : Length s inche 6 3 o t p u : Length Weight: to 1,500 pounds Weight: 5-7 pounds Build: Medium Build: Medium MUTANT CHANGES & COSTS S COST & S CHANGE T MUTAN Total BIO-E: 0 0 7 : BIO-E l Tota Attribute Bonuses: e Non : Bonuses e Attribut P.S. +4 p.E. +1 41 HUMAN FEATURES Hands: Partial (five-fingered) Automatic 5 BIO-E for Full l Partia r fo E BIO- 5 : Biped l Ful r fo E BIO- 0 1 l Partia r fo E BIO- 5 : Speech l Ful r fo E BIO- 0 1 g lon , neck e flexibl , thick , top n o s ear h wit d hea l smal , None : Looks body, heavy fur pelt, short arms and legs, long furry tail. 5 BIO-E for Partial, small head with slight snout, long furry . toes d an s finger d webbe h wit s leg d an s arm t shor , tail y furr , body y powerfull n lea , ears d pointe , nose t fla , wide , Full r fo E BIO- 0 1 built body, slight webbing between fingers and toes. Natural Weapons: None Powers: - under d an s darknes n i n vibratio t detec n ca t tha s Whisker r fo E BIO- 5 water. 5 BIO-E for Advanced Smell 5 BIO-E for Advanced Hearing h Touc d Advance r fo E BIO- 5 5 BIO-E for Hold Breath Note: Swimming must be a learned skill. PIG S FEATURE N HUMA ORIGINAL ANIMAL CHARACTERISTICS Hands: Partial Automatic Description: Domesticated pigs can be fattened up to huge propor- 5 BIO-e Elarg foa rg Full producin , efficient y ver e ar y the l anima t mea a s A . tions l Partia r fo E BIO- 5 : Biped . consumption r thei o t e relativ d foo f o t amoun l Ful r fo E BIO- 0 1 Size Level: 12 l Partia r fo E BIO- 5 : Speech Length: 4 to 6 feet long 10 BIO-E for Full s pound 0 80 o t : Weight y tin h wit d fille w ja e wid a h wit d hea r triangula g lon , None : Looks Build: Medium pointed teeth, naked ears, coarse silver fur, Partial Hands on rear legs, heavy body with short limbs, longS nakedCOST tail& .S CHANGE T MUTAN 5 BIO-E for Partial, coarse white fur, definite snout, lon5 2 g mouth: , BIO-E l Tota large ears, large squat body, Partial hands on hind legs. Attribute Bonuses: 10 BIO-E for Full, pointed ears, large nose and eyes, coarse I.Q. +3 white hair, powerful build and delicate hands. M.E. +1 Natural Weapons: 5 BIO-E for 1D4 Claws (climbing) M.A. +1 Powers: HUMAN FEATURES 5 BIO-E for Ability to Play Dead. When used, the Opossum character Hands: 5 BIO-E for Partial will fall down stiffly, the mouth will gape open with a smelly greenish 10 BIO-E for Full mucus around the lips. Heart rate and respiration will be almost im- Biped: 5 BIO-E for Partial e Th . hours o tw o t p u r fo d continue e b n ca s Thi . detect o d e possibl 10 BIO-E for Full n ca d an e tim e whol e th g durin e awar y completel e b l wil r characte l Partia r fo E BIO- 5 : Speech "return to life" at will. l Ful r fo E BIO- 0 1 5 BIO-E for Prehensile Tail, use as a Partial Hand. Looks: None, large ears, tiny eyes, big head with flexible snout, . Smell d Advance r fo E BIO- 5 large body with sparse hair, short thick limbs, a short skinny tail. 5 BIO-E for Partial, heavy head with small eyes and large ears, OTTER thick hairless body and small arms and legs. S CHARACTERISTIC L ANIMA L ORIGINA 10 BIO-E for Full, large head, pink skin, powerful looking body. . creatures l playfu e thes f o y variet r majo o tw e ar e Ther : Description Natural Weapons: None e ar s Otter a Se . America h Nort t throughou d foun e ar s Otter r Rive Powers: . coast c pacifi e th n o e liv d an r large h muc 5 BIO-E for Advaned Hearing Size Level: River Otter — 4, Sea Otter — 6 5 BIO-E for 10 S.D.C. Length: River Otter — 45-55 inches long Sea Otter — 48-53 inches long PORCUPINE Weight: River Otter — 15-20 pounds ORIGINAL ANIMAL CHARACTERISTICS g Sea bristlin Otte f o re — 45-6defens l 0 poundnatura a s d evolve e hav s Porcupine : Description Build: Long d an s predator t mos o t e invulnerabl m the s make s Thi . quills p shar S COST & S CHANGE T MUTAN . diet r thei f o t par r regula a s a m the e includ o wh s Fisher o t y pre y eas Total BIO-E: River Otter — 50, Sea Otter — 40 Size Level: 5 : Bonuses e Attribut Length: to 3 1/2 feet long I.Q. +3 Weight: to 40 pounds M.E. + 2 m Mediu : Build M.A. +3 S COST & S CHANGE T MUTAN P.P. +4 Total BIO-E: 65 Spd. +3 Attribute Bonuses: None

42 Build: Medium MUTANT CHANGES & COSTS Total BIO-E: 70 Attribute Bonuses: P.P1 + . Spd4 + . HUMAN FEATURES l Partia r fo E BIO- 5 : Hands 10 BIO-E for Full l Partia r fo E BIO- 5 : Biped l Ful r fo E BIO- 0 1 l Partia r fo E BIO- 5 : Speech l Ful r fo E BIO- 0 1 e muzzl , head f o p to t a s ear g lon , eyes d space y widel , None : Looks d an s leg d hin l powerfu , fur k thic , neck e flexibl k thic , whiskers h wit . tail y furr l smal a 5 BIO-E for Partial, large ears on top of head, small eyes, slight muzzle, thick neck and body, powerful hind legs. , wide , eyes d space y widel , ears d pointe e larg , Full r fo E BIO- 0 1 . legs l powerfu , nose t fla e Non : Weapons l Natura Powers: 5 BIO-E for Leaping Ability that does the maximum Jump or Leap of 9 the character. 5 BIO-E for Advanced Hearing 5 BIO-E for Advanced Smell RACCOON ORIGINAL ANIMAL CHARACTERISTICS - predomi e ar y The . adaptable y ver e ar s creature e Thes : Description nately active at night. Size Level: 4 g lon s inche 8 34-3 : Length s pound 8 15-1 : Weight Build: Short HUMAN FEATURES MUTANT CHANGES & COSTS Hands: 5 BIO-E for Partial Total BIO-E: 55 10 BIO-E for Full Attribute Bonuses: l Partia r fo E BIO- 5 : Biped I.Q. +4 10 BIO-E for Full M.E. +2 l Partia r fo E BIO- 5 : Speech M.A. +2 l Ful r fo E BIO- 0 1 P.P. +1 d snoute , hairs) d modifie y actuall e ar s (quill r fu k thic , None : Looks HUMAN FEATURES . tail y furr , limbs d an y bod y heav , face Hands: Partial Automatic . body t squa e larg , fur y heav , faces d snoute , Partial r fo E BIO- 5 5 BIO-E for Full 10 BIO-E for Full, thick head and back hair, heavy powerful l Partia r fo E BIO- 5 : Biped build, strong features. 10 BIO-E for Full Natural Weapons: 5 BIO-E for 1D6 Claws (climbingl Partia r fo ) E BIO- 5 : Speech Powers: 10 BIO-E for Full 15 BIO-E for Quill Defense. This is a king of Natural Body Armour, " "masklike k blac h wit e fac e whit t prominen , fur y heav , None : Looks A.R.: 10. A physical attack (with fist or foot) that rolls 10 or less patches over eyes, pointed muzzle, pointed ears on top of head, will contact the quills which do 3D6 damage (3 points for each quill) striped tail, short arms, large legs, five-toed hands and feet. to the attacker. Th, e Porcupinfur y heav , e charactemarkings r e canfac attack blac k d witan he quillwhit s, usingPartial r fo E BIO- 5 e ar s quill e Th . (2D6) m ar e th f o k bac e th r o ) (4D6 k Bloc y Bod a large squat body. n ca r characte e Porcupin a , However . body e th m fro t ou " "shot T NO s circle k dar , features l facia d an e nos p shar , Full r fo E BIO- 0 1 use quills as daggers, pulling them out and throwing them at opponents abound the eyes, slightly pointed ears, powerful build. (1D4 damage). e Non : Weapons l Natura 5 BIO-E for Advanced Smell Powers: 5 BIO-E for Advanced Hearing 5 BIO-E for Advanced for Touch RABBIT 5 BIO-E for Advanced Hearing ORIGINAL ANIMAL CHARACTERISTICS RHINOCEROS . world e th d aroun d foun e ar s rabbit f o s kind t Differen : Description ORIGINAL ANIMAL CHARACTERISTICS Theyy areThe smal. l vegetariangrasslands g s whoinhabitin depens d animal o ng speedgrazin foe r defenseAggressiv agains : t Description predators. are good runners and can get up to 35mph. They are also strong 3 : Level e Siz e hav s e Whit d an k Blac n Africa . truck a n overtur o t h enoug Length: 12-18 inches two horns while the Asian Great Indian Rhino has just one. Weight: 5 to 8 pounds

43 0 2 : Level e Siz Size Level: Mice, Hamsters — 1 Length: 5-6 1/2 feet tall at shoulder 2 — s Pig a Guine , Rats s pound 0 8,00 o t 0 3,00 : Weight Length: Mice, Hamsters — 6 to 8 inches long g Lon : Build g lon s inche 4 1 o t — s Pig a Guine , Rats S COST & S CHANGE T MUTAN d poun 1 o t — s Hamster , Mice : Weight Total BIO-E: 0 s pound 5 o t — s Pig a Guine , Rats Attribute Bonuses: m Mediu : Build P.S. +4 S COST & S CHANGE T MUTAN Spd. +4 Total BIO-E: Mice, Hamsters — 80 Rats, Guinea Pigs — 75 HUMAN FEATURES Attribute Bonuses: Hands: 10 BIO-E for Partial I.Q. +2 l Ful r fo E BIO- 5 1 M.E1 .+ Biped: 10 BIO-E for Partial P.P. +1 l Ful r fo E BIO- 5 1 HUMAN FEATURES l Partia r fo E BIO- 5 : Speech l Partia r fo E BIO- 5 : Hands l Ful r fo E BIO- 0 1 l Ful r fo E BIO- 0 1 Looks: None, huge head with massive jaws anl d muzzlePartia r fo ,E tinyBIO- eye5 s : Biped and large ears, long, massive bodies with thick, powerful legs, three Full r fo E BIO- 0 1 . feet d an s hand d toe l Partia r fo E BIO- 5 : Speech 10 BIO-E for Partial, strong muzzle, tiny eyes, large ears on top l Ful r fo E BIO- 0 1 d an s arm k thic , skin d segmente , naked h wit y bod e massiv , head f o Looks: None, muzzled head with pointed nose, widely spaced eyes, legs. round ears on top of head, thick fur, long naked tail, thick body 15 BIO-E for Full, very large jaw, nose, ears and head; small with short arms and legs. eyes, bald, powerfull, head yf o builp to t n bodo s y ear wit , h thichead d k armsmuzzle any d legsslightl ., Partial r fo E BIO- 5 Natural Weapons: 10 BIO-E for 1D8 Horn thick neck and body, short tail. s Horn 6 2D r fo E BIO- 0 2 10 BIO-E for Full, sharp nose and protruding ears, thick hair, Powers: rounded body. 0 +3 : S.D.C. , A.R.:6 ; Armour y Bod l Natura t Ligh r fo E BIO- 5 1 ) (climbing s Claw 6 1D r fo E BIO- 5 : Weapons l Natura 30 BIO-E for Medium Natural body Armour; A.R.:8, S.D.C.: +60 10 BIO-E for 1D4 Teeth 45 BIO-E for Heavy Natural Body Armour; A.R.: 12, S.D.C.: +90 Powers: 60 BIO-E for Extra-Heavy Natural Body Armour; A.R.g : 14, S.D.C.Diggin r fo E : BIO- 0 1 + 120 g Hearin d Advance r fo E BIO- 5 5 BIO-E for Advanced Hearing 5 BIO-E for Advanced Smell SHEEP ORIGINAL ANIMAL CHARACTERISTICS Description: This domesticated animal has been bred for meat and wool. Sheep are grazing animals found throughout the world. Size Level: 6 g lon t fee 5 o t 3 : Length s pound 5 7 o t : Weight Build: Medium MUTANT CHANGES & COSTS Total BIO-E: 60 e Non : Bonuses e Attribut HUMAN FEATURES Hands: 5 BIO-E for Partial l Ful r fo E BIO- 0 1 Biped: 5 BIO-E for Partial 10 BIO-E for Full l Partia r fo E BIO- 5 : Speech 10 BIO-E for Full g lon , eyes d space y widel h wit d hea r triangula , long , None : Looks h wit y bod l powerfu , coat y wooll k thic , head e th f o p to e th t a s ear long, thin arms and legs. k thic , coat y wooll , ears e larg , head d muzzle , Partial r fo E BIO- 5 . legs d an s arm n thi h wit y bod 10 BIO-E for Full, widely spaced eyes, large ears, thick curly hair, thick neck, powerful build. Natural Weapons: 5 BIO-E for 1D8 Horns Powers: 5 BIO-E for Advanced Hearing RODENT l Smel d Advance r fo E BIO- 5 S CHARACTERISTIC L ANIMA L ORIGINA SKUNK e wid a d an s Hamster , Pigs a Guine , Rats , Mice s Include : Description S CHARACTERISTIC L ANIMA L ORIGINA s scavenger d goo e ar s animal e thes l Al . animals l smal r othe f o y variet Description: Most North American Skunks are of the striped or spot- and spend a lot of time underground. ted variety. These animals use their skunk glands as a defense against predators. 44 Size Level: Striped — 3, Spotted — 2 Size Level: 1 g lon s inche 2 25-3 — d Stripe : Length Length: to 5 inches g lon s inche 0 16-2 — d Spotte Weight: under 1 pound Weight: Striped — 8 pounds Build: Short Spotted — 23 pounds MUTANT CHANGES & COSTS t Shor : Build Total BIO-E: 95 S COST & S CHANGE T MUTAN e Non : Bonuses e Attribut 0 8 — d Spotte , 70 — d Strippe : BIO-E l Tota S FEATURE N HUMA e Non : Bonuses e Attribut l Partia r fo E BIO- 5 : Hands S FEATURE N HUMA 10 BIO-E for Full Hands: 5 BIO-E for Partial l Partia r fo E BIO- 5 : Biped l Ful r fo E BIO- 0 1 l Ful r fo E BIO- 0 1 l Partia r fo E BIO- 5 : Biped l Partia r fo E BIO- 5 : Speech l Ful r fo E BIO- 0 1 10 BIO-E for Full l Partia r fo E BIO- 5 : Speech l Ful r fo E BIO- 0 1 Looks: None, heavy fur with prominent white stripes of spots, snouted . tail y furr g lon s limb d an y bod y heav , face . body t squa e larg , fur y heav k blac d an e whit , Partial r fo E BIO- 5 10 BIO-E for Full, white streaks in hair, large nose, heavy pow- . build l erfu . Powers e Se : Weapons l Natura Powers: s include t tha l chemica a , Butylmercaptan f o y Spra k Stin r fo E BIO- 5 1 l wil d an y da r pe s time 8 o t d use e b n ca y spra e Th . acid c sulfuri . Turtles a Ninj t Mutan e Teenag e th e lik t jus , None : Looks r fo a nause g causin y b t i t agains e sav o t l fai o wh s victim e incapacitat , neck y leather , nose e larg h wit d hea d bal , Partial r fo E BIO- 5 28 melees or as long as the person is subjected to it. The spray's round body and soft shell. stench will remaind foan r , 16 daysbald , . Noteeyes n : Charactergree , skin s wity h advanceleather d har d , smelFull l r fo E BIO- 0 1 are -4 to save. powerful squat build. Natural Weapons: None SQUIRREL Powers: ORIGINAL ANIMAL CHARACTERISTICS 15 BIO-E for Light Natural Body Armour; A.R.: 8, S.D.C.: +20 . areas n urba n i l mamma d wil n commo t mos e th s i s Thi : Description 0 10,S.D.C.:+4 : A.R. ; Armour y Bod l Natura m Mediu r fo E BIO- 0 3 They0 liv+6 e : in the S.D.C. tree , s12 an: d havA.R. ; e tremendouArmour y s Bod tre l e climbinNatura y g abilitiesHeav r fo E . BIO- 5 4 Chipmunks and ground squirrels are similar but lack climbing claws. 60 BIO-E for Extra-Heavy Natural Body Armour; A.R.: 14, S.D.C.: . glide n ca t tha d kin y onl e th e ar s Squirrel g Flyin + 80 Size Level: 1 5 BIO-E for Hold Breath l tai h wit g lon s inche 0 16-2 : Length % 75 l skil m swi c basi o t l equa g Swimmin r fo E BIO- 0 1 Weight: to 1 pound g Lon : Build WEASEL MUTANT CHANGES & COSTS ORIGINAL ANIMAL CHARACTERISTICS 0 8 : BIO-E l Tota Description: Both short-tailed and long-tailed weasels are fearless car- Attribute Bonusesy pre r : whateve f o g killin t constan n o d base s i e lifestyl r Thei . nivores P.P. +1 is available, even animals much larger than themselves. They are Spd. +4 long bodied animals so narrow that they can fit into very small - open l smal h throug e squeez o t e abl e b l wil s character l Wease . holes HUMAN FEATURES ings. Weasel characters will have five-fingered hands. l Partia r fo E BIO- 5 : Hands Size Level: 1 10 BIO-E for Full Length: 8-11 inches (w/o tail) Biped: 5 BIO-E for Partial Weight: 2-8 ounces l Ful r fo E BIO- 0 1 Build: Long l Partia r fo E BIO- 5 : Speech 10 BIO-E for Full S COST & S CHANGE T MUTAN f o p to n o s ear , sides n o s eye e larg h wit e fac d snoute , None : Looks Total BIO-E: 75 . tail y furr g lon , body e flexibl , fur k thic , head Attribute Bonuses: 5 BIO-E for Partial, definite muzzle, ears on top of head prom- P.P. +9 . tail t shor , fur t inen Spd. +7 10 BIO-E for Full, sharp features, thick hair, compact, muscular HUMAN FEATURES build. Hands: 5 BIO-E for Partial Natural Weapons: 5 BIO-E for 1D4 Claws (climbing) 10 BIO-E for Full Powers: Biped: 5 BIO-E for Partial ) ONLY s Squirrel g (Flyin e Glid r fo E BIO- 0 1 l Ful r fo E BIO- 0 1 5 BIO-E for Advanced Hearing l Partia r fo E BIO- 5 : Speech 10 BIO-E for Full TURTLy Efurr g lon , snout p shar h wit d hea r triangula , pointed , None : Looks ORIGINAL ANIMAL CHARACTERISTICS body, short arms and legs, and a long furry tail. Fur is dark on top Description: Turtles live in a wide variety of environments. Some and white underneath with a blacktipped tail. - Teen e Th . deserts o t d adapte e hav s other , aquatic y purel e ar s turtle 5 BIO-E for Partial, ears on top of head, sharp snout, widely . turtles d pon l smal , common e wer s Turtle a Ninj t Mutan e ag spaced eyes, thick chest fur, short tail and large feet. 45 10 BIO-E for Full, very sharp features widely spaced eyes, long, Looks: None, snouted head with small, widely spaced eyes, dark fur thin body, thick head and body hair. with a lighter band running over the eyes and along the sides, thick Natural Weapons: 5 BIO-E for 1D6 Claws (climbing) . tail h bus h Teet 1D8 r fo E y BIO- 5 bod l ful , head f o p to t a s ear , face d snoute , Partial r fo E BIO- 5 Powers: . build e massiv d an l tai l smal , fur 20 BIO-E for Increased Metabolic Rate. This power adds + 5 to strike, 10 BIO-E for Full, widely spaced eyes, thick dark hair with two + 4 to Parry/Dodge, +2 to Damage, and +2 Attacks/Melee. The streaks of light brown, massive powerful upper body.

character can also Jump or Leap twice as far as usual. Natural Weapons: 10 BIO-E for 2D6 Teeth Note: This high metabolic rate must be supported with frequent Powers: 5 BIO-E for IDS Claws naps and constant eating. The character will have to consumg Diggin e r morfo E e BIO- 5 1 e Th . day y ever ) (meat! n protei d concentrate n i t heigh n ow r thei n tha l Smel d Advance r fo E BIO- 0 1 . motion t constan n i , hyper y extremel e b o als l wil r characte 10 BIO-E for Advanced Smell WOLVERINE ORIGINAL ANIMAL CHARACTERISTICS e enduranc e incredibl e hav s carnivore n norther e Thes : Description and can travel 20 or more miles a day through heavy snow in pursuit of prey. They are tough enough to kill animals many times their own size and will even drive away full grown bears. The fur does not collect ice and they are greatly resistant to cold. Wolverine . feet 5 a extr n a p Lea r o p Jum n ca s character Size Level: 5 Length: 34-40 inches s pound 0 20-3 : Weight t Shor : Build MUTANT CHANGES & COSTS 0 5 : BIO-E l Tota Attribute Bonuses: I.Q. +3 P.S. +2 P.P. +5 P.E0 .+1 HUMAN FEATURES l Partia r fo E BIO- 5 : Hands 10 BIO-E for Full Biped: 5 BIO-E for Partial 10 BIO-E for Full Speech: 5 BIO-E for Partial l Ful r fo E BIO- 0 1 X INDE L ANIMA L ALPHABETICA 2 3 — Bird) Wild (see n Robi 9 3 — Wild) - Cat (see x Lyn 9 2 — e Crocodil 9 2 — k Aardvar Alligator — 29 Crow — 33 Mandrill (see Baboon) — 30 Rodent — 44 Apes — 29 Deer — 37 Marten — 40 Sheep — 44 4 4 — k Skun 0 4 — k Min 5 3 — g Do 0 3 — o Armadill Baboon — 30 Duck — 31 Mole — 40 Sparrow — 33 Badger — 30 Eagle (see Predatory Birds) — 32 Monkey — 41 Squirrel — 45 Bat — 31 Elephant — 37 Moose — 41 Swan (see Duck) — 31 Beaver — 31 Elk — 38 Mountain Lion — 38 Tiger (see Felines) — 38 2 3 — y Turke 4 4 — Rodent) (see e Mous 2 3 — Birds) Predatory (see n Falco 1 3 — r Bea Blue Jay (see Wild Birds) — 32 Fisher (see Marten) — 40 Muskrat — 41 Turtle — 45 Bison (see Buffalo) — 35 Fox — 35 Opossum — 41 Weasel — 45 5 3 — Wild) Canines, (see f Wol 9 2 — Ape) (see n Oranguta 9 3 — g Fro 4 3 — r Boa Bobcat (see, Cat - Wild) — 39 Gelada (see Baboon) — 31 Otter — 42 Wolverine — 46 2 3 — l Ow 9 2 — t Goa 3 3 — Bird) Pet (see. e Budgi 3 3 — Bird) Pet (see t Parakee 1 3 — Duck) (see e Goos 5 3 — o Buffal Bull — 37 Gorilla (see Ape) — 29 Parrot — 34 Camel — 35 Grizzly (see Bear) — 31 Partridge (see Wild Fowl) — 33 3 3 — Fowl) Wild (see t Pheasan 3 3 — Fowl) Wild (see e Grous 2 3 — Bird) Wild (see l Cardina Cat — 39 Guinea Pig (see Rodent) — 44 Pig — 42 Cheetah — 38 Hamster (see Rodent) — 44 Pigeon — 34 Chicken — 34 Hare (see Rabbit) — 43 Porcupine — 42 3 3 — Bird) Wild (See l Quai 2 3 — Bird) Predatory (see k Haw 9 2 — Ape) (see e Chimpanze 3 4 — t Rabbi 0 4 — s Hippopotamu 5 4 — Squirrel) (see k Chipmun 3 4 — n Raccoo 0 4 — e Hors 8 3 — Lion) Mountain (see r Couga 44 — Rodent) (see t Ra 8 3 — Felines) (see r Jagua 7 3 — w Co 3 4 — s Rhinocero 8 3 — Felines) (see n Lio 5 3 — Wild) Canines, (see e Coyot

46 47 48 49 50 51 52 53 54 Combat

The combat system of T.M.N.T. is really just an adaptation of that STEP 4: ATTACKER ROLLS DAMAGE in Heroes Unlimited. It is designed to be fast moving and easy to If a successful strike is not parried, dodge or entangled, the attacker understand. All combat strikes, parries and dodges are resolved by rolls for the amount of damage inflicted and adds any damage bonuses. rolling twenty-sided dice. Critical strikes do double damage. Combined critical strikes, like a natural twenty and a jump attacks do triple damage. Add the damage RESOLVING COMBAT: A STEP BY STEP INTRODUCTION bonus to the roll before doubling or tripling. In anyO fantasT T y role-playingATTEMP game Y , especiallMA R y one based oDEFENDE n comi : c STEPS book characters, there has to be a way of dealing with combat. In other ROLL words, when the hero tangles with the villain you've got to be able to WITH PUNCH . winner e th t ou e figur If the attack is a blunt physical attack (fist, foot, staff, etc.) then the defender can attempt to Roll With The Punch. In order to roll with STEP 1: DETERMINE INITIATIVE punch, the defender must match or better the original roll to strike. Any time opponents square off for battle the game master must Successfully rolling with a punch means the character takes half damage. determine who has the initiative. In other words, who will attack first. Successfully rolling with a knockout punch means the character takes Successful Sneak Attacks or. Long-Range Attacks will always have initia- double damage but is NOT stunned. Rolling with a death punch results tive for that melee. Otherwise, whoever rolls highest on a twenty-sided in loss of half of all remaining S.D.C. and hit points. Failing to roll die will attack first. In the case of a tie, reroll. with punch means taking full damage off of the defender's S.D.C. and/or hit point. STEP 2: ATTACKER ROLLS STRIKE The next step is for the first attacker to roll a twenty-sided die. If CONTINUING THE COMBAT the result is a four or less (counting bonuses) then the attacker misses. Once the above is completed, the process is repeated for whoever Any Roll Above A Four (4) Hits The Opponent. But if the roll is a lost the initiative. So long as the opponents have melee attacks left, five (5) or better And less than the opponent's Armour Rating (A.R.), the combat continues back and forth. When all the attacks or actions then damage may be done only to the S.D.C. of the opponent's armour per melee round of all opponents are finished, it's time to start a new (see Body Armour and Natural Body Armour). A roll over the oppo- melee round. Initiative is redetermined at the beginning of every melee nent's A.R. does direct damage to the character's S.D.C. and Hit round. That is to say, that if a character has four attacks per melee, Points. NOTE that special attacks like Knock-Out/Stun or Death Blow when all attacks are used a new melee round begins. must be declared BEFORE rolling to strike. STEP 3: DEFENDER MAY PARRY, DODGE OR ENTANGLE Any time an attacker rolls a successful hit the defender can choose to parry, dodge, or entangle. Parrying can be done automatically by anyone trained in any form of Hand to Hand combat. That means that the parry can be performed without wasting a melee attack. Non-combat trained characters will lose their next melee attack every time they parry. NOTE: Bullets and energy attacks cannot be parried but CAN be dodged. Defending by dodging or entangling means automatically giv- ing up the next melee attack. Entangle means the character actually pins or snares an opponent's weapons or arm. A defender can only defend against attacks with his line of vision. Attacks from the rear cannot be parried, dodged or entangled.

55 Combat Terms t wha s indicate . A.R e Th . Rating r Armou s character' a s i s Thi : A.R. o ont t opponen e th s throw r characte e th , leverage g Usin : Throw y Bod l rol y An . character e th o t e damag o d o t r orde n i l rol t mus r attacke the ground or into something else. If the character wants to throw of 5 or better will strik. e astrike characteo t 0 D2 ra witl rol h t no mus bod e h y , armouranother . o Thosint t e opponen e on with n naturaa o t le body damag armou e r doubl (lik s e doe th t e T.M.N.T.tha k attac )n a ca s ni onls yThi b e: hit bStrike y l Critica rolls over thein a rs i A.R e . Characterstrik o t ) s witbonuses t h Artificia(withou y l Bodtwent y l Armounatura a r (metag lRollin . opponent y b d attacke y successfull e b n ca ) etc. , vests f bullet-proo , armour automatic Critical Strike and can only be parried or dodged by an rolls falling under the artificial armour's A.R., doing damage to the opponent's roll of "natural" twenty. . defender e th f o . S.D.C e th o t t no t bu r armou y bod e th f o . S.D.C Critical Strike From Behind: This is a sneak attack that does double s character' e th g damagin , A.R. s armour' e th e abov g strikin y b r O damage. l natura a s ha r defende A : Example . points t hi r and/o . S.D.C l persona e th f I . 8 f o . A.R n a h wit r armou y bod g wearin s i d an 5 f o . A.R Damage Bonus: Characters with great strength or combat training defender. e th o t y directl e don s i e damag n the , better r o 9 s roll r attacke will have a Damage Bonus. This is the number that they add to e th t no t bu , armour y bod e th t hur d woul 8 r o , 7 , 6 , 5 f o l rol A their regular damage rolls. Damage bonuses do NOT apply to the . miss y totall d woul 4 r o , 3 , 2 , 1 f o l Al . wearer . guns r o s explosive e lik s weapon n moder d an s bow f o e us Attacks Per Melee: The number of attacks or actions a character has within a 15 second, combat melee round. Characters not trained in d an s heroe r supe ; melee r pe k attac e on e hav t comba d Han o t d Han super villains automatically have two. All T.M.N.T. characters and r pe s attack o tw h wit t ou t star s supercharacter d Unlimite s Heroe l martia n i e experienc h wit d gaine e ar e mele r pe s attack a Extr . melee . training r othe r o s art . covering r armou e protectiv f o d kin e som s i s Thi : Armour y Bod l rol t tha k attac y An . S.D.C d an . A.R n ow s it s ha r Armou y Bod between 5 and A.R. of the Body Armour hurts the body armour but not the wearer. When the S.D.C. of the body armour is at zero, the r Armou y Bod l Natura e se o (als e effectiv r longe o n s i r armou y bod and A.R.)

56 . attack n a n i m victi a o t e don m har l physica f o t amoun e Th : Damage n whe d an . S.D.C s defender' e th m fro t firs d subtracte s i e Damag that is at zero, from hit points. Damage Table (Basic) Human Fist — 1D4 Human Kick - 1D6 or 1D8 Blackjack — 1D6 8 1D — p Whi l Bul Thrown Small Objects — 1D4 Falling— 1D6 per 10 feet . 10mph r pe 8 1D — n Collisio 4 1D — s Glas h throug g Smashin h eac t poin 1 — ) Caltrops a (Ninj i Tetsubish n o g Steppin , l00lbs r pe -1D8 s Object e Larg n Throw r o d Droppe h wit l rol o t y tr n ca r defende e Th . kill c automati n A : Blow h Deat s i r defende e th f I . strike s attacker' e th r ove g rollin y b w blo h deat not killed then the current S.D.C. and hit points are reduced to half. . conditions n certai r unde y onl e availabl s i k attac s Thi . attack e th f o y wa e th f o t ou g movin y b s dodge r characte A : Dodge o T . round e mele r pe n attack/actio e on p u s take s alway g Dodgin dodge, the defender must roll better than the attacker's strike roll . 4mph r pe 4 1D d an , feet 0 4 r pe 1D8 on a twenty-sided die. n a f o m ar r o n weapo e th p tra o t t attemp n ca r defende A : Entangle p u s take d an g dodgin r o g parryin f o d instea e don s i s Thi . attacker Kick Attack: This is a karate-style kick. It is a normal attack that s roll r defende e th f i l successfu s i e entangl n A . melee r pe k attac e on d Han o t d Han e se , better r (o d untraine e th r fo e damag 4 1D s doe above the attacker'. attack k s strikkic a o ed rolln ca .t It takecomba d s onhan eo t attacd han k n ani d a roltraine e l to Anyon . skills) y ever d entangle n weapo r o m ar s opponent' n a p kee o t e entangl Knock-Out/Stun: Anyone hit by a knockout or stun attack will be melee round, . In order tunconscious o y get free, thnecessaril t e no entangle s i m dvicti opponene Th . t must rolincapacitated l y temporaril . roll e entangl e th t agains e dodg a just dazed. d Han o t d Han f o s form e fiv e ar e Ther : Combat d Han o t d Han f of y completel g leapin y b d performe s i k Kic p Jum A : Kick p Jum Combat: Basic, Expert, Martial Arts, Assassin and Ninjitsu. Charac- the ground and attempting to land foot first on an opponent. Jump d an e mele r pe k attac e on y onl e hav g trainin t comba t withou s ter kick can be used only by those skilled in either hand to hand martial . parry o t e chanc c automati no e hav t tha s i k kic p jum a f o e advantag e Th . ninjitsu d han o t d han r o s art Hit Points: Thi. s is thinflicted ee numbedamag l r of pointnorma e sth s of damagdouble d e an a e charactestrik l r cacritica na s a s work t i take before dyinge b y .ma Characte k attac r r don'othe o t n los t e hitha ts i point k kic s untip ljum thei a f ro S.D.C e . disadvantag e Th . 1D6 s plu . P.E e th s i s point t hi e bas s character' A . zero o t n dow s i performed in that melee round (all attacks for that melee are used another 1D6k of hiattac tt pointfirs s s is gainecharacter' d e everth e yb timt e mus th k e charactekic p jum r e advanceTh . skick) e th n i p u and experiencr e levelcharacte . e Lostth d hit roun point e s armele ee noth f t o recovere t res e th d r withouFo . t medround e - mele t tha f o . attention l ica . position o int e mov r o e dodg , parry y onl n ca Initiative: Whoeveo n s rget get t sbu t o, attack weapon firs f o t ie s consideretyp Y AN de tous hav y ema th r e Initia-characte A : Note attacks. e rang g lon d an s attack k snea n i c automati s i e Initiativ . tive combat bonuses such as strike or parry, unless he has a Weapon In most other cases each opponent rolls a twentysided, highest roll Proficiency (W.P.) in that particular weapon. This applies to modern g beginnin e th t a e plac s take e initiativ r fo g Rollin . initiative e th s get ancient weapons. . combat f o d roun e mele h eac f o

57 Leap Attack: This is a favorite of the T.M.N.T.; the airborne assault where the weapons and fists are wielded in midleap. A leap attack must be made only at the beginning of a melee round and, like the jump kick, uses all attacks for that melee. Usually only a single s opponent o tw f i , However . attack p lea a g durin e mad e b n ca e strik are close together, the attacker can leap between them and strike both of them at the same time; roll to strike for each character. After the leap, the character may not attack again until the next melee c Automati . position o int e mov r o e dodg r o y parr n ca t bu d roun parries work in midleap, but dodges are impossible. A successful . damage e doubl s doe d an e strik l critica s i k attac p lea

, Said s Raphael' s a h suc , weapons f o s kind n Certai : Weapons d Paire Michelangelo's Nunchaku, and Leonardo's Daisho, can be used as paired weapons. Users of paired weapons can strike and parry simul- a t agains r o t targe e singl a t agains s strike n twi o d n ca , taneously e sam e th t a s opponent t differen o tw y parr n ca d an s target f o r pai time. In other words, warriors skilled in paired weapons often can e tim y ever T BU . attacks e mele r thei f o e on y ever r fo s action o tw o d they use twin actions they LOSE their automatic parry.

58 Long Range Attack: By using a long-range weapon from a distance blade to wedge open a door could easily snap it off. e th d Provide . strike t firs d undetecte n a m perfor n ca r attacke n a It is also important to note that the S.D.C. applies to the entire object. attacker is not seen, the defender automatically loses initiative and A bullet can penetrate many objects with only a small fraction (about . round e mele t tha k attac t firs e th e dodg t no y ma n a h throug g punchin t bulle a if , example r Fo . loss . S.D.C f o ) 2% Melee os r Meleminu e e Rounddamag l : Exactlnorma t y inflic 1 5d secondswoul t i t , thetarge segmena t hi l t owal f k timebric r exterio combatants have to strike, counter and return strike. Generally, the 4 points of S.D.C. it wasted getting through the wall. playing characters have two or more attacks per melee. Airplane, S ingle Engine 400 S.D.C. Multiple Attackers. C . D . :S 0 Take2,00 s place when an opponent is facer d byAirline mort Je , e Airplane that one attacker. Characters with hand to hand combat skills can Boat, Canoe/Row Boat 40 S.D.C. r defende e Th . sight f o e lin r thei n i h wit s attack y an y parr o t t attemp . S.D.C 0 45 r Cruise n Cabi , Boat from multipl. e attackerS.D.C 0 s8,00 can strike at only one target r at a timeFreighte (seo e Carg , Boat . exception) e rar a r fo k attac p lea . S.D.C 2 d Cardboar , Box o t y abilit a extr s body' e th s represent s Thi : Armour y Bod l Natura Box, Wood Shipping Crate 12 S.D.C. y bod l natura e th f o . A.R e th r unde l rol k attac n A . attacks t resis . C . D . S 8 4 e Crat g Shippin l Meta , Box armour Does No Damage. The S.D.C. of natural body armour is Car, Compact 250 S.D.C. only affected when the attack roll is over its A.R. Even when all Car, Luxury 450 S.D.C. the S.D.C. o. f the naturaS.D.C 0 15 l body armour is destroyed, the A.R y . stayOnl r s Doo , Car the same. Car, Windshield 100 S.D.C. Natural Twenty. : ThiS.D.C s 0 is10 the result of 20 when rolling twenty-sided Woo , d Interior , Door dice. A strike. with S.D.C a 0 natura17 l twenty will always be a criticad Woo l, strike. Exterior , Door If someone with a strike bonus of +2 rolls and 18 then they have Door, Metal Grill 350 S.D.C. l natura a T NO , modification s bonu l unnatura s plu 8 1 f o l rol k attac n a . 600S.D.C l Meta d Soli , Door r othe l al s beat y twent l natura A . strike l critica a t no s i d an , twenty Door, Metal Safe 800 S.D.C. . twenty l natura r anothe y b d dodge r o d parrie e b y onl n ca d an s roll . S.D.C 0 5,00 t Vaul k Ban , Door . S.D.C 0 6 r Regula , Handcuffs s Thi . attacks l physica t mos y parr o t t attemp n ca r defende A : Parry Handcuffs, Heavy 120 S.D.C. . hand r o n weapo a h wit d an w blo s attacker' e th g blockin y b e don s i Lock, Common Latch 40 S.D.C. g losin t withou y parr n ca t comba d han o t d han n i d traine s Character . S.D.C 0 10 t Bol d Dea , Lock ! parried e b t canno s attack y energ d an s Bullet . attacks e mele . S.D.C 5 7 k Padloc y Heav , Lock . attack d han o t d han a f o e forc e th l contro o t y abilit e Th : Punch l Pul Motorcycle 100 S.D.C. e Th . force g killin n tha s les o t w blo e th e reduc o t d use y Usuall . S.D.C 0 45 p Picku d Size m Mediu , Truck character can. choosS.D.C e 0 to55 half the damage, quarter damage r Haule , n a singleHalf-To , Truck h punc l pul a e declar t mus r characte A . all t a e damag o n r o t poin Truck, Freight Hauler 650 S.D.C. r playe e th h punc l pul l successfu a o d o T . strike e th g rollin e befor Wall, Interior Plaster 120 S.D.C must roll 11. or better150S.D.C on a twenty-sided die, failur e d meanWoo r s full Exterio , Wall damage is inflicted. Wall, Exterior 200 S. D. C. Roll With Punch/Fall. :S.D.C 0 Han30 d to Hand combat fighters can k reducBloc er the Cinde , Wall damage from blows and falls by rolling. If the defender is successful Wall, Reinforced Concrete 400 S. D. C. then only half damage is taken. Roll with punch/fall does not work Weapon, Hard Wood 40 S.D.C. against energy blast, bullets, fire, bladed weapons, psionics or radi- Weapon, Metal Sword 100 S.D.C. s character g Fallin . roll s attacker' e th r ove l rol t mus s Victim . ation Weapon, Small Pistol 35 S.D.C. . fall h wit l rol o t e dic d twenty-side n o r highe r o 4 1 a l rol t mus Weapon, Assault Rifle 75 S.D.C. Weapon, Artillery Piece 1,500 S.D.C. t agains e sav o t l rol t mus s character y Occasionall : Throws g Savin exotic attacks like poison, gas, insanity, psionics, etc. Window, Ordinary Glass 20 S. D. C. Lethal Poison — 14 or better Window, Plexiglass 35 S.D.C. Non-lethal Poison — 16 or better Simultaneous Attack: Instead of defending with a parry, dodge or r bette r o 5 1 — s Drug l Harmfu entangle, a character can choose to do a simultaneous attack. In this Acids — No save possible - Dodge! case, the character does not defend ("go ahead, hit me, I can take Psionics —s 15 or bettersimultaneou fof o r e non-psioniadvantag ce Th . response n i k attac y simpl d an ) it!" l 1al 0 n oI r . better foentangle rr psionico e dodg . , parry n ca t opponen r neithe t tha s i k attac e th s i h whic , Capacity e Damag l Structura r fo s stand s Thi : S.D.C. probability both will take damage. Exception: An opponent with amount of damage an object can absorb before breaking. Living paired weapons can engage in simultaneous attack (with one weapon) creatures alse b o n havca es S.D.C.weapon ; d it representpaire e th sh theibot rR physicaO , l other) resistanc e th h e (wit t oy parr D AN damage. All the S.D.C. of a living thing must . be reduceparry O dN h to zerwit e o strik o t d use . affected e b n ca s point t hi e th e befor Sneak Attack: An attacker may lie in wait (ambush), attack from ) (Basic e Tabl . S.D.C behind or sneak up (prowl) on an opponent. If the foe does not k snea e Th . successful s i k attac k snea e th n the r attacke e th r discove Below are the S.D.C. values for a variety of objects. When an attacker always has initiative and the defender is not able to parry s master e Gam . broken d considere s i t i o zer o t d reduce s i . S.D.C s object' or dodge the sneak attack. should exercise common sense in applying these values. For example, o n s fist e bar h wit r doo t vaul a h throug k brea t canno n huma l norma a s A . strike o t l rol t mus t opponen n a t hi o t g attemptin e Anyon : Strike matter how many times natural twenties are rolled. with all combat rolls, a roll to strike is made with twenty-sided dice. y actuall s i e someon f i y onl d applie s i s weapon t differen f o . S.D.C e Th Throw: Simply, this means throwing a weapon. Rolling to throw is t inflic n ca d swor d wielde y properl A . weapon e th k brea o t g attemptin t differen e ar e ther t tha t excep e strik o t g rollin s a e sam e th y exactl d swor e th g usin , hand r othe e th n O . S.D.C s it s time y man y parr r o Proficiency. Weapon See . type n weapo r pe s bonuse 59 COMBAT IN ACTION . away s yard 0 4 t abou s He' : GM . melee e on n tha s les n i t tha r cove n ca I 0 1 , speed y m h Wit : CAROL Carol is playing, SHELA, mutated mongrel dog with training (level GM: O.K. You close the distance to him by the end of this melee 1) in Hand to Hand Martial Arts and she's Size Level 10. The character . Melee t nex e th r fo e initiativ e determin o t t go e we'v w No . round has 2 attacks per melee and a + 3 to Parry/Dodge. She also has 3rd . twenty-sided a l Rol level skill with the , (she took Fencing 3 times), and has a +2 . 14 a . .. l rol I : CAROL h wit 2 + ( y Parr o t 5 + a s ha e sh , sword e th g usin , and , it h wit t hi o t s reload e H . initiative r you s beat e H ! 15 a . . d rolle e h d An : GM the weapon and +3 Martial Arts). . again e fir s open d an Her character is investigating an abandoned warehouse. What she CAROL: This time I'm going to Dodge. doesn't s knoroll w e is thaStrik te WhiteTh . y Smithtwice t hi , n anca escaped an s d criminalround 8 s , is waitinshoot e h n g forAgai : GM her . . . Whitey is a non-player character (NPC) played by the game are ... 8, and ... 11. Both will hit unless you can Dodge. master. ! White13 a t yi is s armemake t d wittha , h a .9mDodge m3 + Automati y m h wit c , Pisto10 a l . fo.. r l whicrol I h hi : s CAROL Weapon Proficiency is Level 2. That means that, the Aimed shots, . attack e mele t nex r you p u s use t Tha . bullets h bot e Dodg u Yo : GM . hit n ca s shot t burs 4 f o t ou 1 d an e Strik o t 1 + a t ge l wil y White That leaves one more attack in this melee round. What are you doing? Whitey has 2nd Level training in Hand to Hand Basic so he has + 2 CAROL: I'm going to punch this guy's lights out! to Roll with Punch, +2 to Parry/Dodge, and + 1 to Damage. Whitey GM: Roll a twenty-sided. . (36%) l Prow n i d traine o als s i ! hits t tha , 14 a . .. . O.K : CAROL GM: Th. e warehouspunch r you e s is darParrie ke h an ; d16 silenta . . .. Thy e Parr hug s hi er fronfo s t roll doo l r is widcrimina e e Th : GM open. What are you going do? CAROL: Hey! If he did an Automatic Parry he must have some kind CAROL: I'm going to try finding the criminal with my Advanced of Hand to Hand training. Smell and Advanced Hearing. GM: Time to roll Initiative for the next melee round. He rolls . . . an 8. . each r fo e percentil l Rol . O.K : GM CAROL: I should be able to beat that . . a 9. CAROL: Hmmm . . . I've got 02 for Smell! GM: You have the Initiative, what are you going to do? d robbe o wh n perso e th s a e sam e th s a l smel e th e recogniz u Yo GM: a Katan y m g pullin m I' . gloves d ki e th f of e tak o t e Tim : CAROL . recently e her s wa r o e warehous e th n i r eithe s i e H . bank e th and attacking. . 97 d rolle I ! no h O . .. m hi r hea o t l rol l I'l w No : CAROL GM: Didn't you say you didn't want to kill him? G.M.: All you can hear is the traffic . o7 na thl e rol expresswa I . .. t ytha t and aForge fe w: CAROL blocks away. What are you going to do now. 9 ?a h wit . . . s Parrie e H : GM . warehouse e th r ente y cautiousl o t g goin m I' : CAROL CAROL: Doesn't he take damage from me anyway? GM: D. o yoattack u s havhi s e it' you o rN swor. dwith outy ?parr o t l pisto y empt s hi d use e h , No : GM ? here n i m hi r hea r o e se I n Ca . him l kil o t t wan t don' i ; No : CAROL . 12 a . . . h wit s punche e H . ammunition f o t ou s he' u yo r fo y Luck GM: Just a second. [The GM knows that Whitey is waiting quietly in That's a hit. SHELA .31, . . succeeds prowl White's if see to rolls He ambush. y m h wit , but , 8 n a . . . l rol I . sword y m h wit y Parr l I'l : CAROL doesn't notice him.] While you're looking aroun. 13 d a somebod t i s ymake t opentha , s Parry o t 5 + fire wit. h a melee gun s !thi k attac r anothe e hav l stil u yo d an h punc s hi y Parr u Yo : GM CAROL: I dodge! CAROL: I'll take another swing with the Katana... a natural twenty! 8 l al e fir o t g goin s He' . ambushed n bee e you'v , can't u Yo : GM e Damag l Rol . damage e doubl o d u yo , Strike l Critica a s That' : GM a n O . hit e h f i e se o t l rol l I'l . 2 h wit t hi n ca e h s mean t tha , shots twenty sided, I roll . . . a 17, and for his second shot. . . a 3. [The Carol.] telling without bonuses Parry and Strike White's add will GM ? Punch e th h wit l Rol I n Ca : CAROL . . . And the battle would continue in this way. If Whitey took a GM: No! It's a bullet and you can't do that. A .9mm slug does 2D6 large amount of damage, he would probably surrender. Notice that damagd e an s d I rollabilitie .s . . a 4.Whitey' t wha r playe e th s tell r neve r maste e gam e th CAROLt : Wellwithou t , witou s h mthing y e S.D.Cthes e . offigur 35o t ,y that'tr d s jusshoul tr a minoplaye e r Th fles. hare s bonuse wound. Is he close enough to me to hit him? being told.

60 t Comba d Han o t d Han 6 + 3 to parry/dodge 7 Knock-Out/stun on a roll of 17-20 S SKILL D HAN O T D HAN e mele r pe k attac 1 + 8 t taugh s technique g fightin f o d kin e th s i s Thi : Basic d Han o t d Han 9 Kick attack does 1D6 damage in military basic training or in self-defense classes0 19-2 f . o Student l rol a sn o lear e n strik l Critica 0 1 elementary methods of attack and self-defense. This includes Au- 11 + 2 to strike tomatic Parry, Pull Punch, Roll with Punch/Fall, Kick Attack (1D6 12 Death blow on a roll of a natural 20 damage), Knock-Out/Stun, and Critical Strikes. It does NOe T includmele r epe k attac 1 + 3 1 the ability to do Death Blow, Jump Kick or Leap Attack. All bonuses 14 + 2 to damage are accumulative. 15 +2 to strike Hand to Hand Basic Skill Levels Level 1 + 2 to pull/roll with punch/fall The Martial Arts 2g + 2 fightin t ol parry/dodgorienta f o m e for e som s i s Thi : Arts l Martia d Han o t d Han 3 +2d attackhan o t s d perhan meled e advance s teache t tha ) etc. , Kung-Fu , (Karate l skil 4 + / 2 to strikPunch h e wit l Rol , Punch l Pul , Parry c Automati s include s Thi . combat 5 + 2 to damage Fall, Kick Attack (1D8 damage), Jump Kick, Knock-Out/Stun, Crit- 6 Kick Attack does 1D6 damage ical Strike, Death Blow, and Leap Attack. All bonuses are accumula- e mele r pe k attac 1 + 7 tive. 8 Critical strike from behind Hand to Hand Martial Arts Skill Levels 0 19-2 f o l rol n o n Knock-Out/stu 9 10 +2 to parry/dodge Level 1 +3 to parry/dodge e mele r pe k attac 1 + 1 1 2 +2 attacks per melee 12 Critical strike on a roll of 19-20 l punch/fal h wit l pull/rol o t 4 + 3 l punch/fal h wit l rol o t 2 + 3 1 e damag 1D8 s doe k Attac k Kic 4 14 +2 to damage 5 + 3 to strike 15 + 1 to strike 6 +1 attack per melee 7 Knock-Out/stun on a roll of 19-20 - un d an e self-defens f o m for d advance n A : Expert d Han o t d Han 8 Body throw/flip does 1D6 damage, victim loses initiative armed combat usually taught to commandos in the military or some and one attack. other form of special training. This includes Automatic Parry, Pull 9 +1 attack per melee - Knock , damage) 6 (1D k Attac k Kic , Punch/Fall h wit l Rol , Punch 0 19-2 f o l rol a n o e strik l Critica 0 1 Out/Stun, Critical Strikes and Death Blow. It does NOT include the 11 + 4 to damage ability to do Jump Kick or Leap Attack. All bonuses are accumula- 12 + 2 to parry /dodge tive. 13 +1 attack per melee 0 2 l natura f o l rol a n o w blo h Deat 4 1 Hand to Hand Expert Skill Levels 15 +2 to damage Level 1 + 2 to pull/roll with punch/fall e mele r pe s attack 2 + 2 3 + 2 to parry/dodge Ninjitsu r 4 othe + 3m tofro strikr ediffe s expert a Ninj . (Special) : Ninjitsu d Han o t d Han 5 Kick Attack does 1D6 damage martial artists in that they are more concerned with avoiding detection 6 + 3 to damage and injury than in inflicting damage. This includes Automatic Parry, 7 + 1p attacJum , k per meledamage) 6 e (1D k Attac k Kic , Punch/Fall h wit l Rol , Punch l Pul 0 19-2 f o l rol n o n Knock-Out/stu 8 - At p Lea d an w Blo h Deat , Strikes l Critica , Knock-Out/Stun , Kick d behin m fro e strik l Critica 9 tack. Note: Ninjitsu are required to also take Acrobatics, Climbing, 10 +1 attack per melee Prowl, and at least one form of Fencing using a Ninja weapon. 11 +2 attack per melee 12 Critical strike on a roll of 19-20 Hand to Hand Ninjitsu Skill Levels 13 + 2 to parry/dodge Level 1 + 3 to pull/roll with punch/fall 14 + 2 to strike 2 + 2 to parry/dodge 0 2 l natura a f o l rol a n o w blo h Deat 5 1 e mele r pe s attack 2 + 3 4 + 3 to strike Hand to Hand Assassin: Taught only to character trained by secret e initiativ s lose m victi , damage 6 1D s doe p throw/fli y Bod 5 organizations (CIA, Mafia, etc.), this is the specialized science of and one attack. killing. It includes learning Automatic Parry, Pull Punch, Roll with e mele r pe k attac 1 + 6 Punch/Fall, Kick Attack (1D6 damage), Knock-Out/Stun, Critical 0 18-2 f o l rol a n o n Knock-Out/stu 7 Strike and Death Blow. It does NOT include the ability to do Jump 8 Critical strike on a roll of 17-20 . Attack p Lea r o k Kic 9 + 2 to parry/dodge Hand to Hand Assassin Skill Levels d behin m for e strik l Critica 0 1 11 +1 attack per melee Level 1 + 2 to strike 2 +2 attacks per melee 12 + 2 to pull/roll with punch/fall 13 Death blow on a roll of a natural 20 l punch/fal h wit l pull/rol o t 3 + 3 14 +5 to damage 4 +4 to damage 15 + 2 to pull/roll with punch/fall e mele r pe k attac 1 + 5

61 Recovery From Damage RECOVERY RATIO (roll 2 out of 3) • Treatment from non-professional medical individual, but with med- e damag l physica d sustaine e hav o wh s character , battle a r Afte ical skills, 1-18%. must tend to their wounds. The tending of wounds can be adminis- Treatment from an intern or nurse (R.N.) 1-32%. tered by fellow character. s traine1-46% s d medicafacilitie r l personneprope t l owithou r r by oneseldocto a fm fro t Treatmen . impaired y physicall t no s i d an s skill d ai t firs s ha r characte e th f i . 1-56% ) facilities r (fai c clini a t a r docto a m fro t Treatmen First aid type skills include basic and immediate medical treatment Treatment from a hospital 1-66%. such as bandaging and cleaning . of wound1-70% l , stoppinhospita e glarg o, f bleedingmajor a m , fro t Treatmen and so on, until the character can receive better medical care. Recovery: non-professiona) (S.D.C. E l treatmentDAMAG L . This is PHYSICA basiM c firsFRO tS aid SIDE-EFFECT type treatment by oneself or non-medically trained and professionally Roll on this table when 80% or more (all) S.D.C. points are depleted. experienced people. This type of treatment may be used if the charac- Impairment is temporary, lasting 2-8 days (roll 2D4). ter does not want to involve the police or hospitals. It is not neces- Roll t bu , ailments s seriou o to t no r fo y especiall , treatment r inferio y saril Percentile Damage Minuses l medica r majo a f o e expertis d an s facilitie l ful e th f o s lack t jus . hours) 4 (2 y da r pe s point t hi o Tw : Recovery f o e Rat . institution 1-14 Minor bruises and lacerations . Spd — 2 dodgo —t 1 e t treatmen l medica s i s Thi : treatment l professiona : Recovery 1 - . P.P s muscle d battere d an d bruise y Severel 9 15-2 from a doctor, clinic or hospital. Rate of Recovery: two hit points Spd -3 per day for the first two days, and four hit points per day for each l origina r his/he l al d regaine s ha r characte e th l unti y da g followin 30-44 Damaged (sprain, pulled, cut, etc.) P.P. -3 hit points. arm or shoulder. 2 1/ s i d Sp . p hi r o g le d Damage 9 45-5 RECOVERY OF S.D.C. POINTS. dodgo t — 2 e Characters naturally recover their S.D.C. at a rate of five (5) per 60-74 Damaged hand and/or wrist P.P. — 1 each hour of rest and relaxation. This means that the character must P.S. -2 rest or sleep to rebuill al dn hio s% physica5 - l body strength. Withou t y rest, Injur th d e Hea 9 75-8 character does NOT regain his S.D.C. points. skills; Spd - 2 About blood loss. When a character is severely hurt, has only 15% 90-00 Damaged back or pel vis. P.E. - 1 s unles s los d bloo f o e di n soo l wil e h , bleeding s i d an , points t hi s hi f o P.P. -2 d ai t firs c basi a n Eve . attention l medica e immediat s receive e sh r o e h Spd -3 and no or little movement can allow time for the binding of wounds NOTE: None of these effects are permanent nor life threatening. n perso e th , aid l medica t Withou . loss/damage d bloo r furthe t preven d an Minuses apply to that one limb. Speed minuses affect the whole body. will continue to lose blood and take one point (hit point) of damage Remember effects are cumulative; roll each time the character is badly every minute/4 melee rounds. hurt. H DEAT D AN A COM G SURVIVIN e he/sh ) less r (o o zer o t d reduce e ar s point t hi s character' a n Whe ) (Optional ) Points t (Hi e Damag l Physica m fro s Side-Effect l wil d an h deat r nea s i r characte s Thi . coma a o int g lapsin , collapses e ar s point t hi ) all t (almos % 99 o t % 75 n whe e tabl s thi n o l Rol die in a - mattefour e r on o fl hour(rol s s unlesweek 4 s 1- he/sh g e lastin receive , s immediattemporary s i t e medicaImpairmen l. depleted treatment. sided die). How much damage below zero a character can undergo is indicated Roll by the physical endurance (P.E.) attribute. A character can take one Percentile Damage Minuses point of damage below zer2 o - (—d Sp 1, — 2, — 3,d etc.) bruise fo d r eacan d h P.Ebattere . pointy . Severel 0 1-1 o zer t a a com a o int e laps l wil 9 f o . P.E a h wit r characte A : Example dodgo t — 3 e hit points, but still lives up to negative 9. However, if the character 11-20 Torn arm muscle P.P. —3 s i e h , P.E. e th n tha ) possible y ver s i h (whic e damag e mor s receive P.S. -2 dead, with no hope of recovery. Thus, if a character with a P.E. of 9 2 1/ s i d Sp e muscl g le n Tor 9 -2 1 2 takes 10 points or more, below zero, exceeding his P.E., he is beyond dodgo t — 2 e . dies d an p hel l medica 2 - . P.P m ar : bone d Fracture 9 30-3 H LENGT A COM P.S. -3 The length of time2 1/ a s charactei d Sp r will survive withou g le : t treatmenbone d t in aFracture 9 40-4 coma is again indicated by the P.E. Add one hour for each P.E. point. dodgo t — 4 e . on o s d an , hours 0 1 = 10 . P.E , . 9=P.E 9hours : Example 2 - . P.E s pelvi r o s rib : bone d Fracture 9 50-5 Spd is >/2 A COM A M FRO Y RECOVER 60-69 Broken bone: arm P.P. is 1/2 Whether a character survives the coma and is stabilized (brought P.S.is'/2 back to at least one hit point above zero) is determined by the roll of 70-79 Broken bone: leg Spd is 1/3 percentile dice. If the player rolls two successful recovery rolls out of dodgo t — 6 e three tries, the characte3 - r. breakP.E s out of the coma ans d rib is : no longebone n r inBroke 9 80-8 t poin t hi e on o t p u t brough s i e h t tha s mean o als s Thi . dying f o r dange P.P. - 1 e se ; standard e ar n o e tim t tha m fro s point t hi f o y Recover . zero e abov Spd -3 Recovery of Hit Points. NOTE: This can be attempted every hour. 90-00 Severe Concussion — 8 on all skills, Spd --3

62 1-10 No permanent damage. OPTIONAL RECOVERY . SIDE-EFFECT2 y b . P.P e Sreduc ; joints n i s stiffnes r Majo 0 11-2 ) points t (hi H DEAT R DAMAGE/NEA E SEVER M FRO . 1 y b . P.P e reduc ; joints n i s stiffnes r Mino 9 21-3 Roll on this table 2 whe y b n. a Spd characte e reduc r ; has limp los a t h all wit o fk his/hewal ; r hit pointimpaired s s Leg 5 40-5 t resul a s a t permanen s i t Impairmen . (coma) h deat r nea n bee s ha d an . 2 y b . P.B e reduc ; scarring r Majo 0 56-7 of the grave physical damage. NOTE: This is not a mandatory table, 71-82 Chronic pain; reduce P.E. by 1. . discretion s master' e gam e th o t p u t lef s i t bu . 1 y b . I.Q reduce ; damage n Brai r Mino 2 83-9 . 1 y b . M.E d an 2 y b . I.Q e reduc ; damage n brai r Majo 0 93-0

Weapons t Comba d an s Weapon NOTES ON ANCIENT WEAPON PROFICIENCIES

Archery: Learnint fee g0 1 Weapo d an e n Proficiencrang e y effectiv i ne differenth o t t tfee kin4 d oad f bown ca s and character g Stron arrows or crossbows. See W.P. Tables in the Combat Section for to the maximum range for each P.S. point above 14. detailsn i . e sal r fo d offere e ar s weapon t ancien n Ofte : Replicas n Weapo Rate Of Fire " (R.F.)Axe e : ThiBattl l s indicate"Medieva se thth et numbeBu . r shops o fy arrownovelt s d thaan ts can catalog s variou e mele r pe s attack y man w ho f o s regardles d roun e mele r pe d fire e b for $19.99 and the "Authentic Sword" for $49.99 are not the character may have. For example, somebody with 2nd level real weapons. Assume this kind of item has a S.D.C. of 40 or less W.P. in Bow who has 5 attacks per mele. e rounparries d g can stildurin e l fire onldamag l y ful s take d an 3 arrows per melee round. Crossbow rate of fire assumes that the Weapon Proficiencies: See Skill Descriptions. e th d reloa o t 4 1 f o ) (P.S. h Strengt l Physica a t leas t a s ha r characte crossbow one-handed. Weaker characters need a full melee round . crossbow a d reloa o t s Weapon t Ancien Strike Bonus: This is the number to be added to the character's ANCIENT WEAPON DESCRIPTIONS e (strik 2 2 f o . P.P a e hav u yo if , example r Fo . strike o t s bonu r regula , strike) o t 2 + ( f staf h wit h 4t f o l leve . W.P a d an ) +4 f o s bonu Aikuchi/Tanto then you would attack with a bonus of +6. These are curved Japanese daggers. The Tanto has a hilt, the Aikuchi , rocks s a h suc , object l smal y An : Objects s Miscellaneou g Throwin does not. This weapon can also be thrown. Cost varies according to bottles, knives or grenades (with or without pulling the pin), can quality and beauty, from $20 to $1,000. Damage: 1D4. be used as projectile weapons. Effective range is 60 feet; beyond . strike o t 4 — a t a t bu , feet 0 12 o t p u n throw e b n ca t objec e th , that

63 Bisento e b o t h enoug e larg s i d an e blad d curve , broad a s feature r spea s Thi * : Cost . Japan m fro d importe e b t Mus . arm e pol f o d kin a d considere $600. Damage: 2D6. Blow Gun The blow gun is a favorite weapon of the ninja. Use the W.P. table e mor o n s i e rang e Effectiv . skill e separat a s a e purchas t bu , Bow r fo n i e damag o n s doe f itsel t dar e Th : Damage . $20 : Cost . feet 0 5 n tha itself, however, it is usually coated with poison or drugs.

Bo Staff Katana e cultur y ever y virtuall n i d appeare e hav s weapon f staf h Althoug This is the primary weapon of the Samurai warrior, a long sword up d advance t mos y probabl e wer e us r thei f o s technique e th , worldwide to 3 feet in length. There is an enormous difference in the quality of in the martias a e l artlittl s sa schoole b d s ocoul f s samuraversion i Japand . The sizmanufacture r e fo o fs the Cost B . o Staff weapons e thes should be about a foot taller than the height of its owner. Cost: $120. $300. A top quality sword could cost at least $5,000. Damage: 2D6 Damage: 1D8 . quality p to r fo 6 3D , quality r regula r fo Bows - disas e b d coul t tha w bo , powerful o to e non , short a d favore s Ninja sembled and easily hidden. A separate skill learned by the ninja is that of the Samurai Long Bow, probably the most powerful weapon of its type in the world. Effective range for the ninja bow is 400 feet, for the samurai bow it is 800 feet. Cost: $500 for the ninja bow, $1,000 (or more) for a high quality samurai bow. Modern commercial hunting 0 1D1 , bow i Samura 6 2D , bow a Ninj 1D8 : Damage . $200 : cost s bow Modern bow. Crossbows Crossbows are now commonly available by mail order in the U.S. Cost: $300 for heavy crossbow, $150 for pistol style crossbow. Dam- age: 2D6 for heavy, two handed crossbow, 1D10 for 40 pound, pistol style crossbow.

Kusari-Gama/Kyoketsu-Shogi e sickl a d an d en e on n o t weigh a h wit n chai a f o n combinatio e Th s i i Kyoketsu-Shog e Th . favorite a ninj r anothe s i r othe e th n o n weapo n o e blad e doubl a d an d en e on n o g rin n iro n a s ha d an e rop h wit e mad e entangl n a r fo d use e b n ca d en e on , weapons h bot h Wit . other e th a s a d use y usuall s i t I . striking r fo e availabl l stil s i r othe e th e whil climbing device, but doubles as a somewhat less damaging Kusari- Gama. Neither of these weapons can be used by anyone not trained in i Kyoketsu-Shog e Th . Ninjitsu r o n Assassi , Arts l Martia d Han o t d Han costs $100, the Kusari-Gama is $300. Damage: IDS for the Kyoketsu- Daisho Shogi, 1D10 for the Kusari-Gama. e Japanes l traditiona e th s i s Thi " short. e th d an g lon e "th , Literally s a d use e b n ca h whic a Katan a d an i Wakizash a f o p u e mad n weapo Kawanga paired weapons. Using both of these weapons together is a separate skill. Ninja combination of a rope and grapple used for climbing or fighting. This is a separate chain weapon. Cost: $50. Damage: IDS. or Sai (Paired Weapons) - gen e ar d an s fork d three-pronge , oversize e lik k loo s weapon e Thes erally designed to be used as a pair, one in each hand. There are excellent for countering the massive attack force of the samurai sword blade. A skilled user can entangle an opponent with one hand and attack . 1D6 : Damage . $50/pair : Cost . other e th h wit

Manriki-Gusari d use e b n ca t I . end h eac n o s weight t blun , solid h wit n weapo n Chai like a Kusari-Gama, entangling with one end, striking with the other. y eas o als s It' . conceal d an e disassembl o t y eas s i t tha n weapo a s i s Thi s weight d lea d an n chai f o h lengt a m fro i Manriki-Gusar a e mak o t 64 found in any hardware store. Cost: $30. Damage: 1D8.

Naginata/Yart - Other . blades t straigh e hav i Yar d an s blade d curve e hav a Naginat wise, both of these weapons are alike and used as spears. They are very difficult to conceal. Cost: $150. Damage: 1D8. NINJA EQUIPMENT No-Dachi s weapon d an s tool d specialize f o r numbe a d develope e hav a Ninj e Th This huge two-handed sword does much more damage than most to aid their missions. See the Combat Section for Ninja Weapons. These weapons in its class. 5 to 6 feet long and carried on the back, weapon weapons are often provided by Ninja organizations or built by the Ninja is pulled from the scabbard over the shoulder. It also requires a separate himself. Ninja equipment is generally not commonly available to the W.P. skill in No-Dachi. Cost: $750 and up. Damage: 3D6. public. Nunchaku Nunchaku (usually called "Numchuks") can be used as a paired s i u Nunchak f o s advantage n mai e th f o e on t Bu striking. r fo n weapo o tw h wit d use s i n weapo e on f i e don e b y onl n ca s thi d an e entangl r fo hands. Cost: $30 each. Damage: 1D8

This Malaysian weapon looks like Nunchaku with a second chain and third handle attached. Can be used to entangle, like nunchaku. It takes a separate W.P. skill to use the Sa Tjat Koen. Can not be used as a paired weapon. Cost: $150. Damage: 1D 10. Shikomi-Zue Ninja commonly disguised themselves as blind men and carried this hollow bamboo staff with a concealed blade. The blade is spring loaded, and release is controlled with a trigger stud that can be pressed or o B ) 50 . (S.D.C e fragil t somewha a s a d use e b n ca n Weapo . turned Climbing Claws: Also called Tekagi or Shuko. There is usually a Staff or as a spearb . thum Coste th :n $150. betwee Damagem pal e th : d 1D8. aroun s wrap t tha d ban r leathe r o l meta e ar t tha s spike x si o t o tw m fro s ha e surfac e insid e Th . fingers d an helpful in climbing wood and stone surfaces. Adds +15% to climb- ing skills. Cost: $85/pair. Climbing Spikes: These are spiked claws that are attached to the soles of the feet for climbing. Note that normal walking or running is impossible while wearing these. Add +15% to climbing skill. Cost: $45/pair. Eggshell Bomb: This is an eggshell filled with pepper, metal shavings l smal a d an r shatte l wil t i , tossed n Whe . substances t secre r othe d an cloud of blinding, irritating smoke will come out. Does no damage, but all victims must save against poison gas. Cost: $5.00 each. Blinded victims are —6 to strike, parry and dodge. s tree g climbin r fo Y ONL d use l too l specia A : Nobori i Ippon-Sug Shuriken and telephone poles. A short length of spike-studded wood with ropes attached to each end. This is used much like a lumberjack's The famous "throwing stars" of the ninja were not designed for deadly or lineman's leather climbing belt. Add +24% to climbing skill. n i s usefulnes d an t concealmen f o e eas r thei r fo s a h muc o s t effec Cost: $25. discouraging an opponent's pursuit. Throwing knives require a different n shurike d an s knive w thro o t t wan o wh s Player . shuriken n tha e techniqu Ninja Emergency Kit: This is an assortment of items that a Ninja should get two different skills. Cost: High quality shuriken are $5.00 might need in case of trouble. Ninja will keep several of these kits . 1D4 : Damage . each 0 $3.0 e ar s knive g throwin y qualit h hig , each hidden in various places. Included in a small cloth bag would be a Kyoketsu-Shogi (see Combat Section), 6 Shuriken, 12 Caltrops, a t firs , matches , pencil d an r pape , pot g cookin l smal a , towel t foo 3 This is the short sword favored by the samurai. The ninja short sword aid kit (bandages, disinfectant, small scissors, painkiller), lock picks, t Cos . wakizashi a e lik t jus e otherwis s i t i t bu , blade r straighte a s ha spare clothing, and an eggshell filled with blinding powder. Enough varies according to the quality (see Katana for prices). Damage: 1D8 rice, soybean curd and tea would be included for 7 days of tight . quality p to r fo 6 2D , quality r regula r fo . $120 : Cost . rations

65 Ninja Clothing: Comes completely black for concealment in darkness Rope Ladder: This Ninja rope ladder has loops knotted into it every or completely white for snow. Consists of jacket, (pants), two feet or so (depending on the height of the owner). There is a w elbo m fro d fitte s sleeve e separat , Leggins . belt d an , (socks) i tab 3 pound weight attached to the bottom end. The top end is often e ar r protecto y bod a d an r protecto n groi a d an , hand f o k bac o t tied to a grappling hook. This item is easy to use and easy to conceal. - compart d an s pocket s numerou e ar e Ther . padding d quilte f o e mad Cost: $.75/foot. ments used to conceal shuriken, garrotes, caltrops, lock picks and . $600 : Cost . items a Ninj r othe Tetsubishi: Ninja caltrops come in a variety of styles. All are designed so that metal barbs will point upwards no matter how they land on n Moder . store e hardwar y an t abou t jus n i e Availabl : Chain d an e Rop a h wit e someon t bu , point 1 n tha e mor y rarel s i e Damag . floor e th s varie t Cos . reinforced d an d teste l wel y usuall s i n chai d an e rop l pul y the l unti g walkin e continu o t y likel t isn' t foo r thei n i p caltro according to thickness and tensile strength. An average cost for it out. Cost: $1.00 each. chain would be about $1.00 per foot, and about $.25 per foot for rope.

Avg. Length Avg. Weight Damage Avg. Cost

.8m/2.75ft 2.0kg/4.61b 2-12 $240 .4m/ 1.25ft 1.4kg/3.01b 1-6 $100

3.2m/10ft 2.7kg/6.01b 2-12 $445

2.3m/7.5ft 2.3kg/5.01b 2-12 $540 2.1m/7.0ft 3.2kg/7.01b 2-12 S550 2.3m/7.5ft 2.7kg/6.01b 2-12 $540 2.5m/7.25ft 2.7kg/6.01b 2-12 $550 2.2m/7.25ft 2.3kg/5.01b 3-18 $660

1.2-1.8m/4-6ft 1.8kg/4.01b 1-6 $130 :.l-3.0m/7-10ft 2.9kg/6.51b 1-8 $180

2.1m/7.0ft 1.8kg/4.01b 1-6 $180 1.4m/4.5ft 2.3kg/5.01b 1-8 $430 1.5m/5.0ft 1.8kg/4.01b 1-8 $240

2-.5m/10-20in. .5kg/1.01b 1-6 $30-100

.7m/2.5ft 1.4kg/3.01b 1-6 $240 .6m/2.0ft 1.4kg/3.01b 1-6 $230

1.0m/3.75ft 2.1kg/4.512 b+ 8 1- $45tr .9m/3.0ft 1.6kg/3.51b 1-8 $340 1 .2m/4.0ft 2.9kg— 6.51b 2-12 $560 1.3m/4.25ft 3.4kg/7.51b 3-18 $670

.9m/3.0ft 2.1kg/4.51b 1-8 $250 1.6m/5.25ft 2.5kg/5.51b 2-12 $355 .5m/2.0ft 2.1 kg/4. 51b 3-18 $460 .9m/3.0ft 2.1kg/4.51b 2-12 $280 .8m/2.75ft 1.1 kg/2. 51b 1-8 $30

.6m/2.0ft 1.4kg/3.01b 1-8 $240 .8m/2.75ft 1.0kg/2.51b 1-8 $240 1.2-1.8m/4-6ft 1.4kg/3.01b 1-6 $120 1.9-2.7m/7-9ft 2.3kg/5.01b 1-8 $125 2.8m/9.5ft 1.4kg/3.01b 1-8 $140 1.8m/6.0ft 1.5kg/3.51b 1-8 $130 1.8-2.1m/6-7ft 3.2kg/71b 1-8-1-2 $245 66 MODERN WEAPON PROFICIENCIES The systeD mAN foS r modem weaponWEAPON C s presentedAUTOMATI herM e is verFRO S y differenSPRAY t R froO mS BURST l origina e th n i d foun e thos r o s rule d Unlimite s Heroe original e th SUB-MACHINE GUNS y pla s rule e thes l fee I e Whil . RPG s Turtle a Ninj t Mutan e Teenag e magazin d roun 0 3 , i.e. ; magazine e entir e th f o % 20 e fir s burst t Shor much more edic quickle y damag anl d cleanlynorma e th , l the Rol origina : l ruleDamage s. are fired probabl e ar s y a little rounds/bullet 6 — n weapo n moder either e us n ca s player d an s master e Gam . realistic e mor for ONE round x 2. Uses up one attack. Can be fired at only one target. . game r eithe f o y abilit y pla e th g disruptin f o r fea t withou s system t comba e magazin d roun 0 3 , i.e. ; magazine e entir e th f o % 50 s fire t burs g Lon Players oe f thdic ee Robotechdamag l RPGnorma e wilth l l instantlRol : y recognizDamage . e fired thes e ar e s rules. Iron- rounds/bullet 5 1 — "Revised" e th r fo d develope y originall e wer s rule w ne e thes , ically for ONE round x 5. Uses up one attack. Can be fired at only one target. Heroes Unlimited RPG (and saw print in a special promotional pamphlet a n withi e clip/magazin e entir e th f of g Shootin : magazine e Entir in the summel Rol r : of 1986)Damage , bu. t appearefired e ar s d in thround ee Robotechth f o % RPG100 . first possible becaus s i d e roun e mele . publication r fo y read d an e don y alread e wer y the t tha s attack two p u s Use . 10 x d roun E ON r fo e dic e damag l norma e th The following rules can be applied to all of Palladium Books® role- melee. Can be fired at only one target. Machineguns are the only playing games. . rule s thi o t n exceptio d practice d an g trainin f o s area e ar ) (W.P. s Proficiencie n Weapo Spray: Shooting a burst at several targets at once is possible, but skill with aentire particulaan or r typburst e oflong weapona e fir t , sucmus hu asYo revolve . wild rg or sub-machineshootin s a e sam - e th s i gun. This skill provides special bonuses to strike when using that magazine in order to spray. See shooting wild. d han o t d han s character' r you o t s bonu e strik s thi d ad t no o D . weapon or combat skill bonuses to strike. SHOOTING WILD Weapon g Proficiencietakin t s withou provid s eshoot thr e followincharacte d g bonusestraine a n : whe s occur d wil g Shootin Aimed: +3 to strike. time to aim. This usually applies when the person is blinded, angry, . strike o t 1 -I- : Burst . etc , vehicle g movin a m fro g shootin , leaping , rolling , running Wild: No bonus or penalty. Bonus to Strike: With a W.P. there is no bonus or penalty, with no , disassemble , reload y easil o t r characte e th s enable o als g Trainin W.P. the person strikes at —6. Long bursts or the entire magazine s Recognize . weapon e th n maintai e otherwis d an n , unjam must be fired. Counts as two attacks. Can be fired at one target or in weapoe n qualitdamag l y —norma l 30%Rol : at leveltarget e oneon t a and d wil + g 6% pershootin eacr fo he additionaDamag . l spray a leveg l of experienceHittin . burst d . Adwil e dth ah bonuwit e s ostrik f o +t 1e toonc strikl Rol e . fo2 rx ever d y roun THRE E ON Er fo e dic level% s o20 f ; experiencwild g e beyonshootin n d levewhe y l one. Whepossibilit l n rea firin a s gi ar weaponbystande , t there innocen n a aree three maidamag l n modenorma e s oth rs categoriei e sDamag o . f attackfired t : aimed,burs d wil burst h eac or r wild.fo l Rol . chance from one round (a wild shot). AIMED Spraying an area with bullets can be dangerous and is considered An s aimedtarget shol t meansevera t hi s ao t perso s i y n takespra a s f tho e t timeobjec t oe carefullTh . wild y aig m andshootin e b o t l ful e on s take t sho l individua h Eac . shot d place l wel e on f of e squeez simultaneously. First, roll once to determine if you strike the target t shoo n ca e he/sh e mele r pe s attack r fou s ha r characte a f i , Thus . attack e determin o t 4 1D l rol n The . usual s a s strike r highe r o 5 ; 1D20 ; area FOUR, aimed shotsHowever . . area Thi t s applietarge e th sn to alwithi l k weaponsstruc e ar . s Roll ttarget o l strike foindividua r eacy hman w ho shot. e th s i e Damag . shot g gettin d avoi o t e dodg o t l rol a s get t targe h eac Bonus to Strike is +4 with a revolver or + 3 for all others. normal damage from one round. Hitting an innocent bystander is even . shot) d (wil d roun e on m fro s i e Damag . chance % 50 ; likely e mor BURST Bursts or Sprays from a machinegun are different only in the A burs. t is thbystander ea shooting hittin f go oe f severachanc d l an rounds, struck , s one target immediatel , fired s y round afte f o r numbe h eac h wit n weapo e th s move l recoi e th d an y hast e mor s i m Ai . another Machineguns have a much greater ammunition capacity, so it does not shot, reducing the accuracy. Semiautomatic/automatic weapons, have to use the same percentage of their entire clip. e Th . firing t burs r fo d designe e ar sub-machineguns, and machineguns l norma s inflict ; rounds/magazine f o % 10 : target e burst/on t Shor concept is that, while accuracy is reduced, the odds of hitting one's round damage x2. Counts as one attack. target with multiple rounds is increased because more shots are fired. . weapons l al h wit 1 + s i e Strik o t s Bonu Short burst spray: 10% of rounds/magazine; inflicts normal dam- Note: Roll to strike once to see if. the entirtargets e4 burs1D s t hitshit , . Do round no E t rolON l fom r fro e ag each individual bullet. l ; Iinflictf the norma burss t misserounds/magazine s itf so target% 30 , the: n altarget l the e roundburst/on s g Lon . miss t burs t tha n i damage x5. Counts as one attack.

67 e damag l norma s inflict ; rounds/magazine f o % 30 : spray t burs g Lon from ONE round, hits 1D8 targets. Counts as one attack. s inflict ; fired s round l Al : target e magazine/on e entir e th y Empt normal round damage x 20. Counts as all melee attacks/one full melee. Empty the entire magazine in a spray: All rounds fired; inflicts normal round damage x2, hits 2D8 targets. Counts as ALL melee attacks/one full melee. Chance of hitting an innocent bystander is 70%. Barracuda FN Revolver — .357 Magnum A Special Note About Shotguns Shotguns can fire once or twice per melee (double-barreled). It can Used by some police officers, government agents and heavily armed fire both rounds simultaneously or one at a time. Buckshot scatters, criminals. Cartridge: .357 magnum, feed: 6 round cylinder, weight: and will strike the specific target plus 1D4 others within its blast area slightly over 2 pounds, effective range: 150 feet. Cost: $500. Damage: 4D67round. . area) m 15ft/4.6 a y (approximatel S BLAST Y ENERG L NATURA , blasts y energ t emi o t m the s enable r powe e whos s character r Supe AUTOMATIC PISTOLS whether it be fire, electricity, or other forms of energy, can use their energy attack as often as their combined hand to hand attacks allow. 7.65 mm PP Walther — 7.65 Automatic r pe s attack O TW t leas t a t ge y automaticall s heroe l Al : Example r Fo This is typical of the kind of small automatic pistol used for protection melee, combined with the two from Hand to Hand: Expert, it gives and criminal activities. Consider the Walther as top of the line, other e fir n ca e he/sh , attacks R FOU s ha r characte r you f I . four f o l tota a u yo models are even cheaper. Cartridge: 7.65mm short, feed: 8 round e th f I . seconds) 5 (1 e mele r pe s time R FOU s a often s a s blast y energ detachable magazine, weight: l'/2 pounds, effective range: 120 feet. e b n ca s blast x si r o e fiv , attacks d han o t d han x si r o e fiv s ha r characte . 2D6/round : Damage . $600 : Cost fired. As always, the types of attacks can be combined. Browning GP 35 — 9mm Automatic Used as a sidearm by many military force's personnel, terrorists and well equipped criminals. Cartridge: 9mm, feed:4 3 round magazine, . $600 : Cost . feet 0 12 : range e effectiv , pounds 2 r unde t jus : weight . 2D6/round : Damage

.45 Model 15 General Officers — .45 Automatic MODERN WEAPON DESCRIPTIONS Formerly, the standard sidearm of the U.S. military, now found commonly throughout the world. This is the ideal weapon for trench The list below is not meant to be comprehensive. It does, however, warfare, where accuracy is not as important as knock down power. cover all the typical weapons found in the hands of common citizens, Cartridge: .45 ACP, feed: 7 round magazine, weight: just over 2 r Fo . over d worl e th s force y militar d an s terrorist , criminals , police pounds, effective range: 135 feet. Cost: $400. Damage: 4D6/round. t consul s weapon n moder f o y variet a n o n informatio d detaile e mor Heroes Unlimited or, better yet, The Palladium Book of Contempo- SUB-MACHINEGUNS rary Weapons. REVOLVERS .22 or .25 Revolver Made by a variety of manufacturers, this is the kind of "Saturday Night Special" most commonly sold in the U.S. Commonly used for protection or for committing crimes. Generally, they have 6 or 8 shots, are lightweight (roughly 1 pound), and have a limited effective range. Cost: from $50 to $500. Damage: lD6/round. 7.65mm Model 61 Skorpion — 7.65mm Sub-Machinegun This is the kind of high rate of fire, easy to hide weapon favored by d roun 0 2 r o 0 1 : feed , ACP 2 .3 r o m 7.65m : Cartridge . terrorists . $1300 : Cost . feet 0 15 : range e effectiv , pounds 2 1/ 3 : weight , magazine Damage: 1D8/round.

.38 Service-Six Ruger Revolver A standard police officer's sidearm. Roughly the same as all .38 specials. Cartridge: .38 special, feed: 6 chamber side-loading cylinder, Ingram Model 10 — .45 Sub-Machinegun I weight: just - undegov . r 2 poundsU.S e th y b , effectivd Use . e range: 150ft.sub-machinegun Costd : $250. Damhigh-powere y - particularl A age: 2D6/roundd roun 0 , 3 ther : e isfeed als , o a .3ACP 8 5 +.4 powe : r roundCartridge tha . t does 3D6/roundagencies y securit . t ernmen magazine, weight: 6'/4 pounds, effective range: 600 feet. Cost: $700. . 4D6/round : Damage 68 Wild - Level 1. Cartridge: .30, 5.62mm and 7.62mm in 100, 200 0 300 : range e effectiv , pounds 5 2 o t 5 1 : Weight . belts d roun 0 25 d an feet, rate of fire: can empty the weapon in two melee rounds. Cost: . 5D6/round : Damage . illegal) t (mos p u d an 0 $2,00 .5 and 14.5mm Heavy Machineguns 9mm Uzi — 9mm Sub-Machinegun These are commonly found mounted on armored military vehicles. Almost all international sub-machineguns have the same attributes As with their lighter cousins, the heavy machineguns are usually found - sec t governmen , forces e polic n foreig h wit n commo y Ver . Uzi e th s a only in military units. Accuracy is poor because they are meant for use urity forcel wil s y andthe , terroristshand r . othe Cartridge e th n O . : 9mmsoldiers , d feed:masse r 2o 5 s or 30 vehicle roun e dlarg t agains magazine, weight: 7 1/2 pounds, effective range: 600 feet. Cost: $1,050. punch right through armor or engine blocks. Cartridge: .50 and 14.5mm Damage: 2D6/round. belts of varying sizes. Weight: 30 to 100 pounds, effective range: 3000 feet. Cost: $5,000 and up (highly illegal). Damage: 7D6/round. RIFLES SHOTGUNS s Rifle g Huntin 6 30-0 There are dozens of different models of hunting rifles. Most have optional telescopic sights and multiple-shot clip magazines. Weight and range varies. Cost depends on quality, anywhere from $200 on up. . 5D6/round : Damage Model 3000 Police Smith & Wesson Shotgun This is fairly typical of pump action shotguns used by police for riot control. Calibre: 12 gauge, feed: single shot (pump action), weight: under 7 pounds. Cost: $900, prices for lower priced models could be s doe g slu d Soli , 4D6/round s doe t Bucksho : Damage . $350 s a e littl s a 5D6/round. e Rifl t Assaul 6 5.5 — 1 M16A m 5.56m This is typical of the new, lighter weight, more reliable rifle being issued to all modern armies. Cartridge: 5.56mm, feed: 20 or 30 round magazine, weight: 6 1/2 pounds, effective range: 1200 feet. Cost: $700. Damage: 4D6/round.

ENERGY WEAPONS Lasers, Ion Blasters and Plasma Generators Typically these have from 2-12 charges built in or available on inter- changeable energy clips. Weights are usually fairly light (although the 7.62mm AK-47 — Russian Assault Rifle energy packs may be extremely heavy) and the weapons are usually The AK-47 can be found in virtually any terrorist or revolutionary fragile. Penetration is usually not as good as with standard projectile camp anywhere in the world. Cartridge: 7.62mm, feed: 30 round weapons. Effective range is rarely greater than 150 feet. Not commer- magazine. , weight: 9organizations 1/ t 2 poundssecre y b , s effective rangeexperiment s a :t 900buil feety . Costusuall , : $1500. available y ciall Damage: 4D6/round. For more information on this kind of weapon see the Revised Heroes Unlimited. Damage: 2D6 for Mini-Laser, 4D6 for Laser Pistol, 6D6 MACHINEGUN, Rifle r Blaste n SIo r fo 6 7D , Pistol r Blaste n Io r fo 6 5D , Rifle r Lase r fo and anywhere from 6D6 to 12D6 for Plasma Generators. .30mm, 5.62mm and 7.62mm Calibre Light Machineguns These are the most common kind of light machineguns found in military forces the world over. Unless the weapon is mounted on a tripod (no matter how strong the character), skill level will always be

69 EQUIPMENT Bumper Beeper: Attaches to automobiles bumper, via magnetized Contraband: No matter how illegal, it's always possible to buy con- clip. The antenna can be permanently mounted or detachable. Trans- y bu n ca s character l Anima . enough y pa o t g willin e you'r f i d traban y (batter y awa s mile e fiv o t p u d followe e b n ca t tha l signa a s mit contraband like lock picks, explosives, and automatic weapons for powered). The receiver picks up and can locate the beeper by the three times the prices listed. Characters supplied by Secret Organi- intensity/strength of the signal. Cost (includes receiver): $ 1,100.00 zations can get Contraband for the listed prices. Dash Beeper: Is identical in operation/function as the bumper beeper but can be concealed in the dash board inside the car. Cost: y societ n huma f o s fringe e th n o e liv o wh s Character : Scavenging must gather up their equipment from junk yards, trash and scrap. $1200.00 . price l usua e th f hal y onl s cost y wa s thi n i t equipmen g Gettin t abou e ar e devic e thes t bu n functio c basi e Sam : Beeper ) (spy i Min o t t subjec n ofte s i d an y qualit r inferio o als s i t equipmen d Scavenge the size of a half dollar and half an inch thick. They can be slipped e ther d use s i t equipmen d scavenge f o e piec a time Each . breakage into pockets, briefcases, bags, purses, vehicles (although will rattle s skill t righ e th h wit s Character . break l wil t i t tha e chanc % 14 a s i e mil o tw a t abou h wit r shorte e littl a s i e rang e Th . etc , around) . proficiency f o l leve l norma r thei t a s item n broke x fi o t t attemp n ca maximum radius. Scavenged equipment costs only 1/2 the listed prices. NOTE: Additional weapons & equipment can be found in the pages of Heroes Unlimited and Ninjas & Superspies. Surveillance Equipment t 600f e rang e Averag : Devices ) (bugging g Listenin Tie Clasp: Microphone, Cost: $15.00 r o k nec d aroun g hun e b n Ca : Mic. r Lavalie r Condense c Electri attached to cloth. Battery operated or plugged in. Cost: $50.00 Broadcast Quality Tie Tack: Cost: $160.00 Keyhole and Tube Mics.: Mics with long hollow tubes, either stiff r o , walls n o d mounte , cracks n i d place e b n ca h whic , flexible r o placed in keyholes. Cost: $ 170.00 g soundin s (require d soun o int s vibration s Translate : Mics. t Contac board i.e. wall, window or device) Cost: $250.00 Vibration Pocket Detector: Cost: $600.00 Low Frequency Converter: Cost: $500.00 Frequency Equalizer: (controls cut off of certain frequencies and boosts others). Cost: $190.00 Test Transmitter: Cost: $65.00 GOGGLES AND BINOCULARS Additional Transducer: Cost: $75.00 Night Sight or night vision optic systems are image intensifiers (passive; Telephone Induction Unit: Cost: $65.00 emits no light of its own) relying on ambient light which is electron- 0 $50.0 : Cost : Amplifier d Soun ically amplified to give a visible picture. Range: 400 meters or 0 $250.0 : Cost : quality) h (hig r Amplifie d Soun 1600 feet. Average weight: goggles: l'/2 Ibs, rifle sight: 4 Ibs, Commercial Wireless Mic.: (entertainment) Cost. : Ibs $50.00 3 : 0 to mounted d tripo $100.00 a y usuall , light d infrare f o e sourc a n o y rela s System c Opti d Infrare ) cigarettes f o k pac f o e (siz : Mic. s Wireles l Commercia t Compac o t e goggl r o t sigh e th m fro d projecte , light f o m bea n thi l penci Cost: $70.00 to $150.00 e th s limit y severel m bea e th f o s narrownes e Th . target s it e illuminat Special Bugs come in a variety of sizes from postage stamp to martini g makin ) feet e squar 6 t (abou a are l smal a o t w vie s one' f o e scop e Averag . amplifier d an r transmitte , mic h wit e complet e typ e oliv surveying an area a problem. Another draw back is that the infra range: 60 feet. Cost: $400.00 : Range ) capacitor s (need t curren l wal e th o int s tap t tha g Bu m Roo red light beam is clearly visible to another infrared optic system, 1200ft, Cost: $100.00 (homemade) or police version $500.00 giving away the operator's position. Range: 300 meters or 1200 0 $200.0 ) (typical s Transmitter feet. Transmittea h r (qualitthroug a y are crystal e imag ) $500.0n a y 0 magnif s sight c Telescopi d an s Binocular system of lenses. Bug Detectors Thermo-imager or Heat Sensors allow the infrared radiation of warm Field Strength Meter: Picks-up radi. o signalimage e s visibl an a d o registerint d s themconverte e .b o t s object 0 $350.0 : Cost - cad l nicke f o s batterie m fro n ru e b n ca d an d coole y Electricall Broadband Receiver, causes a feedback and makes a howl when near 0 $425.0 : Cost . transmitter a mium (rechargeable) with a running life of eight hours. Sees in darkness, shadows and through smoke. Telephone Bugs Nightsights (range 1600 ft) Cost . receiver e telephon e th n i s fit , powered y Batter : Cartridge n i p Dro 0 $9,000.0 s Goggle . $320.00 : Cost Binoculars $7,500.00 y batter , jack e telephon a e lik s Look : Mini-Transmitter g Bu m Roo Monocular Eye Piece $5,600.00 operated. Cost: $240.00 Weapon Sight $2,000.00 Telephone Line Transmitter: Taps right into telephone line and Pocket Night Viewer (800 ft range) $3,900.00 x bo r large e littl A . indefinitely) n ru l wil , batteries o n s (need r powe 0 $18,000.0 t Moun d Tri-Po e Larg 0 $250.0 : Cost . mini-transmitter e th n tha

70 Infrared (range 1200 ft) Cost Illuminating Peglight: Designed for military use as markers for routes Goggles $6,800.00 and mine fields. Emits beta light which emits no heat and gives no Binoculars . feet 0 7 o t p u f o s distance m fro n see e b n $4,700.0Ca . 0 emissions d infrare e Piec e Ey r Monocula $2,200.00 Weapon Sight $1,200.00 PHOTOGRAPHIC EQUIPMENT/FILM/ Thermo-ImagerT (range 1600ft) EQUIPMEN L OPTICA R OTHE D CosAN t, VIDEO Goggles $32,000.00 Binoculars $28,000.00 35mm Camera $250.00 e Piec e Ey r Monocula $24,000.00 Extra Lenses: t Sigh n Weapo 0 $80.0 $20,000.0 08 F2 , 28mm 135mm, F35 $80.00 Binocular and Telescopic Sights Cost (average) $50.00 n Magnificatio t Bes , (2000ft) r Binocula $1,600.00 35mm Film: Black and White, 36 exposures $2.50 n Magnificatio m Mediu , (1600ft) r Binocula $1,000.00 Color, 36 exposure $4.50 Binocular (1600ft)0 , Low$525.0 Magnification a camer e movi $600.0 , 0sound m 8m r Supe Weapon Sight, Bes0 t $8.0 Magnificatio e n tim g runnin . min 5 1 . $800.0Approx : 0film m 8m r Supe Weapon Sight,0 Mediu$150.0 m Magnification $400.0 r 0 Projecto e Slid n Magnificatio Low , Sight n Weapo $230.00 Projection Screen $50.00 DETECTIO0 N EQUIPMEN$750.0 r tuner/time d Tan r recorde o Vide , Includes : System o Vide Color Camera with Mike $700.00 Portable Explosives Detector: Responds to vapor from explosives Video Tape Cassette $15.00 such as dynamite, geligniten whe , T.N.T.m , and1000-4000m others ; . power A nX alar15-60 m lamm zoo p , Telescope lights up when an explosive is detected. Cost: $1,900.00, Range: attached to 35 mm camera $190.00 3'/2 feet. 0 $30.0 r Adapte a Camer m 35m Letter Bomb Detector: An electronic instrument that examines letters in minutes with an audio alarm that sounds when electrically conduc- tive material is detected. Cost: $700.00 COMPUTERS AND EQUIPMENT Radar Signal Detector (military): This is a mini-radar receiver that Basic Computer: 48k memory and keyboard $500.00 can fit in one hand. Small, light weight, easy to conceal. Recently Monitor: Black and White T.V. for data display $100.00 developed for the U.S. Army. Cost: $3,000.00, Range 80 feet Color Monitor $250.00 (effective range)0 ,$500.0 4 miles maximum r Printe y Cop d Har Modem: Device for sending and receiving data $180.00 - be " Buster z "Fuz e th s a n know o Als : Detector r Rada l Commercia cause of use in detecting police radar scans. Cost: $120.00 Motion Detector (commercial): Detects movement within the field, TELEPHONE EQUIPMENT 0 $500.0 : Cost , feet e squar 0 12 : Range Basic Phone $50.00 Ground Sensor System: Uses seismic and passive infrared sensors Telephone Answering Machine $120.00 to detect vehicles, men, the direction and numbers. Control unit Tape Recorder: 30 to 60 min. recording time; pocket sized $100.00 : Cost , units r senso n doze a d an r monito , display) p ma h (wit Radio Communication Range Cost $54,000.00, Range: Between transmitter, 600 feet, and can register 1 mile $250.00 pr. activity up to 4 miles away. Walkie-talkie (commercial) Walkie-talkie (Police, military) 2 miles $2,400.00 e fenc r o n curtai e microwav e invisibl n a t emi s Unit : Fence e Microwav Field Radio 25 miles $1,800.00 that will light up or buzz (quietly) once an intruder breaches its C.B. 2 miles $100,00 curtain. Control units, eight transmitters and receivers cost: Police Band Scanner 25 miles $150.00 r registe n ca d an , feet 0 60 , transmitters n betwee : Range . $60,000.00 . away s mile 4 o t p u y activit Emotion and Stress Detectors Vehicles Psychological Stress Evaluator: This instrument is used by law en- $6,000.00 Basic Transportation: good mileage, automatic , corporation e privat e som , investigators e privat , agencies t forcemen to $18,000.00 % 50 t deduc r ca d use a r Fo clinics and law firms. It functions like a polygraph machine, but Pickup Truck; Basic $8,000.00 measures and records stress and anxiety without attaching sensors k Truc e Driv l 4-Whee $10,000-12,000 e voic e th g monitorin y specificall y b s thi s doe t I . subject e th o t Van $12,000-15,000 . device e th f o t par a o als s i r recorde e tap A . subject s it f o y qualit BMW $90,000.00 0 $4,000.0 : Cost Corvette $20,000.00 Polygraph Stress Machine: Sensors are attached to the skin which Delorean $60,000.00 monitors and records glandular changes (including sweat) in the Jaguar $80,000.00 skin. Cost: $2,400.00 Mercedes Benz $150,000.00 Polygraph Stress Monitor (superior quality): Sensors are attached Porsche $65,000.00 to the skin and body which usually record breathing, heart beat/rate, Rolls Royce $100,000.00 blood pressure, skin resistance (as described previously). All three Volvo $45,000.00 e th k mar o t s pen e thre h wit r recorde t char a o int d fe e ar s function Bently $100,000.00 results. Cost: $4,500.00 Motorcycles $2,300-5,000 71 , long n 2i t 17f , engine . h.p 0 12 , motorized : Boats Polar Coat: can withstand cold & wind to - 20° $18.00 0 $30,500.0 . speed p to , mph 0 8 , capacity n perso 9 Gloves: leather, heavy duty $10.00 Yachts: 22f0 t $5.0 to 46ft long ) only m $100,000.0(pal r leathe 0 : Gloves 0 $12.0 s to $250,000.0welder r leathe 0 : Gloves e peopl 1 9-1 : seats , Beechcraft : Aircraft Gloves: leather racing $20.00 0 $150,000.0 h 260mp : speed , miles 0 154 : range h l00mp : speed , 2 : seats , Club r Pipe : Aircraft ACCESSORIES range: 200 miles $60,000.00 Sun Glasses: light adjusting $25.00 Aircraft0 : Pipe$45.0 r Aztec and Turbo Aztec, seats: 5, r aviato : Glasses n Su range: 1310 miles speed: 253mph $200,000.00 Shooting Glasses: change color and density in response to changes in Aircraft: Piper Navajo and Turbo Navajo seats: 6-10, light and weather. Also reduces glare and improves visibility $72.00 speed: 147mph range: 950 miles $250,000.00 , 57 : seats r Range t Je 6 20 l Mode l Bel : Helicopters Miscellaneous speed: 140mph range: 388 miles $90,000.00 Helicopters: HueyS Cobra, seats: 23GIMMICK speedD : AN 130mph T , EQUIPMEN R OTHE n Millio 2 $ s mile 0 30 : range Jet Pack: Speed: 80mph maximum, Duration of Flight: 40 minutes Helicopters: Bell Texas Ranger, seats: 6-8, maximum; Jet Pack S.D.C.: 100, Maximum Height: 300 feet. Cost: speed: 130mph, range: 380 miles $1 Million $80,000.00; Fuel Cost: $500.00 per tank (40 minute flight capacity). The following is a simple guide for the S.D.C. of vehicles. This is Electro-adhesive Pad: This is a hand-held device that will adhere g necessitatin ; incapacitate y totall o t t sufficien s i e damag h muc w ho t curren l smal a g passin f o s mean o t e surfac l meta y an o t y strongl major body repairs. If it sustains double the damage listed, the vehicle through two metal electrodes. These pads are commonly used by is totaled. astronauts and can be used in astronaut's shoes, but the hand-held Automobile: Compact — 250 S.D.C. pads are much more flexible and generally preferred. Cost of Electro- Mid-Size — 350 S.D.C. adhesive Pad (2) and Generator (hip or hand packs) (12 Ibs): Full-Size — 400 S.D.C. $75,000.00. In shoe form: $80,000.00. Can hold up to 1000 Ibs; Luxury — 450 S.D.C. . metal n o only s work Jeep — 450 S.D.C. Space Suit (complete): Self contained environmental suit, insulated, Small Truck — 450 S.D.C. heat and cold shielded, oxygen and life support system; the whole . S.D.C 0 60 — i Sem works. Cost: $250,000.00 Motorcycle — 100 S.D.C. S TOOL G PICKIN K LOC . S.D.C 0 40 — ) (small e engin e Singl : Airplane The pick can be almost any style or size, but is always a small thin Twin Engine (medium) — 550 S.D.C. steel tool which ends in a slight upward curve or special tip config- Helicopter (commercial) — 500 S.D.C. uration. It is used to raise the pins of the lock so that it will open. Helicopter (assault) Armoured — 1600 S.D.C. A good range of pick thickness is .025-.035. These are available Small Jet — 1000 S.D.C. through locksmiths, and locksmith suppliers and some establish- . S.D.C 0 200 — r Line t Je ments that specialize in rare, hot and illegal items. Cost is usually r prope a r fo d neede n doze a t leas t a h wit k pic r pe 0 $20.0 . high . S.D.C 0 4 — t Boa w Canoe/Ro : Vessels r Wate o t s tool e thes l sel t no l wil s supplier d an s Smith : NOTE . range Sailboat (small) — 100 S.D.C. anyone off the street and may investigate or report the inquiry. Speed Boat — 250 S.D.C. Luxury — 450 S.D.C. The Tension Bar is constructed of the same clock spring steel as the Large — 600 S.D.C. pick and is an "L" shaped tool required (along with the pick) to Ship (small) — 3000 S.D.C. open locks. It too manipulates the position of the locking pins. Cost: Ship Freighter — 8000 S.D.C. $30.00 each and is available from the same sources as listed for picks. Prices as contraband, may be as much as 200% higher and purchase from a locksmith or supplier may require a bribe. The size Clothing of the picks and tension bars are generally around 3 1/2 or 4 1/2 inches CLOTHES/WORK CLOTHES-UNIFORMS long, rarely larger. ITEM COST 0 $8.0 ) (cotton t T-Shir 0 13.0 $ e Sleev t Shor : Shirt Long Sleeve $14.00 Pants (work) $16.00-20.00 Tennis Shoes $20.00 Shoes: Leather $50.00 Boots: Leather $60.00 Speed Suit (coveralls) $33.00 0 $36.0 n Cotto : Coveralls Coveralls: Work $30.00-40.00 0 $5.0 e Disposabl : Coveralls Lab Coats: Disposable $5.00 Coveralls: Insulate against cold $52.00 0 $7.0 e resistanc t impac l electrica m Maximu : Hat d Har Flight Jacket $60.00

72 Automatic Lock Pick; Release Gun: This item is only sold to law o int s pin l al s Throw 0 $40.0 t abou f o t cos a t a s agencie t enforcemen position at some time and never damages or harms the lock $800.00 Vest 10 50 l0lbs r o r regula , spool , (tumbler s lock f o s type l al s Open . mechanism $1,100.00 Point Blank Vest 10 70 141bs mushroom). Cost on the street (only 19% chance it is even attainable) $1,400.00 Hard Armour Vest 12 120 151bs g dependin e mor % 200 s a h muc s a t cos y ma ; minimum 0 $1200.0 t Weigh . S.D.C . A.R s Style y Heav t Cos on the seller and circumstance. (full suit) $1,400.00 Fragmentation Cape/Vest 13 120 161bs s 171b 0 18 4 1 r Armou t Rio 0 $1,600.0 $2,200.00 Hard Armour 16 260 201bs $2,200.00 Class 4 Hard Armour 17 280 201bs NOTE: Half-suits or vest types usually protect the upper body front, back, side, waist and groin. Concealed are tough, thin styles designed to be sown into clothes or hidden under clothes (shirts, jackets, etc.). The others are all generally bulky or worn atop clothes. e th e provid d an s clothe f o p to n o n wo s suit y bulk l al e ar s suit l Ful greatest protection. s doe d an y mobilit d an y flexibilit r fo d designe s i r armou n moder l Al not interfere with movement, prowl or speed. Many types of armour Car Openers: These are a variety of window prying tools. They are are constructed of glass-reinforced plastic, chemically strengthened with fairly n easy tocommo r find Othe an . d purchaslighter t ye el of constructmeta n tha r . A thicke ses i t wild an l s run fiber abou s tglas n wove $25.00. types use steel or light-weight alloys typically 1/4 inch thick. These two ) $12.00 : (cost r ba s cros e th e includ e forc r shee g Usin : Standbys d Ol w lo d an n sub-machinegu , revolver , pistol l al p sto n ca r armou f o s type or drilf o l (costsm for :a $25.00, ) oceramics rf o bol d t cuttercompose s s (gooi r d foarmou r d shearinHar . g chainsshells e rifl , e calibr . $80.00) : costs ; padlocks d an e cabl n ofte e ar y The . carbide n boro r o a alumin e pur m fro e mad s glas e opaqu Making Key Impressions: A variety of blank key types are needed, combined with steel. Hard armour type provide the most effective e sid m fro n tur d an ) pliers h wit y tightl g (graspin k loc o int y ke t inser protection and can even stop 7.62mm NATO and 5.56mm rifle bullets. to side. The locks tumblers will leave marks on the blank where ) black t boo r o n (carbo g impressionin e th t agains g rubbin e wer y the POLICE/GUARD ACCESSORIES - rein , somewhat s impression e thes s file w no r picke k loc e Th . agent e complet s i y ke e th l unti e procedur e th t repea d an e mor e som e fil , sert Flashlight $26.00-32.00 and works. NOTE: The player must roll under his lock pick skill Flashlight holder $8.00 proficiency for each insertion. One failure botche: sgas) thr e (tea entir y e Spra jo l b Chemica and six insertions are required. This is a lengthy process taking 15 Small: 24 one second bursts up to 10 ft $6.00 to 20 minutes. Cos0 t of $9.0 key blanks are t higf 5 h1 becauso t p u es theyburst d must secon b ee on 0 7 : Large r pe 0 $30.0 : Cost e Averag . picks e th s a y wa e sam e th n i d obtaine Handcuffs: Nickel, Heavy Duty $18.00 blank. Night Sticks: High Density, unbreakable, plastic $7.50 0 $10.00-$15.0 : about s Cost : File k Loc Holster: Trouser $11.00 0 $28.0 e Ankl : Hoister NOTE: Only characters with a skill in picking locks can use these tools or 0 any o$28.0 f the picking tools listed. r Shoulde : Hoister F STUF S MISCELLANEOU E MOR BODY ARMOUR Hand Cuffs (novelty item): Cost: $10.00, S.D.C. 40 Hand Cuffs (police): Cost: $20.00, S.D.C. 80 Cost Ancient Styles A.R. S.D.C. Weight Sap Glove: Six ounces of powdered lead is built into each glove just $175.00 Padding or Quilt 8 15 661bs above the knuckles padding the wearer and adding weight and $300.00 Sofm fro t Leathee r Availabl . damage o t 92 + , 20blow s one' f o e 81bsforc e th o t h strengt $600.00 Studded Leather 12 38 201bs most security guard suppliers. Cost: $30.00 $900.0l 0 Mai n Chai 13 44 401bs $1,500.0l 0Mai e Scal 15 75 451bs Fibre Glass Night Stick: Cost: $10.00, does 1D6 damage. $2,000.0l Mai d 0 an e Plat 15 100 521bs Steel Rod Encased Night Stick: Cost: $20.00, does 1D6 damage. $2,800.00 Plate 16 150 581bs Portable Telephone Scrambler: Converts normal speech into unin- $3,000.0d 0Plate c Plasti 13 80 281bs telligible gibberish over the telephone line and converts the gibberish NOTE: The costs reflect the rarity of manufacturers/builders and the into clear speech. 25 different scrambling codes. Fully transistorized time involved in construction. Homemade armour is possible, reduce and can be used on any conventional phone. Cost: $1,400.00. cost by half, A.R. 2 and S.D.C. by 20%. Comes with impact resistance carrying case. Cost t ModerWeigh . n StyleS.D.C s . A.R Bullet Resistant Attache Case: A.R. 15, S.D.C. 140. Cost: ) suits f (hal t Ligh $440.00 $1,200.00 Conceale0 d$225.0 : Cost , 90 . 10 S.D.C , 11 5. 0 A.R : 121bs Briefcase r Courie $900.00 Riot Jacket 10 60 121bs Acoustic Noise Generator: Muffles conversations, distorts bugging 0 $900.0 : Cost . 30% y b s system

73 s Weapon l Additiona GRENADES Grenades come in a variety of configurations, sizes, and damage Acids s type c basi x si o int n dow m the n broke e hav I , playability r Fo . ability Organic Acid: (affects only organic substances) does 2D6 damage and have generalized their effects. each melee for a total of four melees. Exploding Hand Grenade: effective Range: thrown, 60 to 80 feet, . substances r othe l al o t e damag 6 4D s doe ) (Concentrated s Acid c Organi max. range 160 feet. Damage: 5-30 to a 15 sq. foot area, 1-6 for an additional 20 feet. Metal Dissolvers (industrial) 4D6 damage per melee for a total of four melees. Does 1D8 damage per melee for total of four melees Fragmentation Grenade: Specifically designed to hurl hundreds of to organics and plastics. tiny fragments to inflict greater damage. Damage: 6-36 to a 20 . feet . sq 0 2 l additiona n a r fo 2 2-1 , area t foo . sq All acids are not common household items and must be acquired from a chemical supplier, industry or an illegal outlet. In the first two White Phosphorous: Ignites/flames on contact with air setting the cases, large bulk orders may be required and, in the latter case, avail- area ablaze. Damage: 3D6 per each melee aflame, affects a 15 ability is extremely low (9% chance of gettin. g item)melees ,4 an2D d r multiplfo s yBurn th. e area t foo . sq . times n te t cos Smoke Grenades: Creates a smoke screen, 30 sq. foot area; can Costs: Organic I: $75.00 per 1/2 gallon, Organic II: $120.00 per 1/2 come in a variety of colors, for signalling and target designation. gallon, Cleanser: $180.00 per 1/2 gallon, Metal Dissolver: $600.00 per Rifle Launched Grenades: These all basically do the same damage 1/2 gallon. as listed previously but can be fired from a rifle. Approximate rifle range: 800-900 feet. Illuminating flares can also be fired from rifles, dropping down and lighting up a 90 sq. foot area. Duration 40-60 EXPLOSIVES seconds. ExplosiveA . s are generalldynamite r o y s restrictedchemical toe industriaincorporat l any d militarusuall s y usbomb e e and Homemad difficult to obtain even for heroes and villains. Unless stolen, or provided molitov cocktail is a bottle filled with gasoline with a rag stuffed e purchas o t d force e b l wil r characte a , organization g sponsorin a y b in it. The rag is lit and the bottle is thrown shattering on impact them illegally. Prices on the black market are generally quite steep and spraying the ignited gasoline. If the bottle does not shatter on impact circumstance or the individual seller may increase the prices listed by it will explode from pressure with a minute or two. Damage: 2-12 100%. per melee until the flame is put out, effects approximately 12 sq. Black Market Prices feet. Effective range thrown is 40 feet. NOTE: As with ALL attacks, any roll to strike under five (5) is a definite miss. Explosive Cost Availability The cost of ammunition can vary substantially between manufactur- Dynamite $30 per stick 45% ers due to calibre, and special properties. The following are an average Detonation Caps/Fuses $30 each 32% price per box of 20 or 50. Plastic $100per2oz. 19% Revolver/Pistol: 50 per box Gelatin $ 140 per ounce 18 % Low and Medium Calibre — $16.00 Liquid Nitroglycerin $200 per ounce 20% Heavy (.38,.45,.357) — $24.00 Hand Grenades $60 each 30% Smoke Grenades $30 each 40% Rifle: 20 per box Rifle Launched Grenades $80 each 0 20% $15.0 — e Calibr m Mediu d an w Lo Mortar Shells $100 each 10% 0 $22.0 — y Heav NOTE: There is always a 20% chance that the item is fake or a dud. Descriptions will include two damage ratings. The first is the blast center, where most damage is done, the second is the extended blast radius and damage caused from flying particles of debris. Dynamite is a nitroglycerin based explosive widely used in mining and road construction. It can be detonated with blasting caps, fuses and timing devices. Wick fuses are rarely used today. Damage: one stick: 5-40 to 12 sq. feet, 1-8 for additional 20 feet. Liquid nitroglycerin is an extremely dangerous, unstable chemical explosive concentrate. A severe jar, jerk or bump can cause it to deto- nate, 30% chance. Damage: one ounce is equal to four sticks of dyna- mite. Plastic and Gelatin explosives are very localized blast explosives that can be molded and formed like putt. Inert, you can slam a plastic explosive into a wall and nothing will happen. It can only be activated/ig- nited by an electrical blasting cap that will pass an electrical charge through it causing it to explode. An electrical charge, blast or bolt is also likely to detonate it, 55% chance. Damage: 2 ounces is equal to one stick of dynamite. Area affect of blast is exactly where the plastics or gel has been placed. Of course, depending on what is being exploded, it could cause much more additional destruction and damage. These are the types of explosives used to open safes or for sabotage. They are not effective area effect weapons.

74 Game Master Section and Other Strangeness. The names have been changed to protect the HOW TO RUN A ROLE-PLAYING GAME guilty. - role-play d goo a e provid o t s i r maste e gam y an f o e objectiv r majo e Th Three players, Frank, Bob and Ted, have decided to roll-up Team e gam e th o t p u s it' , words r othe n I . players e th r fo e experienc g in . instructions m the e giv o t t abou s i M G e Th . Characters master toe seethre l thaAl t. everyonout k bac eo t hae s funchanc t . Gamlas r e you masters i s Thi s ! whoyou g ignore warnin thi m sI' : GM simple principl. e tendrolled nos tget t or remaincharacte gamr e masterwhateve h s wit fo k r verstuc y e longb o t . g goin e ar u yo f o ? game e enjoyabl n a n ru u yo o d w ho , So Are you all agreed? First you've got to select and, if necessary, modify an adventure! .Yup : BOB . yourself n desig u yo g somethin r o k boo s thi m fro o scenari a e b n ca s Thi . O.K : TED The important thing is that it matches the characters who will b. e runninSure : g FRANK in it. Ask yourself the following questions. GM: You all start by rolling up you Attributes individually. Go ahead g defeatin e tim , impossible t no t bu , difficult a e hav s player e th l Wil . 1 and do that now. (The players roll 3D6 for each of their eight the villains and challenges in the scenario? Players are easily bored attributes. Any time they roll a 17 or 18 they can roll an additional by villains that are too easy to defeat. On the other hand, if the 1D6 for that attribute.) . frustrated t ge y simpl l wil s player e th t difficul o to s i e gam GM.: O.K. Everybody's done rolling. Time to use your first Team s power l individua r thei e us o t e chanc a e hav s player e th l al l Wil . 2 ? attributes r you f o y an n o 6 1 r ove l rol u yo d di , Ted . bonus r Characte . game g role-playin a n i r wallflowe a e b o t s like y Nobod ? skills d an TED: I rolled a 17 for P.E. . player y ever r fo n actio h enoug s there' t tha e sur e Mak ? die a extr e th n o l rol u yo d di t wha o S : GM ? characters e th f o e thos h matc o scenari e th f o s objective e th o D . 3 character's r thei e us o t s personalitie s player e th t expec d shoul u Yo TED: A five. and alignments. GM: Frank; did you get any attribute bonuses? FRANK: I rolled a 17 on P.B., but the extra die was just a one. Here's an example of a mismatched scenario. A couple of years youagw o No , Bob : .GM I was playing in a comic book role-playing game. All the characters e wer s roll a extr e Th . P.E n o 7 1 a d an . M.E n o 8 1 n a d rolle I : BOB in the group were used to fighting world-threatening monsters and 3 for M.E. and 2 for P.E. aliens. Then we were forced into a scenario that involved tracking down GM: All right. That means that everyone gets +1 on P.B., a +3 some drug dealers. The game master couldn't understand why we weren't interesten d the in n thi t ei scenariod adde y . We haalread t d to explaihaven' u nyo tf oI hi. mP.E tha n o t 5 + a d an . M.E n o y onl s u f o t mos ) 2 , skills e investigativ r o e polic y an d ha s u f o e non ) 1 nowo s o d . o n d ha e w ) 3 d an , emergencies s obviou g durin s form o her r ou n o k too d an . P.E r fo 2 + f o s bonu e attribut n a t go I ! minute a t Wai : BOB orders from the agency that employed us to deal with this problem. In Ted got a + 5 on P.E. Doesn't that mean we should get a + 7? . character n i g playin e wer e w , words r othe GM: No! You only get the highest attribute bonus. Now let's get on y wa o n s There' . call t judgemen a s i o scenari a p u g settin , Ultimately g goin l al e you'r r characte l anima f o d kin e th p u g rollin , 2 p Ste o t to be sure whether or not it will "work? " for yourolling s r playersturn e tak .o t Bu g t yogoin uu havyo e Ar . have o t . players r you r fo t righ s ' it f i t ou e figur u yo f i s succes r fo e chanc r bette a FRANK:Nope. We've decided that Bob's going to do all our rolling. GM: Bob; go ahead and roll for kind of animal. BOB: I roll two ten-sided, the red will be high . . . let's see, the red CHARACTER ROLL-U. 18 n a P t i s make t Tha . 8 n a s i e blu e th d an 1 a s i e di e th l al s include r characte l anima n a p u g rollin r fo e tabl n mai e Th GM: An 18 puts you on the table for Urban Animals. Frank, Ted, various animals in the Animal Section. This doesn't mean that the game do you still want Bob to do all the rolling? master can'. t changrolling e eth l thatal o . d Fo o t r exampleg goin s , He' in . the great firs s t plaroll s y testalway ofb TeenagBo ! eYes : TED - dwell y cit e b o t d suppose e wer s character e th l al , Turtles a Ninj t Mutan e w e tabl e th o t g accordin . . . e dic e percentil n o 8 6 a l rol I : BOB ers. So all the players rolled on the Urban Animals Table ONLY? . Sparrows . . . e hav Another possibility is to have all the characters be the result of TED: Like I said, we're going to take turns rolling the dice. o t d considere e b l al d woul s character e Thes . experiments y laborator GM: Ha! who's going to start the rolling for Step 3? have an origin of Deliberate Experimentation. FRANK: I guess it's my turn ... I roll 52. m Rando f o t resul a s a d mutate e wer s character u yo s mean t Tha : GM Laboratory Animals Table (Optional) Mutation. Next thing to do is roll on the Wild Animal Education e Mous e Whit 0 01-2 ? now l rol o t g goin s Who' . Table 21-40 White Rat TED: I'm next. On percentile I roll a ... an 81. 41-60 Monke. master y a Ninj e sam e th f o s student e b o t g goin l al e You'r ! Great : GM 61-70 Sheep The next thing for you guys to do is decide on how you're going 71-80 Cat y exactl o d o t t go l al e you'v , Remember . points E BIO- r you e us o t 81-90 Dog e th p u k wor l I'l , that g doin e you'r e Whil . them h wit g thin e sam e th 91-00 Monkey Ninja master. t poin e Th . bonuses r o s restriction , tables l specia p develo o t e fre l Fee [Later] p u t se o d o t d nee u yo r whateve o d n ca , master e gam e th , YOU t tha s i d directe e b d shoul s Player . ideas n ow r you o t g accordin g role-playin e th ? Sparrows e th h wit g comin s guy u yo e ar w Ho . O.K : GM to roll characters that fit in the overall plan. BOB: That's SPARROW-EAGLES to you! FRANK: Yeah, these Sparrows are TOUGH. ROLLING UP CHARACTERS: Th? e Sparrow-EaglBIO-E r you e us eu yo d di w ho o S : GM Note: hie s is a (relativelyAttribut l anima )r accuratou d eadde accoune w E t oBIO- f hoe th w d theuse Sparrow-Eaglee w e befor , sWell : TED were rolled during the first play-test of Teenage Mutant Ninja Turtles Bonus, +5 to our Speed. Was that O.K.?

75 : YesGM . REWARDING PLAYERS FOR FRANK: As sparrows we had 70 points of BIO-E. So we decided PLAY EXCELLENCE that we wanted full flight. That cost 20 points. Game masters should carefully read the section on experience points. BOB: Then we figured we'd like to use weapons in mid-flight. So There are two main points that need to be stressed. First of all, the we spent another 20 points and go Extra Limbs. most important thing that a player can do is PLAY IN CHARACTER. GM: That means you all have arms with human hands AND full That means the player should develop a personality and stick to it. feathered wings. Players who play their attributes, alignments and personalities well FRANK: Right. And then we got Partial Speech for 5 BIO-E points. should always be rewarded for it. GM: Why not Full Speech? The second most important thing that a player can do is THINK. BOB: Because we wanted enough points left over to make Growth Players who use their heads should always be rewarded. Level 6. FRANK: After spending 20 on Flight, 20 on Extra Limbs, and 5 on One final note. There is no room for patronage when awarding Partial Speech, we had 25 points of BIO-E left. experience points. A game master who gives experience points based BOB: Which means we used to buy 5 levels of size. on friendship is simply cheating. Just consider, if you were keeping GM: And that makes you Level 6, to 75 pounds. score in a card game, would you give more points to your buddies? BOB: Which means we get a S. D. C. of 30 and NO attribute penalties. No one GETS experience points, they EARN them by playing in charac- GM: Sounds good to me. Do all of you agree to accept the characters ter and using their wits. like this? BYSTANDERS, PEACE OFFICERS & TED: I still say we'd be better off without flying. We could have VILLAINS full speech, human hands AND been Size Level 11, over 200 pounds. GM: So do you agree or not? As the game master, you are responsible for playing just about every TED: Yeah, I guess the Sparrow-Eagles are cool. kind of person that you can think of. Innocent bystanders, policemen FRANK: So what do we do now? and vile villains should all be played as best as you can. Remember GM: Now it's time to pick your skills and equipment. Your Sparrow that any character can be an enjoyable contribution to a vivid role-playing experience. BOB: Sparrow-Eagles! One way of putting a little spice into a role-playing game is by GM: Sorry! Since your Sparrow-Eagles are Team Characters, that presenting characters who are out of the ordinary. Villains aren't always means you'll get a skill bonus. Since there are three of you, any brutal; play one who is courteous and kind. Just think how much fun skills that you take as a group will be at skill level 3. it can be if your characters rescue a child from certain death and find TED: Does that mean we all get Hand to Hand Ninjitsu at third level? out the kid is an obnoxious brat. GM: Yes. You each get +3 to Pull/Roll with Punch/Fall, +3 to Try to picture what real people would do in particular situations. For Parry/Dodge, and an extra 2 attacks per melee. example, what would an old lady do when confronted with some hideous BOB: How many attacks per melee total? animal character? Sure, some would just scream and pass out. On the GM: Well, it depends on what other skills you take. But already, as other hand, we all know some tough old birds who would calmly reach animal hero characters you get two, and with the Ninjitsu skill, that for a 20 gauge shotgun. And how about a crazy bag lady who would makes it 4 attacks per melee. use the opportunity to beg for a handout? FRANK: Do we get 3rd level on any skills we pick? GM: No. Only with ninja weapons and on skills that you all pick together. FRANK: Then why don't we all pick the same skills? Adventures GM: Because your group will need diversity. That's why each of the Teenage Mutant Ninja Turtles had different skills. DESIGNING ADVENTURES AND SCENARIOS BOB: So exactly what should we do next? As in most comic books, hero role-playing adventures usually mean GM: Pick all your skills, buy your equipment . . . a conflict with either a super villain, a criminal organization or a natural TED: You mean SCAVENGE you equipment. disaster. GM: Yeah. Scavenge your equipment, pick your alignment and roll- up your heights and weights. Then name you characters and we'll CREATING AND VILLAINS be ready to start playing. The villains are created in exactly the same way as the hero characters. Roll attributes, animal of origin, and background. Then develop the character's size level, human features, powers, skills and equipment. OF DICE AND DESTINY Game masters can use Heroes Unlimited to create other kinds of villains. Dice are the major tools of the game master. Like any tool, they Villain Alignment Table (Optional) should be used only when circumstances demand it. Dice should NOT 01-20 Diabolic be used to slow down the game or to substitute for logical decisions. 21-40 Aberrant Use dice for the following: 41-60 Miscreant Non-Player Characters make their will felt through the dice. In 61-80 Anarchist other words, if you're not sure how a particular NPC will react, then 81-90 Unprincipled you should let the dice make the decision for you. 91-98 Scrupulous Combat results are always determined by dice rolls. It's the game 99-00 Principled master's responsibility to roll for the Strike, Parry, Dodge and other Villain Objectives (Optional) actions of all the NPCs. 01-20 Partisanship. Villain is a political or religious fanatic. Believes Damage, Wounds, and Death must always be determined fairly by in overthrowing the government to institute some religion or political rolls of the dice. system. 21-50 Profit. Just want fabulous wealth without having to work for it. 76 e th n i n perso l powerfu t mos e th e b o t s want n Villai . Power 0 51-7 T BUDGE E INFINIT E TH world (or the universe!). Usually this means building a super device, As a game master, you have power that Hollywood producers or assemblin. g a super-powerebeyond d an h eart e d th groupn o e . anywher s set d Unlimite . of m drea y onl n ca y destro o t s want n villai s thi , hate h wit g Burnin . Destruction 5 71-8 s i l goa s thi n Ofte . world e whol e th n eve r o n natio , group e som Special effects that can range from the gleam in the villain's eye to . henchmen m fro n hidde nuclear holocaust and supernovas. Unlimited casting can include 86-00 Scientific Advancement. Frustrated by lack of recognition or the latest Hollywood starlet or anyone from any historical era. s experiment m perfor o t r orde n i e crim o t s turn n villai e th , support Your "screen" is three dimensional and filled with sights, sounds, or assemble super devices. smells and tastes. The only limits on a role-playing game are in the . imagination s master' e gam Villain Associations (Optional) You, as a game master, can move worlds, be the master of life p Grou n Supervillai a f o r Membe 4 01-0 . friends w fe r fo t enjoymen f o s hour e coupl a e provid d an h deat d an 05-10 Leader of aO n OrganizatioMETR E n TH N O E MOUS : EXAMPLE M G A 6 Lead-2 1 1 s a gang of 3D6 Henchmen and a Supervillain Henchman. n Henchme 6 2D f o g gan a s Lead 7 27-4 Assume that you're running with three players and their characters n Henchme 6 1D f o g gan a s Lead 2 48-7 e mous d mutate , giant , single a s i t threa e Th . Sparrow-Eagles e th e ar n Henchma n Supervillai a h wit s Work 5 73-8 that lives underground in and around a subway. This mouse is 86-90 Works with one Henchman intelligent, 329 pounds and 7ft, lin tall (Size Level 13). It has been 91-00 Alwayr s fo work s s alonhuman e e lon g killin o t n take s it' y latel t bu , garbage n o g livin . snacks l mea r afte . scenario s thi n ru o t y wa g Wron e th g examinin y b t star s Let' S ORGANIZATION L CRIMINA G CREATIN o t n happe t jus y the , overhead g flyin e ar s Sparrow-Eagle e th e Whil h researc l smal o t s corporation l industria e hug m fro g Rangin e th d an n dow p swoo y The . victim a g chasin r mouse-monste e th e se laboratories, the organizations in a campaign are a constant source of game master moderates the combat. Since the Sparrow-Eagles out- adventure. Organizationd shoul y sthe ma, y providtrained t e employmentcomba e ar d an 1 , o t informatio 3 y b e n mous o re th r numbe e captur o t t wan y ma s organization r Othe . characters e th o t t equipmen finish it off in less than three melee rounds. Finally, the Sparrow . powers r thei s harnes o t r o h researc l experimenta r fo s heroe . sunset e th o int y victoriousl f of y fl s Eagle Unfortunately, that's entirely too typical of many games. No SOURCE O. F ORGANIZATION'monster s helples a n o p u g S FUNDbeatin t jus , S role-playing r o g thinkin (Optional)! f Rolo d l kin 1D6 e )som h wit s i o scenari e th g startin f o y wa t Righ e On r o s activitie e profitabl h wit s companie e Privat : Self-Generated 1 report in the news media. One of the Sparrow-Eagles may notice a n millio 0 1 . organization y subsidiar r o t paren a m for g comin y mone headline in the newspaper that reads, "Bum Says Subway Monster to 60 millio, n dollarthat d rea s n perthe yeard . woul r characte e Th " Pals. g Missin r fo e Responsibl y wealth a y b t lef y mone h wit g operatin s i n Organizatio : Endowed 2 , characters l colorfu t mos s city' e th f o e on , Simms ' 'Moocher d "Fre . organization e th n o s demand e mak l wil r executo n a n Ofte . donor d tol s Simm . Mr . Headquarters e Polic m fro d remove y forcibl was 20 million r to 120furthe e millioH . n dollarcover-up a s n oni g e time onlyengagin e . wer s official e polic t tha s reporter - or r o t governmen r anothe y b d provide s i y Mone : Backers t Silen 3 y budd y m b gra ' worl e th n i e mous t bigges e th n see I " , that d claime ganization. If anyone knows the source, it's limited to the organiza- Clem." Police officials were not available for comment." tion's leader. These organizations are owned by other larger organi- . year r pe s dollar n millio 2 1 o t n millio 1 . zations - informa e mor n dow g trackin y tr n the d coul s Sparrow-Eagle e Th 4 Governmena ts i Funding r :Mooche t Monetha r y comediscove sd formwoul localy the ,, state or footwork federa e som l r Afte . tion d an s regulation t governmen o t t subjec e ar s Operation . governments fairly reliable witness. Further checking would reveal that the police . year r pe s dollar n millio 8 1 o t n millio 2 . interference aren't saying anything, but that SWAT teams have been patrolling often s i e sourc e Th . country e th e outsid m for e com s Fund : Foreign 5 . stations y subwa l severa . year r pe s dollar n millio 6 o t n millio 1 . secret Once the players have discovered this much, they can start search- 6 Underworld Money: Criminals support organizations that provide ing the subways and sewers in the area. Of course, they will even- often s Organization . recruits r o t equipmen , information h wit m the tually see combat. The difference is that this time the characters used to "launder" money. 2 million to 12 million dollars per year. will have to fight the creature on its home ground in the sewers. Even though it's exactly the same monster, the game will now be CREATING NATURAL DISASTER. players e Sth r fo g challengin e mor t lo a m fro s innocent f o e rescu e th s involve e adventur n commo r Anothe HEROES UNLIMITED GAME SYSTEM a variety of man-madd use e e anb d o t natura d l disastersdesigne e gam . a Flood s i s , earthquakeTurtle a Ninj , t Mutan e Teenag y man e th f o w fe a t jus e ar s crashe e airplan d an n eruptio c volcani independently of all other material. However, game masters may . newspaper t lates e th s a e clos s a e ar s idea r Furthe . possibilities want to consider getting The Revised Heroes Unlimited. This book contains everything you need to put together a human, robot, bionic, CREATINs G type TENSIO1 4 s add s N Superspie & s Ninja . villains d an s character n alie d an . stuff y sp d an t comba d han o t d han f o There is an old saying that no spice can make food taste as good as hunger. In role-playing games there's nothing that creates excite- ment so much as real danger. That doesn't mean that the game USING TEENAGE MUTANT NINJA master should be killinN g characters CAMPAIG lef t E and right. HoweverSEPARAT A ,S thA e S TURTLE players should feel that the dangers in the game really threaten their There are many ways to use Teenage Mutant Ninja Turtles as a characters. roleplaying campaign in and of itself. Here are a few of the pos- sibilities: 77 1. You could run a game where the players actually run the characters So here are the basic rules for designing your own animal characters. s i s thi e Whil . Leonardo d an o Michaelang , Donatelo , Raphael f o First, you've got to figure out how big the animal is. Most good d woul t i , campaign d extende f o d kin y an r fo d recommende T NO animal reference books will list average weights. Once you've got that mak. e forLevel ae loSiz t s of fun animal' i ne one-shoth d fin to t scenarios e Tabl l . FoLeve rh exampleGrowt e , th whee us n, number m the f o h eac n assig d coul u yo , group w ne a h wit r togethe t ge u yo f o e on y an h throug m the n ru n the d an k boo s thi m for r characte a Now, figure out how many points you need to change that animal the f scenariosi , .number e positiv a s i s thi , small s i l anima e th f I . 10 l Leve e Siz o t c basi e th s That' . negative e b y ma r numbe e th n the , larger s i l anima e th 2. Letting the players roll up characters exclusively from this book . number E BIO- and then using the overall world of Teenage Mutant Ninja Turtles . animals r supe e b n ca s character e th l Al . Unlimited s Heroe r and/o The next step is to figure out what it will take to change the animal Whethe, r all theHands-None villains ha l s woulanima e dth likewisf i , e beexample super Fo r. animalfeatures s n is, ofhuma l ful o t . decide o t r maste e gam e th o t p u , course Speech-None, Bipedal-None and Looks-None, then it will need 40 . possibilities e th f o t lis e exhaustiv n a s mean o n y b s i s thi , course f O . BIO-E c basi e th o t r numbe t tha d Ad . them t ge o t s point The best role-playins point E g campaignBIO- ) (5 e sfiv art e almosSubtrac . t alwaysbonuses those e createattribut e d hav fro s m animal y Man . T.M.N.T f o s content e Th . master e gam e th f o n imaginatio e fertil e th for each attribute category (P.P., P.S., Spd., etc.) from the previous are merely a convenien. t total sel t ofactua rulee th s e foar rs the point creatio E nBIO- l of memorablfina e Th . etotal E BIO- role-playing experiences. All animal Natural Weapons, Human Features and Powers should USINl G TEENAGAnima e th n i n E MUTANgive e thos s a s T NINJdescription A d TURTLEan s value e Ssam e th e hav IN A HEROES UNLIMITED CAMPAIGN Section. n a f o t par a s a s Turtle a Ninj t Mutan e Teenag e us n ca s master e Gam o Kangaro : TYPE L ANIMA W NE A G CREATIN F O E EXAMPL overall Heroes Unlimited campaign. The only necessary change in the Heroes Unlimite, d ruleSimon d s an i s x that theDuplai Randoy b , m PoweAnimals o rT Table e Guid b ed substituteWorl e th dn i g Lookin with thee Reviseth e us dl RandoWe'l . m Powerkangaroos Tablf o s e that followsvarietie t . Thdifferen ee rulear e s fother rt Teatha mr discove I , Attack p Lea , (Entangle n sectio t comba e th n i s element w ne , Characters Red Kangaroo, the most common. According to the book, male kan- s Heroe e th o t s change l rea y onl e th e ar s Psionic l Anima d an , etc.) garoos weigh up to 200 pounds, but females are only about 65 pounds. e th n i d include e b o t e ar e thes t no r o r Whethe . system e gam d Unlimite I'll assume an average of under 150 pounds and make 'em Size Level 8. Heroes Unlimited campaign is completely up to the game master. From Size Level 8 you need ten points to get to Size Level 10. So e Tabl r Powe m Rando d Revise the kangaroo basic BIO-E is 10 points. dice) percentile (Roll , However . Looks n Huma r o h Speec , Hands o n e hav s Kangaroo 01-10 Robotics they're definitely fully Bipedal. So a kangaroo would need 30 points s Implant & s Bionic 0 11-2 to get all the various human features. That raises the basic BIO-E to 21-30 r Speciafo 0 1 ld Traininan h gspeec r fo 0 1 , hands r fo 0 1 , level e siz r fo 0 (1 . points 0 4 31-47 MutantE BIO- se thos t ge t no s doe t i , bipedal y alread s i t i e Becaus . looks n huma 48-56 Animal Powers (as found in this book) points). g Trainin l Physica 5 57-6 m the e giv l I'l o S . speed r thei s i s kangaroo f o e advantag r majo e Th 66-74 Experiments an animal attribute bonus of +5 in Spd. 40 minus 5 leaves a Total 75-83 Psionics . given e ar s bonuse r othe o N . 35 f o E BIO- e Hardwar 2 84-9 93-00 Alien, s Hands . Costs d an s Change t Mutan e th t lis s i o d o t e hav e w l al , Now . Full r fo E BIO- 0 1 d an l Partia r fo E BIO- 5 h eac e ar s Look d an , Speech DESIGNING NEW ANIMAL CHARACTERS Leaping is a major feature of kangaroos so it should be an available Can you think of an animal that's not listed in this book? It should Power. Checking Rabbit in the Animal Section, we find that it costs 5 be easyt . Becausshee e e ofseparat spaca n eo limitationp u s thi e s (anWrit . d thLeap e r mentao p l Jum healt e h doubl o fa thr efo E BIO- n commo w fe a d an s animal n America h Nort n commo y onl , designer) . from e choos o t l anima l additiona n a e hav l wil s player r you d an zoo animals were included. The list of those NOT included is incredible. y onl , animals c aquati o n , animals n Australia o n e ar e ther , example r Fo . . . s insect o n , amphibians d an s reptile f o e coupl a

78 AdventuresD BACKGROUN R MASTE E GAM Caesar the mutant wolverine, his weasel henchmen and T'Cleass the bat-thing are engaging in a planned looting of the city. They plan to - im o Tw . weeks x si t nex e th r fo n operatio t presen r thei h wit e continu t mea a t hi o t e hav y the , all f o t Firs . away m the e giv l wil s thing t portan packing plant every week. That means that by staking out every one NOTE: This is a Moderately difficult adventure. Although the villains in the city (even a large city has no more than a dozen or so), the d shoul s player l resourcefu d an t intelligen f o r numbe l equa n a , tough e ar players will eventually encounter them. . them e captur o t e abl e b The more intelligent characters will figure out the important factor. All that meat has to be stored somewhere! Sure enough, Caesar's main - stock e th n i r ca n trai r refrigerato d abandone n a n i s i n operatio f o e bas yards. He and the weasels have broken into the railroad's computer Mediaw Reportno s i t I . scar l rai e th n o n informatio e fals d entere e hav d an k networ s mysteriou f o h ras a " t abou y sa o t e littl y ver e hav l wil a medi s new e Th listed as Freight Car #35067 and is scheduled to be shipped to northern e hav s witnesse o n t tha t repor l wil y The " plants. g packin t mea n o s raid e th f o h searc h thoroug a g doin s Character . time s week' x si n i o Ontari stockyard will be able to discover that the rail car's gasoline generator come forward and that many "thousands of dollar's" worth of prime is in operation. e plac g takin n bee e hav d kin s thi f o s Raid . taken n bee e hav s cut f bee g sayin s a d reporte e b l wil e Polic . weeks x si r fo k wee y ever y roughl - invulner t no s i r ca t freigh s hi t tha e realiz o t h enoug t smar s i r Caesa y pr d use d an y quickl n i d move y the , professional y "ver s i b jo e th t tha able. The car itself is locked, electronically bugged and wired with bars and, a smalhideout l p quantitback-u yr of thei plasti t a t c explosivemee o t d s toprepare gaie ar ns entry.weasel " e TwTh o. of explosives e sid t eas s city' e th n o d abandone d discovere e wer s van s company' e th f i ; up e giv t no l wil r Caesa . necessary f i , warehouse d abandone n a n i later thar t morningmaste s hi . n o g workin e continu l wil e h , killed r o d capture t no s i e h plan for as long as it takes. If things get really hot, like meeting , investigate) o t s day w fe a d ha e hav s character e th r (afte y Eventuall y simpl l wil p grou e th d an e h n the , times e thre n tha e mor n oppositio y militar y b r nea a t a t thef r majo a " g revealin , break l wil y stor g bi a e b l wil y the , Eventually . period n cool-dow s wildernes a r fo h nort d hea base." Reports will not give the exact location of the base nor will they back . . . reveal what was taken. The media will note that they are cooperating with the government's request for secrecy and that "the full story will be revealed as soon as law enforcement officials close in on the sus- pects." INSIDE INFORMATION e hav y the t tha l revea l wil s official l federa d an e polic h wit s Contact virtually no clues. They also do not think that the packing house rob- beries are related to the military base break-in. , organization y militar a h wit p relationshi d goo a s ha r characte a f I 2 t tha t ou g findin f o ) information r fo h pus y the f (i e chanc a s i e ther s missile r land-to-ai 4 d an s grenade n doze w fe a , weapons r lase d advance were among the equipment stolen.

79 CAESAR o to s i g bat-thin e th t tha s feel e h t bu , constantly s themselve g amon . killed e b o t e valuabl Real Name: Caesar Alignment: Aberrant Currently, Caesar's plan is to stage a number of raids for food Attributes: I.Qr fa . e 18th , o t M.E t . 16retrea o ,t M.As . intend 14 e ,h P.S, . 20, outfitted P.P e . 23Onc . , P.E. 25supplies ,y militar d an P.B. 16, Spd. 10 . community e remot e som r ove e tak d an h nort Age: 24 Sex: Male Special Weapons: When Caesar escaped he took along a few odds Size Level: 9 Weight: 1551bs Height: 3ft 7in and ends. He carries on his person a .9mm automatic Pistol with 4 4 5 : S.D.C. 1 4 : Points t Hi o d t tha s shell t poin w hollo h wit d loade s i p cli e On . clips a extr Disposition: Caesar wants power and lots of it. He is brilliant, but 2D6 + 4 damage. His second weapon is an experimental Energy single-minded in the accomplishment of his objectives. He is bitter Pistol that has 12 shots per clip and does 3D6 damage per shot. A towards humans because of their failure to treat him as a human .9mm sub-machinegun and a 5.56mm Automatic Rifle complete his being. He is s also resentfuweapon r othe l s becausvariou e f oo f e the combacach a n t traininhidde o gals exerciss ha e eH . collection . eye t righ s hi t ou t pu t tha somewhere up in the Canadian north. He also wears a bullet-proof l Ful — s Hand : Features n Huma vest that is A.R. 12, S.D.C. 85. l Ful — d Bipe Criminal Record: Caesar is not officially listed with any law enforce- l Partia — h Speec ment agencies. Powers: None Looks — None e Non : Psionics TORK, HAMBONE, and LYSSIS l Leve h 6t : Experience f o l Leve Real Names: As above. Level of Education: Military Training Alignment: Miscreant % 5 + : Bonus c Scholasti Attributes: TORK: I.Q. 10, M.E. 11, M.A. 10, P.S. 8, P.P. 24, Scholastic Skills: P.E , P.B , 8 Spd. . 13 .16 . Computer Operation — 98% HAMBONE: I.Q. 13, M.E. 13, M.A. 9, P.S. 9, P.P. 24, P.E. 10, Computer Programming — 75% P.B. 9, Spd. 16. Demolition — 55% LYSSIS: I.Q. 14, M.E. 9, M.A. 12, P.S. 7, P.P. 24, P.E. 12, P.B. Foreign Languages: Russian - 90% 7, Spd. 8. Japanese - 90% 7 : Level e Siz e Mal l Al : Sex 5 1 : Age Norwegian - 90% TORK: Weight: 91lbs Height: 5ft 5in French - 90% Hit Points: 22 S.D.C.: 34 First Aid — 98% HAMBONE: Weight: 991bs Height: 5ft Sin Paramedic — 60% Hit Points: 23 S.D.C.: 34 % 98 — e Automobil t Pilo LYSSIS: Weight: 941bs Height: 5ft 4in % 90 — k Truc t Pilo 4 3 : S.D.C. 6 2 : Points t Hi Pilot Motorcycld aroun d e —worl 90e th % n i d intereste d an s curiou , Friendly : Disposition % 90 — r Helicopte t Pilo r fo t Excep . creatures l dul t somewha s a s human w vie y The . them Navigation — 90% their own company, everybody else seams boring. Because of their Natural Weapons: 1D8 damage Claws high metabolism they have to be constantly eating or looking for . W.P , Rifles . W.P , Pistols c Automati . W.P : Proficiencies n Weapo y the , amoral e ar y the , creatures l immora t aren' s weasel e Th . food - Pis y Energ . W.P , Sub-Machineguns . W.P , Rifles t Assaul y Militar d intereste e they'r l al o s " "good e b o t w ho taught n bee t haven' y simpl tols, W.P. Energy Rifles in is fun for themselves. : Skills/Training l Physica l Ful — s Hand : Features n Huma Hand to Hand: Martial Arts l Ful — d Bipe Gymnastics Speech — Partial Body Building Looks — None : Training l Skills/Specia e Espionag Powers: None Escape Artist — 75% Psionics: None % 80 — s Lock k Pic l Leve h 4t : Experience f o l Leve : Skills y Secondar g Schoolin e Grad h 6t : Education f o l Leve % 80 — c Basi : Radio e Non : Bonus c Scholasti % 88 — c Mechani e Automotiv e Th . skills c scholasti y an e hav s weasel e th f o e Non : Skills c Scholasti Prowl — 58o %d d an e writ , read n ca y the t tha s i n educatio l forma r thei f o t exten Wilderness Survival — 70% simple arithmetic. Land Navigation — 70% h Teet e damag 8 1D : Weapons l Natura Fishing — 80% 1D6 damage Claws COMBAc T SKILLSAutomati . : W.P , Knife . W.P , Archery . W.P : Proficiencies n Weapo 5 : Melee r Pe s Attack Pistol o t 7 + , Damage o t 5 + , Parry/Dodge o t 7 + , Strike o t 7 + : Bonuses Physical Skills/Training: s doe k Attac k Kic , Punch a l Pul o t 4 -1- , Fall r o h Punc h Wit l Rol Archery IDS Damage. Climbing — 27% e Non : Abilities r Othe Hand to Hand: Martial Arts t secre a f o n creatio e th s wa e wolverin t mutan s Thi : Profile l Persona : Skills y Secondar d learne e h , commando c arcti n a s a d Traine . experiment y laborator TORK his lessons well and planned for his eventual escape.% 60 — s Electronic c Basi s weasel r younge e th d rescue o als e h , escaped y finall e h n Whe % 90 — e Automobil t Pilo and the bat-thing. Caesar has little regard for humans and sees them Pilot Automobile — 76% merely as tools to be used for his own ends. He like% s th76 e — weasels k Truc ,l Smal t Pilo but is worried that they are much too careless. He an% d 60 T'Cleas — l s fighSurviva t s Wildernes 80 for 10 feet from impact, 1D8 damage for the next 10 feet). In , throwing r fo d balance e on , daggers o tw e hav h eac y the , addition . clips a extr o tw h wit l Pisto c Automati m .9m a d an Criminal Record: None THE BAT-THING Real Name: T'Cleass c Diaboli : Alignment Attributes: I.Q. 4, M.E. 13, M.A. 4, P.S. 14, P.P. 9, P.E. 13, P.B. 8, Spd. 13 8 : Level e Siz e Mal : Sex 7 1 : Age Weight: 1371bs Height: 5ft 2in Hit Points: 31 S.D.C.: 35 Disposition: T'Cleass is just plain kill-crazy. He has no respect for life of any kind and acknowledges no masters. He obeys Caesar reluctantly and constantly argues about his role in the group. When faced with difficult situations his solution is to simply attack. Hot . obnoxious d an , irritable , tempered ) Limbs a (Extr l Ful — s Hand : Features n Huma l Ful — d Bipe e Non — h Speec e Non — s Look n Transmissio c Telepathi : Psionics Powers: Winged Flight Sonar Sense Level of Experience: 6th Level Level of Education: T'Cleass cannot read or write and has difficulty counting numbers over 12. Fishing — 55% Scholastic Skills: None Prowl — 48% e Non : Weapons l Natura HAMBONE r Revolve . W.P : Proficiencies n Weapo Cooking — 80% Physical Skills/Training: None % 50 — t Artis e Escap % 55 — s Lock k Pic % 62 — r Guita y Pla Pilot Motorcycle — 60% Prowl — 78% LYSSIS % 56 — ) Marker h wit w (Dra t Ar J e Non : Training l Skills/Specia e Espionag Forgery — 50% : Skills y Secondar % 60 — s Electronic c Basi Wilderness Survival — 70% First Aid — 70% Land Navigation — 64% % 90 — e Automobil t Pilo : SKILLS T COMBA Prowl — 78% 2 : Melee r Pe s Attack COMBAT SKILLS: Bonuses: None 6 : Melee r Pe s Attack e Non : Abilities r Othe Bonuses:s + 12T'Cleas t, o Strike, + 3 to Parryexperimentation y , + 14 laborator to y Dodgeb d , + Create 2 t o: DamageProfile l , Persona k Attac k Kic , Punch a l Pul o t 4 + , Fall r o h Punc h wit l Rol o t 4 + . erratic d an e unstabl s i e H . failure a y obviousl s i . Damage 8 1D s doe Other Abilities: All Jump and Leaps at double normal distance. For example, let's look at the example in the introduction. f o n henchme e th e ar s weasel t mutan e thre e Thes : Profile l Persona m hi l tel n ca o wh s worker e maintenanc o tw d capture s ha s T'Cleas Caesar. The. y weremoney releasee th d d bydeman Caesal wil e r H a . t a very younbuilding e th gn i agt e kep an s i d y have mone e th e wher l wil d an m hi t respec y greatl y The . Caesar y b y mostl d raise n bee If the first victim doesn't get cooperative, T'Cleass will get more d advance e th e hav s weasel e th l Al . cases t mos n i e sid s hi y b d stan , forthcoming e ar s answer o n f I . times w fe a m 'e t hi l he'l ; subtle metabolism that requires them to eat their full weight in meat every he'll get angry enough to just shoot the second victim. It won't even day. The weasels i n s havmissio e e no particulawhol s hi s r planvictim se ofth theif o e r ownon t . If thewithou , y werthat em hi o t r occu left to themselves, they would get into serious trouble in no time. doomed. Three weasel characters in a crowded city is sort of like a natural T'Cleass is kept around because he's an invaluable scout. Flying s get t tha g everythin l kil y simpl l They'l . coop n chicke a n i l wease - infor l vita e giv n ca e h , Sense r Sona s hi g usin d an s darknes l tota n i into their wayo t ,g becausgoin y e they probabl kno s i we theargu yo t wil y l needtendenc foos hi d t soonBu . . Caesar o t n matio Special Weapons: The weasels have all adopted the bow as their get him killed, someday. . . . bow d compoun n moder a h wit d outfitte s i h Eac . choice f o n weapo l al t a m hi h wit r Revolve 8 .3 a s carrie s T'Cleas : Weapons l Specia These weapons do 2D6 damag. e per loaders norma k quic l arrowfilled, ., 6 Th s e weaselcarrie o als s e H . times normally carry 24 normal arrows, 6 armor piercing arrows (same Criminal Record: Several law enforcement agencies have uncon- damage but bette. r penetration)creature d ,winge an f o d 3d explosivkin e som e arrowm fro s s (damaggunshot ef o 5D s 6 report d firme

81 t ou o g y the , night t a e Lat . television h watc d an t ea y the , evening y earl s Bear r Terro e Th . victims r fo g lookin s street e th r wande d an (Adventurd ereturne d Scenarioan d capture g ) bein f o r fea t grea a e hav s Bear r Terro e Th y the s thi t preven o t r orde n I . them d create t tha s laboratorie t secre e th o t d coul s thi , group ' players e th n i s character e th n o g Dependin : NOTE will constantly flee. They are not interested in killing, but enjoy torturing d fin l wil s psionic o n h wit p grou A . Difficult o t y Eas m fro g anythin e b . powers l menta r thei h wit s human it pretty rough going. The players will find it somewhat easier if at It's important for the game master to remember that the Terror Bears least two players have good psionics. are very immature, almost childlike. They've been badly hurt and want s Report a Medi . way t adul n a n i t ac t no l wil d an s adult T NO e ar y the t Bu . back e strik o t The characters will first become aware of "a rash of strange crimes" PAIN BEAR through various media reports. Newspapers, radio and television reports Real Name: Bertie will sensationalize a series of bizarre thefts. The linkint g factorsMiscrean ar e: all Alignment e mil a n withi l al s suburb t distan n i t ou e ar t hi s place e th f o h Eac . weird Attributes: I.Q. 9, M.E. 24, M.A. 11, P.S. 21, P.P. 14, P.E. 14, or two of rural farms or forest. In every case, the incident happened P.B. 10, Spd. 7 . duty n o n custodia r o t attendan , guard a s alway s wa e ther d an t nigh t a e lat Age: 14 Sex: Male Size Level: 5 The aftermath of these crimes is sometimes tragic. In most cases, Weight: 391bs Height: 3ft Sin o t e unabl e b y simpl l wil s busines d burglarize e th f o s employee e th Hit Points: 24 S.D.C.: 65 d an , upset , shaken e b l wil y The . crime e th f o s detail y an r remembe Disposition: Mean, bad-tempered and argumentative. Pain Bear - com e gon s ha m victi e th , cases e thre n i , However . hysterical y slightl doesn't even get along with the other Terror Bears very well. pletely bonkers and will have to be institutionalizel Partia d — a ss a ravinHand g : lunatic. Features n Huma s bank o tw d an , station s ga t all-nigh n a , stores y part t late-nigh r Fou l Partia — d Bipe . robbed n bee e hav e Non — h Speec e Non — s Look was a camer y securit a , bank n suburba a n i , incident t lates e th n I Powers: None n i s picture , TV n o n show e b l wil s thi d (an , Unfortunately . activated n Transmissio c Telepathi : Psionics e sid r othe e th n o s hat e larg e thre e wer n see g thin y onl e th ) newspapers Animal Speech (Bears Only) l smal y fairl e indicat o t m see d woul s Thi . counter h hig t four-foo a f o Bio-Manipulation; Pain criminals. Mind Trap n Informatio e Insid l Leve h 5t : Experience f o l Leve o t e abl e b y ma s skill g Trackin r o l Smel d Advance h wit s Character e Grad h 4t : Education f o l Leve locate the small bear tracks around the scene of a recent crime. However, Scholastic Bonus: None n o s time w fe a l smel d an s track r thei l concea o t l carefu e ar s bear e th Scholastic Skills: None, but he can read, write and do simple math. the way back to their hideout. s Claw e damag S ID : Weapons l Natura e Non : Proficiencies n Weapo The best way to find the Terror Bears is by staking out a variety of Physical Skills/Training: r thei m fro s mile 8 n tha e mor o n l trave l wil s bear e th e Sinc . locations % 90/55 — g Climbin m the h catc o t e abl e b d shoul s character e th , house d abandone n a n i r lai Basic Swimming . later r o r soone t ac e th n i Espionage Skills/Special Training: None Game Master Background Secondary Skills: Wilderness Survival — 65% . experimentation l unethica y b d create e wer s creature t malignan e Thes Fishing — 90% r Rathe . virus y militar a o t d subjecte e wer y the , cubs r bea n newly-bor s A % 60 — n Navigatio d Lan s year r Fo . development r thei d warpe s viru e th , bears e th g killin n tha Pick Locks — 60% the bears were kept captive by insensitive scientists. In their first three Prowl — 86% g testin r fo s subject l experimenta s a d treate e wer y the , life f o s year COMBAT SKILLS: different kinds of biological toxins. This procedure consisted of injecting Attacks Per Melee: 2 o t p u m the g hookin d an n poiso f o s dose e massiv h wit s cub r bea e th Bonuses: No bonuses To Strike/Parry/Dodge; + 6 to Damage uncomfortable electronic detectors to measure their suffering. e Non : Abilities r Othe It wasn't until their fourth year that a scientist discovered the bear's Personal Profile: Pain Bear is the most antisocial of the Terror Bears. unusual intelligence. At that point, they were transferred and subjected He is basically a very unhappy individual who dislikes himself as d fin o t d attempte s researcher s a n experimentatio l bruta e mor n eve o t much as anyone else. He enjoys using his psionic powers because . abilities d an e intelligenc r thei f o t exten e th t ou they make him feel important. Since their escapee , us tho t e t Terrorattemp Beart firs sl havwil r e beeBea n livinPai , g in suburbathreatened r o t n comba n i n Whe neighborhoods. Using loose clothing and large hats, they will do various his Bio-Manipulation: Pain to incapacitate the victims. When he has . disguise n i n remai o t r orde n i s clerk e stor d an s neighbor n o s psionic n i s victim e th e immers d an p Tra d Min e th e us l wil e h , time e mor n i e hous d abandone n a n i t ou g hidin e ar s Bear r Terro e th , Currently m fro " "escape s victim e th t le l wil e H . chamber e tortur f o d kin e som the northern suburbs of the city. All the neighbors will be very sure one chamber to another in the fantasy, always leading them into an that "NOBODY lives THERE!" and "I wouldn't poke around THERE even more painful and terrifying dream experience. if I were you!" Of course, they've all been psionically manipulated to Criminal Record: None . house e th d avoi FEAR BEAR d turne n bee s ha t i t tha r discove l wil p grou e th , house e th e insid e Onc Real Name: Archie , invaded y actuall s i e hous ' Bears r Terro e th f I . den e bizarr r rathe a o int c Diaboli : Alignment d spen s Bear r Terro e Th . day f o e tim e th n o d depen l wil e respons e th Attributes: I.Q. 10, M.E. 21, M.A. 8, P.S. 16, P.P. 8, P.E. 14, most of the daytime asleep in separate rooms. In the late afternoon and P.B Spd, . 10 .14 82 83 5 : Level e Siz e Mal : Sex 4 1 : Age : Skills l Physica n 4i t 3f : Height s 331b : Weight % 90/55 g Climbin Hit Points: 33 S.D.C.: 65 Basic Swimming Disposition: A quiet, vengeful character who appears good-nature: Skills y d Secondar . hatred e intens s hi f o e spit n i Wilderness Survival — 65% Human Features: Hands — Partial Fishing — 90% Biped — Partial Hunting — 60% Speech — None Pick Locks — 60% e Non — s Look Prowl — 86% e Non : Powers COMBAT SKILLS: Psionics: Telepathic Transmission 2 : Melee r Pe s Attack s Psionic t Detec Bonuses: No Bonuses to Strike/Parry/Dodge; + 1 to Damage See Aura Other Abilities: None p Tra d g Min recurrin a y b d haunte y constantl s i r Bea m Doo : Profile l Persona Level of Experience: 5th Level bad dream of nuclear holocaust. He is quite convinced that this a Level of Education: 4th Grade Schooling "real" thing that will take place sometime in the near future. He has Scholastic Bonus: None the delusion that he will survive the disaster. Staying close to the Occupation: e Nonth n eI . also m the e sav n ca e h y wa y onl e th s i s Bear r Terro r othe Mind Trap of Doom Bear, victims always experience the horror of Scholastic Skills: None, but he can read, write and do simple math. nuclear disaster. Starting with the sirens, through the blast itself, s Claw e damag 1D8 : Weapons l Natura and finally, the long, terrible night that follows, the character will e Non : Proficiencies n Weapo . experience l actua e th l fee : Skills/Training l Physica Criminal Record: None Climbing — 90/55% Basic Swimming R BEA E NIGHTMAR : Skills y Secondar Real Name: Buzzy Wilderness Survival — 65% t Aberran : Alignment Fishing — 90% Attributes: I.Q. 9, M.E. 27, M.A. 13, P.S. 16, P.P. 17, P.E. 21, % 60 — n Navigatio d Lan P.B. 11, Spd. 12 Pick Locks — 60% 5 : Level e Siz e Mal : Sex 4 1 : Age Prowl — 86% n 3i t 3f : Height s 341b : Weight COMBAT SKILLS: 5 6 : S.D.C. 5 3 : Points t Hi Attackss Per Meleeexpect o wh : e 2 typ e take-charg , quick-tempered , Pushy : Disposition e Damag o t 1 + ; Strike/Parry/Dodge o t s bonuse o N : Bonuses everyone to obey his orders. Other Abilities: None l Partia — s Hand : Features n Huma Personal Profile: Fear bear is the member of the Terror Bears who Biped — Partial holds the most bitter hatred of humanity. He is fond of Doom Bear e Non — h Speec and will follow him whenever possible. Using the See Aura ability, e Non — s Look t mos e b l wil s victim s hi t wha out e figur o t y tr s alway l wil r Bea r Fea Powers: None frightened of. Then he will Mind Trap them into a variety of Psionics: Telepathic Transmission where they face their worst fears and phobias. Sixth Sense Criminal Record: None. Mind Block Mind Trap DOOM BEAR Level of Experience: 5th Level y Samm : Name l Rea Level of Education: 4th Grade Alignment: Anarchist Scholastic Skills: None, but can read, write and do simple math. Attributes: I.Q. 14, M.E. 28, M.A. 11, P.S. 16, P.P. 10, P.E. 21, Natural Weapons: 1D8 Damage Claws P.B. 12, Spd. 5 Weapon Proficiencies: None Age: 14 Sex: Male Size Level: 5 : Skills/Training l Physica Weight: 401bs Height: 3ft 4in Climbing — 90/55% 5 6 : S.D.C. 6 3 : Points t Hi Basic Swimming - every d an e everyon t abou t jus f o l fearfu , timid , Paranoid : Disposition Secondary Skills: thing. His only real friend is Fear Bear, and even the other Terror Wilderness Survival — 65% Bears scare him. Fishing — 90% l Partia — s Hand : Features n Huma Hunting — 60% l Partia — d Bipe % 60 — s Lock k Pic Speech — None Prowl — 86% e Non — s Look COMBAT SKILLS: Attacks Per Melee: 2 Powers: None Bonuses: +1 to Strike/Parry/Dodge; + 1 to Damage n Transmissio c Telepathi : Psionics e Non : Abilities r Othe ) Only s (Bear l Contro l . Anima Bears r Terro e th f o r leade e th s i r Bea e Nightmar : Profile l Persona Hypnotir thei cr Suggestiofo s plan h n wit p u e com n ofte t mos l wil o wh e on e th s i e H Mind Trap future survival; in fact, Nightmare Bear is the only one of the Terror Level of Experiences ha e h :, 5thothers Levee th e l Lik . tomorrow o t d ahea s look n eve o wh s Bear Level of Educatione Th . : 4tBears hr gradTerro e r othe e th t protec o t s trie d an y humanit f o d hatre a l Crimina : Occupation Mind Traps of Nightmare Bear are unique in that he brings to life e Non : Bonus c Scholasti the actual nightmare of the victims. Those caught will relive recent . math e simpl o s o d d an e writ , read n ca t bu , None : Skills c Scholasti h muc e becom s problem d an s opponent r thei e wher s event c traumati Natural Weapons: 1D8 damage Claws greater than they are in real life. e Non : Proficiencies n Weapo Criminal Record: None 84 L FERA R DOCTO : Feral r Docto Real Name: Doctor Victor Oban Feral Alignment: Scrupulous (with twisted perceptions) Attributes: I.Q. 28, M.E. 22, M.A. 18, P.S. 20, P.P. 12, P.E. 6, n Bio-Spaw f o s Geniu e Th P.B , Spd13 6 . 1 . 9 : Level e Siz e Mal : Sex 6 6 : Age (Adventure) Weight: 158 1bs Height: 6ft 6in 5 1 : S.D.C. 6 4 : Points t Hi NOTE:l Adventurewil e H . s involvinsophisticated g y Doctoutterl r Ferad an l d can rangrefine , e from EasReserved y: to Disposition Difficult depending on what forces the good doctor decides to mobilize. NEVER stoop to insults or rude remarks and will be unfailingly Recommended for all sizes and levels of player groups. polite, even to vivisection victims. t Repor a Medi Powers: None e Non : Psionics BlO-Spawn is almost never mentioned inl mediaLeve h reports12t : , when presExperience sf o l Leve - sub s variou e th f o e on n mentio y usuall y the out n give e ar s release Level of Education: Doc Feral has the equivalent of Doctorates in sidiaries (see below), . Biology n i e scienc f o e edg g cuttin e th n o s i e H . fields l severa Whenever Doctor Feral is mentioned by the media it will always be Chemistry, Genetics, Medicine, Nuclear Physics, Robotics, and sev- in glowing terms, describing him as a "brilliant scientist who has made eral disciplines in Mathematics. " society. o t s contribution e innumerabl Scholastic Bonus: + 35% Occupation: Scientist, BlO-Spawn Corporation Chairman of the Inside Information Board. A thorough investigation of Doctor Feral's background wil: l reveaSkills c l Scholasti s wa e ther t pas s hi n i p Dee awards. y honorar d an s accolade f o s dozen Botany — 98% a minor scandal involving a run-in with an anti-vivisection, animal Biology — 98% rights group. % 98 — ) (Basic y Chemistr Chemistry: Analytical — 98% - vari e th d an l Fera r Docto , BlO-Spawn g involvin b we e corporat e Th % 98 — n Operatio r Compute ous subsidiaries are all a matter of public record. % In 98 a week'— g s worth ofProgrammin r Compute . connections t righ e th l al e mak d coul r characte a h researc y librar Foreign Languages — 98% - fed l Al . Feral f o g nothin y absolutel w kno s connection d Underworl French d an l Fera t trea s official t governmen n foreig n eve d an l loca , state , eral German his representatives with great respect. Police will offer to help Feral Chinese . it o d o t s rule e th d ben o t e hav y the f i n eve Latin Greek d Backgroun r Maste e Gam Laser Communciations — 98% Doctor Feral is a world famous scientist and businessman. With his Mathematics: Advanced — 98% e corporat a d create s ha e h s formula l chemica d an s invention s numerou % 98/82 — r Docto l Medica e fre y completel a h wit h researc s hi e continu o t m hi s allow t tha e empir Pathology — 98% hand. % 98 — e Automobil t Pilo Currently, one of Feral's main interests is% mutate65 — e d animalsEngin e . IdeallySingl - t , Aircraf t Pilo he would take the animals (or their dead bodies) t% o hi60 s secre— t Je t undergroune Privat - t d Aircraf t Pilo Research — 98% laboratory where he can PROPERLY inspect them. In other words, r Revolve . W.P : Proficiencies n Weapo vivisect them. Failing that, he will offer substantial sums of money for Physical Skills/Training: blood and tissue samples. Feral will start by offering $5,000 (1000 new Basic Electronics — 98% e sampl d bloo h fres a r fo 0 $50,00 o t p u y wa s hi k wor l wil d an ) bills 5 $ Still Photography — 90% from a mutated animal character. Any dead animals that end up in Foreign Languages - Conversational — 84% police hands will certainly be sent to Feral. Italian d sen l wil e h , However . law e th k brea y personall never l wil l Fera Spanish various forces out to get anyone who interest him. Characters who land Hindi - connec e clos s Feral' f o e becaus r dange t grea n i e ar s jail r o s hospital n i Arabic y officiall e b y ma r characte e th n Ofte . officials t governmen h wit s tion Russian "transferred" to the Feral mansion. Japanese Personal Profile: This mad scientist is a genius who understands all r Fo . known e becom s animal t mutan r whereve p u w sho l wil l Fera the inner workings of genetic change. He is a very Good person in example, he will appear at the schoolhouse hostage taking within hours many ways. He does not allow racial or sex discrimination in any s identitie c publi h wit s character l anima y An . announcement a medi e th f o of his businesses, he condemns dictatorships or racist behavior, he will be sent invitations to the Feral mansion. These characters will NOT is generous with friends, employees, educational institutions and be kidnapped while they enjoy Feral's hospitality. They WILL be fol- the poor. In short, he is an ideal citizen. . later m the t ge o t e mad e b l wil s attempt d an e leav y the n whe d lowe o t s trie o wh l anima y an f o s contemptuou y completel o als s i e H Game masterd s shouldivide de b conside n ca s r Feraanimal ll aal s , a majohim o T r . villainbeing t in the camindependen - n a e lik t ac d an t comba e th n i f himsel s involve y directl r neve e h e Becaus . paign into two categories; useful tools and candidates for experimentation r fo d aroun m hi p kee n ca r maste e gam d goo a , law e th y b d protecte s i and vivisections. He is fully aware of the existence of mutated e th f o l al r o e som e hav o t s i y possibilit r Anothe . adventures y man s hi r furthe o t m the g acquirin n i d intereste s alway s i d an s animal . Feral c Do f o s creation d escape s a s character ' players knowledge.

85 DOC FERAL. THE GENIUS OF BIO-SPAWN 86 He has several, mutated, animal servants who are forced to remain Psionics: None loyal. He has created a control collar capable of inflicting pain . . . Special Abilities/Implants: In order to increase Otto's natural life or death. The collars also serve as communication and tracking span, Doctor Feral has built in a few bionic implants. These include devices. an artificial heart, lungs, kidneys. Doc Feral is not in any way evil or malicious toward fellow Level of Experience: 9th Level e strang a s ha e h , Yet . alignment n i s scrupulou , fact n i , is e h , humans Level of Education: High School sort of view on the world that simply sees anything nonhuman as Scholastic Bonus: +15% lackine g anWhil y. sort of rightschauffeur d .an Hd e is not cruebodyguar l l but persona consider s Feral' s c animalDo : s to Occupation be laboratorr y toolove f o s d forfun th t e advancementrus a h wit d t of sciencendowe n ebee ans dha mankinde h , . salaried t no s i e h $1.5 million. Feral gives him whatever incidental money he may Feral is powerful in several ways. First of all he is wealthy. require. Successful experiments have yielded powerful, new drugs and Scholastic Skills: y b d backe y compan a , BIO-SPAWN . bio-technology n i s technique Automotive Mechanics — 75/55% heavy venture capital, is wholly owned by Feral. Feral also has Computer Operation — 98% considerable political power. By selectively releasin% g 95 informatio — r Repai n r Compute indicating that he is on the verge of an immortality drug, he has Paramedic — 98% many powerful patrons who are anxious to please him. This extends Locksmith — 85% so far as provideing police cooperation when he request% 98 s — it .e Automobil t Pilo Feral's primary laboratory is a secret, underground complex below Pilot Racing Car — 98% his spacious mansion. All areas are heavily trapped and monitored. Pilot Motorcycle — 98% s servant l anima s hi ; facility s thi n see r eve e hav s human r othe o N Pilot Truck — 98% are the only inhabitants. % 98 — e Engin e Singl - e Airplan t Pilo Special Weapons: Although Feral is trained in the fencing foil and Pilot Airplane - Private Jet — 98% revolver, he would never carry a weapon of any kind. To him, these Natural Weapons: None e ar e Ther . combat n i d use e b o t t no , only t spor r fo e ar s weapon Weapon Proficiencies: W.P. Revolver, W.P. Auto Pistol, W.P. Sub- weapons in the gym and shooting range of the mansion. Machinegun Criminal Record: As a young researcher, Feral was arrested on a Physical Skills/Training: charge of cruelty to animals. Although ample evidence of his vivisec- Hand to Hand: Expert tions on live animals was presented, all charges were eventually Body Building dropped. Boxing s Athletic l Genera F STAF ) (Human L PERSONA S FERAL' C DO Fencing (Foil) l norma a s i s Thi . Bookkeeper d an t Accountan , Westlake d Donal Swimming: Basic human who functions as Feral's chief assistant when dealing with all Running the various corporate connections. He lives in the Feral mansion but Espionage Skills/Special Training: knows nothing of the existence of the underground laboratory. Surveillance Systems — 55% Thomas Golightly, Butler. A very aloof and efficient servant. He Secondary Skills: lives in the Feral mansion but has nothin% g82 to — d ol with the undergrounConversationa - s d lab. Language n Foreig French Maria Chen, Housekeeper. A widow, she and her three children, Spanish Cindy, George and Wendy have lived in the Feral mansion for at least Italian 10 years. Currently, Cindy and George are away at University (paid German for by Feral) and Wendy is still in High School. All the Chens consider Chinese Feral as one of the family and would never suspect him of any wrong- Arabic doing. % 90 — g Racin e Hors f o e Knowledg All Other Staff Members, including Frederick Lapointe, the Chef, Otto follows the races, knows the tracks, horses and jockeys and, Nancy Andrews read e sH . the Maidphone e ,th r and ove a) t leasless r to a5 doze($ s nbet otherl ssmal livee mak awa l ywil , from occasionally the mansion. They all believe that Feral is a fair and generous employer. most of the racing forms and newspapers. COMBAT SKILLS: S ASSISTANT L ANIMA S FERAL' C DO 6 : Melee r Pe s Attack OTTO RATTUS Bonuses: + 3 to Strike, + 3 to Parry, + 4 to Dodge, +21 to Damage; + 4 to Roll with Punch or Fall, +4 to Pull a Punch, + 1 to Strike Real Name: , Ott19 o, Rattu18 f o l s rol n o n Knock-Out/Stu . damage) 6 (2D k Bloc y Bod n o Alignment: Aberrant . damage 6 1D s doe k Attac k Kic . 20 r o Attributes. 3 : s I.Qtime . e 11, M.Edamag s . 15doe d , M.ABehin . 9m , P.Sfor e . 34Strik , l P.P. 12Critica , : P.E. 16,Abilities r Othe P.B Spd, .8 8 .1 Personal Profile: When Doc Feral was a child genius of 16, he was Age: 42 Sex: Male Size Level: 11 given a young laboratory rat as a pet. Otto became one of the only Weight: 2331bs Height: 6ft 3in beings that Feral truly loves. As Otto started to age, Feral began 0 6 : S.D.C. 8 4 : Points t Hi using a variety of drugs, bionics and surgical techniques to build e entir e whos r characte l vengefu d an s suspiciou , mean A : Disposition him into a very humanlike being. Otto is the only one of Feral's live has been devoted to protecting Doc Feral. mutated animals who does not wear a Control Collar. Human Features: Hands — Full e th t tha s believe e H . absolute s i l Fera r Docto o t y loyalt s Otto' l Ful — d Bipe Doctor is a perfect, loving person who needs to be protected form Speech — Full the evil in the world. He will readily sacrifice his own life for Looks — Special. Otto has been given extensive Feral's. Otto is also fond of Maria Chen, Feral's housekeeper, and plastic surgery so that he appears to be fully her children. He is suspicious about any other people. human. However, any animal characters will im- . rat a s a n origi s hi t suspec y e th mediatel n i e tim s hi f o h muc s spend o Ott , assistant s Feral' s a g Actin Powers: None secret laboratories under the mansion. He is skilled in assisting Feral . research r o y surger , vivisection t difficul y an n i 87 Training from Intertech (see below) has sharpened Otto's combat IGOR abilities and taught him all about being a professional bodyguardr Igo : . Name l Rea r shoulde a n i m Magnu 7 .35 a s carrie s alway o Ott : Weapons l Specia Alignment: Miscreant holster. He usually has at least two quick-loads also. He will keep Attributes: I.Q. 18, M.E. 15, M.A. 9, P.S. 23, P.P. 9, P.E. 14, P.B. a .9mm Automatic Pistol and a .9mm Sub-Machinegun in a locked 6, Spd. 24 compartment on any vehicle he regularly 9 drives : . Level Not e e Siz tha e t OttMal : o wilSex l5 2 : Age - speci s unles r o r dange n i s i e lif s Feral' s unles n weapo a e us r neve Weight: 1651bs Height: 4ft 6in . so o d o t d ordere y ficall 6 5 : S.D.C. 1 3 : Points t Hi d an s paper p citizenshi l officia s ha o Ott . None : Record l Crimina Disposition: Quiet, vengeful, someone who can patiently wait for . Arabia i Saud d an e Franc , Canada , U.S. e th r fo s passport years before repaying a slight. KARL Human Features: Hands — Partial l Partia — d Bipe Real Name: Karl Alignment: Diabolic Speech — Partial Attributes: I.Q. 10, M.E. 14, M.A. 9, P.S. 11, P.P. 10, P.E. 8, e Non — s Look P.B. 9, Spd. 20 Powers: Advanced Hearing 8 : Level e Siz e Mal : Sex 8 1 : Age n Suggestio c Hypnoti : Psionics Weight: 1231bs Height: 5ft 6in s Psionic t Detec 5 4 : S.D.C. 5 1 : Points t Hi Level of Experience: 5th Level Disposition: Gleeful, cocky, vicious anl d meanSchoo .h KarHig l like: s being Education inf o l Leve control. When Feral is around, he is very quick to agree with anything Scholastic Bonus: +15% . says r Docto e th l al r ove r maste d an d lor s i r Igo . keeper l anima s Feral' : Occupation Human Featuress : wear e HandH . slab —d Full undergroun e th n i s animal d controlle d an d cage e th Biped — Full a Control Collar that he's secretly deactivated. l Ful — h Speec Scholastic Skills: e Non — s Look % 70 — s Mechanic e Automotiv Powers: None Computer Operation — 90% e Non : Psionics Computer Programming — 70% Level of Experience: 4th Level % 65 — r Repai r Compute e Colleg f o s Year 4 : Education f o l Leve % 85 — ) (Truck n Va t Pilo % 25 + : Bonus c Scholasti w Cla e damag 6 1D : Weapons l Natura e charg n i s i l Kar . Feral r Docto r fo t Assistan y Laborator : Occupation Weapon Proficiencies: None . around t no s i l Fera r wheneve y laborator d undergroun t secre e th f o Physical Skills/Training: He wears a Control Collar and is not paid. Hand to Hand: Expert : Skills c Scholasti Acrobatics Biology — 80% Body Building Chemistry — 90% Prowl — 86% Computer Operation — 95% : Training l Skills/Specia e Espionag Computer Programming — 80% Surveillance Systems — 55% Medical Doctor — 82/72% : Skills y Secondar Pathology — 85% Photography — 70% Natural Weapons: None Sewing — 60% n Chai . W.P , Staff . W.P : Proficiencies n Weapo Pick Locks — 60% Physical Skills/Training: Hand to Hand: Basic COMBAT SKILLS: Prowl 5 : Melee r Pe s Attack : Training l Skills/Specia e Espionag Bonuses: No Bonus to Strike, +2 to Parry, +5 to Dodge, +8 to Surveillance Systems — 55% Damage, +4 to Roll With Punch or Fall, +4 to Pull a Punch. : Skills y Secondar Other Abilities: Sense of Direction — 84%, Excellent Balance — T.V./Video Communications — 50% 84%, Walk Tightrope — 84%, Climb Rope — 84%, Leap 12 feet, Basic Electronics — 60% Back Flip — 84% Pick Locks — 55% Personal Profile: Igor, a mutated white rat, is one of Feral's earliest COMBAT SKILLSc psioni : s hi l concea o t d manage s ha e H . creations l anima t mutan 4 : Melee r Pe s Attack ability from Feral and has arranged for all other psionic creations Bonuses: Noe h Bonu , s Collar T l o StrikeContro ,s hi + 2d to Parry,deactivate s +ha 4 e th o t Dodgetha w , No + . 2 to destroyed e b o t Roll With Punch or Fall, +2 to Pull a Punch enjoys his special position and would not want to leave unless forced. e on y b m for n huma o int d change t rabbi a s i l Kar : Profile l Persona Igor enjoys torturing the various animals that are under his control. of the doctor's experiments. By carefully appearine g smartNon : , but notWeapons l Specia y the s creature t brigh y ver t abou s curiou s alway s i l (Fera t smar o to Criminal Record: None. No official record of his existence. e th o t e ris o t d manage s ha l Kar , vivisected) g bein p u d en y usuall position of chief laboratory assistant. Karl hates Feral, but is happy for the opportunity to torture other animals. If freed form his Control SPECIAL NOTES ON DOCTOR FERAL Collar, he would probably attempt to escape. ANIMALS BY DESIGN By carefully observing Feral's various experiments, Karl has ab- Doctor Feral has genetically engineered dozens of other animals. . sciences e th n i n educatio e colleg a f o t equivalen e th d sorbe e abl e b l wil e h y occasionall t bu , experiments s hideou e ar e thes y Mostl o t 4 + ( s knuckle s bras d spike a t se a s use l Kar : Weapons l Specia t Comba e purpos l specia s build o als e H . use e som o t e creatur a t pu o t f o r pai a n hidde s ha e H . line n i s animal r othe e th p kee o t ) damage . animals t mutan g killin d an g capturin r fo d designe e ar o wh s Animal Nunchaku and iron-tipped staff in the laboratory in case of trouble. All his animals are based on White Rats, White Mice or Rabbits. Game Criminal Record: None. Karl has no official records of any kind. masters, use your discretion and imagination to create these characters. 88 THE FERAL MANSION Above ground, the Feral mansion is a comfortable palace of 38 rooms. It includes a gym, shooting range, a private indoor pool, numer- ous guest rooms and a spacious grounds. The underground laboratory is reached only from Feral's private bedroom and from the rear loading area behind the kitchen. The underground area is even larger than the mansion itself and contains numerous laboratories, restraining cells and . compartments e storag FERAL'S PRIVATE CAR n BlO-Spaw l Smal . car d sixwheele , black , long a n i s travel l Fera c Do h enoug s ha t fron e Th . hoods r rea d an t fron e th n o d decorate e ar s logo room for a chauffeur and one bodyguard. The rear is a comfortable s communication e ar r ca e th o int t Buil . easily x si t sea l wil t tha e loung equipment, computers, laboratory equipment, and a small bar. Feral - com r o s experiment s hi r eithe g interruptin t withou r ca e th n i e rid n ca d plate r armo o als s i r ca e Th . managers e corporat s hi h wit s munication and fitted with mirrored, bullet-proof glass windows. S VAN Y UTILIT N BIO-SPAW e Th . missions l specia r fo s servant l anima s Feral' y b d use e ar e Thes s contain a are k bac d seale e Th . glass d mirrore h wit d covere s i t fron e Thes . straps g restrainin h wit s bunk r fou d an t equipmen y laborator vehicles will show up wherever mutant animals fight in public. They e ar s van e Th . animals t mutan d dea r o d wounde n i e tak o t d use e b l wil . windows f bullet-proo e hav d an d armore o als S COLLAR L CONTRO The Control Collars are used by Feral to insure the loyalty and t tha o s m the d programme s ha l Fera . servants l anima s hi f o e obedienc y an f o n locatio e Th . commands o radi r o e voic s hi o t d respon y the Collar can be easily tracked from up to 200 miles away. The collars can put out a varying amount of electrical charge directly into the s laboratory' e th h wit t contac f o out s i r Colla a f I . cord l spina s wearer' l signa n pai a g flashin t star l wil t i , hours o tw n tha e mor r fo r transmitte to the wearer. The pain signal will continue for 30 minutes, then the Collar will kill the wearer. It takes Feral about fifteen minutes to install . assistance l surgica t withou d remove e b t canno y The . Collar a BIO-SPAWN This is primarily a holding company. It has a major interest in a number of subsidiaries including: : Sales y yearl s Gros . 68% : holdings n Bio-Spaw . Chemical . D.V.K . 1 . $1,200,000,000 f o s exces n I 2. Fawn Cosmetics. Bio-Spawn holdings: 7%. Gross yearly Sales: In excess of $8,000,000. s Gros . 60% : holdings n Bio-Spaw . Pharmaceuticals A Method- . 3 yearly Sales: In excess of $1,400,000,000. y yearl s Gros . 33.3% : holdings n Bio-Spaw Trucking. t Trans-Eas . 4 . $260,000,000 f o s exces n I : Sales : holdings n Bio-Spaw . Attorney , Taylors & , Myzurski , Myzurski . 5 .05%. Gross yearly Sales: In excess of $140,000,000. s Gros . 11% : holdings n Bio-Spaw . Manufacturing e Futur d Secon . 6 yearly Sales: In excess of $800,000,000. 7. Samuel &Sons Import/Export. Bio-Spawn holdings: 28%. Gross yearly Sales: In excess of $1,200,000,000. 8. Moonstone Construction. Bio-Spawn holdings: 73%. Gross yearly Sales: In excess of $240,000,000. 9. Cal-Zona Agriculture Products. Bio-Spawn holdings: 6%. Gross yearly Sales: In excess of $2,050,000,000. 10. Intertech Security & Investigation. Bio-Spawn holdings: 63%. . $150,000,000 f o s exces n I : Sales y yearl s Gros

89 Terror On By the time the story hits the media, eight of the animals, Ferd, e Th . school-house l loca e th d seize e hav l wil s pig e th f o x si d an k Han Rurae polic g l Routmonitorin e b l wil e e 5 farmhous d an n bar e th t a s animal g remainin - tele , coded y b p grou l schoo e th h wit h touc n i g keepin d an s broadcast (Adventure) phone messages. CONTINUING EVENTS NOTE: This is an Introductory adventure. Just about any number or All the following events will take place unless the characters manage level of players should be able to handle it. . hostages e th e fre o t Media Reports 6:17 P.M. Ferd the Bull and six school children will come out to be A . radio r o V T n o n situatio e th t abou r hea t firs l wil s player e Th interviewed by television reporters. The exact timing means that TV news bulletin will tell them that "an unidentified group of terrorists stations will HAVE to broadcast live in order to include the story , Local . #5 e Rout l Rura n o g buildin l schoo a f o l contro d seize e hav r fo s demand e announc l wil d Fer . programs s new k o'cloc 6 r thei n i $6,000,000, two helicopters with pilots and transport to a remote, state and federal law enforcement officials are on the scene. Early northern location. If the demands are not met, they will start killing reports indicate as many as 100 children and 6 school teachers may be children starting at 8:00 A.M. the next morning. One child will be hostages. More details at 5." killed every hour until the demands are met. n Informatio e Insid d "goo f o t ac n a s a d release e ar n childre g youn y ver n Sixtee . P.M 0 9:0 faith." These children will be too young to be reliable witnesses. Police will be aware that a group of half-man, half-animal creatures From that point on it will be up to the characters to stop the bloodshed have seized control of the school building. No shots have been fired the next morning. Bear in mind that attacking the school in a frontal . school e th e insid n see n bee e hav s firearm t bu , began t inciden e th e sinc s a n soo s a e di d woul n childre y man ; stupidity f o t heigh e th s i t assaul - gover e th d calle s ha " Liberator e "Th s a f himsel g identifyin e Someon a Ninj r fo s call n situatio e Th . happening s wa t wha d realize s terrorist e th nor's office and has made several demands. stealth and infiltration. . . . t tha d demande s ha " Liberator e "Th t tha e awar e b l wil s official p To h wit e offic e th e insid e ar s pig e th f o e on d an d Fer , school e th e Insid no one approacm Gy e hth thn i e p schoogrou le buildinglarg a n i ,t thakep t l thal e e powear n r andchildre telephon 8 9 e Th e. lines children r fou remain intact and that food is to be delivered to the front door. He has by three other pigs. The hound dog and the other 2 pigs patrol the n televisio h wit e conferenc s new E LIV a e b e ther t tha d demande o als building, checking every window and door at fifteen minute intervals. . P.M 0 6:0 y exactl t a s network r majo e th m fro s camera The school building itself has six classrooms, boys' and girls' restrooms, Television workers will be dispatched to the scene and will be in- a large gym, an office and a janitor's closet. There are no entrances to formed that it is a dangerous hostage situation and that "you may be the room (ceiling has 220 S.D.C.). There is a small basement where required to interview the terrorists." the furnace is kept; the door at the top of the stairs is always locked. d Backgroun r Maste e Gam FERD l financia f o d kin e som d ha s alway o wh r farme a s wa h Boswitc e Georg Real Name: Ferd problems. Eighteen years ago he bought a "bargain" load of feed for Alignment: Aberrant e som h wit d contaminate was d fee e th , Unfortunately . pigs d an s cow s hi Attributes: I.Q. 13, M.E. 17, M.A. 8, P.S. 18, P.P. 9, P.E. 12, kind of bizarre chemical. Despite the best efforts of the local veterina- P.B, Spd14 .9 . rian, all the animals died. However, before that, three of the animals Age: 17 Sex: Male Size Level: 14 d birthe s pig e th f o e on , calf l bul e singl a d produce w co A . birth e gav Weight: 3851bs Height: 7ft 5in . puppy e singl a d ha g do d houn d ol s hi d an s piglet 8 1 Hit Points: 23 S.D.C.: 60 Disposition: Angry, loud and pushy, Ferd cares deeply about the fate Boswitch managed to make a decent settlement with the feed com- of the other animals. He will do anything to save them from "human- pany. Enough to support himself, pay the taxes on the farm, an" d a butchers. s ity' y simpl was e h t firs t A . come o t s year e som r fo r liquo f o e cas y weekl Human Features: Hands — Partial curious about the strange small animals. Eventually he realized that Biped — Full n drunke s hi n I . human e mor d an t intelligen e becom o t g startin e wer y the Speech — Partial t tha y b , but , act s circu a s a m the g displayin t abou d fantasize e h s stupor Looks — None time, no one was willing to take him seriously. Powers: None n tha y quickl e mor d mature , bull t mutan e th d Fer , animals e th f o e On n Suggestio c Hypnoti : Psionics the rest. When Ferd realized that kindly old George intended to sell Level of Experience: 3rd Level c Hypnoti f o r powe c psioni s hi g usin d starte e h , animals w sho s a m the Level of Education: 2nd Grade Suggestion. For years George believed that the animals would develop Scholastic Bonus: None human characteristics "any time now." Of course, the animals did Occupation: Terrorist Scholastic Skills:None, however, he can read slowly, write with great . waiting l stil was e Georg e whil s creature e human-lik o int e mutat difficulty, and do very simple arithmetic. g witnessin r Afte . television y b y mostl d educate e wer s animal e Th s Horn e damag 8 1D : Weapons l Natura any number of hostage incidents on the news media (they have a little Weapon Proficiencies: W.P. Axe, W.P. Revolver problem separating "news" from "drama"), they decided that eventually Physical Skills/Training: None that would be what they would have to do to survive. When George Espionage Skills/Special Training: None finally died, they hid while tax collectors, bankers and county officials Secondary Skills: d an d sol e b l al d woul t i t tha g Hearin . property e th e evaluat o t n i e cam % 50 — s Lock k Pic torn down, they decided that it was time for action. The next week, Prowl 70% they put their plan into action.

90

COMBAT SKILLS: s Anarchist : Alignment Attacks Per Melee: 2 Attributes: I.Q. 14, M.E. 12, M.A. 10, P.S. 16, P.P. 12, P.E. 10, Bonuses: No Bonuses to Strike/Parry/Dodge, +3 to Damage, No P.B. 8, Spd. 10 Bonus To Strike On Body Block (2D6 damage) Age: 17 Sex: 9 male, 9 female Size Level: 12 f himsel s see d Fer . Bull d mutate a s i r characte s Thi : Profile l Persona Weight: 2801bs Height: 6ft 2in to 6ft 5in as the savior of his fellow intelligent animals. After listening to the Hit Points: Average 12 S.D.C.: 40 old l drunken farmeregotistica , , Georgepushy e ar l , for schoo s oe manth t a ys yearspig e , th he' l sal convince; Varies d : that Disposition e th o t n flow e b o t " plan r "maste a s ha d Fer . evil y totall s i y humanit and loud creatures who argue about whether or not everything will extreme northern wilderness and there to establish a new society. come out all right. Special Weapons: Carries an Axe, .32 Revolver and several grenades. Human Features: Hands — Partial Criminal Record: None Biped — Full Speech — Partial BUCK Looks — None Real Name: Buck Powers: Advanced Hearing Alignment: Unprincipled e Non : Psionics Attributes: I.Q. 9, M.E. 8, M.A. 4, P.S. 14, P.P. 22, P.E. 15, P.B. Level of Experience: 1 st Level 5, Spd. 8 e Grad t 1s : Education f o l Leve Age: 17 Sex: Male Size Level: 9 Scholastic Bonus: None Occupation: Terrorists n 7i t 5f : Height s 1551b : Weight Scholastic Skills: None; can barely read, write, (slowly print block Hit Points: 19 S.D.C.: 39 y mostl d Learne . simplo d t earithmetic can' t bu , count n ca ) letters Disposition: Warm, humorous, good-natured, speaks and moves from children's television shows. slowly and deliberately. Natural Weapons: None Human t Featuresa . W.P :e on Hand n tha s e — Fulmor s l ha g pi o n ; Varies : Proficiencies n Weapo Biped — Full 1st Level. Speech — Partial Physical Skills/Training: None Looks — None Espionage Skills/Special Training: None Powers: Advanced Smell Secondary Skills: Psionics: None Escape Artist — 35% Level of Experience: 2nd Level Prowl — 54% e Grad d 3r : Education f o l Leve COMBAT SKILLS: Scholastic Bonus: None Attacks Per Melee: 2 Occupation: Terrorist Bonuses: No Bonuses to Strike/Parry/Dodge/Damage; No Bonus to Scholastic Skills: None, can read, write with difficulty and do simple Strike With Body Block (1D8 damage) arithmetic. Personal Profile: All the pigs are ignorant, argumentative creatures e Non : Weapons l Natura o n e hav y the e becaus y simpl n pla s Ferd' h wit g alon g goin e ar o wh . W.P , Rifle g Huntin . W.P , Shotgun . W.P : Proficiencies n Weapo n educatio n a d an t neglec f o t resul e th e ar s pig e Th . own r thei f o plans Sub-machinegune ,becom W.Pt . migh Revolve y the p r hel h Wit . television k networ n tha r greate o n Physical Skills/Training: useful members of society, but as they are now they're pretty hope- Running less. Swimming- :Flame Basi , c including s weapon s variou h wit d Arme : Weapons l Specia Espionage Skills/Special Training: None thrower, Machineguns, Sub-Machineguns, grenades and .45 Auto Secondary Skills: matic Pistols. Wilderness Survival — 50% Criminal Record: None % 48 — n Navigatio d Lan Fishing — 70% OTHER NON-PLAYER CHARACTERS % 45 — s Lock k Pic TYPICAL SCHOOL CHILD Prowl — 62% Most of the children are hysterical and pretty much useless in a . : SKILLS T COMBA They will tend to be frightened of anyone unless approached in a slow, Attacks Per Melee: 2 . S.D.C o N , 8 : Points t Hi e Averag . manner l carefu e Damag o t s Bonu o N ; Strike/Parry/Dodge o t 4 + : Bonuses n see s ha o wh l anima m far t mutan e on e th s i k Buc : Profile l Persona CAPTAIN OF THE STATE POLICE d aroun y da d an t nigh s prowl e H . world e th f o t res e th f o g somethin t difficul a h wit n ca e h t tha t bes e th g doin s i s Reynold m Sa n Captai othert farms, storegovernmen l s anloca d d than e e locastat l, town. federal H y eb could d alshounde o g watcbein hs i thing e H . s situation g pretendin , crossed s arm s hi h wit n dow g lyin y b w vie n plai a f o t ou officials, by parents, a gung-ho antiterrorist squad, and the media. He to be a sleepy hound dog. Most of the modern weapons were stolen is desperate enough to use strange mutant animals. IF they tell him of e H . around d prowle e h e bas d guar l nationa l loca a m fro k Buc y b . plans r o s abilitie l specia l usefu e som e gon e hav t no d woul d an g takin e hostag e th f o a ide e th t agains s wa along werl e it schoo no e t th fo n r o Ferd' t s assaul Hypnoti l fronta cf o Suggestion d kin y an .w allo T NO l wil e H : NOTE l wil t bu , rifle g huntin r o n shotgu a e us o t s Prefer : Weapons l Specia N PLA t intelligen f o d kin e som h wit p u e com t mus s Character . building . back-up r fo l pisto a s Carrie . well s a n sub-machinegu a g usin e b or he will not go along with them. Particularly obnoxious characters Criminal Record: None may be arrested. s Scrupulou : Alignment THE MUTANT PIGS Attributes: I.Q. 14, M.A. 16, P.S. 14, All others average. e b l wil a Henriett d an , Mellissa , Roy , Hank , Mel , Andy : Name l Rea Age: 47 Hit Points: 47 S.D.C.: 44 with Ferd at the school. The other 12 will be back at the farm Level of Experience: 9th Level Law Enforcement Officer with approp- holding the house, bam and pig-shed. riate training. 92 ) average 7 (1 6 5D : S.D.C. THE LEG Powers: None Psionics: None OF THE NINJA Physical Skills/Training: Assassin s i d Han o t d Han : (Note l Leve d 2n , Assassin : Hand o t d Han NOTE: This is an Easy adventure that can be gradually escalated to and not Ninjitsu) Difficult as the characters mature. Any number or level of characters Gymnastics can play. s Proficiencie n Weapo g followin e th f o e on s ha n Henchma a Ninj h Eac and uses that weapon. Roll Percentile for Weapon and Training: (roll Media Reports once) There will be absolutely NO press coverage of any LEG activities. 01-05 W.P. Ninja Bow 06-20 W.P. Katana The only time anything will appear in the media is if the players capture 21-30 W.P. Wakazashi . organization e th f o s member e implicat y publicl r o 31-45 W.P. Sai Inside Information 46-65 W.P. Kusari-Gama 66-85 W.P. Characters with criminal connections will be able to find u out aboutNunchak 0 86-0 "special" contacts who can transport "whatever you want, wherever Espionage Skills/Special Training: All have: you want." Further investigation will reveal that a small company known Escape Artist — 30% as State Transport has a small office in the warehouse district. With Pick Locks — 35% s pickup r fo e arrang l wil y the " me, t sen y "Snake , references r prope e th Pick Pockets — 30% and deliveries worldwide. If this office is closed down, then another Prowl — 46% one, under a different name, will rapidly appear. Climbing — 50/30% COMBAT SKILLS: Game Master Background Attacks Per Melee: 3 The Leg is a Ninja organization dedicated to the art of smuggling. Bonuses: +2 to Strike, No Bonus to Parry/Dodge, +1 to Damage They move drugs, weapons and other contraband anywhere in the world. Special Weapons: All the henchmen have the weapon they are trained - self-cor a ; stupid d an t corrup e ar s leader n mai o tw r thei , Currently in plus six shuriken and a dagger. recting problem in many ways. This does not mean they are not well Criminal Record: 50% have no criminal record; the others have t foresigh t brillian e th e hav t don' y simpl y the ; assassins a Ninj d traine various juvenile offenses like car theft, breaking and entering, or armed robbery. t prominen e wer s familie e Thre . families e th f o s father g foundin e th f o in the founding of the organization. Now, in theS U.S., only leyamaTEACHER A NINJ and Kametsu carry on the family tradition. Other relatives in Japan may The leaders of the Leg Ninja Henchmen are the Ninja Teachers. be forced to take over the organization if things deteriorate. a Ninj . center g tradin r majo y an n i m the f o 2 1 n tha e mor o n e ar e Ther Clues and Encounters Teachers will personally lead groups of 2 to 12 henchmen on difficult a Ninj 2 1 o t 2 n the , difficult y particularl s i n missio e th f I . missions This is one of . those battle adventure o int n s that henchme shoul 4 2 o dt star4 f o t witp h grou th a e d characterlea l wil s Teacher "accidentally" discovering illegal activities. Sinct e the anarchis Le y g is constantlUsuall : y Alignments loading or unloading shipments secretly, in strange neighborhoods, in Attributes: Vary Age: 26 Size Level: Usually 8 ' players e th e befor e tim f o r matte a y onl s it' , night e th f o e middl e th Weight: 130 to I5Olbs Height: 5ft 3in to 5ft l0in group discover them. When the characters interfere, they will be sur- Hit Points: 8D6 (28 average) S.D.C.: 9D6 (32 average) prised to discover 2 to 6 Ninja Assassins rushing to defend the smugglers. Powers: None Should the group succeed in capturing the smugglers, two things will Psionics: None happen. First, the Leg will put the word out on the street that a hefty Physical Skills/Training: reward (over $10,000) is offered for the location of the heroes. Second, Hand to Hand: Assassin, 5th Level or Ninjitsu, 4th Level the shipments will become fewer and will be guarded by from 6 tog 12 Buildin y Bod Ninja. Gymnastics W.P. Shuriken From this point, on th) e gamtwice e l maste(rol g r shoulTrainin d d senan dn increasinglWeapo r fo ye more percentil l Rol powerful groups to fight the heroes. Eventually, the players' group, 01-20 W.P. Daisho will meet the Tiger of the East. If they drive him away, there will be 21-40 W.P. Pair of Sai a final confrontation with The Black One. Check his character for more 41-60 W.P. Kusari-Gama information. 61-80 W.P. No-Daichi 81-00 W.P. Pair of Nunchaku Espionage Skills/Special Training: LEG NINJA CHARACTERS % 55 — t Artis e Escap % 60 — s Lock k Pic NINJA HENCHMEN % 55 — s Pocket k Pic Approximately 1200 of these trained assassins are stationed through- Prowl — 86% out the world. They all work as average truckers, shipping clerks and Climbing — 90/55% office workers. For simple jobs requiring assassination or intimidation, COMBAT SKILLS: 1 to 5 men will be dispatched. Difficult jobs requir4 e for: m 3Melee r to Pe 1 8s Attack henchmeno t 4 . + , Damage o t 5 + , Parry/Dodge o t 1 + , Strike o t 2 + : Bonuses t Miscrean r o t Anarchis y Usuall : Alignment Pull/Roll With Punch/Fall. Special Weapons: Ninja teachers carry their main weapon plus 12 Attributes: Varies Age: Average 25 Shuriken. s ISOlb o t 0 13 : Weight 8 y Usuall : Level e Siz Criminal Record: 85% have no record; the rest have juvenile records ) average n o 7 (1 6 5D : Points t Hi n lOi t 5f o t n 3i t 5f : Height that the authorities will tend to ignore. 93 LONG STRIKE TIGER OF THE WEST u Kamets u Ken : Name l Rea Real Name: lya leyama t Miscrean : Alignment Alignment: Anarchist Attributes: I.Q. 7, M.E. 8, M.A. 10, P.S. 14, P.P. 23, P.E. 10, Attributes: I.Q. 16, M.E. 12, M.A. 12, P.S. 26, P.P. 11, P.E. 19, P.W. 8, Spd. 12 P.B Spd, .11 2 .1 Age: 38 Sex: Male Size Level: 9 Age: 43 Sex: Male Size Level: 9 n 9i t 5f : Height s 1661b : Weight Weight: 165 1bs Height: 5ft 8in 8 2 : S.D.C. 2 2 : Points t Hi Hit Points: 38 S.D.C.: 59 e mor h muc s he' s think o wh y tough-gu y cock , Boastful : Disposition Disposition: Quiet, self-assured, rarely boastful, but very money hun- powerful than he really is. In a crunch his bully attitude will wilt gry and tight with a dollar. Despite his boldness and self-confidence, . life s hi r fo r whimpe l he'l d an . favor s hi n i e b o t s odd e th g preferrin , chances s take y rarel e h Powers: None Powers: None Psionics: None Psionics: None Level of Experience: 8th Level Ninjitsu Level of Experience: 6th Level Assassine Degre w La : Education f o l Leve l Schoo h Hig : Education f o l Leve Scholastic Bonus: + 30% % +15 : Bonus c Scholasti Occupation: Head of the U.S. Leg Ninja. Also head of a small legal . Ninja g Le e th r fo s operation c domesti . U.S f o f Chie : Occupation firm. : Skills c Scholasti Scholastic Skills: Pilot Automobile — 98% % 98 — n Operatio r Compute % 98 — e Engin e Singl - e Airplan t Pilo Computer Programming — 98% Pilot Airplane - Twin Engine — 98% Cryptography — 98% Weapon Proficiencies: W.P. Revolver, W.P. Sub-machinegun, Optic Systems — 98% W.P. Manriki-Gusari Surveillance Systems — 98% Physical Skills/Training: Radio: Basic — 98% n Assassi : Hand o t d Han Radio: Scrambler — 98% Acrobatics % 98 — e Satellit : Radio Body Building Foreign Languages — 98% Climbing English g Trainin l Skills/Specia e Espionag French Disguise — 90% German Concealment — 70% Chinese Escape Artist — 80% Law (special) — 90% Impersonation — 90% Civil % 85 — s Lock k Pic Criminal Tracking — 80% Corporate Secondary Skills: International Law % 54 — s Electronic c Basi Weapon Proficiencies: W.P. Automatic Pistol, W.P. Bisento, W.P. Explosives — 40% Daisho - Paired Weapons, W.P. Kusari-Gama Pilot Motorcycle — 98% : Skills/Training l Physica % 85 — l conversationa - e Languag n Foreig u Ninjits : Hand o t d Han English Acrobatics Spanish Climbing — 84% Gymnastics : SKILLS T COMBA g Buildin y Bod Attacks Per Melee: 4 Running o t 5 + , Damage o t 4 -1- , Parry/Dodge o t 7 + , Strike o t 6 + : Bonuses Prowl — 92% . Punch a l Pul o t 5 + , Fall r o h Punc h Wit l Rol : Skills y Secondar y variet a h wit r leade a Ninj r majo s i e Strik g Lon : Profile l Persona Cook — 98% of major personality flaws. He is basically a weak man, unable to Fishing — 98% s thi f o t resul a s a y Partl . responsibility r o t conflic l rea h wit e cop Photography — 95% weakness he has become addicted to opium. He is also somethin% 75 — gs Lock k Pic t retrea l wil e h , battle a n i s hit o tw n tha e mor s take e h f I . coward a f o % 98 — e Automobil t Pilo % 98 — k Truc t Pilo g Lon . West e th f o r Tige , cousin r olde s hi o t f of g runnin o g d an Basic Mechanic — 72% - com e anyon e wer e ther f i ; work s hi n i d behin g fallin o als s i e Strik Basic Electronics — 80% . done e b d woul t i m hi e replac o t t peten COMBAT SKILLS: Special Weapons: Long Strike will always carry a 5 Manriki-Gusar : Melee r Pe is Attack somewhere on his person. This is the weapon he will pull and strike Bonuses: +2 to Strike, +3 to Parry/Dodge, + 15 to Damage, +6 with, whe17 n no threatenedn . He alsKnock-Out/Stu ; o carriePunch sa l a .3Pul 8 o Speciat 6 + , l RevolveFall r o h r whePunc h n Wit l Rol he thinks he's walking into truly dangerous situations. Illustratin. 20 r go , 19 , 18 his cowardice hav d e anCoul . d lackNinja t of respecgrea a n t fobee r e traditiohav d n evecoul r n furtheTige : r is thProfile el Persona .9mm Sub-Machinegue h n whe n nra hr e keeptige , s in often hi o s officTo . etry desko t e . courag e th d ha e h f i , been Criminal Record: The name "Long Strike" is connected with a variety should have fought. Regardless of his great abilities as a Ninja (+ 15 of crimes rangine g tak fro o t m g murdewillin t r tono higs i e hh treasont tha s i . s Many internationaweaknes t grea s hi l , law Damage!?!) o t enforcement officials suspect that Kametsu is Long Strike, but they chances. Just as Tiger won't risk losing a dollar, he won't risk losing have no solid proof. a fight.

94 . flee l wil r Tige , him t agains s turn e battl f o e tid e th s a n soo s A COMBAT SKILLS: While he is a brilliant businessman and lawyer, this major flaw will Attacks Per Melee: 6 . doom s hi e b y probabl bonuses: + 4 to Strike, + 5 to Parry/Dodge, + 9 to Damage, + 6 to Special Weapons: "Great Wind" is the name of the leyama family Roll with Punch or Fall, +6 to Pull a Punch, Knock-Out/Stun on weapon. This Kusari-Gama was crafted by a master over 300 years 17, 18, 19, or 20; Kick Attack does 1D6 damage; Critical Strike . damage) o t 2 + , strike o t 2 + ( e edg g fightin a s maintain l stil d an o ag . 20 l Natura n o w Blo h Deat ; 20 r o , 19 , 18 , 17 n o t se a s ha o als r Tige . resort t las a s a y onl n weapo s thi e us l wil r Tige s Art l Martia f o m for o Cho n Kwa e Le : SpeciaAbilities l of Daisho (3D, 6 Parry damag o t 2 e1 Katan+ , a anStrike do t 2D8 6+ damag: e WakazashiBonuses ; 2 : ) thaMelee r t Pe s Attack i Samura s famou a m fro n stole e wer e Thes . artifacts t ancien e ar +12 to Dodge, +16 to Leap Away From Combat, +8 to Roll 0 20 f o d rewar g standin a s ha y famil e Th . ago s year 0 12 r ove y famil With Punch or Fall, Leap 20 feet, 1-6 Melee Stun on Roll of 15 or ounces of gold for the daisho's return. These are Tiger's main assas- Greater. sinatio- n weaponsFurther ! . Damage o N o D s Attack o Cho n Kwa e Le : Note t Importan s Thi . midmelee n i s style t comba h switc t canno e On k Blac e th , more He also t keepno , s an Choo ancien n tKwa Bisente Le n oi r ino hia s officeNinj a s .a Hk e wilattac lr not eithe tak n eca e h s mean , office s hi n i d conceale o Als . cornered f i t i e us l wil t bu e battl o int t i both. Once a melee round is completed, he CAN switch for the car and home are .9mm Automatic Pistols. . melee t nex e entir Criminal Record: "Tiger of the West" is wanted by law enforcement Personal Profile: The Black One is the fabled "retired" leader of the agencies throughou" t Vojimbo, th i e far"Sush east, . U.Sname d . officialassume n a sr knounde w s of live hi mw no onl e yH . Ninja g Le by rumor. No organizations have connected leyama with any illegal and quietly teaches Japanese flower arrangement to housewives and activities. s interval m rando t a a Ninj g Le e th s visit e H . students l schoo h hig THE BLAC, K ONKametsu , E nephew s hi f o e styl e lif y slovenl e th h wit d disguste s i d an e ar h bot , opinion s hi n I . leyama f o e attitud g penny-pinchin e th d an Real Name: f Miso g o Kufunmeanin ie tru e th w kno r neve l wil o wh s scoundrel s worthles Alignment: Aberrant Ninjitsu. Attributes: I.Q. 9, M.E. 14, M.A. 28, P.S. 19, P.P. 14, P.E. 11, f o e cod e Japanes e th o t r simila , code n ow s hi s follow i Kufiin P.B. 4, Spd. 11 Bushido. He believes that men make their own karma and that Age: 73 Sex: Male Size Level: 9 greatness can be formed only by tragedy or by nobility. In keeping Weight: 167 1be sH Height. : 5ft 5iUNARMED n d an E ALON s work s alway i Kufun , code t tha h wit Hit Pouits: 58d S.D.C.goo a m : hi 4 4e giv ' characters e th f I . opponent y worth a l kil r neve l wil s emotion s Hi . calm e zen-lik a s radiate e On k Blac e Th : Disposition . things t grea r fo " "destined e b t mus y the n the e battl are as a mirror. Even psionics will be awed by the evenness of his thoughts. Because of his own ethics, Kufuni is now separate from his corrupt Powers: Nonu e Ninjits y b n ru s i n organizatio e th s feel e H . Leg e th n i s relative Psionics: None fools who do no understand that true power does not come from l Leve h 19t : Experience f o l Leve n ow s one' g masterin m for s come r powe e Tru . money r o s weapon Level of Education: Two Years of College mind. Scholastic Bonus: +12% Kufuni's life has been forged by his own tragic actions. He is Occupation: f Japaneso e on g e Florakillin , l Arrangemenwell o to , t Instructoremembers e H r . past n ow s hi y b d haunte : Skills c Scholasti his greatest rivals in his youth. It was not the fact that he killed, Math: Basice —Th . 98%great n bee e hav d coul o wh e someon d kille e h t tha t fac e th t bu % 98 — d Advance : Math bad karma (he feels) from that act has rebounded through his life. Botany — 98% Based on that act, he has concluded that some are destined for Bonzai (Japanese art of tending miniature trees) — 93% greatness while others will never be able to rest their souls. % 96 — t Arrangemen l Flora e Japanes A restless soul describes Kufuni perfectly. To any observer but % 98 — e Languag n Foreig the most advanced martial artist, Kufuni seems to have an almost English supernatural calm. However, he and other masters recognize that French his calm is fractured with discontent. Chinese, Mandarin G.M. Note: It is entirely possible that the game master may want Chinese, Cantonese to set up several secret identities for Kufuni . . . How would it be Chinese, Mongolian if the dreaded "Black One" were actually the tutor and guardian of Korean the characters? And when the group discovers that, what next? Will Surveillance? Systemrelatives sa — 95Ninj l % crimina s hi d ai e h l Wil ? them h wit e sid y ultimatel e h Weapons Proficiencies: W.P. Daisho, W.P. Samurai Bow, W.P. Or will he simply walk away? Bisento (spear), W.P. Bo Staff, W.P. Kyoketsu-Shogi, W.P. No- Daichi (large sword), W.P. Shuriken Even though Kufuni is a 14th level Ninja Assassin, he has not Physical Skills/Training: stopped studying. He is hard at work learning the philosophy of a Hand to Hand: Ninjitsu mystic Chinese form of Kung Fu. So far, he has attained the 8th ) Note t Importan : (see s Art l Martia o Cho n Kwa e Le t i t tha n i l unusua s i m for s Thi . Choo n Kwa e Le n i g trainin f o l leve Gymnasticss student e th , Instead . damage t inflic o t s member w allo t no s doe Climbing — 98% learn to meditate while fighting. Techniques are all avoidance (Parry/ Basic Swimminn i s g attack e ar e ther , However . combat m fro g Leapin d an ) Dodge : Training l Skills/Specia e Espionag e Le . damage O N o d t bu e elaborat e ar s strike e thes ; Choo n Kwa e Le Escape Artiss t —form 98r % othe m perfor o t g attemptin ; alone d use e b t mus o Cho n Kwa Pick Locks — 98% will disrupt the delicate concentration required. Prowl — 98% i Kufun , style o Cho n Kwa e Le e th n i g fightin e whil , example r Fo Concealment — 98% would avoid all attacks on his person. Suddenly, he will lash out % 98 — l Surviva s Wildernes with a devastating punch between the eyes of his opponent. In any Secondary Skills: other style this would be a killing blow, but here the fist gives a Cook — 98% fraction of an inch from the victim. The defender would take NO % 83 — e Flut y Pla 6 o t 1 m fro s last t tha n stu a e caus l wil k shoc e th t bu , DAMAGE % 90 — ) characters e (Japanes y Calligraph : Art . rounds e mele 95 d materialize e h f i s a , suddenly e b l wil t i s appear i Kufun n Whe Physical Skills/Training: out of thin air. Motionless, he will examine them asu they looNinjits : k atHand o t d Han him. He appears physically harmless but has an impressive M.A. Acrobatics of 18. This M.A. is used by Kufuni to freeze the characters s for aAthletic l Genera few moments while thy can talk. Characters must roll over 94 on Body Building n whe r o s round e mele 3 n withi f of s wear s Thi . attack o t e Percentil Boxing he stops talking. % 98/60 — g Climbin Gymnastics Kufuni will talk calmly and rationally all the % time98 , — evaluatin d g Advance th : e Swimming . abilities r o s weapon t ar l martia r o a Ninj y an g notin d an s character Wrestling y ma e h " "untrained, d an e aggressiv y simpl e ar s character e th f I Prowl — 98% l martia n i t adep y obviousl e ar y the f I . them l kil y simpl o t e decid Espionage Skills/Special Training: arts (like the Ninja Turtles), then he will adopt the Lee Kwan Choo Escape Artist — 55% form and wait to be attacked. % 78 — l Disposa s Demolition Once Kufuni determines the fighting worth of the group,% h65 e wil— s l Lock k Pic do one of two things. If the group is disorganized and unskilled, he Wilderness Survival — 70% will fight to the death. On the other hand, if they are adequate (if Tracking — 70% they do original moves or actually inflict damage), then he will l wil e h , him o t k spea o t y tr y the f I . fighting e th m fro y awa e mov COMBAT SKILLS: simply say that he will no longer bother them. Afte6 r : that, hMelee e r wilPe ls Attack o t 8 + , Damage o t 5 + , Parry/Dodge o t 7 + , Strike o t 5 + : Bonuses disappear as he came (Prowl 98%). Of course, Kufuni could appear Roll With Punch or Fall, + 3 to Pull Punch, + 1 to Strike on Body e b o t m the t fel e h f i . . . s threat r othe m fro p grou e th e sav o t , later Block (1D4 damage); Knock-Out/Stun on 18, 19 or 20; Critical s warrior e respectabl e mor e wer y the t fel e h f i f o s greatnes r fo d destine Strike on 17, 18, 19 or 20; Kick Attack does 1D6 damage, Body . all t a e interfer t no y ma e h r O . situation r unfai n a n i t caugh Throw/Flip for 1D6 damage. Special Weapons: Kufuni will NOT use weapons in actual combat. Other Abilities: Excellent Balance, Sense of Direction, Walk Tight- e h t tha n weapo y an e examin o t k as y occasionall l wil e h , However p Lea d an k Kic p Jum , 98% — p Fli k Bac , feet 4 1 p Lea , 98% — e rop e som e demonstrat l wil e h , permission h Wit . in y proficienc a s ha Attack. kind of devastating and high speed maneuver. He will then return Personal Profile: Raphael has some kind of minor insanity that makes the weapond and complimencontrolle g bein s t the owneproblem s r ha o ne itH s. qualitygroup e .th f o n ma " "crazy e th m hi Criminal Record% :75 a Th s eha Blac e h , k One iagitated s an legendarWhe . y figurhimself l e in moscontro n t laeve w t canno d an i Kufun . alive l stil s i e h e believ t no o d t Mos . agencies t enforcemen s round e mele l severa s take t I . rage " "berserker a o int g goin f o e chanc is wanted by several governments for crimes committed during and for him to recover himself. He's fine most of the time, but when around Worle d War awesom IIn .a m hi s make s Thi ! out h watc , rage r berserke a o int s get e h . with e liv o t d har e littl a o als t bu , fighter He doesn't like this side of himself, but he can't yet control it. e larg A . check n i t kep y barel , him e insid g livin n demo a e lik s i t I The Teenage Mutant part of why Raphael hasn't yet killed himself, or any of the other s Turtle a Ninj turtles

RAPHAEL Real Name: Raphael t Anarchis : Alignment Attributes: I.Q. 12, M.E. 13, M.A. 11, P.S. 20, P.P. 18, P.E. 20, P.B , Spd5 .5 1 . Age: 15 Sex: Male Weight: 150 1bs Height: 4ft 6in 1 15 : S.D.C. 2 1 : A.R. 4 3 : Points t Hi Disposition: Impulsive, hot tempered, quick to argue, but also quick to defend his friends. Human Features: Hands — Full Biped — Full Speech — Full Looks — None ) 60 : S.D.C. , 12 : (A.R. r Armou y Bod l Natura : Powers s minute 0 1 h Breat d Hol Psionics: None l Leve h 6t : Experience f o l Leve Level of Education: Lifelong Martial Arts Training e Non : Bonus c Scholasti r Fighte e Crim : Occupation e Non : Skills c Scholasti Weapon Proficiencies: W.P. Sai, W.P. Paired Weapons — Sais, W.P. Blade, W.P. Chain, W.P. Blunt, W.P. Nunchuks, W.P. Shuriken

96 is due to his friendship with Michaelangelo. Michaelangelo is also Weapon Proficiencies: W.P. Daisho (Katana/Wakazashi), W.P. e lov t grea s Michaelangelo' s i t I . partner g sparrin n mai s Raphael' Paired Weapons - Swords, W.P. Blunt, W.P. Chain, W.P. Staff, of life and fun that acts as a balance for Raphael's anger and depre- W.P. Ninja Bow, W.P. Spear, W.P. Nunchuka, W.P. Automatic ssions. Pistol, W.P. Shuriken Raphael wants to make himself a better warrior. He practices Physical Skills/Training: alot, but he can't seem to keep from doing dangerous or foolhardy Hand to Hand: Ninjitsu stunts. Though skilled in all ninjitsu techniques, his favorite s weapon Athletic l Genera is the sai. He uses the Paired Sai in Leap Attacks as a master of Body Building o (Leonard l skillfu t mos e th r neithe s i l Raphae , fighter a s A . Ninjitsu Boxing Climbing 98/60% t bu , phenomenal) s i o (Michaelangel d talente t mos e th r o ) better s i Gymnastics he is the most deadly Ninja Turtle because of his raw energy. Prowl — 98% Special Weapons: Pair of Sai Swimming: Basic Criminal Record: None Espionage Skills/Special Training: Pick Locks — 65% Tracking — 70% Secondary Skills: Art (Drawing) — 64% Art (Carpentry) — 70% Pilot Automobile — 90% Study, Popular Fiction — 70% COMBAT SKILLS: Attacks Per Melee: 6 Bonuses: + 6 to Strike, + 8 to Parry/Dodge, + 2 to Damage, + 7 to Roll With Punch or Fall, +3 to Pull a Punch, -I-1 to Strike on Body Block (1D4 damage); Knock-Out/Stun on 18, 19 or 20; Critical Strike on 17, 18, 19 or 20; Kick Attack does 1D6 damage, Body Throw/Flip does 1D6 damage. Other Abilities: Excellent Balance, Walk Tightrope — 98%, Leap 14 feet, Back Flip — 98%, Jump Kick and Leap Attack. Personal Profile: In the absence of Splinter, Leonardo is the leader a p u e siz n ca o wh y gu f o d kin " "take-charge a s i e H . turtles e th f o situation quickly. He excels at making plans that are complicated yet cleanly constructed, and most always work. He is also a perfectionist; a trait that gets him into trouble. Leonardo performs his tasks with an efficiency that any man or turtle would be proud of, but there are times that he sees it as a source of shame and a "loss of face." He is always trying to live r neve s ha e h , Unfortunately . Splinter , mentor s hi f o l idea e th o t p u really absorbed one of Splinter's most important teachings: that it l fai y occasionall o t t alrigh t bu , perfection r fo e striv o t e honorabl s i . goal t tha h reac o t Leonardo also feels this loss of face when the other turtles do . actions r thei d an m the r fo e responsibl s feel e H . wrong g somethin LEONARDO Of course, because of this, he goes nuts over Raphael's rages and craziness. Real Name: Leonardo d all-aroun n i t leas t a , turtles e th f o t smartes e th s perhap s i o Leonard Alignment: Scrupulous intelligence. He is a voracious reader, and has a very good memory. Attributes: I.Q. 16, M.E. 16, M.A. 17, P.S. 15, P.P. 20, P.E. 18, His favored weapon is the sword, though he is skilled with all P.B. 11, Spd. 11 . techniques d an s weapon Age: 15 Sex: Male Special Weapons: Daisho, the Samurai paired weapon of Katana and Weight: 150lbs Height: 4ft 9in Wakazashi. Hit Points: 38 A.R.: 12 S.D.C.: 130 e Non : Record l Crimina t strategis t excellen , t fas , clever , straight r Supe : Disposition and tactician, impatient and perfectionist. DONATELLO Human Features: Hands — Full Real Name: Donatello l Ful — d Bipe Alignment: Scrupulous Speech — Full Attributes: I.Q. 19, M.E. 15, M.A. 12, P.S. 13, P.P. 17, P.E. 13, Looks — None P.B. 9, Spd. 10 ) 60 : S.D.C. , 12 : (A.R. r Armou y Bod l Natura : Powers Age: 15 Sex: Male e Non : Psionics t 5f : Height s 1551b : Weight l Leve h 6t : Experience f o l Leve 8 11 : S.D.C. 2 1 : A.R. 3 3 : Points t Hi Level of Education: Lifelon. g Martiacontained f l sel Art d san Trainint quie , g Agreeable : Disposition Scholastic Bonus: None Human Features: Hands — Full r Fighte e Crim : Occupation Biped — Full Scholastic Skills (special): Speech — Full % 65 — e Scienc y Militar Looks — None History of Japan — 80% Powers: Natural Body Armour (A.R. 12, S.D.C. 60) History of War — 75% Hold Breath for 10 Minutes. Basic Mathematics — 90% e Non : Psionics 97 are highly honed, he would prefer not to use it against a living opponent. Donatello gets off on gadgets and technology and many times he will sneak out at night and, using his ninja skills of silence and - gather , firms s electronic f o s dumpster e th h throug e rummag , stealth - Al . devices s variou s hi t construc o t h whic h wit s part f cast-of g in though he lacks formal training, he is a natural inventive genius. Donatello cares a great deal for his brother turtles, but is the least , head n ow s hi n withi e tim e th f o t mos s live e H . them f o h clannis thinking and dreaming of new things to build. Special Weapons: Bo Staff Criminal Record: None MICHAELANGELO o Michaelangel : Name l Rea s Scrupulou : Alignment Attributes: I.Q. 11, M.E. 14, M.A. 19, P.S. 16, P.P. 24, P.E. 17, P.B. 16, Spd. 14 Age: 15 Sex: Male n 8i t 4f : Height s 1501b : Weight Hit Points: 32 A.R.: 12 S.D.C.: 142 Disposition: Fun-loving, carefree and friendly. l Ful — s Hand : Features n Huma Biped — Full Speech — Full e Non — s Look ) 60 : S.D.C. ; 12 : (A.R. r Armou y Bod l Natura : Powers Hold Breath 10 minutes Level of Experience: 5th Level Psionics: None Level of Education: Lifelong Martial Arts Training Level of Experience: 5th Level Scholastic Bonus: + 6% Level of Education: Lifelong Martial Arts Training r Fighte e Crim : Occupation Scholastic Bonus: None ) (Tutored : Skills c Scholasti r Fighte e Crim : Occupation Automotive Mechanics — 70% Scholastic Skills: None Chemistr, y — Weapons 90 %d Paire . W.P , Nunchaku . W.P : Proficiencies n Weapo % 90 — n Operatio r Compute W.P. Blade, W.P. Chain, W.P. Blunt, W.P. Staff, W.P. Shuriken Computer Programming — 70% Physical Skills/Training: Computer Repair — 70% Hand to Hand: Ninjitsu Electrical Engineering — 75% General Athletics Demolitions — 80% g Buildin y Bod % 84 — d Advance : Mathematics Boxing Mechanical Engineering — 75% % 90/55 g Climbin Weapon Proficiencies: W.P. Staff, W.P. Shuriken Gymnastics Physical Skills/Training: Prowl — 98% Hand to Hand: Ninjitsu % 98 — c Basi : Swimming Climbing — 90/55% Prowl — 86% : Training l Skills/Specia e Espionag Espionage Skills/Special Training: Pick Locks — 65% Pick Locks — 65% % 50 — s Pocket k Pic Surveillance Systems — 70% : Skills y Secondar Secondary Skills: Cook — 85% Basic Radio — 80% Disguise — 65% Art (Carpentry) — 60% Escape Artist — 55% Photography — 70% First Aid — 75% COMBAT SKILLS: Pilot Automobile — 98% Attack Per Melee: 5 Concealment — 55% Bonuses: + 3 to Strike, + 3 to Parry/Dodge, + 2 to Damage, + 3 to Detect Concealment — 65% Roll with Punch or Fall, + 3 to Pull a Punch, +1 to Strike on Body Writing (Creative) — 58% Block (1D4 damage); Knock-Out/Stun on 18, 19, or % 2080 ; Critica— s l Movie , Study y Bod , damage 6 1D s doe k Attac k Kic ; 20 r o 9 1 , 18 , 17 n o e Strik Study, Science Fiction — 80% Throw/Flip for 1D6 damage. % 80 — s Book c Comi , Study Other Abilities: Walk Tightrope — 80%, Leap 10 feet, Back Flip COMBAT SKILLS: . Attack p Lea d an k Kic p Jum , 98% — 5 : Melee r Pe s Attack Personalo t Profile5 + , : DonatellDamage o t 3 o+ i, s more interesteParry/Dodge o t d9 + i n, workinStrike o t g 7 out+ : a Bonuses s mouser t robo r o s ninja g fightin n tha m progra r compute e troublesom Roll With Punch or Fall, +3 to Pull a Punch, +1 to Strike on . killing t agains y strongl t mos s rebel e h , turtles e th l al f O . whatever r o Body Block (1D4 damage); Knock-Out/Stun on 18,19 or 20; Critical f staf e th h wit s skill s hi e whil d an , ninja t pacifis a s i e h , way e strang a n I 98 6 : Level e Siz e Mal : Sex 5 2 : Age t 5f : Height s 751b : Weight Hit Points: 30 S.D.C.: 30 Disposition: Quiet, contemplative, with a wry sense of humor. Human Features: Hands — Full Biped — Full Speech — Full e Non — s Look e Non : Powers e Non : Psionics Level of Experience: 12th Level g Trainin s Art l Martia g Lifelon : Education f o l Leve e Non : Bonus c Scholasti Occupational: Ninjitsu Teacher Scholastic Skills: None Natural Weapons: None . W.P , Weapons d Paire . W.P , Daisho . W.P : Proficiencies n Weapo s Weapon t Ancien l Al Physical Skills/Training: u Ninjits : Hand o t d Han Climbing — 98/90% Prowl — 98% e Non : Training l Skills/Specia e Espionag Secondary Skills: Escape Artist — 98% Cook — 68% % 82 — s Lock k Pic % 98 — e Japanes k Spea Study Japanese Literature — 90% % 90 — t Ar e Japanes y Stud Study Japanese Customs — 98% % 80 — y Philosoph l Orienta y Stud Strike on 17, 18, 19 or 19; Kick Attack does 1D6 damage, Body COMBAT SKILLS: Throw/Flie p foOtherwis . r 1Dage 6d damageol s hi n i .n dow g slowin s i r Splinte : Note t Importan Other Abilities: Excellent Balance. , Senssharper e h of Directionmuc e b d , Walwoul s k Tightskill t - comba s hi % 98 — p Fli k Bac , feet 4 1 p Lea , 98% — e rop 5 : Melee r Pe s Attack o t s live e H . turtle g fun-lovin e th s i o Michaelangel : Profile l Persona Bonuses: + 2 to Strike, + 5 to Parry/Dodge, + 2 to Roll With Punch enjoy life. He tends to hang out with Raphael rather than Leonardo or Fall, +2 to Pull a Punch, Knock-Out/Stun on 19 or 20, Critical or Donatello because they're too serious for him. He has a gentle, Strike on 19 or 20, Kick Attack does 1D4 damage. though mischievous nature and is not above. playinfeet 8 gp practicaLea : l jokes.Abilities r Othe o int k snea o t s like d an n fictio e scienc d an s book c comi s read e H t I . rat y ordinar y ver a r neve s wa r Splinte s Perhap : Profile l Persona movie theaters when they are playing double bills of "ET" and is even likely that he was a mutant long before the strange ooze t mos e Turtl a Ninj e th e b o als d woul o Michaelangel " . n "Robi , event y an n I . him g changin n bega r caniste , T.C.R.I n broke e th m fro likely to plao t y e in abl a e role-playinb o t h genoug gamet .smar I, n short, hintelligent e enjoyy ver s practicinwa e h t ra g g youn a s a . around g foolin t jus s enjoy o als t bu , skills a Ninj s hi o Hamat , owner s hi f o s technique a ninj e th e memoriz d an c mimi Yoshi. Years later he remembered and passed on the Ninjitsu Michaelangelo also like to cook and it is he who prepares most techniques to his own disciples, the Teenage Mutant Ninja Turtles. of the turtles' meals. In many ways he is the hedonist and a sensualist, appreciative of pleasures of the flesh. How close Splinter is to the end of his life span is not known. He is an old rat and his fighting faculties are getting a bit rusty. d goo a o int s get d an f stuf e tumbl d an h roug s like o Michaelangel After the turtles avenged the death of Splinter's master, Yoshi, by fight almost as much as Raphael. He enjoys sparring, and he and defeating the Shredder, Splinter has been somewhat bereft of pur- f o t ar e th t a d har s a k wor t doesn' e H . this f o t lo a o d l Raphae pose. Up to that point, his reason for existing was to gain vengeance. Ninjitsu as any of the others (except perhaps Donatello), but his Now that vengeance has been gained, something else must animate f o k lac s hi r fo p u s make n tha e mor s Prowes l Physica h hig y naturall his life. For this reason, Splinter has been doing more meditation discipline. Michaelangelo is adept at all ninjitsu skills, but favors a and thinking about philosophy. It is unsure whether or not he will . nunchaku n o r pai leave the turtles to fend for themselves. He may go off alone to u Nunchak d Paire : Weapons l Specia . thoughts s hi k thin Criminal Record: None While Splinter may no longer be a great warrior, he is still a SPLINTERf o s art g fightin e th l al n i e knowledgeabl s i d an r teache e formidabl r Splinte : Name l Rea the ninja. Alignmenta t : jus s Scrupuloucarrie y s usuall t bu , Daisho f o t se a s ha e H : Weapons l Specia Attributes: I.Q. 12, M.E. 14, M.A. 16, P.S. 12, P.P. 15, P.E. 8, staff. P.B Spd8 . 8 . Criminal Record: None

99 . . . . n Origi . T.M.N.T e Th

100 101 102 Cook — 65% Dance — 45% % 98 — e Automobil t Pilo % 98 — k Truc l Smal t Pilo % 45 — s Electronic c Basi % 92 — s Antique , Study % 85 — y Histor , Study COMBAT SKILLS: 2 : Melee r Pe s Attack Bonuses: No Bonuses to Strike/Parry/Dodge/Damage; +2 to Roll With Punch or Fall. Personal Profile: April is a very intelligent young woman. As a teenager she was a dedicated computer "hacker." The skills she gained then were later translated into her career as computer prog- rammer, specializing in robotics software. This is how she came to be associated with Dr. Baxter Stockman and his "Mouser" project. April also has an interest in antiques and junk, with the emphasis on the junk. The brownstone that she lives in has a junk store called "Second Time Around" on the first floor. This is the one her father e stor e th s operate l Apri w No . stroke s hi d ha e h e befor n ow o t d use part-time. The Mutant Turtles are now living in the building with her. l specia o n s ha l Apri , courses e self-defens w fe a g takin r fo t Excep s aerobic s doe d an s run d an h thoug e shap d goo n i s i e Sh . skill g fightin regularly. e Non : Weapons l Specia e Non : Record l Crimina N STOCKMA R BAXTE Real Name: Baxter Stockman Alignment: Diabolic Attributes: I.Q. 18, M.E. 8, M.A. 12, P.S. 14, P.P. 9, P.E. 17, P.B. 12, Spd. 4 Age: 36 Sex: Male Size Level: 9 n 8i t 5f : Height s 1751b : Weight APRIL O'NEIL Hit Points: 23 S.D.C.: 0 Real Name: April O'Neil . boastful , unpredictable , Erratic : Disposition d Principle : Alignment e Non : Powers Attributes: I.Q. 19, M.E. 11, M.A. 13, P.S. 13, P.P. 14e , P.ENon . 11: , Psionics P.B. 14, Spd. 13 Level of Experience: 3rd Level Age: 27 Sex: Female Size Level: 8 Level of Education: Doctorate Scholastic Bonus: +45% Weight: 115 1bs Height: 5ftn Sin Detentio c Psychiatri n i y Currentl : Occupation Hit Points: 17 S.D.C.: 6 Scholastic Skills: Disposition: Cheerful, friendly and concerned about people, hard Chemistry — 98% working. Chemistry, Analytical — 95% Powers: None Computer Operation — 98% Psionics: None Computer Programming — 90% Level of Experience: 1st Level Computer Repair — 90% e Degre s Master' : Education f o l Leve % 95 — g Engineerin l Electrica % 36 + : Bonus c Scholasti % 98 — c Basi : Mathematics r Programme r Compute : Occupation Mathematics: Advanced — 98% : Skills c Scholasti % 80 — Unlimited) Heroes (see s Robotic Biology — 70% Pilot Automobile — 98% Chemistry — 75% Cryptography — 80% % 95 — n Operatio r Compute Laser — 98% Optic Systems — 98% Computer Programming 75% % 98 — c Basi : Radio Intelligence — 76% % 98 — r Scramble : Radio Photography — 85% % 75 — e Satellit : Radio Paramedic — 85% T.V./Video — 90% Writing (Journalism) — 68% % 90 — t Equipmen y Sensor d Rea Weapon Proficiencies: None Weapon Proficiencies: None Physical Skills/Training: e Non : Skills/Training l Physica Hand to Hand: Basic % 90 — y Photograph : Skills y Secondar General Athletics : SKILLS T COMBA c Basi : Swimming 1 : Melee r Pe s Attack Running e Strike/Parry/Dodge/Damag o t s Bonuse o N : Bonuses Secondard y Skillsadvance n :i s degree l severa s ha n Stockma r Baxte : Profile l Persona Art (Carpentry) — 46% electronic engineering and computer science from top universities.

103 S JONE Y CASE Real Name: Casey Jones Alignment: Aberrant Attributes: I.Q. 8, M.E. 6, M.A. 8, P.S. 22, P.P. 20, P.E. 18, P.B. 11, Spd. 8 Age: 22 Sex: Male Size Level: 10 Weight: 1951bs Height: 6ft l in Hit Points: 19 S.D.C.: 32 Disposition: Braggart, cocky, cheerful, but annoying. Powers: None Psionics: None Level of Experience: 3rd Level Level of Education: High School drop-out Scholastic Bonus: None Occupation: Building Caretaker, Handyman Scholastic Skills: None e Rifl . W.P , Revolver . W.P , Blunt . W.P : Proficiencies n Weapo : Skills/Training l Physica Hand to Hand: Martial Arts Art (Carpentry) — 52% Basic Electronics — 55% Pilot Automobile — 98% Study, Television — 90% % 60 — e Scienc l Crimina , Study COMBAT SKILLS: Attacks Per Melee: 4 Bonuses: +6 to Strike/Parry/Dodge, +7 to Damage, +4 to Roll With Punch or Fall, +1 to Strike on Body Block (1D4 damage), Kick Attack does 1D8 damage. Personal Profile: Casey Jones is an alienated young man who lives by himself in a run-down apartment building. He makes a living, if you could call it that, by fixing things in the apartment building . jobs d od g doin d an He has worked extensively in the field of high-tech micro-electronics . craved e h s succes f o d kin e th d achieve r neve e h h thoug , robotics d an - simultane g goin s ha e h s set V T e thre e th e ar s friend y onl s Casey' , time e th l al s barbell h wit t ou s work e H . continuously d an y ousl Baxter's frustration led him to devise the "Mousers," small, am- while watching television. He watches all the cop shows and his bulatory, robot rat-catchers. He was unable to trick the New York - Mous e th f o t developmen d an h researc g fundin o int t governmen y Cit ers. The mousers did catch a lot of rats, but their primary purpose was known only to their creator. Baxter secretly programmed new instructions into the mousers' "mother" computer and used them to . valuables d an y mone h snatc d an s k ban o int l tunne Using the Stolen money, he constructed an underground mouser manufacturing plant and control center. When it was finished, he had hundreds of mousers which he used to dig strategically placed tunnels under the foundations of certain large and important build- ings. He then proceeded to ask the city for ransom for the buildings - col d woul s building e th d an g tunnellin r thei e complet d woul e h r o lapse. r fo , unknown s i n bee e hav d woul r endeavo s thi l successfu w Ho Baxter's plot was uncovered in time. He was stopped by his assistant, April, and her new-found friends, the Teenage Mutant Ninja Turtles. Other than his considerable intelligence and engineering skills, Baxter Stockman possesses no special abilities. He is not a very e pron , personality e unstabl n a s ha e H . fighter d han o t d han e effectiv to delusions of grandeur and persecution complexes. This combina- tion can lead him to commit cruel acts, such as sending mousers to kill April. Baxter is currently undergoing psychiatric observation to determine his competency to stand trial. Special Weapons: Mouser Robots: These robots have no brains of their own, they are controlled by a central computer. The robots 6 4D s doe e Bit , strike o t 2 + , 55 f o . S.D.C , 11 f o . A.R n a e hav - them d defen e otherwis r o e Dodg , Parry t no o d s robot e Th . damage selves. Criminal Record: None

104 a n tha e mor m hi s make s Thi . them y b d shape e ar s attitude d an s view f o e styl e th m fro e nam n cla s it d gaine " "Foot e th t tha d sai s i t I little bit warped. He has the idea that the streets of the world are full fighting they preferred, one which used extensive kicks and other leg . scum d an e slim n huma f o and foot strikes. h wit d fille g ba f gol a g carryin d an k mas y hocke d ol n a g Donnin k Yor w Ne e Th " "Foot. e th f o s member e ar s Ninja 0 10,00 y Roughl various clubse th e , lik Case s y venturegang t stree ss ouuse t into oals th" e streets"Foot e ,Th lookin . 600 t g forabou th s e humarun p n membershi vermin wh. o precrime yf o o nk the weanetwor r k anthei dn i innocents . Oinformant nd thesan s e creeppawn s sa hs e willDragon e Purpl y Case . scale f o e sens o n s ha y Case , Unfortunately . vengeance s hi k wrea will treat a purse snatcher just as he would treat a murderer. He'll beat "FOOT" NINJITSU STYLE . death o t n eve r o s senseles l crimina y an The "Foot" combat style, as it is practiced by the Shredder and his Casey's fighting skills were learned mostly on the streets, though he disciples, is more like Hand to Hand Assassin than true Ninjitsu. Treat did take some martial arts courses before being kicked out of class for "Foot" warriors as Assassins who also have Kick and Leap abilities. m hi n give s ha e tim e th l al s weight h wit out g Workin . brutal o to g bein SHREDDER a toned, muscular physique which helps him in his chosen pursuits. Special Weapons: Golf bag filled with various clubsu , Orok hockei Sak y stick: s Name l Rea s i e Damag . balance d an p gri r fo d tape l al e ar y The . items d od d an Alignment: Miscreant usually 1D6 or 1D8. Attributes: I.Q. 16, M.E. 14, M.A. 20, P.S. 19, P.P. 24, P.E. 19, e Non : Record l Crimina P.B , Spd12 . 9 . 9 : Level e Siz e Mal : Sex 4 3 : Age A NINJ T MUTAN E TEENAG n l0i t 5f : Height s 1581b : Weight TURTLES ORGANIZATIONS 5 3 : S.D.C. 4 4 : Points t Hi . vengeful , suspicious , Mean : Disposition THE "FOOT" e Non : Powers The "Foot" is a clan of ninjas going back several hundree d yearsNon : . Psionics Originating in Japan during that country'sl feudaLeve lh period8t : , the "FootExperience "f o l Leve . cities r majo n i n operatio f o s base g establishin , world e th r ove d sprea s ha t Specialis y Militar : Education f o l Leve d an y societ e secretiv y ver a s i " "Foot e th , clans a ninj t mos h wit s A Scholastic Bonus: +15% not much is known about their initiation rites or organizational structure. Occupation: Chief of New York "Foot" Organization " One. s Faceles e "Th y b d heade t Eigh f o l Counci a y b d rule e ar y The Scholastic Skills: The "foot" is unlike the traditional ninja clan in that it has thoroughly Automotive Mechanics — 84% adapted itself to 20th century civilization. Its members are adverse to Chemistry — 98% n additio n i s device e surveillanc d an y weaponr h high-tec , modern g usin % 95 — g Engineerin l Electrica to their time-honored techniques of ninjitsu. % 98 — e Automobil t Pilo % 70 — ) (special w La l Crimina Surveillance Systems — 98% Cryptography — 80% Radio: Basic — 90% % 80 — r Scramble : Radio % 75 — e Satellit : Radio T.V./Video — 90% % 80 — t Equipmen y Sensor d Rea l Al . W.P , below) e se - l (Specia t Sui . W.P : Proficiencies n Weapo Ninja Weapons, W.P. All Modem Weapons Physical Skills/Training: u Ninjits : Hand o t d Han s Athletic l Genera Gymnastics Body Building % 98/80 — g Climbin Swimming (Basic) — 98% Running Prowl — 98% f Special Training/Secondary Skills: Disguise — 80% Forgery — 70% Pick Locks — 75% Wilderness Survival — 80% Tracking — 70% COMBAT SKILLS: Attacks Per Melee: 6 o t 6 + , Damage o t 8 + , Parry/Dodge o t 7 + , Strike o t 7 + : Bonuses Roll With Punch or Fall, +3 to Pull a Punch, +3 to Strike on Body Block (1D6 damage); Knock-Out/Stun on 17, 18, 19 or 20; . damage 8 1D s doe k Attac k Kic , 20 l Natura n o w Blo h Deat % 98 — Flip k Bac ; feet 0 2 p Lea : Abilities r Othe n give , first e nam y famil e us e (Japanes i Sak u Orok : Profile l Persona name second) was an evil ninja, head of the New York City branch 105 of the ninja clan known as the "Foot." He ran this group and its illegal activities (drug and arms running, assassination, etc.) effec- : identity r othe s hi n i d an i Sak u Orok s a h bot , ruthlessly d an y tivel The Shredder. When Saki donned this fearsome costume, studded with razor-sharp blades, he was almost unstoppable. s wa n Japa m fro k Yor w Ne o t e com i Sak t tha s reason e th f o e On . death t tha e aveng d an , Nagi u Orok , brother s hi f o r kille e th d fin o t was the murderer, living peacefully in New York e th d avoi o t n Japa d fle d ha y The . Shen g Tan , wife s hi h wit y Cit s wa w kno t didn' i Sak t Wha . Nagi f o h deat e th r afte r ange " "Foot's , brutal s Nagi' y b d provoke g bein r afte i Nag d kille d ha i Yosh t tha near fatal beating of Yoshi's lover, Tang Shen. Even if he had known, it probably wouldn't have made much difference. Oroku Saki was obsessed with the idea of vengeance and one night he fulfilled that destiny: He ambushed and killed both Yoshi and his wife. Unnoticed by Saki, Yoshi's pet rat, Splinter, escaped during that fight. Splinter eventually found the turtles and mutated along with . Turtles a Ninj t Mutan e Teenag e th f o n origi e th s wa s Thi . them Eventually, Splinter sent his trained ninja turtles against the shredder g killin y apparentl y b h deat s Yoshi' g avengin n i d succeede y the d an utilize it in making the transmat device which they hope will return Saki. them to their home planet. It was one of their canisters of waste material , battle p roofto s ferociou a r afte e plac k too h deat d presume s Hi e th d starte y accidentall t tha ) site l disposa a o t k truc y b d shippe g (bein at thed climaaroun xd of whiccrawle s h Sakturtle y i (whbab e oth t hadtha e beeooz n g stabbedglowin e in Th th . e chest)mutation ' turtles e thermit e liv a h wit g alon , building e th f o e sid e th f of d plunge f o e on f o t by-produc a , agent l microbia c mutageni a y actuall was n i grenade. Nobody was. found, circuitry althoug c horgani itg must be producin sai t a d s that the turtleexperiment ' s aliens e th did not look too hard for it, assuming that their enemy had been The aliens are not hostile, but are so close to reaching their goal of . bits o t n blow - re y the t tha ) complete t almos s i e devic t transma e (th e hom g returnin 0 18 : S.D.C , 12 : A.R. : Armor s Shredder' e Th : Weapons l Specia spond with undue alarm when the turtles invade their facility in for the body, including face plate and helmet. Arm blades do 3D6 T.M.N.T. #4. damage, two blades on the fist do 2D6 with a punch, on a leap the . each e damag 6 3D r fo s swipe m ar l ful o tw t attemp n ca r Shredde AVERAGE T.C.R.I. ALIEN e Th . also 6 3D r fo s spike r shoulde e th e us n ca e h k bloc y bod a h Wit Attributes: I.Q. 16, M.E. 18, M.A. 10, P.S. 5, P.P.6, P.E. 9, P.B. shin spikes do 2D6 on kicks. Spd, 5 .4 Criminal Record: The Shredder is wanted by international and federal Age and Sex: Unknown authorities. They suspect Saki Oroku, buts hav1b 2 e1 noo t t 6 gathere : d enougWeight 2 : h Level e Siz proof to charge him with anything. NOTE: Several key witnesses Hit Points: 20 S.D.C.: None have "disappeared or had "accidents." Disposition: Calm, rational, quick thinkers. e Non : Features n Huma Powers: Unknown, if any e Non : Psionics l Leve h 6t : Experience f o l Leve e Colleg : Education f o l Leve Scholastic Bonus: + 10 e scienc r o , engineering , medical , Genetics : Occupation Natural Weapons: None Weapon Proficiencies: None e Non : Skills t Comba Criminal Record: None THE SPARROW-EAGLES (Team Characters) CHIRP YENKO S ALIEN . T.C.R.I E TH o Yenk p Chir : Name l Rea . T.C.R.I s a n know y facilit s mysteriou e th n ru o wh s alien e Th Alignment: Scrupulous ("Techno-Cosmic Research Institute") are short, rather strange creatures Attributes: I.Q. 9, M.E. 9, M.A. 11, P.S. 23, P.P. 14, P.E. 25, P.B. 11, Spd. 11 whose natural means of mobility is by stubby cilia on their undersides. Age: 16 Sex: Male Size Level: 6 Here on earth, they use humanoid robot bodies ton geSi tt aroun4f : d witHeight hs mor641b e : Weight ease and with which to interact with the human population. Hit Points: 36 S.D.C.: 64 The aliens fit into the abdominad l cavitieshot-tempere o, f thespushy e , robots and controAggressive : l Disposition s year y thirt r fo h eart n o d strande n bee e hav s alien e Th . there m for m the Human Features: Hands — Full (extra limbs) and only in the last two decades has human science and technology Biped — Full progressed to the point where it is advanced enough for the aliens to Speech — Partial Looks — None 106 Psionics: None l Leve d 3r : Experience f o l Leve g Trainin a Ninj g Lifelon : Education f o l Leve e Non : Bonus c Scholasti e Non : Occupation : Skills c Scholasti Foreign Language - French — 70% Basic Mathematics — 86% First Aid — 65% Pilot Automobile — 98% Natural Weapons: None Weapon Proficiencies: W.P. Paired Nun- chuks, W.P. Bo Staff Physical Skills/Training: u Ninjits : Hand o t d Han Body Building Climbing Gymnastics Prowl — 70% Running Wrestling Espionage Skills/Special Training: % 26 — s Lock k Pic COMBAT SKILLS: 4 : Melee r Pe s Attack Bonuses: No Bonus to Strike, +3 to Parry/ h Wit l Rol o t 3 + , Damage o t 8 + , Dodge Punch or Fall, +3 to Pull a Punch, + 1 to . damage) 4 (1D k Bloc y Bod n o e Strik Other Abilities: Wrestling, Pin or Incapaci- tate on 18,19 or 20; Crush for 1D4 damage. Special Weapons: Pair of Nunchaku BROWN WING g Win n Brow : Name l Rea d Principle : Alignment Attributes: I.Q. 12, M.E. 13, M.A. 12, P.S. P.P, P.E, 21 , P.B12 . ., 28 Spd 17 .1 2 . Age: 16 Sex: Male Size Level: 6 Weight: 62 1bs Height: 4ft 4in Hit Points: 39 S.D.C.: 76 Disposition: Quick, fast to come up with . them d discar o t t fas , plans Human Features: Hands — Full l Ful — d Bipe l Partia — h Speec Looks — None Powers: None e Non : Psionics l Leve d 3r : Experience f o l Leve Level of Education: Lifelong Ninja Training e Non : Occupation Scholastic Skills: Electrical Engineering — 60% Computer Operation — 75% Computer Programming — 55% First Air — 65% Natural Weapons: None

107 . W.P , Wakazashi & a Katan ) (Paired . W.P : Proficiencies n Weapo . aren't!) y (the agents t governmen f o d kin e som e ar s Eagle w Sparro Samurai Bowe . polic e stat d an l loca h wit s relation d goo y enjo s Sparrow-Eagle e Th : Skills/Training l Physica . situation e hostag s dangerou a n i g assistin r afte Hand to Hand: Ninjitsu General Athletics Boxing Climbing — 74/45% Acrobatics Prowl — 70% Running Wrestling : Training l Skills/Specia e Espionag Cryptography — 35% COMBAT SKILLS: 4 : Melee r pe s Attack Bonuses: No Bonus to Strike, +3 to Parry/Dodge, +6 to Damage, + 3 to Roll With a Punch or Fall, + 3 to Pull a Punch, + 1 to Strike on Body Block (1D4 damage). h Crus ; 20 r o 9 1 , 18 n o e Incapacitat r o n Pi , Wrestling : Abilities r Othe for 1D4 damage. . swords i Wakazash d an a Katan f o r pai , Daisho : Weapons l Specia . arrows 4 2 f o r quive h wit w Bo i Samura P CHIR A GORB Real Name: Gorba Chirp Alignment: Anarchist Attributes: I.Q. 13, M.E. 12, M.A. 18, P.S. 17, P.P. 14, P.E. 22, P.B Spd, .11 .9 Age: 16 Sex: Male Size Level: 6 n 9i t 4f : Height s 601b : Weight 0 3 : S.D.C. 6 3 : Points t Hi . annoying t bu , cheerful y usuall , Joking : Disposition Human Features: Hands — Full (extra limbs) Biped — Full Speech — Partial e Non — s Look Powers: None e Non : Psionics Level of Experience: 3rd Level Level of Education: Lifelong Ninja Training e Non : Bonus c Scholasti e Non : Occupation Scholastic Skills: % 57 — l Conversationa , Language n Foreig Spanish Basic Mathematics — 86% % 55 — s Electronic c Basi FRED HAMSTER Navigation — 50% Real Name: Fred Hamster Computer Operation — 75% Alignment: Unprincipled Computer Programming — 55% Attributes: I.Q. 11, M.E. 8, M.A. 12, P.S. 14, P.P. 9, P.E. 10, e Non : Weapons l Natura P.B. 6, Spd. 5 Weapon Proficiencies: W.P. No-Dachi (Larg9 : e Sword)Level e Siz , e W.PMal . : SubSex -9 1 : Age Machinegun Weight: 1971bs Height: 5ft 4in Physical Skills/Training: Hit Points: 18 S.D.C.: 35 Hand to Hand: Ninjitsu Disposition: Schemer, gambler who takes chances. % 74/45 — g Climbin l Ful — s Hand : Features n Huma Prowl — 70% Biped — Partial Espionage Skills/Special Training: Speech — Full Investigative — 40% Looks — None COMBAT SKILLS: Powers: Digging, Tunneling (requires tools) 4 : Melee r Pe s Attack Psionics: None Bonuses: No Bonus to Strike; +3 to Parry/Dodgel Leve d ,2n + 2: to DamageExperience f , o l Leve + 3 to Roll With Punch or Fall) , +3 tbelow o e Pul(se l l a PunchSpecia . : Education f o l Leve e Non : Abilities r Othe % +15 : Bonus c Scholasti Special Weapons: .9mm Mini Uzi, No-Dachi Occupation: Fugitive Note Criminal Record: Currently all the Sparrow-Eagles are under Scholastic Skills: investigation by the FBI. They are checking into claims that the Art (Drawing) — 48% Chemistry — 55%

108 Automotive Mechanics — 56% COMBAT SKILLS: First Aid — 60% Attacks Per Melee: 2 Demolition — 81% Bonuses: No Bonuses to Strike/Parry/Dodge/Damage Demolitions Disposal — 81% Personal Profile: Fred was created by a major oil company. Their Advanced Matd han e — 72%explor d coul t tha e creatur a r alte y geneticall o t s wa n intentio % 65 — e Languag n Foreig actually dig for oil. He was extensively trained (especially in Geology French and Mining Engineering), but was given little or no freedom. Even- Arabic tually Fred rebelled. He overheard a conversation that indicated he Natural Weapons: None could likely be destroyed when a new animal prototype could be Weapon Proficiencies: W.P. Sub-Machinegun created. Physical Skills/Training: None Espionage Skills/Special Training: None At that point Fred laid his plans for escape. He simultaneously Secondary Skills: stole the latest payroll ($73,000), sabotaged an oil well, and took off in a company truck. With him were a good supply of weapons, Disguise — 50% commercial explosives, mining equipment and supplies. Forgery — 40% Special Weapons: Fred has a stash of several sub-machineguns (at % 40 — t Artis e Escap . explosives d an n ammunitio , 4) t leas Sewing — 50% Criminal Record: Fred is wanted by various major corporations and Speak Spanish — 65% % 65 — e Japanes k Spea private security companies (reward: $150,000.) Law enforcement d importe s dangerou d an e "rar a t abou d warne n bee e hav s agencie Pilot Automobile — 85% % 68 — k Truc e Larg t Pilo animal." Pilot Motorcycle — 68% % 68 — t Motorboa t Pilo

109 Other Ninja Turtle s Book e Gam c epi e th g includin s adventure e fiv s provide s Adventure T TMN "Death Trials" of the White Ronin. $6.95. TMNT Guide to the Universe gives you never before revealed e hav h whic s alien r othe f o s dozen d an , Triceratons e th n o a dat d an e spac r fo s rule s Plu . book c comi T TMN e th n i d appeare aerial combat, four adventure comid san c strip. $6.95. - extrapo n fictio e scienc A ! Bomb e th r Afte : Sourcebook T TMN lation of our world decades after nuclear holocaust and where , adventures x si s Plu . life f o r orde w ne e th e ar s animal t mutan . $6.95 ! Stuff t Grea . description d worl d an s map - compan " Bomb e th r "Afte n A ! Hogs d Roa : Sourcebook T TMN ion of post-holocaust mayhem on the highways of the shattered West Coast. Vehicle combat rules, 20 new animal mutations and four adventures complete this package. $6.95. Other Palladium s Game g Role-Playin The Revised Heroes Unlimited RPG enables you to create any , aliens , cyborgs , robots ; character r supe k boo c comi f o e typ martial arts masters, super spies, psionics, mutants, magic and more! Heroes Unlimited is still the only game that covers every aspect of the comic book hero! 248 pages, $19.95. ™ The Role-Playing Game brings to life the power and adventure of the famous T.V. series. Pilot the giant war e transformabl e th , Force e Defens h Robotec e th f o s machine g packin s Destroid l tal t 50f e th d an a mech t comba h Veritec s i y pla o t d nee u yo g Everythin . tanks n te n tha r firepowe e mor . $9.95 y onl r fo e her The Palladium Fantasy RPG creates a fantasy world alive with magic, dragons, demons and adventure. Highlights Include: 19 character classes, 13 different player races including wolfen, troll, ogre, goblin, changeling, elf and others, a quick fun playing combat system, dragons, faeries, monsters, demons, deities, psionics and aspects of magic (cir- cles and symbols) unlike any other RPG. Plus an introductory . $19.95 . pages 0 27 r Ove . adventure f o n versio d expande d an d revampe A . RPG ® Mechanoids e Th our very first RPG, ®! It's a desperate - in e battl s colonist h Eart d outnumbere y hopelessl s a n situatio sane mechanized aliens. A classic! $14.95. 110

BIO-E WORKSHEET FOR ANIMAL l Natura . mutant r you o t e applicabl a dat e th e underlin r o e circl y Simpl . character r you g creatin r fo t shee g lo y eas d an k quic a s i s Thi . blank e th n i l fil o t u yo e requir s Power l Anima d an s Weapon

112