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Requires the use of the d20 Modern Roleplaying Game, published by Wizards of the Coast, Inc.

MPANY
MONDO BELLO TOUR CO
What a beautiful world!

TO: Marketing Vi ce President for


Sales
En ve r Kote x,
FROM: face it,
ug h co up le of years. Lets
is has been a ro invaded or eating
Fellas, I know th is either under water or getting vacation?
most of the plan
et
av e th e ho us e, let alone go on
its own foot. Wh
o wants to le e got a major
go if they do? Wev
And where are th
ey supp osed to ugh this patch.
if we re go in g to make it thro ndo Tour. We need
us The Pronto Mo
rethink ahead of e platinum package:
st ar t wi th th
Lets
this baby.
a new way to sell d Motor
st il l a lo t to do in Fun City an
on. Theres
Focus on the acti
City.

-1-
Damnation Decade is 2006 Green Ronin Publishing, and are used according to the terms of the d20 System
LLC. All rights reserved. Reference to other copyrighted License version 6.0. A copy of this License can be found
material in no way constitutes a challenge to the at www.wizards.com/d20.
respective copyright holders of that material. Damnation The following text is Open Gaming Content: Chapter 2,
Decade, Mythic Vistas, True20 Adventure Roleplaying, Chapter 3, the Statistics sections and all stat
Green Ronin and their associated logos are trademarks blocks in Chapter 4, and Appendix II.
of Green Ronin Publishing, LLC.
Printed in the U.S.A.
D20 MODERN and Wizards of the Coast are registered
Green Ronin Publishing
trademarks of Wizards of the
P.O. Box 1723
Coast, Inc., and are used with
Renton, WA 98057-1723
permission.
Email: [email protected]
d20 System and the d20
System logo are trademarks www.greenronin.com,
of Wizards of the Coast, Inc. www.true20.com

-2-
- Table of Contents & Credits -

A Mythic Vistas Campaign Setting for d20 Modern and True20 Adventure Roleplaying
Design: Robert J. Toth
Editing: Todd Miller Art Direction: Hal Mangold Graphic Design: Marc Schmalz & Hal Mangold Cover Art: Chris Dien
Interior Art: Empty Room Studios (Jeff Cram, Bob Cram, Colin Throm, Keith Curtis,
Rick Hershey, Michael Hamlett, Jia Wang, Cliff Kurowski, and Dan Howard)
Executive Producer: Chris Pramas
Green Ronin Staff: Steve Kenson, Nicole Lindroos, Hal Mangold, Chris Pramas, Evan Sass,
Marc Schmalz, and Robert J. Schwalb
Special Thanks: Stan!, for advice and feedback.
Robert J. Toth would like to thank Chris Pramas and the good folks at Green Ronin for their patience and support;
Hal Mangold and the artists, who made this book fine and foxy; Stan! and Steve Kenson, for all their work on the
rules; my buddies (James Aitken, John Burek, Chris Flaherty, Matt Fritts, Pete Jencius, Chris Keefe, Brian Kirby, Rob
Lawson, Aaron Loeb, Kim Pratt and Bill Simoni), for play-testing and hand-holding (special thanks to Bill and Kim
for their help with the Omegaball and Psychic sections); and Todd Miller, who is as fine an editor as he is a friend.
This game is dedicated to Walker Percy, my hero, Nancy Fitzsimmons,
my inspiration, and Henry, who put the lime in the coconut.

Table of Contents
Introduction ...............................4 Omegaball: The Rules of the Game ...56 Subliminal Seduction ........................95
The State Of Play ..............................59 Artifacts ............................................95
The Players Section: Stanton Spobeck, Naught
We Can Be Heroes...................5 Chapter Three: & the Monday Men ......................97
Chapter One: We Have the Technology ....60 The Dervos .................................... 104
Weapons..........................................60 The Kreelak ................................... 109
The Day the Music Died ........ 6 Ranged Weapons ..............................60 Man Last and Nature Gone Mad .... 113
We Interrupt This Game Armor .............................................62
to Bring You A Brief Public-Service The Sasquatch .................................113
New Armor .......................................62 The Lake Monsters .........................114
Announcement.............................10 General Equipment .........................63
Thats the Name of the Game: ...........11 The Swarm ......................................115
Vehicles ...........................................63 Lone Predators................................116
Whos Who in Damnation Decade ....11 Special Equipment ...........................65
Time Keeps on Slippin, Slippin, Other Creatures? .............................116
Bionics ..............................................65 Man Last ........................................116
Slippin: .......................................16 Drugs ................................................65
A Brief Historical Reference .............16 The Collectivist Powers .................. 117
Artifacts and Relics ...........................66 The Bloc ..........................................118
Chapter Two: I Am...I Said ...... 18 The Gamemasters Section: The Sphere ......................................121
Skills ...............................................18
New Skills .......................................18
Principalities and Powers .. 67 Fedo Malese and the Consortium.... 124
Revised Skills ....................................20 Chapter Four: Scary Monsters Chapter Five: Looking
New Feats ........................................23 (and Super Creeps)..............68 Down on Creation ...............128
Starting Occupations .......................25 Ampersand Vole IV Appendix I: Inspirations ........133
Advanced Classes .............................35 and the Brotherhood .....................68 Read More About It! ...................... 135
New Classes .....................................35 Fulton Gort and the Androids ..........74
Psychic Powers .................................49 Theramin Hunker and the Nagathrite 82
Appendix II:
Psychic Powers: The Ground Rules ...49 Humboldt Suede & True20 Conversion ............. 136
Primary Powers .................................50 the King of the Damned ................89 Index......................................... 139
Secondary Powers .............................55 Demon Worshipers ...........................95 License......................................141

-3-
Welcome
to 1976. The
nations nest and
foxiest are shimmying
into discos and singles bars,
snorting disco dust o mirrors and
bumping their booties to earthshaking
bass lines. Turtlenecked suburbanites spend their
afternoons in group therapy and their evenings with the spouse next
doorsometimes both of them. Youll nd a lava lamp on every mystic named Abednego Trestle, the world as we know it is going
desk, a muscle car in every garage and a pet rock in every pocket. to end at the stroke of midnight on December 31, 1979unless
But dont let the funky facade fool you. This isnt the year you someone does something to stop it.
remember. While the United States of Americo gets its bicentennial Thats your job. Welcome to Damnation Decade.
groove on, the foundations of the world are starting to crackand
unearthly forces are slipping in through the ssures. Inspiration Information
The temperature is soaring. The ice caps are shearing apart, This game takes place in the same tragic universe as depicted in
ooding the coastlines and wrecking the weather. Droughts and lms like Soylent Green, Rollerball and The Omega Man: a world
acid rain are turning farmland to ashes, leaving millions hungry with a wrecked ecology and shattered polity, spiraling toward
and restless. The oil wells are down to their last drop. Even the oblivion as its oceans bubble, disease turns people into zombies
bees are getting angryand organized. and powerful inhuman forces gather their strength for one mighty
And thats just the respectable bad news. Tabloids and trashy strike against mankind. But theres a key dierence.
television showsthe only outlets that seem to be paying The great sci- movies of the 1970s show us a host of dierent
attentionare lled with o-the-wall stories that get more tomorrows, but they all have one thing in common: the world
plausible each passing day. Saucers swooping out of the midnight as we know it has ended. The powers that were botched things
sky to snatch people from their beds. Hulking man-apes stomping upwhether through pollution or social injustice or atomic
through the deep forests on outsize feet. Dinosaurs haunting the holocaustand new ones have stepped in to restore order and
nations lakes. Devils forcing their way into peoples headsand remake the planet in their own image.
turning them into monsters.
The lights go down, and we nd ourselves in a time where our
What the hell happened? Nobody who knows the truth is telling. monuments are in ruins, our customs are forgotten, and alien
But it all seemed to start two years agoon August 9, 1974. forces are rmly in control. Supercomputers kill us when we turn
President Stanton Spobecks dirty tricks had nally caught up with thirty. Corporations buy and sell our souls, or mulch us into protein
him, and he was about to resign before he could get booted from crackers. Fascist chimpanzees hose us down and herd us into zoos.
oce in disgrace. Then a once-in-an-epoch earthquake snapped o Actually, all these movies have two things in common. Not only
the West Coast of Americo and plunged it into the ocean. Spobeck has the world gone wrong, but anyone who challenges the status
stayed in oce in the interest of national stability, promising to face quo is doomed to fail. The planet is too wrecked for salvage, and
the music once the crisis was over (wink wink). the bad guys are too powerful to be overthrown. The most that
But over the next two years things just kept getting worse. The the good guys can hope for is dying with a big, iconic gesture
environment tanked. The monsters (or whatever they are) came out ipping o the system before they make their fatal escape.
of the closet. And Spobeck put the entire Southwest of Americo So how is Damnation Decade dierent? Simple. You can win.
under martial law. He claimed the area had been contaminated and
The game gives you a ghting chance to battle o the bad guys
was facing dangerous aftershocks from the quake. But everybody
by turning back the clock. Damnation Decade doesnt take place
knows hes trying to keep something trapped in there. You cant
in a postapocalyptic world of domes, robots and jewels in the
turn on the news without seeing elliptical reports of massacres and
palm. Instead, youre adventuring during the age of cataclysms
riots across the farm belt. Something big and hungry is on the hunt.
that brings the corporations, chimpanzees or supercomputers to
But what woke it up? And what does it want?
power. Youll follow the clues the bad guys leave as they begin
Nobody is taking this well. Americos cold war enemies are striking their shadowy rise to world domination, gure out their hidden
while the country is distracted, sending invasion forces across their goalsand battle them into submission before they put their
borders and gobbling up huge chunks of the free world. And of boot on the face of the human race.
course, back at home, the nation is partying in deep denial, shaking
This book is divided into two sections: We Can Be Heroes and
their moneymakers in lavish BootyDome dance halls or cheering
Principalities and Powers. The rst of these, aimed at players,
along to Omegaball, the blood sport that has become the fastest-
oers a more detailed look at the game world, as well as new
growing pastime in the world. Others have taken refuge in secular
starting occupations, advanced classes, skills, feats and equipment.
cults promising everything from a peek at your past lives to a ticket
The second section, designed for GMs, includes background on
on an ancient astronauts ying saucer.
the enemies your players will be facing and dozens of adventure
Just about the only people who arent partying up a storm or hooks for bringing them into your campaignas well as a look
making a power grab are you and your team of adventurous at how to defeat them and stop the doomsday clock. Players
friends. Why? You know something everybody else doesnt. be warned: if you read all of that stu, youll spoil the games
According to the prophecies of an obscure sixteenth-century mysteries!

-4-
The Players Section:
We Can Be Heroes

Undoubtedly something is about to happen.


Or is it that something has stopped happening?
Is it that God has at last removed his blessing from the
U.S.A. and what we feel now is just the clank of the old
historical machinery, the sudden jerking ahead of the
roller coaster cars as the chain catches hold and carries us
back into history with its ordinary catastrophes, carries
us out and up toward the brink from that felicitous and
privileged siding where even unbelievers admitted that
if it was not God who had blessed the U.S.A., then at least
some great good luck had befallen us, and that now the
blessing or the luck is over, the machinery clanks, the
chain catches hold, and the cars jerk forward?
Walker Percy, Love in the Ruins
The Ice Age is coming, the suns zooming in
Engines stop running, the wheat is growing thin
A nuclear errorbut I have no fear
Cause London is drowning, and II live by the river
The Clash, London Calling

-5-
- Chapter One: The Day the Music Died -

1
1 For centuries, events in

1
the Damnation Decade world
closely mirrored our own. History
saw the same parade of pharaohs and
madmen, revolutionaries and zealots; nurtured the

1
same physics, faiths and arts; suered through the same plagues
and crusades. You wouldnt recognize the names, and youd squint At the same time, Yobars ostensible ally Dao Hong was making
at the faces, but within a sentence youd know the stories. power grabs of his own. Hong, Beloved Chief Executive of the
Sphere, a sprawling collectivist state that dominates the Far
Then, on August 9, 1974, history took a sharp turn. An earthquake Eastern continent of Sina, quickly snapped up the democracies

1
of incalculable strength struck the West Coast of Americo, o his coast, the commercial powerhouses to his south and the
rending the edge of the continent and sending it into the Elatic divided nation to his north. Now Hong, like Gogol Yobar, has set
Ocean. The aftershocks hurled tidal waves thousands of miles to his sights on a tiny country that has already seen more than its
the west, swallowing archipelagoes and swamping coastlines. share of bloody intrigue: Mango.

1 Millions lost their lives, but there wasnt time to mourn. Seconds
after the quake, scientists picked up huge spikes in the ambient
temperature worldwide. Within hours, the polar ice caps began to
shear apart and the oceans rose. This played havoc with weather
In the 1950s and 1960s, the collectivist powers had backed the
northern half of the country in a brutal campaign against the
West-leaning south. Americo met this cold war challenge with

1
gaes and half-measures, and eventually abandoned the conict in
systems, plunging tropical areas into permanent monsoon seasons the face of mounting public opposition. Then the punishing tidal
and reducing huge swaths of northern farmland to dust. waves of August 9 exposed deep oil elds o Mangos coast, on the
Just as the climate was going haywire, nuclear power plants southeastern tip of Sina. Now, with oil drying up everywhere else,

1
around the world began to melt down, poisoning the surrounding the collectivists are planning to kick out their puppet regime and
environment for hundreds of miles. The pollution quickly seeped invade Mango outright for its fuel suppliesand are openly daring
into the ground water, or got drawn into the sky as acid rain, Americo to do something about it.
and spread the devastation even further. It seemed like things Why hasnt the country responded rmly to these challenges?

1
couldnt get worse. But then, as cities or even whole countries Americo has its hands full with political mischiefand
were struggling for ways to restore power, the price of energy incomprehensible horrors.
went through the roof.
On August 9, 1974, President Stanton Morango Spobeck was
Why? On August 9, when the sky started falling, revolutionary preparing to announce his resignation to the world. Months

1
strongman Fedo Malese saw an opportunity. With a series of earlier, a pair of enterprising reporters had linked Spobeck to a
lightning invasions and arm-twisting diplomacy, he seized control bungled break-in at his opponents headquarters during the 1972
of the Consortium oil syndicate and turned the cartel from a campaigna verdict that Congress was just about to endorse.
commercial confederation into a political one: a millennial empire, Spobecks departureit was widely hopedwould close the

1
with himself at the head, stretching across the desert lands of book not only on his own troubled presidency but on the social
Maddamar. Then he announced a round of devastating price hikes turmoil of the previous decade.
that would empty treasuries across the world.
Then came the great quake, and Spobeck tore up his resignation.
Everyone knows why Malese needs the money: the oil is drying

1
He made the announcement as smoothly as hed done anything
up, and his long-oppressed people will revolt if the petrodollars in his career, promising to face the music at a congressional
run out. And it doesnt take a genius to realize that hes building hearing as soon as the survivors had been rescued and the damage
a war chest for an invasion of Aleph, the nearby nation whose contained. It didnt work. Even as troops and volunteers headed
people have a tangled cultural and religious history with the

1
west, protestors ooded the streets and marched on the nations
Maddamarans. The Consortium nations have laid siege to Aleph capital, District One, accusing the president of exploiting the
before, and have been repulsed in humiliating routs. But this time disasterif not orchestrating it himself.
Malese seems to have something up his sleeveand hes denitely
lunatic enough to push the world to the brink of nuclear war to The angry voices got louder when, just a few days later, Spobeck

1 get what he wants. declared martial law throughout the Southwest. He pointed to a
string of unstable nuclear reactors and toxic spills in the area, and
The Maddamaran wasnt the only dictator to take advantage of the dangers of aftershocks from the quake, but the protestors drew
Americos distraction on August 9. Most ruthless was Gogol their own conclusions. Another smokescreen, they saidand a rst

1
Yobar, president-for-life of the collectivist empire known as step toward locking down the rest of the country.
the Bloc, and Americos archenemy in a decades-long cold war.
Ignoring the devastation his own people had suered on the But as the weeks wore on, it was obvious that something real
fateful August day, Yobar launched a drive deep into Esperanto and dangerouswas going on behind the barricades. Something,
perhaps, that not even Spobeck could understand or control.

1
the birthplace of Western civilization and currently a cold war
chessboardand across the snowy deserts of Sina to his east. Most ominously, the state of Alamo, which Spobecks forces
Leading his onslaught was the Purity Wall: a four-foot-thick had entirely cordoned o, had gone silent. No phone calls, no
barrier of black iron advancing on tank treads. radio signals, no vehicle trac. And yet something seemed to

-6-
- Chapter One: The Day the Music Died -

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-7-
- Chapter One: The Day the Music Died -

1 The History Book On The Shelf Is Always Repeating Itself


For the most part, you can assume that anything that happened in our world up to August 9, 1974, also happened in the
Damnation Decade universe. So you can rely on your knowledge of real-world history and culture as a guide to the back story

1
of this game. At the same time, remember that some people and incidents have been compressed or eliminated in the interest
of streamliningor radically changed to serve a sci- storyline.
Also bear in mind that these arent the 1970s youre used to. Aside from the supernatural horrorswhich youll nd out about

1
soon enoughculture and politics have been turned upside down. In the real world, the resignation of a certain widely despised
president, and the end of a divisive war, seemed to signal that the upheavals of the 1960s were over and the nation could start
to heal. In Damnation Decade, the president didnt leave, the war seems to be ring up again, and on top of everything else the
world has started falling apart. Not only have the old wounds not closed, they look to be getting even redder and rawer.

1
Meanwhile, the motives behind the Me Generation are radically dierent. These self-involved pleasure seekers arent trying
to take a break after the punishing cultural conicts of the 1960s, as in our world. Instead, with the Earth spiraling toward
oblivion, theyre whistlingbetter make that hustlingpast the graveyard. These days, the only honest answer to Whats
your sign? is Dead End.

1
There will be more guides to the national mood, and recent history, throughout this section. The GM will get his own look at the
state of play in part two of the book. If you get overwhelmed by all the new names, see the index at the end of this chapter.

That Other Eden

1 Americos staunchest ally in world aairs is Hardcastle, a stout-hearted island state o the Esperantan continents northwestern
coast. It has contributed troops to all of Americos cold war adventures, and its daring secret service has foiled numerous
collectivist plots. But Hardcastles ghting spirit is in danger of cracking.

1
Youth gangs in bizarre stylized costumes rule the streets, murdering and raping with impunity. The states economy is in
constant danger of collapse under bloated social-welfare programs and endless labor strikes. Governments are voted out of
oce seemingly on a monthly basis, and none of them have been able to stop the enervating guerrilla war with the island
nation to the west. The public has begun to see Americo as a threat rather than a friend and ally. It doesnt help that the face

1
of Americo is Stanton Spobeck.
Hardcastles former colonies have come to very dierent fates. The sprawling Sinan nation of Kish, which freed itself from
Hardcastle decades ago, has transformed itself into a centrally planned democracy. Since August 9, Kish has been hard hit
by oods, earthquakes and mudslides, and has suered a terrible loss of life. Moreover, neighboring enemies have used the

1
opportunity to stage forays across the border, raising the specter of all-out warpossibly nuclear.
O the coast of Tang lies the city-state of Kontan, a thriving commercial empire that was overrun by the Sphere in the wake
of the ecological disasters. Hardcastle has lodged numerous formal protests about the capture of its colony, to no avail. Now

1
Hardcastles government is split over the proper response: a sizable contingent of ministers is trying to persuade Americo to
launch a joint invasion to free the island.
Far toward the South Pole lies the vast island nation of Agaland. Since August 9, the country has largely been cut o from
the outside world, and in the face of material deprivation many of its people have fallen into savagery. Its sprawling deserts

1
are home to semi-mutated road gangs who extort the surviving communities for gasoline and other essentials. The only thing
keeping them in check is a handful of near-superhuman highway patrolmen (the Bronze Squad) who tear down the endless
blacktop in nitro-burning V8 cruisers.
Meanwhile, melting ice caps have caused untold havoc in Stanard, another former Hardcastle colony that borders Americo

1
to the north. Most of the great nation has been ooded and turned into a vast post-Arctic marshland. Refugees are pouring
south, although many have decided to head to Hardcastle.

1
be spreading outward from there, something silent and sinister. Or consider those campers who got torn apart in the Barrier
Every night brought reports of National Guardsmen massacred Mountains: it was bears, no questionif you believe the nightly
in clashes with unseen enemiesor small towns that had to news. But what about that backwoodsman with stories about
be rescued from bloodthirsty nocturnal armiesor bands of giant ape-men hungry for human esh?

1
survivors who would rather kill themselves than tell their stories. Likewise, respectable scientists insisted the rise in animal attacks
All of that was terrifying enough. But if you believed the stories on peoplekiller bees, maniac rats, predatory sharkswas just
circulating outside the respectable newspapers and television a statistical blip. But everyone who survived those attacks told

1
news programs, the horrors from Alamo were just the beginning. the press (or at least the tabloids) that the creatures seemed to
Americo seemed to be facing a rogues gallery of otherworldly have a cunning and malice that was almost human. And it goes
predators. without saying that all the lights racing across the rural sky were
For instance, the papers said it was the gales of November that more than swamp gas and weather balloons. Did those cattle just

1
sank the Gordon Lightfoot and its twenty-six thousand tons of mutilate themselves?
iron ore. But a bunch of local yokels told Beyond the Barrier With Most of Americo is ducking those kinds of questionsas well
Herman Purvis that they had seen a long, snaking shadow gliding as the general specter of death and devastationby funking
along the very same lake just hours before the ship went down. itself into oblivion. Drug salesillegal and over-the-counter

-8-
- Chapter One: The Day the Music Died -

Living For The City


As youve seen, the whole world is suering through tough times. Youll have chances to go abroad and help out rsthand, but 1
1
your meat-and-potatoes adventures will take place in Americothe locus of paranormal activity on the planet (for reasons
youll discover as you get deeper into your campaign). You and your GM can choose any city you wish as a home base, provided
it wasnt washed away in the great quake.
When youre devising the details of your home town, remember: this is a very dierent country than the one youre used to.

1
Americos cities are falling apart after years of riots and nancial mismanagement. Businesses and middle-class residents are
eeing the urban core. The people who stay behind face a crumbling infrastructure, stratospheric crime levels and indierent
public ocials. Meanwhile, in the farmlands, environmental catastrophes and supernatural horrors have turned huge chunks of
the Middle West into a war zone, as farmers ght o pollution by day and hideous creatures by night.

alikeare through the roof, and the dance halls are packed every
night, especially the new chain of BootyDome franchises. These
It will mean three years of the bloodiest battles in human history,
and the heroes will have no margin for error. If they let even one 1
1
towering, terraced discotheques are notorious for hosting not enemy slip through the net, the world is lost. But if they win, they
only the hottest acts but also scores of drug dealers; sometimes will deliver an epochal body blow to the forces of eviland drive
the clubs even spray atomized narcotics down onto the dancers. them into hiding for ages to come.
People who cant get through the velvet ropes occupy themselves Sound groovy? Then get to work!

1
with Omegaball, a no-holds-barred version of lacrosse that has
captured worldwide attention, and only minor censure, for its
unapologetic brutality.
Those with a spiritual bentand who wouldnt lean that way in Host Of Horrors

1
dire times?have mostly abandoned mainstream religion for the
easier answers of self-help cults. Hunker Obliterative Processing
(HOP) promises to tell you how to think for yourself and nd
fulllment through radical selshness. Dj You will cure what

1
ails you by putting you in touch with your past lives. Man Last
teaches you to reject human society and embrace all-nurturing
Nature. And the Seed of Sirius will get you in good with the
ancient astronauts who taught us everything worth knowing ten

1
thousand years ago.
For Americo, the future looks bleak. Reports of the unexplained
seem to be increasing, to the point of becoming an open secret in
national conversation. The Bloc and the Sphere are still gaining
ground, while Americo remains too distracted to check them
except perhaps in Aleph and Mango, which could easily turn into
nuclear ash points. Stanton Spobeck, meanwhile, is up to his
old tricks, using abstruse constitutional arguments to justify a 1
run for a third term in oce. If he wins, angry protestors may
well tear the country apart. If he loses, the nation will be stuck
with either Quantrill Biscuit, the Brand X governor of a southern
state, or Door Number Three: Humboldt Suede, media magnate 1
and founder of the notorious mens magazine Bedfellows, who has
mounted an unexpectedly strong independent candidacy.
And then theres Abednego Trestle. This sixteenth-century mystic, 1
1
who left behind a book of startlingly accurate, if maddeningly
hard to decipher, predictions, has correctly called every major
event since his death, from world wars to assassinations to royal
abdications. But thats nothing compared to what hes predicted

1
will be coming next. Lean and looming, with tar-black hair and a horsy face,
Herman Purvis rose to fame portraying Tanko, the
Whether by chance or design, one of bad guys plaguing the planet
numinous alien counselor on the cult television series The
will bring about the end of the world as we know it on December
Sand Puppies. Now Purvis has traded the blue pajamas of
31, 1979, at the stroke of midnight. Which one? Trestle isnt clear

1
the Extra-Terran Expeditionary Force for a beige blazer,
on the pointwhich means that even if one faction of malefactors
black turtleneck and tight checkered slackshis uniform
falls down on the job, another might rise to take its place at the
of choice for leading viewers Beyond the Barrier once a
doomsday switch.
week. In a little under a seasons worth of shows, Purvis has
But Trestle leaves some room for hope. Unlike his other predictions,

1
given audiences a glimpse of lost continents, lake monsters
he says, these visions came swathed in a fog of uncertainty. Trestle and size twenty-ve footprints. For a team of adventurers
has seen a band of righteous heroes who mightjust mightbe battling the unseen enemies of mankind, Purviss program is
able to take on every last villain in turn and battle them into a solidif not always reliableroadmap to the unknown.
submission.

-9-
- Chapter One: The Day the Music Died -

We Interrupt This Game to Bring You


1 A Brief Public-Service Announcement
1 Social commentary ruins our evening when were roleplaying,
and sends us running for the hills in real life. So weve tried to
it wont aect your campaign. (While were on the subject,
Damnation Decade is gender-neutral: men and women are

1
keep it out of Damnation Decade as much as possible. That said, considered equal in all practical matters, and no occupations
you cant make a reasonably accurate game about the 1970s are o-limits to either sex.)
even a fantasy version of the 1970swithout bumping up against Drugs: Likewise, the hyperactive drug use of the seventies
sex, race, drugs, religionall that fun stu. both illicit snorts in nightclubs and doctor-prescribed

1
Wherever possible, this game leaves the hot-potato issues up to mood-bendingends up as a focal point for some of the
you. In some cases, we have included basic rules or character classes supernatural malefaction. Along those lines, we include a few
that address these delicate areas, but you can easily modify them or rules for guring the eects of drugs on characters abilities.
leave them out of your campaign if theyre not to your taste. On the But, once again, you can largely move the subject ostage

1
other hand, you could crank the controversy up to eleven and run without damaging your campaign.
the gonzo game to end all gonzo games. Its our view that those Race: Damnation Decade is ocially color-blindunlike the
matters are generally best handled with old-fashioned storytelling world at large in the 1970s. The integrationist movement
and roleplaying, not skills and feats. had collapsed under the weight of assassinations, widespread

1 Heres a closer look at some of the most radioactive topics.


Sex: Like many of the revolutions of the sixties, sexual
liberation spent the seventies going mainstream. Gender roles
ill will and a new generation of radicals who didnt want to
submerge their ethnic identity. Instead, they elevated it to a
point of pride and in some cases dened themselves by it.

1
were demolished as free love got commodied and the womens Simply put, were not going to go there. Game mechanics are
movement spread. Gay people stepped out of the shadows to too blunt an instrument to handle a delicate issue like race.
demand dignity and acceptance in public life. Divorces and In our view, the subject is best treated like any other aspect of
abortions soared. character background: if you want to be Shaft, write the name

1
on your character sheet and roleplay the hell out of it.
This game uses the sexual revolution and its aftermath as a
backdrop for otherworldly mischief, and introduces a handful Religion: This game makes a lot of hay out of the decline of
of rules related to sex. But in general its not a centerpiece of the traditional religion in the seventies and the rise of kooky do-
game world. You can sidestep this area entirely if you wish, and it-yourself mysticism (not to mention demonic possession and

1
exorcism). That said, we try to be as nonsectarian as possible.
The deity is referred to as the Old God throughout, not
only to highlight how antique mainline belief felt back then,
The Man Who Saw Tomorrow but to avoid using a name traditionally associated with one

1
Physician, astrologer and court seer Abednego Trestle religion or another.
was a leading light in his own timebut lay forgotten Moreover, the game assumes that all religions worship the same
for centuries after his death in 1566. Only now, with the Old God, and that any conicts and doctrinal dierences arise
world cracking to pieces, have scholars rediscovered the from varying interpretations of the same basic beliefs. Obviously,

1
great mans urgent omens. in the real world, thats not true, and to many believers its an
Translating Trestle is a bear of a business. He wrote in appallingly oensive notion. For game purposes, its the simplest
elliptical quatrains and jumped among his native tongue way to deal with endlessly sensitive issues. If you think your
campaign would benet from a more naturalistic approach to

1
and at least three other languages. So far, the Trestle
Projecta team of translators working at Fun City religion, feel free to ll in details as you see t.
Universityhas worked through only several hundred Along those lines, its also up to the GM and players to invent
pages of the thousands Trestle left behind. the Old Gods doctrines. But dont just dress up prevailing mores

1
Trestles complete works are broadly available in the in spiritual language. Remember the state of the world: people
original, and translations can easily be found for the in the Western world are abandoning mainstream churches
period ending around 1945. To translate Trestle yourself, to worship at the altar of Mewhile believers in collectivist
you will need the Speak Language skill for all the dialects states are putting their lives on the line to keep the faith in

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he usedTota, the ritual language of a huge sect of secret ceremonies behind closed doors. Something about the
Old God worshipers; the medieval versions of Trestles Old Gods message must oer a rebuke to the self-absorbed
native tongue, Fleurese, and Faustlander; and ancient and hope to the aicted. So no easy answers! Thats what UFO
Alephite. (The modern versions of these languages wont cults are for.

1
do the trick.) From there, you will need to make a DC 30 Foreign Aairs: The seventies oered little hope for an end
Decipher Script check for each quatrain. to the cold war. At best we got dtente, which locked the big
Do you need to load up on all those skills to play the players into a permanent standoat worst, realpolitik, which
game? No. In most cases, your GM will create a character turned the rest of the world into a chessboard. Millions died

1
who serves as your introduction to Trestle (such as a in purges and proxy wars; millions more became refugees.
patron or a contact in the Trestle Project) and feeds you Unlike many of the other touchy topics in this section, theres
prophetic clues at critical points in the campaign. not much room for improvisation here. The cold war makes
up a huge part of Damnation Decades back story, and casts a

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- Chapter One: The Day the Music Died -

1
long shadow over its future. You can certainly push the political We have tried to be as fair as possible, but, ultimately, this isnt
intrigue ostage, but dropping it entirelyor redening who a history book. Its a fantasy game, and it needs o-the-wall,
the bad guys and good guys arewould radically change the black-and-white conicts as fuel for adventures. In this context
game. you can only play around with shades of gray for so long.

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We realize that people will be arguing about the cold war until The Bottom Line: Please take Damnation Decade in the spirit
the world really does come to an end, and that the Goldwater it was intended: a fond, hopefully entertaining homage to a
and the McGovern crowds alike will nd lots to gripe about in deadly earnest genre of movies and a generally o-kilter era.
these pages. We paint with a very broad brush in the interest It is emphatically not the intention of this game to present a

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of space, coherence and playability. Some big names on both statement, treatise or manifestojust an excuse to blast bad
sides of the political spectrum end up as icons of apocalyptic guys in a funky fantasy world.
evil, whether they deserve a wholehearted tarring or not. Enough caveats! Lets get back to the game.

Thats the Name of the Game:


Whos Who in Damnation Decade 1
Aboriginal Nations: The rst inhabitants of Americo. After Arcitan: A tiny Southern Esperantan city-state that is home to 1
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August 9, 1974, facing endless sieges by nocturnal horrors, the Earthly Father, spiritual leader of a huge faction of Old
they abandoned their government reservations and moved into God worshipers.
Howes Chasm, a vast canyon in the Southwest. Arpad: The rst nation to fall to the Bloc after the great war
Agaland: An island nation near the South Pole and former colony against the fascists three decades ago. Known for its spices and
of Hardcastle. Agaland lost touch with the outside world after
the disasters of August 9, 1974, and by now has largely descended
into savagery.
crafty inhabitants.
Bando, Mackey: Captain of the championship Fun City Skyliners
Omegaball team. A swaggering sensualist. 1
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Ahitken I: A god-emperor of ancient Taza. An exhibition of Barrier Mountains: The huge chain that divides the continent of
treasures from his burial obelisk is currently touring Americo Americo.
to great acclaim.
Basta: A collectivist island o the southeastern coast of Americo.
Alamo: A prosperous southwestern state and oil-industry Lost to tidal waves and rising oceans on August 9, 1974.

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capital that went dark on August 9, 1974, cutting o all
communications and trac with the outside world. Currently, Bedfellows: The notorious mens magazine founded by Humboldt
president Stanton Spobeck has imposed martial law there and Suede. Its icon is the Bedfellow of the Month; its slogan, Up
cordoned o its borders. for Anything!

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Aleph: A small nation in the vast desert region of Maddamar. Biscuit, Quantrill: The major-party challenger to Stanton
Its people have a tangled cultural and religious history with Spobeck in the presidential race. A soft-spoken, Old-God-
the other nations in the region. Alephs capital is Tasmadar, an fearing man, he is the governor of the prosperous southern state
ancient city with profound spiritual importance to many factions of Dixon.
of Old God worshipers.
Americo: Your home base. A troubled but still powerful republic in
the Western hemisphere. To the north is the nation of Stanard,
Blatt, Mandrake: A Middle Western senator and Quantrill
Biscuits running mate.
Bloc: A collectivist empire centered on the eastern Esperantan 1
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now reduced to a vast post-Arctic marshland; to the south, nation of Kronstadt. Its ruler is a dictator named Gogol Yobar.
Suramerico. On August 9, 1974, the Bloc undertook a massive invasion of

Clients And Allies


Below the world-class cold war powers are numerous unaligned states where Americo is battling the Bloc for inuence or
outright control. Many of these nations have been cunning enough to realize their importance to the clashing empires and
play the sides o each other whenever possible. 1
With the big exception of Mango, most of the ghting is in Swelt and Suramerico. The former is a vast southern continent, rich
in minerals, whose climate ranges from desert to lush jungle. After centuries of exploitation by foreign powers, the people of
Swelt are trapped behind ill-considered national boundaries and ruled largely by lunatic kleptocrats who use the power of oce
1
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to indulge grudges against tribal enemies. Enforced famine and mass murder are tragic facts of life.
Across the Lemuric Ocean is Suramerico, a honeycomb of nations ruled by autocratic strongmen and riddled with rebel
movements just as brutal and greedy as the thugs theyre trying to overthrow. Suramerico also hosts a large population of
Faustlanders, who ed there from Esperanto during the nal days of the last great world war. A sizable minority of them are

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fugitives from war-crimes tribunals.
For Americo, the continent is a vital source of many rapidly vanishing resources. Suramericos rainforestsdwindling just as fast
as Sweltscontain a wealth of vital medicinal plants and herbs, and its waters are home to many oshore oil wells.

- 11 -
- Chapter One: The Day the Music Died -
its neighbors in Esperanto and Sina, and has even greater Fun City: A northeastern metropolis in Americo, capital of the

1
ambitions. nations art, culture and business. Home to Humboldt Suede
BootyDome: A chain of towering, terraced dance halls operated and his Sound & Vision media empire.
by the Sound & Vision Corporation. The most famous outlet: El Gordo: A former gambling haven in the desert Southwest of

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the trs chic BootyDome 57 in Fun City. Americo. Now the nexus of relief eorts on the West Coast.
Cartagh: Capital of the Consortium. An ancient desert nation Gordon Lightfoot: A cargo vessel lost under mysterious
on the northern shores of Swelt. circumstances in the Great Inland Oceans. Memorialized in a
Consortium: A league of oil-producing nations in the vast desert hit song by Stanardian folk singer Edmund Fitzgerald.

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region of Maddamar. On August 9, 1974, a revolutionary Gort, Fulton: An automobile titan and long-lived curmudgeon.
strongman named Fedo Malese took control of the group, His Gort Motor Corporation is one of the largest employers
turning it into a political and commercial empire. in Motor City.

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Council of Nations: A diplomatic collective, based in Fun City, Gort, LeHigh: Stanton Spobecks vice president. An amiable
dedicated to maintaining world order. goof and former college football star. No relation to the auto
Cozy Cola: A tremendously popular soft drink. Get that Cozy tycoon.
feelingtoday! Gort, Miranda: A granddaughter of the auto titan. Kidnapped

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Custer, Bunkham: Shipping magnate and owner of the by a radical group called the Kaveat Vendor Alliance in the
championship Fun City Skyliners Omegaball squad. spring of 1974 and brainwashed into taking part in robberies
and terror attacks.
Daijong: A stubbornly independent nation that was overrun by
Great Inland Oceans: Five massive lakes on Americos northern

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the Sphere after August 9, 1974.
border. After the melting of the ice caps and ooding of
Dao Hong: Leader of the Sphere, a collectivist empire on the Far Standard, the lakes have spread to link the Elatic and Lemuric
Eastern continent of Sina. A quasi-intellectual thug. oceans.
Dj You: A psychotherapeutic collective that promises to cure

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Guess My Name: An immensely popular game show and a haunt
your neuroses by putting you in touch with your past lives. for decrepit mainstream celebrities who survived the great
District One: The capital of Americo. quake of 1974.
Dixon: A prosperous southern state. Quantrill Biscuit is its Halfway to a Threeway: Jiggle comedy involving a single man

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governor. It is also home to the Hunkerdome. who pretends to be blind so he can share an apartment with
Earthly Father: Spiritual leader of a huge faction of Old God two female lipreaders.
worshipers. Hardcastle: A plucky democracy o the coast of Esperanto and
Americos closest ally in the cold war.

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Eden Atoll: An archipelago that inspired Theramin Hunkers
landmark exploration of primitive sexuality, Coming of Age in HARM: A wildly popular glam rock band that performs in
Eden Atoll. It is currently home to Escobar Savarins popular elaborate makeup.
vacation resort. Hewland: A Middle Western city on the edge of the Great

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Ekumen Games: World-class amateur athletic contests, held Inland Oceans. Notable for the re that has been raging on its
every four years. lake since August 9, 1974.
Elatic Ocean: The vast western ocean that separates the Hiko: A commercial-powerhouse island nation that was overrun
continents. by the Sphere shortly after August 9, 1974. Hiko fought on

1 Esperanto: A huge continent in the Eastern hemisphere that is the side of the fascists in the last great world war and was
the cradle of Western Civilization. Currently under siege by decisively walloped for its eorts.
Gogol Yobar and the Bloc. Howes Chasm: A mammoth canyon in southwestern Americo,

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Fascists: The opposition forces in the last great global war, currently home to the Aboriginal Nations and the scene of a
centered in the nations of Faust and Hiko. Many war criminals stando between the natives and government forces.
escaped to Suramerico at the close of the conict. Hunker, Theramin: Legendary social theorist and founder of the
Fat, Horselover: Cult science-ction author. Presumed lost in Hunker Obliterative Processing (HOP) self-help seminars.

1
the great quake of 1974. Hunker Obliterative Processing (HOP): A series of self-help
Faust: A huge nation in Esperanto, and a center of the fascist seminars designed by social guru Theramin Hunker. The
movement during the last great global war. Currently occupied courses teach radical selshness and emphasize that there is a
Nil at the core of human life.

1
by Gogol Yobars forces.
Feta, Bellow: Stanton Spobecks original vice president, a seething HunkerDome: The headquarters of Theramin Hunkers
loudmouth who was forced to resign after a bribery scandal. Hunker Obliterative Processing (HOP) seminars. Located
in Dixon, this glassed-over compound encloses thousands of
Fitzgerald, Edmund: Stanardian singer/songwriter, best known

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acres and provides a hermetic environment for Hunkers social
for his paean to the lost cargo vessel The Gordon Lightfoot. experiments.
Fleur: A cultural hub in Esperanto and most likely the next Jencia: An ancient tribe of wanderers, concentrated in Eastern
target of Gogol Yobars forces as they push west across the Esperanto.

1
continent.
Kaveat Vendor Alliance: A radical criminal group dedicated
Fontana: The state at the southeastern tip of Americo, currently to smashing the honky capitalist establishment. They came
reduced to a vast acid swamp by ooding, pollution and to national prominence by kidnapping and brainwashing
pounding hurricanes. Miranda Gort.

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- Chapter One: The Day the Music Died -

The Fortress At The End Of The World


The nation of Aleph lives on a knife edge. It occupies a minuscule sliver of land in Maddamarsmaller than most states in Americo 1
1
and has no natural resources but its people. Its neighbors have been at war with Aleph more or less constantly since the nations
founding decades earlier, to settle ancient cultural scores and modern political ones. The Maddamarans have lost every battle, usually
in humiliating routs, and Aleph ended up annexing chunks of their territory, and whole communities of their people, as a buer.
But this time Fedo Malese looks capable and crazy enough to nish the job. The Alephiteswho were the focus of the

1
fascist death machine during the last great global war and have been subject to purges and persecutions throughout their
historycan read between the lines of Maleses speeches. He wants the holy city of Tasmadar. The ancient site holds profound
importance for many factions of religious believers, but the Alephites trace their claim back thousands of years to a covenant
with the Old God himself. Of course, no small number of outsiders, including the rest of Maddamar, challenge that account

1
or claim it has been superseded.
A siege will force Aleph to face the ultimate question: Will it use its small stockpile of nuclear weapons against the enemy capitals?
The nation restrained itself during the last attempted invasion, but a protracted attack might force it to do the unthinkable. If that
happens, the great powers would certainly interveneand the nuclear conict could end up going global.

Kirbograd: A coastal nation in northern Esperanto that has


attracted attention for wildcat strikes against its masters in the
Obelisks of the Elders: Towering burial monuments to the
pharaohs of ancient Taza. 1
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Bloc. The strikes are led by the countrys upstart labor union, the Obstat, T. Nestor: Long-serving chief of Americos internal
Lobstermen. intelligence services. He passed away shortly after the tragedies
Kish: A former colony of Hardcastle, and currently a hugely of August 9, 1974.
populated democracy in Sina.

1
Old God: The immortal being that created the universe. His
Kontan: A former colony of Hardcastle, this island nation and stock is on the wane lately.
commercial hub was overrun by the Sphere shortly after August Omegaball: A brutal blood sport that is fast becoming the most
9, 1974. popular pastime in the world.

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Lemuric Ocean: The stormy eastern ocean that separates the Pratt, Ethel Ambrose: Secretary and condant to Stanton
continents. Spobeck. A key gure in his impeachment hearings.
Leng: The capital of Tang and seat of power of the Sphere. Purity Wall: A black steel barrier, moving on tank treads, that

1
Lime Cordial: An immensely popular dance band. Authors of the entirely surrounds Gogol Yobars territory.
chart-topper Love to Baby My Baby. Purvis, Herman: A cult television star and lately host of the
Lobstermen: A union of dockworkers in Kirbograd, a coastal news-of-the-weird program Beyond the Barrier With Herman
nation in the Bloc. They take their name from amphibious Purvis.

1
heroes of Esperantan folklore. Savarin, Escobar: A mysterious adventurer who runs a fantasy
Lomack, H.D.: Bank robber who became a folk hero following resort at Eden Atoll.
his mysterious disappearance on August 9, 1974. Lomack Seawall Peaks: The northern and southern mountain ranges that
parachuted out of a plane with a suitcase full of loot and vanished

1
now form the western edge of Americo.
into the wilds of the Southwest.
Seed of Sirius: A crank UFO cult that promises to put its
Maddamar: A vast, oil-rich desert region in the Eastern hemisphere. members in touch with the ancient astronauts that seeded
The home base of the Consortium. human culture.

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Malese, Fedo: Leader of the Consortium. Visionary strongman Shels Rock Pile: A hit music-and-dance show lmed on location
with millennial pretensions. at BootyDome 57 in Fun City.
Man Last: An environmental group that agitates to save wildlife, Simoni: A city in southern Esperanto that was buried in volcanic
stop development and end pollution.

1
ash centuries ago. Excavation eorts are attracting lots of
Mango: A peninsular nation on the southeastern tip of Sina. The publicity.
site of a bloody ten-year cold war battle between Americo, the Sina: A Far Eastern continent that is home to the Sphere.
Sphere and the Bloc. The disasters of August 9, 1974, revealed
Skyliners: The reigning champions on the Omegaball circuit.

1
deep oil elds o Mangos coastpossibly leading to a new
struggle for control of the tiny nation. The team is based in Fun City; its stadium is the Custerdome.

Maxi, Richard: Former glam rocker, currently electronic-music Sphere: A collectivist empire on the Far Eastern continent of
pioneer specializing in menacing atonal sounds. Sina, centered on the sprawling nation of Tang. Its leader,

1
lunatic dictator Dao Hong, launched a wave of invasions
Middle West: The vast interior of Americo, which has been against his neighbors after August 9, 1974.
tormented by unearthly forces since August 9, 1974.
Sound & Vision Corporation: Humboldt Suedes media
Motor City: An industrial city in the northern Middle West of empire, comprising book publishers, movie and music studios,

1
Americo, home to the nations top auto manufacturers. and the new chain of BootyDome dance halls.
Mudack: Capital of Kronstadt, seat of power of the Bloc. Sound & Visions Wild Americo: Hit nature program featuring
Muswife, Maurice T.: Former baseball impresario and founder of wildlife expert Anders Cobleskill and his long-suering man
the sport of Omegaball. in the eld, Mitch Falconer.

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- Chapter One: The Day the Music Died -

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- Chapter One: The Day the Music Died -

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- Chapter One: The Day the Music Died -
Southwest: A desert region of Americo, beset by mysterious Tang: A sprawling nation on the continent of Sina, and the home

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nocturnal armies and largely cordoned o by military forces. base of the Sphere. Its leader is Dao Hong.
Spobeck, Stanton: President of Americo. On August 9, 1974, he Tasmadar: The ancient holy city that is capital of Aleph.
was poised to resign but stuck around to shepherd the country Taza: The Consortiums capital of arts and culture, in the heart

1
through the crisis. He is currently running for a law-bending of Maddamar.
third term in oce.
Trestle, Abednego: A sixteenth-century visionary who left
Stanard: A former colony of Hardcastle, this nation north of behind a trove of prophetic writings.
Americo has been reduced to a vast post-Arctic marshland by

1
melting ice caps. V-8s: An up-and-coming Omegaball franchise in Motor City.

Stillson & Fink: A pair of rascally lyricists known for their Vole IV, Ampersand: Oil tycoon and head of the Vigorous
cryptic jazz rock. Their most recent album is the multiplatinum Petroleum Corporation. He was among the millions lost when
Pyramid Scam. Alamo went dark on August 9, 1974. His widow, Terrapin,

1
now runs the business out of their vacation home on the Gulf
Suede, Humboldt: Founder of the mens magazine Bedfellows, of Suramerico.
head of the mammoth Sound & Vision conglomerate and
lately third-party candidate for president. Vyking Funeral: An immensely popular artsy-bombastic rock
band that specializes in eight-minute songs about hippie

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Suet, Nero: King of rock and roll, movie star, bloated recluseand, wizards and dark lords.
most recently, corpse. Suet died in undignied circumstances
shortly after August 9, 1974. Whats in My Pocket?: A famously raunchy game show involving
contestants wearing strange costumes.
Suramerico: A vast southern continent in the Western

1
hemisphere, dominated by dwindling rain forests and brutal Yobar, Gogol: Leader of the collectivist empire known as the
dictators. Bloc. A paranoid dictator.
Swelt: A vast southern continent in the Eastern hemisphere, Zassat: Gogol Yobars brutal secret police force.

1
with deserts at its northern end, jungles below and repressive Zerbe, Zoltan: A war hero, and Humboldt Suedes running
regimes throughout. mate.

Time Keeps on Slippin, Slippin, Slippin:


1 A Brief Historical Reference
1 1945: The last great world war ends with the defeat of the
fascist powers. Many Faustlander war criminals escape to
1967: The Consortium nations attempt to invade Aleph and lose
disastrously.

1
Suramerico. 1969: Americo puts an astronaut on the moon.
1949: The cold war between the Westled by Americo and 1970: Fedo Malese topples the government of Cartagh and takes
Hardcastleand the collectivist powers of the Eastthe Bloc a seat on the governing council of the Consortium.
and the Spherebegins.

1
1971: The District One Defender publishes secret government
1950: Stanton M. Spobeck begins congressional hearings to rid papers documenting Americos involvement in Mango over
the governmentand society at largeof collectivist spies. thirty years.
The investigations soon take on a grotesque life of their own.
1972: Spobeck visits the Sphere in an attempt to drive a wedge

1
1953: Humboldt Suede, inspired by Theramin Hunkers Hunker between Dao Hong and Gogol Yobar. Meanwhile, seven men
Report on Sexuality in Americo, founds mens magazine are arrested while attempting to wiretap the headquarters of
Bedfellows. Spobecks opponent in the presidential race. An unknown
1956: The Bloc overruns the Eastern Esperantan nation of source gives the story to a pair of enterprising reporters at

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Arpad. the District One Defender, who link the men to the Spobeck
1957: The Bloc launches the rst articial satellite, Konopa I. administration.
1958: Dao Hong inaugurates his Leap Toward Tomorrow 1972: Terrorists massacre Alephite athletes at the Ekumen
Games in Faust.

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program to modernize the Sphere.
1960: Spobeck narrowly loses his bid for the presidency. He vows 1973: As Spobeck sweats through a congressional investigation, Vice
to leave politics forever. President Bellow Feta resigns following an ugly bribery scandal.
Spobeck replaces him with amiable goof LeHigh Gort.
1961: Americo begins sending forces to aid the government

1
of South Mango. The Bloc and Sphere do the same for the Meanwhile, Americo begins to pull its troops out of Mango.
North. The Consortium nations make another attempt on Aleph and
once again are routed.
1962-1968: General mayhem. Political tensions in the West
1974 (spring): Miranda Gort, granddaughter of automaker tycoon

1
over issues ranging from civil rights to the emancipation of
women to the escalating war in Mangoreach a fever pitch. Fulton Gort (no relation to the vice president), is kidnapped
As the period draws to a close, Spobeck is elected president of by radical criminal group the Kaveat Vendor Alliance and
Americo. His platform: Law and Order. subjected to months of torture and brainwashing.

- 16 -
- Chapter One: The Day the Music Died -

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August 9, 1974: As Stanton Spobeck prepares to resign rather
than face impeachment, an earthquake strikes the West Coast
October 1974: Maurice T. Muswife, with the assistance of fellow
baseball franchisees and struggling municipalities, launches his 1
1
of Americo and sends it plunging into the ocean. Immediately Omegaball league. Playing a brief season in retrotted baseball
afterward, the worlds temperatures begin rising, playing havoc and football stadiums, the Fun City Skyliners take the rst
with weather systems, and nuclear power plants begin melting championship.
down. The state of Alamo cuts o all communications and trac October 1974 to the present: The Bloc and Sphere grab up even

1
with the outside world. Spobeck tears up his resignation. more territory while they jockey for position in an invasion
August 10-13, 1974: With Americo distracted, the Blocs armies of Mango. The island nation of Agaland mysteriously loses
plunge into Esperanto and the western reaches of Sina. contact with the outside world and descends into savagery.
The Sphere, meanwhile, snaps up its neighbors and other Flooding reduces Stanard to a post-Arctic marshland.

1
outlying states in the region. Fedo Malese seizes control of the In Americo, reports of the unexplained begin to rise, including
Consortium and announces crippling price hikes on crude oil. ying saucers, prehistoric monsters and horrible nocturnal
August 14, 1974: Spobeck declares martial law throughout the armies sweeping across the Middle West and down south into
Southwest. He seals the borders of Alamo and deploys troops Suramerico. The nation at large continues its descent into a
throughout the region, supposedly to protect residents from
aftershocks of the quake and potential nuclear meltdowns. The
move sparks violent protests in cities across the country.
self-indulgent haze of casual sex, heavy drug use and random
violence. Flooding and pollution reduce the state of Fontana to
a vast acid swamp.
1
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Meanwhile, Miranda Gort, now calling herself Tasha, is Earlier This Year: Spobeck uses an implausible legal loophole to
caught on tape taking part in a bank robbery with the KVA. run for a third term, sparking even ercer protests and riots.
September 1, 1974: Geologists aiding rescue workers in the seas Quantrill Biscuit is drafted as the major-party opponent, and
around Mango make a startling nd: the tidal waves produced Suede stuns the world by throwing his hat into the ring as an

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by the massive earthquake on August 9 have uncovered deep independent.
oil deposits. The Bloc and Sphere abandon support for their Meanwhile, Beyond the Barrier With Herman Purvis makes its
allies in North Mango, and each makes plans to take over the debut as a spring replacement series on television. The show
country directly. devotes its premier episode to the prophecies of Abednego

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September 15, 1974: Humboldt Suedes Sound & Vision Trestle.
Corporation launches the rst of its franchised dance halls: Now: The eve of the nations bicentennial, July 3, 1976.
the towering BootyDome 57 in Fun City.

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- 17 -
- Chapter Two: I Am...I Said -

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2 Before you create your
character, talk to your

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GM and fellow players about
the type of campaign you want. There
are three basic approaches. In the rst, you
play a team of dedicated investigators who have a

2
built-in excuse for snooping into the unearthly mysteries across
Americo. You might be federal agents, reporters for the television
show Beyond the Barrier With Herman Purvis, a family of crime- This option is the best if the players all have strong ideas for
solving musicians or a globetrotting basketball team on a mission characters that dont immediately suggest an organic group. Lets
say your team wants to play, respectively, Shaft, Dirty Harry

2
from the Old God. As you get deeper into your adventures, you
realize that Abednego Trestles prophecies are right on the money, Callahan and star rollerballer Jonathan E. It would be tough to
and you have only a few short months to stop the forces of darkness gure out how to bring them all together into one squadunless
from bringing about the end of the world on December 31, 1979. they had an otherworldly justication for ghting side by side.

2
It goes without saying that this option is strongest for a party Finally, you could play a group of people trapped by circumstance.
that is on the same page about the types of characters they want You might be ordinary folks in a town that has just been overrun
to play and the investigating style they want to use. For instance, by irradiated zombies, abductees who wake up on a spacecraft
if you have a group full of people who are all fans of a particular and must work together to escape or tourists whose ocean liner

2
movie or TV show, this is an easy way for them to play versions capsizes after tangling with a sea monster. As in the other two
of their favorite heroes. approaches, your ght to survive leads you to a much bigger truth:
the world is going to end, soon, unless you do something about
In the second approach, the party consists of a diverse team of it.
adventurers brought together by a patron. This mysterious, wealthy

2
benefactor (think John Forsythe in Charlies Angels) has become This approach is good for one-shot adventures and surprise
obsessed with the writings of Abednego Trestle and is determined games, where the players dont have any background about the
to stop the apocalypse. By sifting through obscure clues in Trestles world and learn the ground rules as they go. It can also be the
prophecies, he has tracked down a seemingly random group of best way to recreate the claustrophobic mood of seminal suspense

2
people to act as his foot soldiers in the war to save the world. He will lms such as Dawn of the Dead and Assault on Precinct 13, as well
send you out on missions based on clues he gleans from Trestleor as disaster epics like The Poseidon Adventure and The Towering
from more conventional sources, such as news reports that catch his Inferno.
eye or badly injured witnesses who collapse on his doorstep. Now get rolling!

2 Skills
2 Damnation Decade introduces three new skills and gives one old
skill a makeover to t it more neatly into the game world.

New Skills
Check: Ordinary skating doesnt require a skill check. Make a
check only when the environment or terrain becomes hazardous
(a broken sidewalk or ight of stairs suddenly presents itself, for

2
instance) or when you are skating under pressure (such as a chase
or combat).
Movement: The rst round you spend skating, you move at your
Speak Language (trucker) regular rate as you build up momentum. On the second round,

2
You are versed in the pit-stop patois of long-haul drivers. The truckers your rate varies based on the type of terrain. On level ground,
use this jargon to pass secrets over CB radio, bond with buddies at rest your move rate increases by 10 feet per round on the second
stops and roadhouses and generally add color to life on the road. round, and remains at that rate until you stop or attempt a tricky
turn. Going downhill, your move rate increases by 20 feet per

2
Speak Language (jive) round on the second round, and increases by another 10 feet
You can speak the urban lingo of Americo. Jive is a catchall term per round every two rounds after that. Meanwhile, if you head
that covers everything from authentic street slang and body up an incline, you move at your normal move rate for the same
language to the watered-down argot used by would-be hipsters number of rounds you were previously traveling over level or

2 in trendy nightclubs. downhill terrain. After that, your movement rate is cut down to
one-third normal.
Skate (Dex) Turning: If you are traveling on level ground, you must make a DC
15 Skate check to change your direction by more than 90 degrees.

2
Armor Penalty
If you fail, you stumble and fall. If successful you lose some of your
Use this skill to make tricky maneuvers on roller or ice skates, momentum and must spend the rest of the round at your regular
such as disco dancing, leaping and landing in one piece, or gliding move rate. When traveling downhill, the DC to make a sharp
under an obstacle without slowing down. change in direction is 20. If successful you immediately face the

- 18 -
- Chapter Two: I Am...I Said -

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- 19 -
- Chapter Two: I Am...I Said -

2 Breaker, Breaker...
BOOGER RED: Breaker breaker, anybody got their ears
on down Ten Gallon way?
Whats My Motivation?
If you draw on 1970s movies for character inspiration, you
may nd yourself backed into a roleplaying corner. Many

2 (Hello, is anyone in the vicinity of Alamo monitoring this pop culture heroes of the period were antisocial to the point
frequency?) of mania, and those who had some passion for helping the
people around them usually ended up opping in Deeply
PANKO PEA: Daddy Two-P squawking from Triple- Symbolic Ways, such as Jack Nicholsons mischief-maker

2
R. Come on back. from One Flew Over the Cuckoos Nest. So how do you
(Certainly, this is Mr. Panko Pea, speaking from the area integrate those kinds of loners into an adventuring party
of the rest stop near the Rio Real. Please continue at your without wrecking the group?
convenience.)

2
If you dont want to compromise the loony purity of
BOOGER RED: Bubba, Im headed for the git on at your character, give yourself some personal stake in the
Eighty Fourth and Elm and I got me a jackpot on my tail. campaign. Youre only in it for the money, and the teams
(Bosom friend! I am approaching the entrance ramp for patron promises to set you up for life if you help out.

2
Interstate 84 at El Malacor, and trouble hurries after me.) Or someone close to you was murdered by an unearthly
creature, and you wont rest until you hunt all the buggers
PANKO PEA: We apping on Moon Roofs? down. Or youre hiding a secret sin that you need to
(Hmmm. I presume you mean the hideous creatures who haunt redeem, and blasting bad guys is the best way to do it.

2
the Middle West of Americo by night?) On the other hand, if youre willing to bend a little, you
BOOGER RED: Thats a big ten-four. I got my hammer could assume that you have been drawn out of your
down but Im bundled out on the up stroke, and Im leaving sociopathic shell by the crisis facing the planet. Youre
gator bait all over the road. still crazy, or a loner, or both, but you realize the world

2
(Precisely! This, then, is my predicament. I am traveling as fast will end unless you do somethingso some small part
as possible, but am hauling a full cargo, up a steep incline, and of you consents to go along with the group. (But that
one or more of my tires has blown outpossibly as the result of shouldnt preclude you from sneering at the rest of the
malefaction by my pursuers.) party as conformists and establishment dupes, or arguing

2
long and loud about the best course of actionor simply
PANKO PEA: Forty-two, bubba. Ill run me a ip-op taking care of business yourself from time to time.)
and get me in the big hole right on up yonder.
(My friendI understand completely. I will break o my

2
current endeavor, execute a U-turn and proceed with alacrity Combat: You may make a melee attack while skating past an
to your position.) opponent. Skating is a move action, however, so you may only
BOOGER RED: Preeshaydit. You wanna see if any other make one such attack per round. Ranged attacks from skates suer
rascals out there can stand on it? a -2 penalty to hit. Melee attacks take the same penalty, but receive

2
a +2 to damage because of the extra force behind the blow. Melee
(You have my undying gratitude. May I suggest contacting any attacks made on skates provoke an attack of opportunity, but you
other drivers of your acquaintance, and asking them to proceed may avoid it with a DC 15 Skate check.
with similar swiftness to my position?)
Try Again? Not if the consequences of failure preclude it.

2
PANKO PEA: Bubba, I can get you a mess of wiggle
wagons on your front door faster than a lot lizard in a Special: You may take 10 while skating, but not 20. If you can use
pickle park, nodamene? your feet in making an attack, you may add +1d6 to your damage
when wearing skates.
(Comrade, I can call upon a host of trucks hauling two or more

2
trailers anon. You understand, I trust?) Time: A Skate check is a move action.

BOOGER RED: Ten-four. Im moving on.


(Completely. I now turn my attention to the road.) Revised Skills
2 movement penalty for traveling uphill. You may sharply change
direction without a check if moving uphill.
Computer Use (Int)
This is not the era of PCs, or even microprocessors. Ordinary oce
computers are as large as refrigerators and usually come in banks of

2
Stopping: Coming to a complete stop safely is a move action, a dozen or more machines. They store data on endlessly chunking
if youve been traveling on level ground. If youve been traveling tape spools and spit it out line by line on ghostly green phosphorous
downhill, it takes two consecutive move actions (although you may screens or grind it into sheets of printer paper as broad and banded
stop immediately by crashing into an obstacle; DC 15 Skate check as a ag. In many cases, if you want to give them instructions, you

2
to avoid injury). You can stop at will when moving uphill. must compile a thick set of punch cards. Needless to say, nobody
Stunts: Doing anything out of the ordinary, such as trying to y has one at home.
past an opponent without provoking an attack of opportunity, The rarity, and general opacity, of computers means that anytime

2
leaping over an oil drum and landing without losing momentum you want to use one of the machines, you must make a skill check.
or ducking under a passing tractor trailer, takes a Skate check of Theres no such thing as an everyday task, such as doing basic
DC 15. The GM may impose a higher DC if the maneuver is research. Even getting a (primitive) game to work takes some
extraordinarily complicated. know-how. No aspect of the skill may be used untrained.

- 20 -
- Chapter Two: I Am...I Said -

Where The Action Is


After the cataclysms of August 9, 1974, Americo was looking to forget its troubles. Humboldt Suedefounder of the notorious
mens magazine Bedfellows and lately independent candidate for presidenthad just the answer: dance the night away. 2
Through his media conglomerate, the Sound & Vision Corporation, he created a nationwide franchise of discotheques called
BootyDomes. These massive dance halls, which can take up entire city blocks, are a magnet for the swinging set and ground
zero for new developments in music, pop cultureand sinful fun. Sound & Vision oers party rooms where its clientele can
2
2
get freaky in private (or public, if they like), and frequently makes winking arrangements with drug dealers to operate on its
property. Sometimes the company actually distributes the stu itself, coating the dancers in a narcotic fog while they boogie.
By far the largest and most popular nightclub in the chain is BootyDome 57 in Fun City, Sound & Visions home town.
The speakers are so powerful you can feel the bass lines shimmying up from the sidewalk half a mile away, and soon after

2
that the crowds swell into view: thousands upon thousands of people in their funkiest duds, moving twelve inches an hour
through a maze of velvet ropes. Theres a squadron of limousines out front every night, beneath the searchlights on the roof
and the pink neon 57 above the door.
Inside, the main dance oor is at least a half-mile on each side, and there are additional tiers stretching out of sight above.

2
Every inch of that space is packed with fabulous people in improbable clothing, wrapping glowing jump ropes around their
partnersthe latest craze in close dancingand boogieing like theyll turn to stone if they stand still. Theres even a scene
on the ceiling: some of the foxiest groovers spill out onto a transparent catwalk suspended high above the oor. The music,
meanwhile, seems loud enough to shake the whole place to the groundif the pounding feet dont do it rst.

2
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2
Defeat Computer Security: Most computers dont connect
Heres a look at how the various facets of Computer Use change to the outside world, so if you want to break into their data
under these conditions. As in the original rules, you may take 10 banks, you must travel to their physical location and nd a
when using the skill, but may take 20 only if there is no penalty terminal connected to the system. From there, depending on

2
for failure. the complexity of the system, you will have to supply a series of
Find File: Finding a le on a familiar computer system is a DC passwords and other codes to get access to the machine. Some
13 check. It takes one minute to call up the information, and high-level systems may have blockades at dierent stagesfor
thirty seconds per page to print it out. When using a system example, if you move between dierent levels of classied

2
youre not familiar with, the following values apply: information.

Size of Computer DC Time As in the standard rules, if you fail a check by 5 or more, the
system immediately alerts its administrator that there has been an
Small oce system 15 5 minutes

2
unauthorized entry. Also as before, if you are attempting to break
Large oce system 20 10 minutes into a computer with multiple stages of security, and your roll beats
the DC by 10 or more, all of your subsequent security checks on
Massive corporate or government system 25 15 minutes
the system automatically succeed.

- 21 -
- Chapter Two: I Am...I Said -
And thats just normal computers. Theres another, more sinister,

2
Level of Security DC
variety of computer in the Damnation Decade world: one that has
Minimum 20 become self-aware. Heres what these computers can do and how
Average 25 you can stop them.
Exceptional 35

2
Machine Sentience (Ex): Computers with this special quality have
Maximum 40 the same self-awareness as human beings. They can draw upon all
Defend Security: As in the original rules, system administrators the information in their data banks, and the input from any remote
may make an opposed Computer Use check against an intruder sensors they control, to strategize and form conclusions. If connected

2
to locate the terminal she is using. Identifying the intruder takes to a speaker system or telephone line, they can communicate in
two minutes, and only works if the intruder uses the terminal for ordinary speech. They grant human programmers instructions at
the entire length of the check. their own discretion. In other words, a sentient mainframe may
simply ignore a request for a leor, more ominously, an order to
Cutting o access is trickier. Only the largest systems, such as

2
shut down. It can turn o access terminals at will.
those in government buildings, oer the capability of turning o
individual terminals remotely. On smaller networks, you must shut If a sentient computer wants to link up with another data base,
down the whole systemwhich amounts to a doomsday option. or another set of remote sensors, it must be actively connected to
The machines are not built for constant rebooting and it can take a phone line or another cable system that permits information

2
hours to bring them back on-line. Most oces that have computers transfer. It cannot make this connection itself.
dont have backup systems on hand, either, in case something goes How to stop these monsters? There are three basic approaches,
wrong. outlined below. Note: if a sentient computer links up with another
sentient machine, both must be destroyed or taken o-line to

2
So most administrators will call in security, or investigate in
person, after they pinpoint an intruder. If pressed, shutting down render the entity inactive.
an entire system requires a DC 13 Computer Use check and takes Physical Attack. You can crash a sentient computer by cutting
two minutes. Meanwhile, every terminal in the building will be o the power supply to its mainframe, or destroy it outright by

2
ooded with warnings that the system is going down in ONE doing sucient damage to its systems. Of course, the computer
HUNDRED TWENTY SECONDSONE HUNDRED will likely be aware of those eorts through its sensors and
TEN SECONDS and so forth. will try to stop the attack however possiblesealing o doors,
Turning o a large system, such as a government network, is much shutting o lights, releasing nerve gas and so forth.

2
more dicult, given the sensitivity of the tasks these machines Size of Computer* HP Hardness Break DC
handle. A shutdown takes a DC 15 Computer Use check and 10
Small oce system 25 10 20
full minutes, with passwords to enter and keys to turn at every step
of the process. Large oce system 40 10 30

2
Degrade Programming: The original rules apply, but with the Massive corporate or 55 10 50
following changes to DC and time. These reect the fact that government system
youre trying to crash the central mainframe, not an individual * These numbers reect the sheer bulk of 1970s computer systems,
terminal. not necessarily their physical resilience.

2 Scope of Alteration
Crash computer
Destroy programming
DC
20
25
Time
5 minutes
20 minutes
Trick Programming. A programmer may attempt to feed a
computer destructive commands under the guise of performing
routine maintenance or xing a glitchy subroutine. This takes an

2
opposed roll: use the bonus below for the computer, versus the
Damage programming 30 20 minutes programmers Computer Use skill. The programmer may also
Write Program: The DC to write a program is 25. The add his Blu bonus to the roll, if you think its appropriate. For
time required is one day or more, depending on the size and instance, the programmer may have formed a close relationship

2
complexity of the task the program is designed to handle. with the computer, and could plausibly smooth talk the machine
into accepting his direction.
Operate Remote Device: The original rules stand, with the
following changes to DC and time: Size of Computer Bonus

2
Small oce system +15
Type of Operation DC Time
Large oce system +25
Shut down passive remote 25 5 rounds/remote
(including cameras and Massive corporate or government system +30
door locks) Even if the programmer beats the computer on this roll, he must

2 Shut down active remote


(including motion
detectors and alarms)
30 5 rounds/remote still roll on the Degrade Programming table (in the description of
the Computer Use skill) to see if his covert instructions have the
intended eect. If this fails, the computer becomes aware of the
attempted sabotage and can respond accordingly.

2
Reset parameters 35 2 minutes/remote
Change pass codes 35 2 minutes Improvisation. This option is usually limited to a very
specic case: when people who dont have the Computer
Hide evidence of alteration +10 2 minutes Use skill meet up with machines that accept commands in

2
Minimum security +0 plain language. The person in question can attempt to feed
Exceptional security +15 the computer a paradox, riddle or unsolvable mathematical
problem that locks up its processors or, in extreme cases,
Maximum security +20
blows its mind entirely.

- 22 -
- Chapter Two: I Am...I Said -
Getting the machine to accept the question in the rst place takes of all other functions, for a period of hours equal to the questioners

2
an opposed Blu or Diplomacy roll, versus the modiers given Intelligence bonus. It will take something more personal to actually
above under Trick Programming. From there, it is up to the GM destroy a machines logic circuits, such as proving that the machine
to determine the eect that the question has on the machine. has undertaken acts that violate its core programming. In these
A rough guideline: Sophisticated mathematical problems and cases, the machines will struggle for several minutes to resolve the

2
philosophical paradoxes will tie up the machine, to the exclusion contradiction, then start throwing o sparks.

New Feats
Alien Language Affinity
You have a knack for nonhuman languages.
targets personal appearance, habits, parentage, etc. The jibe is so
potent that the target is stunned for one round.
2
Benet: If you hear a nonhuman language spoken for ten
minutes, you begin to pick up simple phrases and proper names.
After an hour, you will gure out the basics of usage. Immerse
yourself for a day or more, and you will be able to hold simple
Dancing Fool
You know how to shake your moneymaker.
Benet: You receive a +2 bonus to Perform (dance) rolls. In 2
2
conversations. After a week, you will be fully conversant and addition, you receive a +2 bonus to Gather Information, Blu,
can list the language among your skills. If you are a Psychic, this Diplomacy or Intimidate checks with someone who has just seen
feat allows you to use your powers as normal against nonhuman you dance.
creatures (with the exception of androids and other machines,

2
which are covered by the Talk to Machines feat). Double Bluff
Normal: Nonhuman languages require a conceptual leap that is You use various physical and emotional skills to aect others
impossible for most people to make. The Smart Heros Linguist perceptions.

2
talent cant be used to pick up alien languages on the y. Prerequisite: Deceptive or Trustworthy
Prerequisites: Listen 3 ranks, Sense Motive 3 ranks Benet: Choose one Charisma-based skill. You gain a bonus to
that skill equal to the ability bonus from one other ability score
Alien Medicine of your choice (Strength, Dexterity, Constitution, Intelligence or

2
You have an intuitive understanding of nonhuman anatomy. Wisdom).
Benet: You may use the Treat Injury skill without penalty on Special: You may take this feat multiple times. Each time it
nonhuman subjects. You may also counsel another character applies to a dierent Charisma-based skill.

2
who is performing a medical procedure on a nonhuman subject,
eectively giving that character the benet of this feat. (Note:
androids are covered by the Repair Bionics feat.)
Normal: You face a -6 penalty the rst time you attempt to treat

2
a particular species of nonhuman patient, and a -4 penalty on
subsequent attempts.

Believer
You have faith in a higher power.
Benet: You gain a number of benets when battling demons or
using holy artifacts. 2
2
You may add your character level to your Willpower save to
resist a possession attempt. (If you already have the Improved
Power to Will feat, you may add an additional +3 to your saving
throw in this circumstance.)
If you are leading an exorcism, you may add your Wisdom
bonus to the DC of the demons Willpower save; if you are
assisting in an exorcism, you may add your Charisma bonus
to the demons DC as well as the base +2. (Complete rules on 2
possession and exorcism can be found in Chapter Four.)
You receive a +2 bonus to Sense Motive checks to tell if
someone is possessed. 2
2
You gain extra benets from sacred artifacts (these vary
depending on the item).

Bustin
You can stun opponents with your sharp tongue.
Benet: On a successful Intimidate check (DC 10 + the targets
character level), you re o a skewering personal insult about the 2
- 23 -
- Chapter Two: I Am...I Said -
Improved Dancing Fool Special: If you are at-footed or otherwise denied your Dexterity

2
bonus to Defense, you are denied this bonus as well.
Dancing protects you from attack.
Prerequisite: Dancing Fool, Dex 15+ Improved Power to Will
Benet: Increase your Defense by a number equal to half your

2
You have an even greater capacity to resist mental pressure.
ranks in Perform (Dance).
Benet: You may add your character level to your Willpower
saving throw. This stacks with the Iron Will and Power to Will
feats.

2
Prerequisite: Iron Will, Power to Will
Beyond The Barrier
With Herman Purvis Life of the Party

2
Montage of grainy, jerky lm footage: barely visible lights You have an enormous tolerance for drugs.
that speed across the night sky and vanish. Cue menacing, Benet: All negative modiers associated with drugs are halved,
atonal synthesizer music. as are their durations. You also receive a +2 bonus to your
Fortitude save to resist a Bad Trip, and if you do have a Bad Trip,

2
PURVIS (vo) its duration is halved.
Since the dawn of history, the human race has looked to
the sky with fascination and terror. Once it was the seat of On a Roll
the gods and the source of inexplicable horrorsmeteors,
You may attack from skates without penalty.

2
hailstones and frogs. Now the heavens bring us the most
tantalizing mystery of all unidentied ying objects. Benet: You dont suer a negative modier when attempting to
attack an opponent while skating past him. Moreover, you can
Cut to TOOTHLESS RUSTIC in baseball cap. avoid attacks of opportunity in these situations with a DC 11

2
Skate check.
RUSTIC
Normal: You suer a -2 modier on all attacks made when
I tell you what, I never in my life heard nothing that
skating past opponents, and you must make a DC 15 Skate check
sounded like that. And them lightsI could hardly see
to avoid attacks of opportunity.
for a day after. Nothing I want to go through twice. I

2 guarantee you that.

Cut to HERMAN PURVIS standing in front of a large


array of radio telescopes. He wears a blazer and turtleneck
Power to Will
You can adapt your strongest attribute to help you resist mental
pressure.

2
and has prominent sideburns. Benet: Select one attribute other than Wisdom. Add that attribute
bonus to all Willpower saving throws. For example, if you select
PURVIS
Intelligence, then your Will save total is equal to your base Will
This man is not alone. A growing number of people

2
save + Wis bonus + Int bonus + any other applicable modiers.
are reporting encounters that cant be explained by
conventional science. Sometimes its just lights in the Prerequisite: Iron Will
sky. Sometimes its an alien craft in full detail.
Psychobabble

2
Cut to illustrations of same: some elaborate artists conceptions, You know the jargon of the self-help industry and can use it to
some creepily crude and childlike. inuence others.
PURVIS (vo) Benet: You may add +2 to any Charisma-based skills, as well as

2
And some have even seen the creatures themselves. Sense Motive, when attempting to inuence a member of a New
Age cult, or someone susceptible to their message. This stacks
Cut to ANONYMOUS SUBJECT in a darkened room, with Charisma bonuses from other feats.
with an electronically altered voice. If you have this feat, you may attempt to deprogram a cult member

2
who has been brainwashed, by making an Intimidate check (DC 10
ANONYMOUS SUBJECT
+ the targets character level). This check takes a period of hours equal
They were short and squat, and had faces like pigs
to the subjects Wisdom bonus. On a successful roll, the victim is free
They brought me into the room with the black machines
of the cults mental programming and returns to her old self.
and tied me to the table. I told them I wouldnt run away

2 but they didnt listen

Cut to HERMAN PURVIS back at the array.


Repair Bionics
You know the inner workings of articial esh and bionic
circuitry.

2
PURVIS
Benet: You may use the Treat Injury or Repair skill to restore hit
Visitations. Kidnappings. Unspeakable experiments. Are
points to an android, or to a human whose bionic limbs have been
these just gments of the imaginationor glimpses of
damaged. For the purposes of this feat, the Repair skill performs
the inexplicable? Tonight, well look for the answers. Im

2
exactly the same functions as the Treat Injury skill, as described
Herman Purviscome with me as we travel Beyond the
in Chapter Two of the d20 Modern Roleplaying Game. This feat
Barrier.
also allows you to perform surgery (see description of the Surgery
feat in the d20 Modern Roleplaying Game) on androids or humans
with bionic limbs.

- 24 -
- Chapter Two: I Am...I Said -
Normal: You face a -4 modier to your skill check when In addition, if you are a Psychic, you may use your powers against

2
attempting to help androids or bionic characters heal injuries. machines. Against androids and sentient computers, you may
simply use your abilities as normal, with the same limits on time
Sensualist and other restrictions.

2
You can put an erotic spin on social encounters. Against regular computers, you may use basic Audible Thoughts to
Prerequisite: Deceptive read what the machine is processing at the moment,improved Audible
Thoughts to browse information in its data banks and advanced
Benet: You gain a +2 bonus to all Charisma-based skill checks Audible Thoughts to nd secrets that the machine keeps specially
when the person you are dealing with has a weakness for sex. This

2
protected. You may use basic Psychic Shove to crash a computer or
stacks with any other Charisma-based bonuses you receive. take control of a passive remote, improved Psychic Shove to destroy
Special: This feat allows you to use your Charisma-based skills programming or take control of an active remote and advanced
to seduce and manipulate othersuse Blu to irt, Diplomacy Psychic Shove to damage programming. The other primary psychic

2
for seduction, Perform to put on sexually charged shows, Gather powers dont work on regular computers (except those that damage
Information to nd out details of a persons private live and the machines or otherwise aect them physically).
Intimidate with an added sexual subtext. Computers have the following Willpower-save bonuses to resist
psychic attacks:
Talk to Machines
You have a knack for communicating with articial life forms.
Benet: You receive a +2 to all Computer Use rolls, as well as any
Intimidate, Blu, Diplomacy, Perform or Sense Motive checks
Size of Computer*
Small oce system
Large oce system
Regular Sentient
+2
+5
+5
+10 2
2
that you make against androids and sentient computers. Massive corporate or government system +10 +15

Starting Occupations
Players can choose any starting occupation in the d20 Modern and philosophy), Research, or add a new Read/Write Language
2
2
Roleplaying Game, but in this game the context for many of or a new Speak Language.
these jobs is radically dierent. Remember, Damnation Decade Wealth Bonus Increase: +3.
takes place more than a generation before the time period in
the Modern rulesand in an alternative history besides! Below Adventurer

2
is the list of occupations with new descriptions, to give you a
feel for the avor of the times, along with several new period Jobs: Professional daredevils, big-game hunters, relic hunters,
jobs (marked with an asterisk). In some cases, these descriptions explorers, eld scientists, thrill seekers and others called to face
include contextual notes about related advanced classes. danger for a variety of reasons.

2
Context: Professional adventurers face a shrinking world.
Academic Their old playgroundsthe tropical forests of Suramerico, the
Jobs: Librarians, archaeologists, scholars, professors, teachers and teeming jungles of Swelt, the swirling sands of Maddamarare
other education professionals. being stripped bare by pollution and poachers, or blasted to

2
atoms in proxy battles between the cold war powers. Even relic
Context: The ivory tower is lowering the drawbridge. During the huntingand other muscular forms of archaeologyare seen
1960s, campuses became ash points for riots, radical politics and as cultural vandalism back home. Only a lucky handful of
outright criminal behavior. Now the colleges have to make good daredevils become celebrities, entertaining millions on television
on the promises they made to keep the peace. Former student

2
by jumping motorcycles over burning school buses or leading
protestors are winning teaching posts and introducing wild new documentary lmmakers deep into the wild kingdom.
philosophies that dismiss centuries of scholarship as ideologically
blinkered. Indeed, entire departments are being dumped in favor Advanced Classes: The booming popularity of Omegaball has
of progressive areas of study such as gender, race and popular driven most Daredevils into the sport as players, trainers or (if

2
culture. The bottom line: if you work in a school, you must theyre getting on in years) coaches. Soldiers who arent in the
navigate between the rebrands trying to remake the academy military have mostly become mercenaries in Third World hot
and the clubby old guard playing defense. spots, selling their services to the largely interchangeable factions
in the regions brutal civil wars.

2
Advanced Classes: The Field Scientist would certainly be
surrounded by these battles if she used an academic setting as her Prerequisite: Age 15+.
home base. In fact, because of her standing in the eld, she would Skills: Choose two of the following skills as permanent class
be actively recruited by both sides. skills. If a skill the character selects is already a class skill, he or

2
Prerequisite: Age 23+. she receives a +1 competence bonus on checks using that skill.
Blu, Climb, Demolitions, Disable Device, Drive, Escape Artist,
Skills: Choose three of the following skills as permanent class Intimidate, Jump, Knowledge (arcane lore, streetwise, tactics, or
skills. If a skill the character selects is already a class skill, he technology), Move Silently, Pilot, Ride, Spot, Survival, Swim,
or she receives a +1 competence bonus on checks using that

2
Treat Injury.
skill. Computer Use, Craft (writing), Decipher Script, Gather
Information, Knowledge (arcane lore, art, behavioral sciences, Bonus Feat: Select one of the following: Archaic Weapons
business, civics, current events, earth and life sciences, history, Prociency, Brawl or Personal Firearms Prociency.
physical sciences, popular culture, tactics, technology, or theology Wealth Bonus Increase: +1.

- 25 -
- Chapter Two: I Am...I Said -
terrorists cut down a team of athletes from Aleph.

2 Meanwhile, as the competitive pressure rises, many teams are


turning to performance-enhancing drugsor even bionics. These
illicit enhancements still largely y below the radar of oversight

2
commissions, turning some sporting contests into sideshows of
steroidal freaks against half-robot supermen.
But perhaps the biggest factor warping sports is Omegaball, the
blood-drenched contest that is building a phenomenal following

2
around the world. The game is not only stealing away the audience
share from other sports, its drawing the top athletes as well. Other
leagues, desperate to compete, are beginning to loosen their own
restrictions on violence. In short: if you wear a team uniform, you

2
will become a gladiator sooner or later.
Advanced Classes: Given the high stakes and increasing violence
of pro sports, many world-class athletes train themselves to become
Martial Artists. Omegaball, meanwhile, demands such brutal

2
talents that many of its top players enter the sport through the
Daredevil class.
Prerequisite: Strength 13 or Dexterity 13.

2
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Balance,
Climb, Drive, Jump, Ride, Swim, Tumble.

2
Bonus Feat: Select either Archaic Weapons Prociency or Brawl.
Wealth Bonus Increase: +3.

Blue Collar

2 Athlete
Jobs: World-class amateurs and professionals of all types, including
Jobs: Factory work, food and other service work, construction,
taxi drivers, postal workers, and other occupations not considered
desk jobs.

2
gymnasts, weight trainers, boxers, martial artists, swimmers, skaters
Context: Working stis have it bad. The student-worker alliance
and those who engage in any type of competitive sport.
of the 1960s, which promised to unite the disenfranchised in a
Context: A number of powerful trends are rocking the wide world grand political movement, has evaporated. The students moved
of sports. For one thing, the audience is booming, putting much on to lucrative bourgeois jobs, and the workers were stuck holding

2
more money into the pot. This means the fat-cat team owners are the lunch pail. Meanwhile, unions are cracking under corruption
getting even fatter, but the players are proting too: endorsement and intrusions by organized crime, and the economy is heading
contracts and free agency are making professionals into near- downhill, meaning heavy layos in labor-intensive industries. And
millionaires. the news on the horizon isnt bright. With the rise of computers

2 A bigger audience also means higher political stakes. Protestors and automation, information skills are becoming more important
and propagandists jump at the chance to use sporting events to than a strong back and steady hands. The only good news is that
get their message across to a television audience of millions. High the world seems to be coming to an end: with all the natural
prole contests like the worldwide Ekumen Games have become a disasters these days, somebody has to lug away bodies and build

2 venue for everything from cold war ag-waving to deant gestures seawalls.
by medal winners to outright murderas happened in 1972, when Prerequisite: Age 18+.

2 The Ekumen Games


Held every four years, these amateur contests draw athletes from every country on Earth and serve as a focus of national

2
prideas well as a forum for international conict. The 1976 games were scheduled for a city in Stanard, Americos neighbor
to the north, but melting ice caps have turned much of the country into a vast post-Arctic marshland. As a compromise, the
games have been relocated across the border to a small town in the northern reaches of Fun State.
A lot is riding on these gamesthe rst since the August 9 disasters. Small nations are desperate to win medals to bolster their

2
stricken citizenry, or prove to the world that they are still going concerns (at the very least, poor targets for invasion). The cold
war powers are desperate to upstage each otherparticularly Americo, which has largely absented itself from the world stage
as the Bloc and Sphere run wild. Meanwhile, the collectivist teams will be facingfor the rst timecompetitors from their
newly conquered territories, who will likely be out for blood.

2 As if that werent enough, Omegaball is making its debut as an Ekumen sport. Some of the biggest stars from Americo
including the Fun City Skyliners notorious captain, Mackey Bandowill be joining the national squad.

- 26 -
- Chapter Two: I Am...I Said -
Skills: Choose three of the following skills as permanent class

2
skills. If a skill the character selects is already a class skill, he
or she receives a +1 competence bonus on checks using that Welcome To
skill. Craft (electronic, mechanical, or structural), Climb, Drive,
Handle Animal, Intimidate, Repair, Ride.
Sound & Visions Wild Americo!

2
Cut to ANDERS COBLESKILL, a rail-thin man in a
Wealth Bonus Increase: +1. safari suit.

Celebrity ANDERS COBLESKILL


For more on the elusive brown gator, lets

2
Jobs: Anyone in the public eye, such as actors, entertainers, go to Mitch Falconer, whos deep in
newscasters or radio and television personalities. the swampland. Mitch?
Context: Celebrities in Americo were always a breed apartnow
theyre a world apart. Most of the countrys top talent was lost Cut to shaky footage on the deck of a hovercraft. It is nighttime

2
along with the West Coast in the great quake of 1974, so the among tall reeds. Sinister, vaguely humanoid shapes slide
surviving stars are feted and cosseted as never before. Meanwhile, through the shadows.
the studios are constantly sning for new entertainers, giving
promising youngsters phenomenal contracts in hopes of MITCH FALCONER

2
restocking the talent pool. So even if your schtick is pretty imsy, Hello, Anders! As you can see, we have
you stand an excellent chance of ending up in a spacious mansion our hands full at the moment
in the boondocks, surrounded by gourmet chefs, bodyguards,
ANDERS COBLESKILL (vo)
drug dealers and other sycophants.

2
What are those specimens trying to climb
Since the quake, of course, the industry has had to nd a new into your hovercraft?
home. Most of the major studios have relocated to the East Coast
metropolis of Fun City, while smaller, struggling ones have simply MITCH FALCONER

2
sold their surviving assets to Humboldt Suedes Sound & Vision Well, were not quite sure, but
conglomerate. (For more on Fun City, see the Postcards From
Americo: Fun City sidebar.) Flash, sound of gunre.
Advanced Classes: In these faithless days, Personalities are MITCH FALCONER

2
lionized to the point of worship. Adding to the mystique, their Ill tell you what, Andersthey are some
lives are so cloistered that they literally never have to deal with tough little fellas!
members of the general public.
Prerequisite: Age 15+. ANDERS COBLESKILL (vo)

2
Fascinating! Any sign of the gator?
Skills: Choose one of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or MITCH FALCONER
she receives a +1 competence bonus on checks using that skill. Weve been getting some big

2
Blu, Craft (visual art or writing), Diplomacy, Disguise, Perform soundings on sonar
(act, dance, keyboards, percussion instruments, sing, stand-up,
stringed instruments, or wind instruments). More ashes, sound of gunre, screams, hideous whispers.
Reputation Bonus Increase: +2. Mitch picks up a machete.

2
Wealth Bonus Increase: +4. MITCH FALCONER
Ah, Im going to have to go help them
Creative secure the main deck, Anders. Ill let you

2
Jobs: Illustrators, copywriters, cartoonists, graphic artists, know when we nd that big boy!
novelists, magazine columnists, actors, sculptors, game designers,
musicians, playwrights, screenwriters and photographers. Cut to studio.
Context: As with celebrities, creative types who survived the loss of ANDERS COBLESKILL

2
the West Coast nd themselves in high demand. As their industries Well be right back after these messages.
relocate to the eastern cultural hub of Fun City, creative workers
now enjoy steadier paychecks and more extravagant lifestyles than
ever before, even if they arent feted or scouted quite as madly as

2
entertainers. But some say that these artistes are being strangled by Criminal
their corporate safety net. (See Whats Entertainment? sidebar.)
Jobs: Violent political radicals, con artists, burglars, thieves,
Prerequisite: Age 15+. mobsters, gang members, bank robbers and other types of career
lawbreakers.

2
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or she Context: Since the sixties, the line between criminal and radical
receives a +1 competence bonus on checks using that skill. Blu, has been lost. Many underground groups pull bank robberies
Computer Use, Craft (visual art or writing), Disguise, Forgery, and other large-scale crimes to fund their operations or just stick

2
Knowledge (arcane lore or art), Perform (act, dance, keyboards, it to the Man. And many criminals claim post facto political
percussion instruments, sing, stand-up, stringed instruments, or justication for their oenses: That jewelry store was exploiting
wind instruments), Spot. the oppressed diamond miners of Swelt! This is partly an
Wealth Bonus Increase: +2. outgrowth of the activist mood of the sixties, partly a response to

- 27 -
- Chapter Two: I Am...I Said -
booming drug trade, and the increasing notoriety of terrorist

2
groups overseas, is only making things worse. If you live outside
the law, eventually youre going to get blood on your hands.
Advanced Classes: With moral distinctions blurred these days,

2
just about any advanced classfrom Soldier to Gunslinger to
Inltratorcan settle into the demimonde and still sleep at night.
Even Field Scientists and Techies get in on the game, working
in narcotics labs or whipping up bombs for radical groups. The

2
exemplar of the criminal/radical is the new Militant advanced
class; less-violent types incline toward Middleman or Driver.
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class

2
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
Craft (chemicals), Disable Device, Disguise, Forgery, Gamble,
Hide, Knowledge (streetwise), Move Silently, Sleight of Hand,

2
Speak Language (jive).
Bonus Feat: Select either Brawl or Personal Firearms Prociency.
Wealth Bonus Increase: +1.

2 Dilettante
Jobs: No jobs. These are dilettantes! They get their money from
family holdings and trust funds, and have at least one interest

2
or activity that lls their timeanything from a charity or
philanthropic foundation to a cause worth ghting for to simply
having a good time.

2
Context: The upper crust is going downscale. As its children
head o to college and become radicals, they are dropping the
big changes in the criminal-justice system. Judges have laid down mores and decorum that used to dene their social class and set
tough restrictions on police procedure, making it easier for the them apart from the population at large. On the one hand, this

2
falsely accused to get justicebut also for genuine criminals to has swept away generations of snobbish prejudices. But it also has
beat the rap if they talk a good game. led the jet set to embrace bad behavior they used to sneer at for
good reason. Many youngsters are emptying their familys bank
Pop culture has responded by making crime look even more
accounts to nance sex and drug binges with celebrity friends,
attractive. A new crop of movies romanticizes crooks (and

2
or subsidize criminal gangs and radical political groups. Some
underworld families in particular) as heroic outsiders who hold to
are actually joining up with the outlaws, just for the romantic
codes of warrior virtue in a decadent age. Or else theyre ruthless
frisson of it all. Of course, there are still plenty of upright and
loners who redeem themselves by spitting on bourgeois hypocrisy.
respectablenot to say snootydilettantes serving on boards or
The reality of crime is considerably grimmer. Radicals and

2
underwriting art museums. But they dont stand a chance against
criminals are going to increasingly brutal lengths to get what the younger generation.
they want, from hijacking and hostage-taking to planting bombs
Advanced Classes: Many old-line dilettantes follow their forebears
and gunning down security guards during holdups. The ranks of
into the Executive advanced class. The younger set mostly pisses
youth gangs are growing and turning cities into war zones. The

2 Postcards From Americo: Fun City

2
The economic and cultural capital of Americo, Fun City is home to stock exchanges, publishing and recording houses,
advertising agencies and any number of museums, concert halls and nightclubs (including the notorious BootyDome 57).
Since the loss of the West Coast, the city has become the undisputed center of the nationsand the worldsentertainment
business, led by Humboldt Suedes Sound & Vision conglomerate. The mega-corporation is based out of Bedfellows Mansion,

2
Suedes sprawling, decadent estate in the citys northern suburbs.
Fun Citys vibrancyand dangercomes from a richly diverse, constantly changing population. Not only is the city a magnet
for bohemians, radicals and wannabes from across the nationsuch as the refugee celebrities eeing the loss of the West
Coastbut it is the hub of immigration to Americo, with new arrivals bringing exotic music, food and ideas to national

2
tastemakers attention.
For all the activity, the city itself has seen much better days. Its infrastructure is crumbling, and crime is skyrocketing. Random
violence is a way of life in the urban core, and lurid street gangssuch as the Jockey Boys and the Baseball Ugliescommand

2
large sections of the outer boroughs. Unsurprisingly, the citys lifebloodtourist dollarsis drying up as problems rise.
Making things worse, transplanted celebs are driving up real estate prices in the suburbs, leaving longtime city dwellers no
place to ee from the urban rot.

- 28 -
- Chapter Two: I Am...I Said -

Postcards From Americo: Motor City


Centered on a peninsula that juts into the Great Inland Oceans in north-central Americo, Motor City is a soot-blackened
factory town on the verge of collapse after devastating riots in the late 1960s. Auto magnate Fulton Gort and his competitors 2
2
are the largest employers, but skyrocketing gas prices have put a deep dent in their business. The citys main cultural attraction
is its storied rhythm and blues scenecaptured in wax on Wheeltown Recordsalthough lately the biggest draw in town has
been the up-and-coming Omegaball franchise, the V-8s.

away their families funds as Groovers, but dilettantes can be found


in almost any advanced class, since they can spend as much time
and money as they want picking up skills.
regularly take prescription medicines to regulate their moods. But
some swashbuckling shrinks ditch the couch and go out collecting
patients as deprogrammers: reality therapists who kidnap cult 2
Prerequisite: Age 18+.
Skills: Choose one of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
recruits and undo the brainwashing theyve suered.
Advanced Classes: Many doctors who become Field Medics
need the charge of human contact in an automated age. They want 2
2
she receives a +1 competence bonus on checks using that skill. to help people in immediate need, not tend machines and read
Gamble, Intimidate, Knowledge (current events or popular research papers. Some of the more broad-minded docs decide to
culture), Ride, or add a new Speak Language. investigate the unknown as Parapsychologists.

Reputation Bonus Increase: +1. Prerequisite: Age 25+.


Wealth Bonus Increase: +6.

Doctor
Skills: Choose two of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Craft
(pharmaceutical), Computer Use, Knowledge (behavioral sciences, 2
2
Jobs: A physician (general practitioner or specialist), a surgeon earth and life sciences, or technology), Search, Treat Injury.
or a psychiatrist.
Bonus Feat: Psychobabble (deprogrammers only)
Context: Medicine is moving ahead at mind-boggling speed.
New advances have made organ transplants, sex changes and Wealth Bonus Increase: +4.
bionic limbs almost routine. Even everyday cures are becoming
much more sophisticated and eective. At the same time, the
cost of care is soaringand a huge gap is opening between
doctor and patient. As physicians become technicians as much
Emergency Services
Jobs: Rescue workers, reghters, paramedics, hazardous-material
handlers and emergency medical technicians. 2
as caregivers, they are losing their bedside manner and will rarely
stoop to making house calls (or accepting the infamous chicken
as payment in rural areas).
Context: Like all public servants in urban areas, emergency workers
have their backs to the wall as crime mounts and local economies
go down the tubes. Paramedics must navigate potholed streets, 2
2
For psychiatrists, meanwhile, societys new openness about personal crumbling stairways and unlighted alleys to reach their victims,
matters has meant a boom in business. In urban areas, at any rate, and then rush them back to bursting emergency rooms lled
seeing a shrink is a commonplace of conversation, and many people with faltering equipment and overworked surgeons. Fireghters

Whats Entertainment?
These days, the music business is pushing weepy singer/songwriters who compare their girlfriends to cars, ersatz rockers who 2
moan about life on the road, and drugged-up divas who funk out over synths and strings. A few holdovers from the 50srst-
generation rock and rollers and last-generation standards singersare still hanging around on the talk show circuit, and aging
badly. By far the most vital music is being forged far outside the corporate spotlight, in dingy basement clubs in remote urban
neighborhoods: guitar-driven punk, bass-heavy funk and mind-blasting psychedelic jazz. 2
Movie studios are cranking out mostly ponderous stories about alienated rebels who come to bad ends, disaster epics about
burning buildings and sinking ocean liners, and barely acted comedies about lovable losers who win moral victories over snobs.
Ethnic groups who had once been consigned to the margins of popular culture are also nding a place on screen, albeit in 2
2
broadly drawn exploitation lms.
Most programs on the small screen, meanwhile, are fairly wholesome, focusing on uplifting families with comprehensively
permed children. Later into prime time, though, the networks dole out some jiggle comedy, heavy on bleached hair, short
shorts and single entendre. Talk shows, which can be found up and down the schedule, spotlight any has-beens who can be

2
scrounged up and peddle the endless Next Big Things to audiences who dont know any better.
The only true creative innovation since the great quake has been the tabletop game Booty and Bugaboos. Created far from Fun
City, in a small lakeside town in the Middle West, B&B was supposedly inspired by the waves of horrible nocturnal armies that
regularly menace the region. Highbrow critics, bored senseless by mainstream corporate oerings, have gushed over the games
outsider artwork and unpolished prose style, not to mention the avant-garde dynamic it fosters among playerssomething
between group therapy and doing your taxes.
2
- 29 -
- Chapter Two: I Am...I Said -
work under the constant threat of collapsing oors and ceilings in and temperament. The gurus are the backbone of the system.

2
tenements gutted by riots and crime. For hazardous-materials crews, Through sheer force of personality, they turn themselves into
the barrels are getting leakier and the meltdowns more frequent. All authority gures in the eyes of new recruitssomething between
of these groups, meanwhile, are short-staed: thousands of workers professors, confessors and drill sergeants. The process often
have volunteered for duty on the ruins of the West Coast, and their unfolds over weeks of seminars or therapy sessions, during which

2
jobs wont be done anytime soon. time the gurus convince members to sign on to the cult as a way
Advanced Classes: Like doctors who become Field Medics, of lifeand to bring plenty of friends along for the ride.
emergency workers who move into that advanced class feel an Prerequisite: Age 25+

2
overriding sense of mission. They will brave the worst conditions Skills: Choose two of the following skills as permanent class
and face any danger to help someone in need. skills. If a skill the character selects is already a class skill, he or she
Prerequisite: Age 18+. receives a +1 competence bonus on checks using that skill. Blu,
Skills: Choose two of the following skills as permanent class Concentration, Diplomacy, Gather Information, Intimidate,

2
skills. If a skill the character selects is already a class skill, he Knowledge (behavioral sciences), Perform (act or stand-up),
or she receives a +1 competence bonus on checks using that Sense Motive.
skill. Balance, Climb, Computer Use, Drive, Jump, Knowledge Bonus Feat: Psychobabble
(behavioral sciences, earth and life sciences, or technology),

2
Wealth Bonus Increase: +3
Search, Swim, Treat Injury.
Wealth Bonus Increase: +2. Investigative
Jobs: Investigative reporters,photojournalists,private investigators,
Entrepreneur

2
police detectives, criminologists, criminal prolers, espionage
Jobs: Anything, as long as they are their own boss. agents and others who use their skills to gather evidence and
Context: The classic entrepreneurial prole hasnt changed: analyze clues.
Americo still boasts lots of self-condent go-getters with a knack Context: After the upheavals of the 1960s, private investigators

2
for putting together business plans and gathering nancingand and police personnel face broad public mistrust about their
an itch that keeps them moving after the venture gets o the motives and methods. (See the Law Enforcement item below
ground. But these lone wolves are nding it harder to operate. for more details.) Spies, meanwhile, are struggling to adjust to
Many corporations are taking advantage of the time of crisis to the new militancy of the Bloc, Sphere and Consortium, which

2
snap up competition in their industries, in some cases gobbling makes inltrating those empires immeasurably more dicult and
up their supply chains too. Some entrepreneurs are determined to turns every assignment into a potential suicide mission. On the
go it alone in this erce new landscape, but others are knuckling other hand, journalists have been enjoying a heyday ever since
underjust a littleand buying a franchise from the big guys. a pair of enterprising reporters nearly sank President Stanton

2 Prerequisite: Age 18+. Spobeck (and, earlier, embarrassed him by printing top-secret
military documents about Americos involvement in the nation
Skills: Choose two of the following skills as permanent class of Mango). The public sees these muckrakers as folk heroes,
skills. If a skill the character selects is already a class skill, he or and journalists see themselves as crusaders against the corrupt

2
she receives a +1 competence bonus on checks using that skill. elements of the system.
Blu, Diplomacy, Gamble, Knowledge (business, current events,
or technology). Advanced Classes: Investigators have a full plate these days.
This promises to be the dirtiest and most hotly contested
Reputation Bonus Increase: +1.

2
presidential election in history, and reporters are covering the hell
Wealth Bonus Increase: +4. out of it. Top-level police detectives and private eyes have their
hands full investigating reports of the unexplained that are too
*Guru sensitive for junior ocers to handle. (Some investigative types

2
Jobs: Self-help counselors, past-life therapists and other end up specializing in the otherworldly and heading into the
charismatic gures who lead meetings of New Age cults. Parapsychologist advanced class.) Along with frequent missions
overseas, the craftiest Inltrators are being sent into the ruins of
Context: The revolutions of the 1960s sent millions of people Alamo to seek out the source of the mysterious forces plaguing
o looking for alternatives to traditional religionmaking this

2
the Middle West.
a boom time for Aquarian cults. From the Seed of Sirius, who
watch the skies for ancient astronauts, to Hunker Obliterative Prerequisite: Age 23+.
Processing, which will free your mind by teaching you radical Skills: Choose two of the following skills as permanent class
selshness, there is a self-help group for every preference skills. If a skill the character selects is already a class skill, he or

2 Postcards From Americo: The Swamp

2 Since the world went wild on August 9, 1974, the southeastern state of Fontana has been pounded hard by acid hurricanes,
tidal waves and rising sea levels. Now most of the states coastal areas are sunken under several feet of toxic sludge, and the vast
swamplands in its interior are home to legions of otherworldly horrors. (Or so Herman Purvis would have us believe.) So the

2
retirees who make up the bulk of Fontanas population have begun a long slog back to their northern homelands, traveling in
endless creeping convoys that leave interstate highways backed up for hundreds of miles. Out-of-work adventurers take note:
the old folks are always looking for guards to protect their geriatric caravans.

- 30 -
- Chapter Two: I Am...I Said -

Postcards From Americo: The Mistake By The Lake


The environmental catastrophes of August 9, 1974, didnt just cause widespread devastationthey also created some highly
localized eyesores. The city of Hewland, perched on the shores of one of the Great Inland Oceans at the northern border of 2
2
Americo, was the most visible small-scale victim. On that fateful August day, something set o a chain reaction in the waters
of the vast lake, which had turned to toxic muck after decades of uncontrolled dumping. Just before nightfall, the surface of the
inland ocean caught reand has been burning ever since. For Hewland, which was already staggering under massive debt and
a crumbling infrastructure, this was the last straw. Residents ed the sulfurous smoke in droves, leaving the urban core empty

2
and shuttered, and making the city the butt of jokes across the country. Things only got worse when singer/songwriter Edmund
Fitzgerald scored a uke Top 40 hit about the mighty cargo ship Gordon Lightfoot, which had vanished in the oily waters.

she receives a +1 competence bonus on checks using that skill.


Computer Use, Craft (visual art or writing), Decipher Script,
Forgery, Gather Information, Investigate, Knowledge (behavioral
sciences, civics, earth and life sciences, or streetwise), Research,
dish out hard justice to deserving punksleaving legality to
the pencil-necks at the courthouse. Negotiators, meanwhile, are
much in demandand in dangeras the nations ourishing
criminal and terrorist groups discover hostage taking as a way to 2
Search, Sense Motive.
Bonus Feat: Select either Brawl or Personal Firearms Prociency.
Wealth Bonus Increase: +2.
get attention and grab easy cash. Likewise, Soldiers are getting
increasingly frequent calls to raid radical lairs or take a whack
at the unexplained horrors marauding through the nations
midnight places. 2
Law Enforcement
Jobs: Uniformed police, state troopers, federal police, federal
agents, SWAT team members or military police.
Prerequisite: Age 20+.
Skills: Choose two of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or 2
2
she receives a +1 competence bonus on checks using that skill.
Context: Cops around the country are still reeling from upheavals Diplomacy, Drive, Gather Information, Intimidate, Knowledge
of the past decade. For years, a sizable minority of police operated (civics, earth and life sciences, streetwise, or tactics), Listen.
like demigods, using violence and dummied-up evidence to seal
Bonus Feat: Select one of the following: Combat Martial Arts,

2
cases, and demanding bribes and freebies from people on their
beat. That regime ended with the social revolutions of the 1960s. Armor Prociency (light), or Personal Firearms Prociency.
The civil-rights struggle highlighted abuses of ocial power, Wealth Bonus Increase: +1.
leading the legal system to expand the rights of the accused and

2
limit those of the police. Meanwhile, a broader cultural shift made Military
authority at large the enemy, casting criminals as folk heroes Jobs: Any of the branches of the armed forces, as well as the
and turning cops into pigswhether or not an individual in various elite training units such as the Green Berets.
question deserved the tag.
Context: Like their cousins in law enforcement, soldiers have had

2
Today, law enforcement ocers face a hostile (or at least a tough time lately. As the war in Mango became a ash point for
dismissive) public, and many urban departments are wracked protestors, military personnel were an obvious target of scorn and
by corruption scandals, usually involving bribery or narcotics contempt, as well as widespread accusations of butchery.
tracking. In addition, cops nds themselves understaed and

2
underfunded as scal crises bleed big cities dry. Now the armed forces are at their lowest ebb. Many people see
them not as a source of national pride but as a symbol of a divisive
Making life even more complicated, vigilante groups are war best forgotten. And many of the returning soldiers have been
beginning to form in big cities, a slap in the face of professional assigned to dispiriting jobs, such as hopeless recovery operations
law enforcement. Perhaps the best known are Fun Citys Red

2
in the ruins of the West Coast or dangerous guard work on the
Sentinels, who go so far as to wear makeshift uniformstrack borders of Alamo.
jackets and beretsand get extensive training in martial arts
from Mango veterans. As such, the military has become a haven for two widely disparate
personality types: societys castos, and those with a deep

2
Advanced Classes: Under these tough conditions, many idealistic patriotism that now feels alien in most of Americo. The castos
cops crack and become mavericks. They take up combat-heavy keep their heads down and do as little as they can, making every
advanced classes, such as Gunslinger and Martial Artist, and

Postcards From Americo: Howes Chasm


This breathtaking natural monumenta snaking, river-carved canyon nearly 300 miles long and 5,000 feet deepis the scene of
a erce stando. As unearthly terrors began rampaging across the Middle West, the Aboriginal Nationsthe original inhabitants 2
of Americodecided to put aside their longstanding dierences and make a collective run for it. They deserted their reservations
without a word to any outsiders and crossed the Barrier Mountains through long-deserted passes.
Now they have settled at the oor of the Chasm, where they live in sprawling communities that are largely protected from 2
2
natural havoc and give them access to unspoiled plants and game. But life isnt serene by a long shot. The federal government
has sent a detachment of troops to try to force the natives out, with little success so far. And the Aborigones must constantly
patrol their territory to guard against incursions by nocturnal horrors.

- 31 -
- Chapter Two: I Am...I Said -
mission costlier and more dangerous. The militant patriots, shady talent agents are always trawling for glamour models and

2
meanwhile, blame muddled leadership for losing the war in hard-core stars.
Mango, and fume that they arent being put into action against Choice assignments include a layout as Bedfellow of the
the nations enemies overseas. Month in Humboldt Suedes mens magazine or a dancer on

2
Advanced Classes: These days, most military personnel who Shels Rock Pile, the late-night musical revue lmed live at the
stick around long enough to become Soldiers are either hyper- towering BootyDome 57 in fabulous Fun City. But by far the
committed patriots or borderline cases with a heavy death top job among romantic professionals is Valet: a live-in mate for
wish. Some of the most talented covert-ops warriors move a top executive. More than concubines, Valets head their clients

2
up to Inltrator to better make their way behind enemy lines. household, directing servants, planning social events and creating
Meanwhile, some personnel returned from action in Mango with a network of allies that they (or their bosses) can draw on. They
their head full of Eastern mysticism and physical discipline also act as middlemen for their clients, sealing business deals and
leading them naturally to become Martial Artists. managing access to the top dog.

2
Prerequisite: Age 18+. Advanced Classes: Most Red Collars move on to the Groover or
Skills: Choose two of the following skills as permanent class Personality class, where they earn top dollar in their eld. Others
skills. If a skill the character selects is already a class skill, he or put their charismatic talents to grittier use as Negotiators or
she receives a +1 competence bonus on checks using that skill. Inltrators. For some Valets, the bond with their clients is so strong

2
Climb, Demolitions, Drive, Hide, Knowledge (tactics), Move that they end up protecting them as Bodyguards.
Silently, Navigate, Pilot, Survival, Swim. Prerequisite: Cha 13+
Bonus Feat: Select one of the following: Brawl, Combat Martial Skills: Choose three of the following skills as permanent class

2
Arts, Armor Prociency (light), or Personal Firearms Prociency. skills. If a skill the character selects is already a class skill, he
Wealth Bonus Increase: +1. or she receives a +1 competence bonus on checks using that
skill. Blu, Diplomacy, Intimidate, Perform (act, dance, keyboards,
*Red Collar percussion instruments, sing, stand-up, stringed instruments,

2
wind instruments), Sense Motive, Tumble.
Jobs: Anyone who trades in sex or sensuality for a living.
Bonus Feat: You may choose Dancing Fool, Deceptive, Sensualist,
Context: Its been only a few years since the free-love revolution Trustworthy or Life of the Party as a bonus feat.
threw old mores out the windowbut already Americo has turned
Wealth Bonus Increase: +3

2
sex into big business. Simply put, if you look good, and dont have
many compunctions, youll never hurt for work. BootyDomes pay
attractive dancers to spice up the crowds, New Age cults keep sex Religious
therapists on sta to break down their recruits resistance, and Jobs: Ordained clergy of all persuasions, as well as theological

2
scholars and experts on religious studies.
Context: Clerics have put themselves in a bind. During the
swinging sixties, many ditched the scriptural hard line and
modulated their moral teachings for the times. Others, seeing

2
the successes of the civil-rights movement, started thinking that
radical politics held answers religion didntforgetting that the
movements leading lights always kept the Old God at the center
of their message.

2
The result of all the spiritual wavering: empty temples.
Conservative believers began deserting their churches for tiny,
ery denominations, while liberal ones gured they might as well
ditch sin and guilt altogether, and headed o to whatever self-

2
help cult promised them the best deal.
Now dark forces are clearly loose in the world but many priests
and believers have forgotten the language of good and evil. To

2
jog their memory, the Old God has been sending them voices
and visions, calling them to greater vigilance and militancy. Some
clerics have even started to perform, well, miracles: laying on
hands, parting waters and more.

2
Advanced Classes: Most religious move on to the Fightin
Acolyte advanced class, although some become Investigators or
Parapsychologists for their faith, looking into the reports of the
unknown and guring out how they jibe with revealed wisdom.

2
Others become all-out holy warriors, like the Martial Artist
monks of Tang, or put their lives on the line as Negotiators for
local police forces. Occasionally, a member of the clergy will make
a splash as an author or commentator and become a Personality.

2
Prerequisite: Age 23+.
Skills: Choose three of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or she
receives a +1 competence bonus on checks using that skill. Decipher

- 32 -
- Chapter Two: I Am...I Said -
Script, Knowledge (arcane lore, art, behavioral sciences, history, Skills: Choose three of the following skills as permanent class

2
streetwise, or theology and philosophy), Listen, Sense Motive. skills. If a skill the character selects is already a class skill, he or
Bonus Feat: Believer. she receives a +1 competence bonus on checks using that skill.
Computer Use, Knowledge (arcane lore, art, behavioral sciences,
Wealth Bonus Increase: +2. business, civics, current events, earth and life sciences, history,

2
physical sciences, popular culture, technology, or theology
Rural and philosophy), Perform (act, dance, keyboards, percussion
Jobs: Farm workers, hunters and others who make a living in instruments, sing, stand-up, stringed instruments, or wind
rural communities. instruments), Research.
Context: Before the epochal events of August 9, farmers biggest
worries were city folk. Outside agitators were nosing into how
they raised their cropsforcing them to stop using pesticides and
Wealth Bonus Increase: +1.

*Survivalist 2
2
to abandon stretches of prime land over airy ecological concerns. Jobs: Anyone who retreats from modern society and heads into a
More broadly, urbanites held the reins of culture and seemed cloister to prepare for worse times ahead.
to be leading it in strange and dangerous directions. Now the
farmers have more immediate fears. Acid rain burns away their Context: As the 1960s drove society to its knees, people at both
extremes of the political spectrum feared the worst. Right-

2
crops and poisons their groundwater. Unseen terrors haunt the
plains at night, swooping out of the sky to snatch up the unwary, wingers imagined a regime of hippie lawlessness or an eventual
or overrunning whole towns and leaving piles of mutilated bodies collectivist invasion. The Lefties gured Stanton Spobeck and
in their wake. Even the animal kingdom has gone mad. Small his reactionary cabal would call out the armed forces to suppress
protestors, as they had done to lethal eect at a small Middle

2
creatures band together and attack isolated farms, and bigger
ones seem to have almost human intelligence, luring hunters Western college. Now that the world appears headed for even
deep into the woods and tearing them apart at will. These days, greater calamities, many people at the fringes of the system are
being a farmer means being a ghter. going o the grid and creating self-sustaining enclaves to shelter
them through the End Times. Most head for the farmlands and

2
Advanced Classes: Many farmers are taking up the combat forests, building concrete bunkers or heavily fortied compounds
classesSoldier, Gunslinger and Martial Artistto keep the with camouaged gardens and generators that run on animal
demons from their door. Others are heading o to Cow College waste. Some take up residence in cities that have been blighted
to become Field Scientists and nd a cure for the poisons killing by riot or abandoned outright, setting up basement generators

2
o their crops and fouling their water. Still others look for a life and mounting spotlights and sandbags on the roof as a bulwark
on the road as Truckers, or give up the country altogether to against trespassers. Usually, these so-called Omega Men stock
become Urban Cowboys. their hideouts with prized cultural artifacts that they want to save
Prerequisite: Age 15+.
Skills: Choose two of the following skills as permanent class
skills. If a skill the character selects is already a class skill, he or
she receives a +1 competence bonus on checks using that skill.
2
2
Balance, Climb, Demolitions, Drive, Handle Animal, Hide,
Knowledge (tactics), Move Silently, Navigate, Pilot, Repair, Ride,
Survival, Swim.
Bonus Feat: Select either Brawl or Personal Firearms

2
Prociency.
Wealth Bonus Increase: +1.

Student
Jobs: A student can be in high school, college or graduate school,
as well as a seminary, military school or private institution. A
college-age student should pick a major eld of study.
2
2
Context: Student became a full-time occupation in the 1960s,
as many kids dragged out their college careers to stay out of
service in Mango. Then the war ended, and many of the other
major battles that energized campuses, such as civil rights, petered

2
out or spread into less dramatic pigeonholes. In that sense, the
reelection campaign of Stanton Spobeck and the prospect of
another war in Mango are the best things that ever happened to
the student body. The campus is radicalized once again as restless

2
youth picks up its placards, piles into buses for protest marches,
occupies administration buildingsand occasionally dabbles in
criminal activity.
Advanced Classes: Given their radicalism, many students head

2
into the Militant or Middleman advanced classes, skirting the
line between far-out politics and the criminal underground.
Prerequisite: Age 15+.

- 33 -
- Chapter Two: I Am...I Said -

2 Postcards From Americo: Dixon


The largest state in the region, and its cultural and economic capital, Dixon was spared the worst of the savage violence
and bitterness that marked the Souths civil-rights struggle. Today, the state is struggling to rebuild its economy, but things

2
are largely peaceful under the guiding hand of Governor Quantrill Biscuit. Dixon has largely resisted urban sprawl and
citied mores. The streets of its capital are lined with colonnaded mansions draped in vines, and its people have a courtly,
antiquated charm nearly lost in modern Americo. The most modernistic structure in the state is the HunkerDome: a glassed-
over compound that serves as headquarters for Theramin Hunkers self-help cult.

2 from the conagrationas well as lots and lots of guns. rationalists (Field Scientists) who demand hard proof of any
otherworldly phenomenon, even if the circumstantial evidence

2
Advanced Classes: These fringers are usually tremendous
autodidactsand so can elevate themselves into nearly any is overwhelming; and tripped-out theorists (Parapsychologists)
advanced class. Indeed, every advanced class oers valuable wholl accept anything and throw it into the quantum stew.
talents for the battle against the fall of night. Soldier, Gunslinger Techies, in general, stick to problems they can solve by turning
bolts and burning circuits.

2
and Martial Artist bring invaluable combat skills, Field Medic
means you can stitch yourself up after a tough battle against Prerequisite: Age 23+.
nocturnal horrors, and Field Scientist and Techie let you concoct Skills: Choose three of the following skills as permanent class
even more elaborate gadgets to keep things humming behind skills. If a skill the character selects is already a class skill, he or

2
your backwoods bulwarks. she receives a +1 competence bonus on checks using that skill.
Prerequisite: Age 20+. Computer Use, Craft (chemical, electronic, mechanical, or
Skills: Choose three of the following skills as permanent class structural), Knowledge (business, earth and life sciences, physical
skills. If a skill the character selects is already a class skill, he or sciences, or technology), Repair, Research.

2
she receives a +1 competence bonus on checks using that skill. Wealth Bonus Increase: +3.
Craft (chemical, electronic, mechanical, or structural), Disable
Device, Drive, Handle Animal, Knowledge (earth and life White Collar
sciences, physical sciences, or technology), Repair, Ride, Survival,

2
Jobs: Oce workers and desk jockeys, such as lawyers,
Swim, Treat Injury. accountants, insurance agents, bank personnel, nancial advisers,
Bonus Feat: Select Brawl, Builder, Guide, Personal Firearms tax preparers, clerks, sales personnel, real estate agents or middle
Prociency or Track. managers.

2
Wealth Bonus Increase: -2. Context: The days of the Gray Flannel Suit are over. As the
student revolutionaries of the 1960s join the ranks of the
Technician bourgeois, theyre bringing social progressivism and laid-back
Jobs: Scientists and engineers of all types. attitudes to once-stuy businesses. In some cases, this means

2
welcome reform; in others, vulgarization, lassitude and ultimately
Context: The heady revolutions of the 1960s brought science bankruptcy. Meanwhile, desk jockeys who were too old to paint
and politics together as never before. Many laboratories became their faces in the sixties didnt miss out on the fun entirely. Many
targets for protestors who wanted to halt military research or stop in the white-collar crowd eagerly accepted the message of free love

2
private-sector work that harmed the ecology or exploited animals. and libertinismeven if they didnt buy the part about changing
In response, some scientists became activists themselves, while the world. Now they have become regular drug users (even if just
the majority was forced to cross picket lines and work under the alcohol) and spouse-swappers, or simply old-fashioned adulterers.
threat of sabotage. If youre an oce worker, life is probably much more interesting

2
Meanwhile, the more blissed-out members of the pocket-protector than it used to be.
set began noticing an anity between Aquarian mysticism and Prerequisite: Age 23+.
certain branches of theoretical physics. They began producing
books and research papers demonstrating this connection, and Skills: Choose two of the following skills as permanent class

2
along the way made formerly oddball elds of study respectable skills. If a skill the character selects is already a class skill, he or
in the academy, from parapsychology to shamanism to the search she receives a +1 competence bonus on checks using that skill.
for extraterrestrial intelligence. Jut in timenow that unearthly Computer Use, Diplomacy, Knowledge (art, business, civics,
horrors are menacing the planet. earth and life sciences, history, physical sciences, or technology),

2
Research.
Advanced Classes: Broadly speaking, the upheavals in the
profession have pushed top scientists into two camps: crusty Wealth Bonus Increase: +3.

2 Postcards From Americo: District One


The capital of Americo is dominated by an enormous mall of monuments, museums and statuary ringed by swank suburbs (as
well as a rapidly decaying urban center, which the citys power brokers largely avoid). It goes without saying that the District

2
is the nexus of the nations political forces and military and intelligence services. Similarly, all the international powers have
headquartered their spy networks hereand Stanton Spobeck has set up an equally pervasive matrix of counterintelligence
agents.

- 34 -
- Chapter Two: I Am...I Said -

Advanced Classes
2
2
Any advanced class from the d20 Modern Roleplaying Game is speed, making hairpin turns that send his hubcaps ying, weaving
open to you except the FX classes and the psychic classes, the down a crowded avenue in pursuit of a vanishing pair of taillights.
latter of which have been replaced by the catchall Psychic class A Driver might be a daredevil ambulance driver, a highway
below. You can nd notes about existing advanced classes in the patrolman or a chaueur for a crime boss. Rural areas, meanwhile,

2
section above on starting occupations. have their Dukes of Hazard, daredevils who bullet down back
roads one step ahead of the law or alien horrors.

New Classes Requirements

2
As youll notice, many of the new classes in this section are geared To qualify to become a Driver, a character must fulll the
toward smooth-talking your opponents and digging up dirt to use following criteria.
against them, rather than out-and-out combat. This is an attempt Base Attack Bonus: +2
to reect the pop culture dynamic of the period: genre heroes

2
Skill: Drive 6 ranks
like Columbo, Jim Rockford and Karl Kolchak used brains and Feats: Vehicle Expert, Force Stop, Vehicle Dodge
charm to crack cases, and hardly ever reached for a gun. Even
fairly conventional tough guys like Dirty Harry or Shaft relied Class Information
on attitude and street savvy as much as bloody knuckles and foot-

2
long handguns. (Likewise bad guys: the seventies were a golden Hit Die: 1d8
age for villains who pulled strings from a distance, as agents of a Action Points: 6 + one-half character level, rounded down, every
faceless, suocating Establishment.) time the character attains a new level in this class.
Class Skills: The Drivers class skills (and the key ability for

2
If youd rather load up your character with more straight-ahead each skill) are: Disable Device (Int), Drive (Dex), Knowledge
combat abilities, by all means go for one of the tough-guy classes (current events, history, popular culture, streetwise) (Int),
in the d20 Modern Roleplaying Game. You can always roleplay the Listen (Wis), Navigate (Int), Pilot (Dex), Profession (Wis),
character however you want; theres no law that says your Soldier Read/Write Language (none), Repair (Int), Speak Language

2
cant be as disarming and self-eacing as Columbo, for instance. (none), Spot (Wis).
Come to think of it, a Columbo with Weapon Focus would Skill Points at Each Level: 5 + Int modier
denitely come in handy in the Damnation Decade world!
Class Features
Driver
Behind the wheel, the Driver can pull o astonishing feats of
daringdarting through the narrowest alleys at tire-melting
Critical Crash: If a Driver rolls a natural 20 when making his
Drive check to sideswipe or ram maneuver, there is a chance that
the impact will inict additional damage to the opposing vehicle.
2
2
2
2
2
2
2
2
- 35 -
- Chapter Two: I Am...I Said -

2 Class Level
Base Attack
Bonus Fort Save Ref Save
The Driver
Will Save Special
Defense
Bonus
Reputation
Bonus

2 1st
2nd
3rd
+0
+1
+1
+0
+0
+1
+2
+3
+3
+0
+0
+1
Critical crash
Riding shotgun
Bonus feat
+1
+2
+2
+0
+0
+1

2 4th
5th
6th
+2
+2
+3
+1
+1
+2
+4
+4
+5
+1
+1
+2
Hell on wheels I
Roadhog I
Bonus feat
+3
+4
+4
+1
+1
+2

2
7th +3 +2 +5 +2 Everybody walks away +5 +2
8th +4 +2 +6 +2 Hell on wheels II +6 +2
9th +4 +3 +6 +3 Bonus feat +6 +3

2
10th +5 +3 +7 +3 Roadhog II +7 +3

He makes a second Drive check with the same DC as the rst Skill: Blu 7 ranks, Diplomacy 7 ranks, Intimidate 7 ranks,

2
time. If the check succeeds, he may double the number of damage Profession 7 ranks, Sense Motive 7 ranks
dice. In addition, the driver of the opposing vehicle must succeed Feats: Renown
at a DC 20 Drive check in order to regain control of his vehicle.
Riding Shotgun: The Driver has perfected the skill of taking Class Information

2
oensive actions while driving with the Total Defense option Hit Die: 1d8
(see Fighting From Vehicles in Chapter Five of the d20 Modern Action Points: 6 + one-half character level, rounded down, every
Roleplaying Game). In a round where he chooses Total Defense, time the character attains a new level in this class.
the Driver may still make a single attack action with a 8 penalty Class Skills: The Executives class skills (and the key ability for

2
to hit. In addition, any gunners or passengers in the car suer each skill) are: Blu (Cha), Diplomacy (Cha), Forgery (Int),
only a 4 modier on their roll instead of the usual 8. Gather Information (Cha), Intimidate (Cha), Knowledge
Bonus Feats: At 3rd, 6th and 9th level, the Driver gets a bonus (business, current events, history, popular culture) (Int), Listen
(Wis), Profession (Wis), Read/Write Language (none),

2
feat. The bonus feat must be selected from the following list, and
the Driver must meet all the prerequisites of the feat to select it. Research (Int), Search (Int), Sense Motive (Wis), Speak
Aircraft Operation, Alertness, Drive-By Attack, Guide, Improved Language (none), Spot (Wis)
Initiative, Surface Vehicle Operation, Track. Skill Points at Each Level: 8 + Int modier

2
Hell on Wheels: At 4th level, the Driver may perform one extra Class Features
stunt per round. Normally, performing a stunt is considered
a move action, so a character can only perform two stunts in a Sizing Up: The Executive may make a Sense Motive roll to attempt
single round. Hell on Wheels allows the Driver to perform up to learn hidden details about a subjects life and motivations. For

2
to three stunts. At 8th level, the Driver gains an additional extra example, an Executive could gure out where a subject was born
stunt (allowing for up to four stunts per round). Extra stunts may or currently lives by listening to her accent and observing her
not be traded out for a dierent move actionthey must be used habits; discern her relationships with other people by watching
for performing vehicular maneuvers. her talk to them; or snoop out the hidden secret that drives her

2
by probing her with a seemingly unrelated conversation or poring
Roadhog: At 5th level, the Driver gains a +2 competence bonus over her paper trail.
to his Drive skill, as well as to all checks for Hiding and Seeking.
At 10th level, he receives another +2 bonus. If the subject is actively concealing the information, Sizing Up
takes a standard opposed roll: Sense Motive vs. the subjects Blu.

2
Everybody Walks Away: Occupants of the Drivers vehicle, including If the subject is not actively concealing, it is an unopposed roll
the Driver, take only half damage in any collision or crash. With a with a DC of 15. In both cases, the Executive receives a bonus to
successful Reex save (DC 15), they take one-quarter damage. her roll equal to her level in this advanced class, and the following
modiers apply:
Executive
2 The Executive is a member of Americos ruling class, making
decisions on company policy that aect thousands of workers and
put millions of dollars at risk. She commands an Olympian salary
Situation
Extended conversation with, or observations of,
subject
Modier
+2

2 and enjoys perquisites such as mansions, overseas travel, bodyguards Conversations with acquaintances as well +2
and Red Collar companions. She also becomes a master of the sales Access to subjects personal eects +4
pitch, crafting messages that win over enemies and keep allies close.
Comprehensive report on subject +5

2 Requirements
To qualify to become an Executive, a character must fulll the
following criteria.
Only brief contact with subject
Relying on misleading or incomplete report/
personal eects
-2
-4

- 36 -
- Chapter Two: I Am...I Said -

Class Level
Base Attack
Bonus Fort Save Ref Save
The Executive
Will Save Special
Defense
Bonus
Reputation
Bonus 2
1st
2nd
3rd
+0
+1
+1
+1
+2
+2
+0
+0
+1
+2
+3
+3
Sizing up
Money is no object I
Bonus feat
+0
+1
+1
+1
+2
+3 2
4th
5th
6th
+2
+2
+3
+2
+3
+3
+1
+1
+2
+4
+4
+5
Corporate resources
Sales pitch
Bonus feat
+1
+2
+2
+4
+5
+6 2
2
7th +3 +4 +2 +5 Life of leisure +2 +7
8th +4 +4 +2 +6 Money is no object II +3 +8
9th +4 +4 +3 +6 Bonus feat +3 +9

2
10th +5 +5 +3 +7 Friends in high places +3 +10

Money Is No Object: At 2nd level, the Executive receives a or chief executive ocerand becomes a major gure in the

2
+5 bonus to her Wealth bonus. At 8th level, she receives an business and political world. She gains access to the companys
additional +5 bonus. secrets and helps decide strategy, such as launching product
Bonus Feats: At 3rd, 6th and 9th level, the Executive gets a lines and new areas of research.

2
bonus feat. The bonus feat must be selected from the following She may also use her new position to pressure people into doing
list, and the Executive must meet all the prerequisites of the feat her bidding. Anyone who meets her must make a Reputation
to select it. Alertness, Attentive, Condent, Creative, Deceptive, check, except people who have been removed from the currents
Double Blu, Educated, Focused, Frightful Presence, Iron Will, of popular culture for extraordinary reasons. On a successful

2
Life of the Party, Meticulous, Power to Will, Improved Power check, the Executive may immediately make a Sales Pitch to
to Will, Stealthy, Studious, Trustworthy. the subject, no Sizing Up required. The DC to resist the pitch is
Corporate Resources: At 4th level, the Executive can draw 15 + the Executives Charisma bonus + the Executives level in
upon the resources of her employer to further her own ends. Her this advanced class.

2
sta can compile within an hour a basic biography of anyone
she chooses, as well as an outline of any historical event, an
abstract of current events and a rough map of any location. With
Fightin Acolyte
In a world where religious belief gets bought o by corporations
additional time, her sta can produce a complete biography, full
or crushed by collectivist tanks, these clerics put their lives on

2
details of any historical event, detailed reports on current events
the line to spread the wordso theyve learned to be as quick
and street-by-street maps of any location.
with their sts as they are with their psalms. They kick drug
Sales Pitch: The Executive becomes particularly adept at dealers out of decaying inner cities, comfort peasants caught in
manipulating people to get what she wants. After she has the middle of guerrilla wars and sneak behind Gogol Yobars

2
successfully used her Sizing Up ability against someone, she Purity Wall to conduct closed-door rites under the noses of the
may craft an impromptu sales pitch targeted to their specic secret police. They are also a crucial front line in the war to
desires or weaknesses. The pitch must involve giving the target stop the end of the world. Their faith makes them the toughest
something he wantssuch as money or other assistancein demon-hunters around, and their devotion to humanity at large

2
exchange for a favor that isnt immediately harmful or morally makes them ruthless enemies to aliens, androids and other
objectionable. For instance, an Executive might realize that the inhuman ends.
hit man sent to kill her owes loan sharks a small fortune. So she
oers to pay o the killers debts if he lets her go. Requirements
The target of a sales pitch must make a Willpower save (DC 10
+ the Executives Charisma bonus + her level in this advanced
class) or succumb to the pitch. The Sales Pitch is an attack
To qualify to become a Fightin Acolyte, a character must fulll
the following criteria.
Base Attack Bonus: +2 2
2
action. The Executive may use it in combat without provoking
Skill: Diplomacy 6 ranks, Knowledge (theology and philosophy)
an attack of opportunity.
6 ranks
If the Executive has more than an hour to plan the pitch, the Feat: Believer
DC is increased by +5. If the executive has time to draw upon

2
Corporate Resources, the DC is increased by +10. Class Information
Life of Leisure: The Executive has lots of free time on her Hit Die: 1d8
hands to practice her hobbies. She gains a +4 competence bonus Action Points: 6 + one-half character level, rounded down, every
to three skills of her choice. She must choose three separate time the character attains a new level in this class.

2
skills, and they must be skills in which she already has at least Class Skills: The Fightin Acolytes class skills (and the key
1 rank. ability for each skill) are: Blu (Cha), Decipher Script (Int),
Friends in High Places: At 10th level, the Executive is elected Diplomacy (Cha), Gather Information (Cha), Intimidate
to the elite ranks of company managementsuch as president (Cha), Knowledge (history, theology and philosophy) (Int),

- 37 -
- Chapter Two: I Am...I Said -
Perform (preach) (Cha), Read/Write Language (none), Sense Not of This Earth: The Fightin Acolyte has such a keen sensitivity

2
Motive (Wis), Speak Language (none), Spot (Wis), Treat to otherworldly phenomena that he may automatically sense any
Injury (Wis). nonhuman creatures, as well as sacred artifacts or holy relics,
Skill Points at Each Level: 5 + Int modier within 60 feet.

2
Miracle: The Fightin Acolyte may call upon the Old God to help
Class Features him and his friends out of a jam. He may use this power a number
Holy Terror: At 1st level, the Fightin Acolyte may add his of times per day equal to his Charisma bonus. Roll a d20 + the
Charisma bonus to attack rolls. In addition, he gains the ability to characters Charisma bonus, versus the DCs listed below:

2
smite nonhuman opponents, adding his level in this advanced class
to attack and damage rolls against them. He may use the smite Miracle DC
ability a number of times per day equal to his Charisma modier. Allowing the player or an ally to retry a blown roll, or 10
Nonhuman enemies include demons, aliens, mutations and animals forcing an enemy to redo a successful one

2
gone mad, as well as androids, robots and computers. Causing a minor disruption in time and space: An 10
At 4th level, the Fightin Acolyte may add his Charisma bonus to object the player left behind at H.Q. appears in his
damage rolls as well, including smite rolls. pocket, an opponents gun jams, a cab shows up out
Confession: At 2nd level, the Fightin Acolyte may use his force of nowhere on a rainy day in Fun City

2
of personality and righteous belief to compel people to reveal Allowing the player or an ally to take 10 on a roll he 15
secrets. He may command someone to reveal one specic piece ordinarily couldnt, or automatically subtracting 10
of information only, such as a name or an address, and it must be from an opponents roll
linked to a crime or some other act that the target feels guilty about.

2
Causing a medium disruption in time and space: 15
The subject gets a Willpower save (DC 10 + the Fightin Acolytes
The player (or an opponent) is whisked out of a
Charisma bonus + his level in this advanced class) to resist.
dangerous situation and reappears in the nearest
Confession is an attack action. The Fightin Acolyte may use it in safe (or convenient) place, a whole platoons guns

2
combat without provoking an attack of opportunity. jam
Bonus Feat: At 3rd, 6th and 9th level, the Fightin Acolyte gets Allowing the player or an ally to take 20 on a roll 20
a bonus feat. The bonus feat must be selected from the following he ordinarily couldnt, or automatically treating an
list, and the Fightin Acolyte must meet all the prerequisites of opponents roll as a 1

2
the feat to select it. Double Blu, Frightful Presence, Iron Will,
Causing a large disruption in time and space: The 20
Power to Will, Improved Power to Will, Studious, Trustworthy.
player or an ally is transported back in timeseveral
Thy Will Be Done: As the Fightin Acolyte grows into his clerical minutes to prevent a murder, a fully stockedoasis
responsibilities, he receives a keener understanding of the human appears out of nowhere as the players arewandering

2
soul. This gives him a +2 bonus on all Willpower saves to resist half-starved in the desert
demonic possession, and allows him to re-roll a number of failed
Allowing the player or an ally to take 25 or more, 25+
Willpower saves each day equal to his Wisdom bonus. (The +2
causing an epochal disruption in time and space,
bonus stacks with any other Willpower bonuses he may receive

2
such as parting a sea or raising someone from the
from feats.)
dead
At 8th level, he gains the ability to give every friendly character
Note that the Old God will not kill opponents outright or solve the
within 20 feet a +1 bonus on their Willpower saves. In addition,
heroes problems for them. You cant pray that a roof collapses on a

2
if he has a chance to spend at least one minute counseling a
platoon of mutants, or that a book falls o the library shelf, open to
character, that character may add the Fightin Acolytes Charisma
the piece of information you need. Instead, the Old God generally
bonus to his next Willpower save. This eect does not stack with
will only help you perform regular tasks yourself, or shelter you if
the automatic +1 bonus, and neither eect works on someone
youve landed in a dangerous situation because you are selessly

2
who is possessed.

The Fightin Acolyte

2
Base Attack Defense Reputation
Class Level Bonus Fort Save Ref Save Will Save Special Bonus Bonus
1st +0 +1 +0 +2 Holy terror I +1 +0

2
2nd +1 +2 +0 +3 Confession +2 +0
3rd +1 +2 +1 +3 Bonus feat +2 +0
4th +2 +2 +1 +4 Holy terror II +3 +0

2
5th +2 +3 +1 +4 Thy will be done I +4 +1
6th +3 +3 +2 +5 Bonus Feat +4 +1
7th +3 +4 +2 +5 Not of this Earth +5 +1
8th +4 +4 +2 +6 Thy will be done II +6 +1

2 9th
10th
+4
+5
+4
+5
+3
+3
+6
+7
Bonus feat
Miracle
+6
+7
+2
+2

- 38 -
- Chapter Two: I Am...I Said -
trying to help others. If the Old God does choose to perform a

2
history-making miracle, such as moving a mountain or making the
sun stand still, it will be to help out a large group of beleaguered
people, not a handful of heroes.

Groover
The Groover lives for good times, and is a master of sensuality
and seduction. He may be among the elite of Red Collars, earning 2
2
top dollar as a corporate consort, professional model, porn star
or a ringer in a BootyDome. He may be an undercover spy or
private investigator who uses sex appeal to cozy up to suspects.
Or he may simply be a nine-to-ver who has spent years making

2
the rounds at nightclubs, singles bars and other social hot spots,
where his eortless charm and personal magnetism make him the
center of attention.

2
Requirements
To qualify to become a Groover, a character must fulll the
following criteria.

2
Skills: Perform (select one) 6 ranks, Speak Language (jive)
Feat: Dancing Fool, Life of the Party and Sensualist

Class Information

2
Hit Die: 1d6
Action Points: 6 + one-half character level, rounded down, every
time the Groover attains a new level in this class.
Class Skills: The Groovers class skills (and the key ability for

2
each skill) are: Blu (Cha), Diplomacy (Cha), Intimidate his Sense Motive bonus. At 7th level, he may add his ranks in his
(Cha), Knowledge (current events, popular culture, streetwise) highest Perform skill to his Sense Motive bonus as well.
(Int), Perform (act, dance, sing, stand-up) (Cha), Profession Bonus Feats: At 3rd, 6th and 9th level, the Groover gets a bonus
(Wis), Read/Write Language (none), Skate (Dex), Speak feat. The bonus feat must be selected from the following list, and

2
Language (none), Tumble (Dex). the Groover must meet all the prerequisites of the feat to select it.
Skill Points at Each Level: 5 + Int modier. Alertness, Condent, Deceptive, Defensive Martial Arts, Double
Blu, Improved Dancing Fool, Trustworthy.
Class Features Thinking With the Hips: The Groover can use romantic wiles
Combat Charm: The Groover is adept at using his personal
magnetism to mesmerize opponents. At 1st level, he may add his
Charisma modier to his attack rolls. At 5th level, he may add his
Charisma modier to his damage rolls as well.
to get someone of the opposite sex, or someone of the same sex
who is so inclined, to perform an irrational action. At 4th level,
this is an action that the target knows is ludicrous but thinks will
immediately lead to romantic contact, such as unlocking a cell 2
Enough About Me: The Groover can use his charm to get others
to reveal more about themselves than theyd like. At 2nd level, he
may add his Charisma bonus, as well as his Wisdom bonus, to
door or abandoning a guard station. The target wont undertake
any action that she thinks is morally wrong or lethal to herself
or others.
2
The Groover
2
2
Base Attack Defense Reputation
Class Level Bonus Fort Save Ref Save Will Save Special Bonus Bonus
1st +0 +1 +1 +0 Combat charm I +0 +2

2
2nd +1 +2 +2 +0 Enough about me I +1 +2
3rd +1 +2 +2 +1 Bonus feat +1 +2
4th +2 +2 +2 +1 Thinking with the hips I +1 +3
5th +2 +3 +3 +1 Combat charm II +2 +3
6th
7th
8th
+3
+3
+4
+3
+4
+4
+3
+4
+4
+2
+2
+2
Bonus feat
Enough about me II
Thinking with the hips II
+2
+2
+3
+3
+4
+4 2
9th
10th
+4
+5
+4
+5
+4
+5
+3
+3
Bonus feat
Cant stop the music
+3
+3
+4
+5
2
- 39 -
- Chapter Two: I Am...I Said -
To use this ability, make a check with one of your Charisma- Requirements

2
based skills using the new denitions in the Sensualist feat (Blu
To qualify to become a Middleman, a character must fulll the
for irting, etc.). You receive a +2 bonus to your roll, which stacks
following criteria.
with the +2 that Sensualist ordinarily provides.
Skills: Diplomacy 6 ranks, Gather Information 6 ranks, Blu 6

2
Blu is a standard opposed roll versus your targets Sense Motive
ranks, Speak Language (jive)
skill. Intimidate is a roll against DC 10 + your targets character
Feat: Double Blu
level. When using Diplomacy, you must change the targets
attitude to Friendly, and for Perform you must deliver a Great
Class Information

2
Performance.
Hit Die: 1d6
At 8th level, the Groover may try to persuade the target to perform
Action Points: 6 + one-half character level, rounded down, every
a long term action, or a series of actions, that the target believes
time the Middleman attains a new level in this class.
will lead to romantic contact, such as stealing secret les from
Class Skills: The Middlemans class skills (and the key ability

2
the workplace or driving the Groover and his allies across state
for each skill) are: Blu (Cha), Diplomacy (Cha), Disable
lines to safety. In extraordinary circumstances, the target can be
Device (Dex), Gather Information (Cha), Intimidate (Cha),
persuaded to undertake actions she believes to be morally wrong
Knowledge (current events, popular culture, streetwise) (Int),
or lethal, but she gets a bonus of +2 or higher on her opposed roll,
Read/Write Language (none), Speak Language (none), Sense

2
depending on the severity of the action.
Motive (Wis).
Thinking With the Hips is an attack action. The Groover may use Skill Points at Each Level: 7 + Int modier.
it in combat without provoking an attack of opportunity.
Class Features

2
Cant Stop the Music: The Groover radiates such a strong good-
time vibe that opponents subconsciously pull their punches.The rst The Grapevine: Through her extensive network of contacts, the
time an opponent engages the Groover in melee combat, she must Middleman can nd out just about anything about a person,
make a Willpower save or else convert all attacks on the Groover to place or event in her home city. She may add her level in this

2
nonlethal ones for the duration of the combat. The DC for this save advanced class to her Gather Information rolls, and she may make
is 10 + the Groovers Charisma bonus + the Groovers level in this a Gather Information check on general or specic information
advanced class. Opponents making ranged attacks on the Groover instantaneously. In addition, she spends only an hour making a
must make their Willpower save or re on another target instead. Gather Information check for restricted information. Protected

2
If another target isnt available, they re at the Groover but take a information, however, still requires 1d4+1 hours for a check.
-2 circumstance modier to their roll. Retries may be made under normal rules. The purchase DC for
using Gather Information is reduced by 10.
Middleman At 4th level, the Middlemans reputation has grown such that

2 This streetwise gypsy makes her living by keeping her ear she can use this abilityand the others she has gained in the
to the ground. If something happens in her home town, she meantimein any city in her region. At 7th level, she may use
knows about it before the papers or the police do. Shes not a them in any city in the country.
crook, and shes not an undercover cop, but she has friends on Friend of a Friend: The Middlemans contacts in the underworld

2 both sides of the divide and trades information to all of them


for cash and favors. Sometimes she is pressed into service as a
courier, shuttling ultimatums from one camp to the other. But
if she ever gets too cozy with one team, she risks her privileged
and law enforcement bring her other benets as well. At 2nd
level, the Middleman receives a +2 bonus to her Reputation
score when dealing with people from those spheres. In addition,
whenever a cop or criminal recognizes her through a Reputation

2 positionand possibly her life. The cops and crooks both know
how many secrets shes keeping, and how dangerous she could be
if she decided to trade on all that information to give one side an
advantage.
check, the subject will be willing to give the Middleman a piece
of information or do her a favor (that is, make a specic skill
check on her behalf ) that does not go against the subjects
moral code or put him or his allies in peril. In exchange, the

2 The Middleman

2
Base Attack Defense Reputation
Class Level Bonus Fort Save Ref Save Will Save Special Bonus Bonus
1st +0 +0 +1 +1 The grapevine I +1 +2

2
2nd +1 +0 +2 +2 Friend of a friend I +2 +2
3rd +1 +1 +2 +2 Bonus feat +2 +2
4th +2 +1 +2 +2 The grapevine II +3 +3

2
5th +2 +1 +3 +3 Friend of a friend II +4 +3
6th +3 +2 +3 +3 Bonus feat +4 +3
7th +3 +2 +4 +4 The grapevine III +5 +4
8th +4 +2 +4 +4 Whos your daddy +6 +4

2 9th
10th
+4
+5
+3
+3
+4
+5
+4
+5
Bonus feat
Smooth talker
+6
+7
+4
+5

- 40 -
- Chapter Two: I Am...I Said -
Middleman must provide a piece of information or make a Requirements

2
specic skill check on the subjects behalf.
To qualify to become a Militant, a character must fulll the
At 5th level, the Middleman has become so valuable to her peers following criteria.
that she develops strong allies at the top levels of crime and law
Base Attack Bonus: +2

2
enforcement. When facing a dangerous situation involving cops
Skills: Craft (chemicals) 6 ranks, Demolitions 6 ranks, Knowledge
or crooks, she may add her level in this advanced class to her
(streetwise) 6 ranks, Disable Device 6 ranks, Speak Language
Diplomacy or Blu roll, reecting her ability to drop names. In
(jive).
addition, once per week, she may call in a favor from her high-

2
ranking pals. They will be willing to bend important rules or grant
her privileged access, but nothing that will put them in jeopardy
Class Information
over the long or short term. Possible favors include handing over Hit Die: 1d8
a highly protected piece of information, granting special access to Action Points: 6 + one-half character level, rounded down, every
time the Militant attains a new level in this class.

2
someone under armed guard or providing an entourage of goons
for one specic assignment. In return, the high-level contact will Class Skills: The Militants class skills (and the key ability for each
expect the Middleman to be on call at all hours and to supply a skill) are: Craft (chemical, electronic, mechanical, pharmaceutical,
steady ow of information. structural) (Int), Demolitions (Int), Disable Device (Int), Forgery
(Int), Knowledge (civics, history, popular culture, streetwise)

2
Bonus Feats: At 3rd, 6th and 9th level, the Middleman gets a
(Int), Listen (Wis), Move Silently (Dex), Read/Write Language
bonus feat. The bonus feat must be selected from the following
(none), Search (Int), Speak Language (none), Spot (Wis).
list, and the Middleman must meet all the prerequisites of the
Skill Points at Each Level: 6 + Int modier.
feat to select it. Alertness, Attentive, Condent, Dancing Fool,

2
Deceptive, Defensive Martial Arts, Listen, Renown, Spot,
Trustworthy.
Class Features
Go to Ground: The Militant is an expert at hiding out in urban
Whos Your Daddy: The Middleman is at expert at using her
areas and scrounging supplies as needed. He may add his level in this
privileged position in the demimonde to cow her enemies. She

2
advanced class to all Hide and Move Silently rolls in an urban area,
may add her Reputation bonus to her Defense.
as well as to all Search rolls made to scare up supplies in a city.
Smooth Talker: The Middleman has seen too much to lose her
Attention Getter: The Militant may attempt to cause a
cool in a conversation. She may take 20 on all Charisma-based
disturbance either to distract a crowd of opponents or to focus

2
skill checks, in any situation. This stacks with the benets of the
their attention on him, using whatever materials he has on him
Friend of a Friend feat.
and can nd at the scene. The Militant declares he is using this
ability, and then the highest-level GM character in the crowd
Militant rolls a Willpower save for the entire group. The DC for the roll is

2
These underworld gures skirt the border between criminal, 10 + the Militants Charisma bonus + his level in this advanced
political radical and terrorist. But unlike opportunistic crooks who class. If the GM character blows the save, the Militant either
use politics as a g leaf for their crimes, the Militant believes in commands the crowds attention or directs their attention
his cause. Some Militants are scrupulously nonviolent, fashioning wherever he wishes for a number of rounds equal to his Charisma

2
themselves as merry pranksters and Robin Hoods. They steal bonus. (Negative bonuses, or bonuses of zero, count as one.) They
from the rich using amboyant distractions to avoid bloodshed, will hang on his every word, or ignore whatever he is trying to get
and fund community centers in poor neighborhoods with the them to ignore, unless something breaks their focus.
proceeds. Or they perform acts of victimless sabotage to deliver a If the Militant attempts to extend the eect for another series
political message. Others have little qualms about using force to
achieve their ends. They plant bombs, hijack planes, take hostages
and brainwash helpless people into abetting their crimes.
of rounds equal to his Charisma bonus, the crowd gets another
Willpower save and takes a +2 bonus to its roll. The bonus
increases by +2 on every subsequent attempt by the Militant to
extend the eect. 2
The Militant 2
2
Base Attack Defense Reputation
Class Level Bonus Fort Save Ref Save Will Save Special Bonus Bonus
1st +0 +2 +0 +1 Go to ground +1 +1

2
2nd +1 +3 +0 +2 Attention getter +1 +1
3rd +2 +3 +1 +2 Bonus feat +2 +1
4th +3 +4 +1 +2 Winging it +2 +2

2
5th +3 +4 +1 +3 Indoctrinate I +3 +2
6th +4 +5 +2 +3 Bonus feat +3 +2
7th +5 +5 +2 +4 Contacts +4 +3
8th +6 +6 +2 +4 Indoctrinate II +4 +3
9th
10th
+6
+7
+6
+7
+3
+3
+4
+5
Bonus feat
Indoctrinate III
+5
+5
+3
+4
2
- 41 -
- Chapter Two: I Am...I Said -
Attention Getter is an attack action. This ability may be used in services. He receives a +2 bonus to his Reputation when dealing

2
combat without provoking an attack of opportunity. The crowd with people from these circles. In addition, if a member of one of
must be able to see and hear the Militant for the duration of the these groups recognizes the Militant on a Reputation check, he
action in question, or else the eect is broken. will be prepared to supply the Militant with temporary shelter,
weapons and enough cash for a one-day bonus of 2d4 to his

2
Bonus Feats: At 3rd, 6th and 9th level, the Militant gets a
bonus feat. The bonus feat must be selected from the following Wealth checks. The contact will expect a large favor in return,
list, and the Militant must meet all the prerequisites of the feat such as help with an assassination or sabotage operation.
to select it. Armor Prociency (light), Brawl, Combat Martial
Omegaballer
2
Arts, Deceptive, Defensive Martial Arts, Low Prole, Personal
Firearms Prociency.
The warrior athletes of Omegaball are exemplars of toughness and
Winging It: The Militant takes no penalty when using an courage. They are among the highest paid, and most worshiped,
improvised weapon, and receives a +2 bonus to his Disable Device, celebrities in the world, enjoying instant recognition and wealth

2
Demolitions, and Craft (chemicals) skills (provided he already unknown to all but a handful of executives, politicians and movie
has at least 1 rank in those skills). In addition, he may attempt stars. But they pay for their position in blood. Omegaball is the
to create explosives or poisons with a bare minimum of even the deadliest sporting contest ever devised, demanding superhuman
unlikeliest components, such as the miscellany in a jail cell. reserves of strength and coordination. This advanced class shares

2
Indoctrinate: The Militant can enlist someone to his cause. This some abilities with the Daredevil class, and many prestige-seeking
may be as innocent as convincing them by a brief argument or Daredevils wind up switching to Omegaball as a career.
example, or as shadowy as brainwashing. Rules for Omegaball can be found later in this chapter.

2
At 5th level, the Militants target makes a Willpower save against a
DC 10 + the Militants Charisma bonus + his level in this advanced Requirements
class. If the target fails, he will tell the Militant one secret and do To qualify to become an Omegaballer, a character must fulll the
him one favor (such as making one skill check for him), as long following criteria.

2
as it doesnt harm anyone or violate the subjects moral principles.
Base Attack Bonus: +3
Indoctrination takes a number of rounds equal to the subjects
Skills: Tumble 6 ranks, Jump 6 ranks
Wisdom bonus. (Negative bonuses, or bonuses of zero, count as
Feats: Combat Expertise, Combat Reexes, Heroic Surge.
one.) Indoctrinate is an attack action. The Militant may use it in

2
combat without provoking an attack of opportunity.
Class Features
At 8th level, the Militant can persuade a target to tell him multiple
Hit Die: 1d10
secrets (equal to the Militants Charisma bonus) and perform
Action Points: 6 + one-half character level, rounded down, every
multiple favors (again, equal to his Charisma bonus). The subject
time the Omegaballer attains a new level in this class.

2
still wont perform actions that harm others, but will violate his
Class Skills: The Omegaballers class skills (and the key ability
principles if it furthers the Militants grand political goals.
for each skill) are: Balance (Dex), Intimidate (Cha), Jump (Str),
At 10th level, the Militant can command unlimited favors Listen (Wis), Read/Write Language (none), Speak Language
from a subject. If a subject is asked to harm another, or strongly (none), Spot (Wis), Tumble (Dex).

2
violate his moral principles, he gets another Willpower save, Skill Points at Each Level: 5 + Int modier.
with a +2 modier to his roll (or higher, if the act is particularly
repugnant). If he fails three consecutive Willpower saves to resist Class Features
the Militants commands, the subject is completely under the

2
Welcome to the Majors: A beginning Omegaballer gains a
Militants power. He can make no further Willpower saves unless
number of benets when he reaches the Big Show. He receives
jolted by a physical or mental shock.
Armor Prociency (light), which enables him to get the full
Contacts: The Militant has built up a network of contacts in benets of his heavily padded uniform, as well as Weapon Focus

2
the underworld, radical political circles and foreign intelligence with the Omegabat and Omegaball. Reecting his newfound

The Omegaballer

2
Class Base Attack Defense Reputation
Level Bonus Fort Save Ref Save Will Save Special Bonus Bonus
1st +1 +1 +2 +0 Welcome to the majors +1 +2

2
2nd +2 +2 +3 +0 Team player +2 +2
3rd +3 +2 +3 +1 Bonus feat +2 +2
4th +4 +2 +4 +1 Brick house +3 +3

2
5th +5 +3 +4 +1 Go-to guy +4 +3
6th +6 +3 +5 +2 Bonus feat +4 +3
7th +7 +4 +5 +2 Adrenaline rush (one ability score) +5 +4
8th +8 +4 +6 +2 Delay damage +6 +4

2 9th
10th
+9
+10
+4
+5
+6
+7
+3
+3
Bonus feat
Adrenaline rush (two ability scores)
+6
+7
+4
+5

- 42 -
- Chapter Two: I Am...I Said -
prominence, he may add his Reputation bonus to his Wealth

2
checks.
Team Player: The Omegaballer has an almost psychic connection
Beyond The Barrier
with his allies, allowing him to anticipate their moves and signal With Herman Purvis

2
his own intentions to them. Before making his move in a combat Montage of lurid woodcuts and paintings showing goat-faced ends
round, he may spend up to a minute of real-world time discussing tormenting the damned. Cue menacing, atonal synthesizer music.
strategy with any other player whose character is within visual or
audible range. PURVIS (vo)

2
Bonus Feats: At 3rd, 6th and 9th level, the Omegaballer gets a Evil. In ancient times, people believed it was a supernatural
bonus feat. The bonus feat must be selected from the following force. In the twentieth century, we see it as a sickness
list, and the Omegaballer must meet all the prerequisites of the horrible, but open to explanation.
feat to select it. Acrobatic, Combat Martial Arts, Defensive

2
Martial Arts, Improved Damage Threshold, Improved Disarm, Montage: fascist madman Wotan Heide and his victims,
Improved Trip, Mobility, Spring Attack. collectivist dictator Gogol Yobar attending a show trial, and any
number of angry rioters doing horrible things.
Brick House: The Omegaballer has matured into an immovable
defenseman. He gains a +2 competence bonus to all Bull Rush, Cut to HIPSTER PRIEST with sideburns and suede jacket.

2
Grapple, Trip and Disarm checks. He may also add his Strength HIPSTER PRIEST
bonus to his Defense for a number of rounds per day equal to his
The devil is a creation of a time when people didnt
level in this advanced class. He may declare he is using this ability
understand psychology. We have a much more nuanced
at any point during combat.

2
picture these days. If you want to see the devil, look in the
Go-To Guy: At 5th level, the Omegaballer has proved so mirror.
resourceful and durable that he becomes the receiver of choice
when the game is on the line. He receives the benets of the PURVIS (vo)

2
Improved Initiative feat, and if his Initiative roll ties with another But some researchers now say the ancient theologians may
character, he may act rst regardless of their respective Dexterity have been right all along.
scores. If the Omegaballer already has the Improved Initiative
Cut to scientists sitting around a green computer screen, comparing
feat, he may add +6 to his Initiative bonus instead of the regular
a star chart to a woodcut in an old leather bound book. Cut to

2
+4.
surveillance photographs of cultic ritualsin the last photo, zoom in
Adrenaline Rush: At 7th level, an Omegaballer can temporarily on a mysterious gure in the shadows, who appears to have wings.
increase one of his physical ability scores (Strength, Dexterity, or
Cut to slightly o-putting THERAPIST in tasteful oce.
Constitution). The Omegaballer spends 1 action point and gets

2
to increase the selected ability score by 1d4+1 points. The increase THERAPIST
lasts for a number of rounds equal to his class level. At the end of Over the past twelve months, I have interviewed any
the duration, the Omegaballer is fatigued for 1d4+1 rounds. At number of patients with symptoms that can only be
10th level, an Omegaballer can temporarily increase two physical described as demonic possession.

2
ability scores. At the end of the duration, the Omegaballer is
fatigued for 1d6+2 rounds. Cut to ANONYMOUS SUBJECT under hypnosis.
Delay Damage: Once per day, an Omegaballer of 8th level or THERAPIST (vo)
higher can delay the damage dealt by a single attack or eect for

2
Can you tell me your name?
a number of rounds equal to his class level.
ANONYMOUS SUBJECT

Parapsychologist (Garble; at least ve voices speaking)

2
The Parapsychologist uses cutting-edge scientic techniques to THERAPIST (vo)
delve into unearthly mysteries. She might be an investigator for Is Jane in there? Can I speak to Jane?
an environmental agency, looking into reports of bizarre animal
ANONYMOUS SUBJECT
behavior in the deep forests or strange shadows gliding across

2
crater lakes. Or she might be a correspondent for a scientic journal Jane is with us now. Soon we will have you.
(or trashy TV show), fact-checking claims of UFO sightings or THERAPIST (vo)
exorcisms. She might also be a consultant to the police or a mental
hospital, called in to help untangle a gruesome mystery that dees Why do you say that?

2
all explanation. ANONYMOUS SUBJECT

Requirements We know what you wantpervert!

To qualify to become a Parapsychologist, a character must fulll Cut to HERMAN PURVIS sitting in a cathedral. He wears a

2
the following criteria. blazer and turtleneck and has prominent sideburns.
Skills: 6 ranks in at least one Craft skill (except visual arts, PURVIS
structural or writing), 6 ranks in at least one Knowledge Speaking in tongues. Dark promises. Hideous rituals. Just

2
skill (arcane lore, behavioral sciences, earth and life sciences, another sign of the timesor an ancient evil reawakening?
history, physical sciences, technology, or theology and Tonight, well look for the answers. Im Herman Purvis
philosophy), 6 ranks in Gather Information, 6 ranks in Sense come with me as we travel Beyond the Barrier.
Motive.

- 43 -
- Chapter Two: I Am...I Said -

2 Class Level
Base Attack
Bonus Fort Save Ref Save
The Parapsychologist
Will Save Special
Defense
Bonus
Reputation
Bonus

2 1st
2nd
3rd
+0
+1
+1
+0
+0
+1
+1
+2
+2
+1
+2
+2
Rumors and echoes
Little green thoughts
Bonus feat
+0
+1
+1
+0
+0
+1

2 4th
5th
6th
+2
+2
+3
+1
+1
+2
+2
+3
+3
+2
+3
+3
Cloak of weirdness I
Minor visitation
Bonus feat
+1
+2
+2
+1
+1
+2

2
7th +3 +2 +4 +4 Legendary weapon +2 +2
8th +4 +2 +4 +4 Cloak of weirdness II +3 +2
9th +4 +3 +4 +4 Bonus feat +3 +3

2
10th +5 +3 +5 +5 Major visitation +3 +3

2
Rumors and Echoes
Class of Evidence DC The Parapsychologist May
Vague (elliptical news stories, garbled 25 get a general idea of where to investigate further. With a DC 25 Research

2
eyewitness accounts, murky photos, check, the investigator will uncover several possible explanations for the
movies or audio) phenomenon in question (one of which will be correct).
Specic (news stories with concrete 20 identify the phenomenon outright. He will be able to name the phenomenon
details, descriptive eyewitness and recall stories about its history (or past occurrences of it). He will not know

2 accounts, clear records, physical


contact with an artifact)
Firsthand (contact with an actual 15
any specics beyond that. A DC 20 Research check will ll in any blanks that
the GM deems appropriate.
identify the phenomenon outright, recall stories and identify at least one

2
example of the phenomenon) helpful specic (such as a creatures mating habits or food sources).

Class Information

2
Hit Die: 1d8
Action Points: 6 + one-half character level, rounded down, every
time the Parapsychologist attains a new level in this class.
Class Skills: The Parapsychologists class skills (and the

2
key ability for each skill) are: Computer Use (Int), Craft
(chemical, electronic, mechanical, pharmaceutical) (Int),
Forgery (Int), Gather Information (Cha), Investigate (Int),
Knowledge (arcane lore, behavioral sciences, earth and life

2
sciences, history, physical sciences, technology, theology and
philosophy) (Int), Read/Write Language (none), Research
(Int), Search (Int), Sense Motive (Wis), Speak Language
(none).

2
Skill Points at Each Level: 7 + Int modier.

Class Features
Rumors and Echoes: The Parapsychologist has absorbed

2
thousands of myths, legends and tall tales in his research. When
confronted with an otherworldly phenomenon, or even just
evidence of one, he may make a check with the appropriate
Knowledge skill and add his level in this advanced class to the

2
roll. If he succeeds, he can tell the information on the Rumors
and Echoes table.
Little Green Thoughts: The Parapsychologist gains the benets
of the Alien Language Anity, Alien Medicine and Talk to

2
Machines feats. If he already has Alien Language Anity, he
may halve the time periods listed in the description of the feat. If
he already has Alien Medicine or Talk to Machines, he may add a
+2 bonus to any skill checks he makes using those feats.

- 44 -
- Chapter Two: I Am...I Said -
Bonus Feats: At 3rd, 6th and 9th level, the Parapsychologist gets

2
a bonus feat. The bonus feat must be selected from the following
list, and the Parapsychologist must meet all the prerequisites Dream Weavers
of the feat to select it. Archaic Weapons Prociency, Attentive, In the credulous seventies, some enterprising psychics
Believer, Educated, Gearhead, Personal Firearms Prociency, have made a lucrative niche for themselves in popular

2
Psychobabble, Repair Bionics, Studious. culture. Farsighted busybodies write advice columns or
Cloak of Weirdness: As the Parapsychologist advances in his become astrologers to the stars (and sometimes, secretly,
class, he sees more and more supernatural actionand he learns to government leaders). Lurid nobodies with minor
telekinetic talents make a fortune bending spoons on the

2
to use that knowledge for self-defense. At 4th level, he may add
one-half the ranks in his highest Knowledge skill to his Defense talk show circuit. The most ambitious showmen cook up
when battling supernatural creatures. At 8th level, he may add garish magic acts and tour the world doing double-take
that same bonus to attacks on supernatural creatures. levitation gags.

2
Minor Visitation: By 5th level, the Parapsychologist has built up a But, for the most part, none of these hustlers are full-
reputation for himself in supernatural circles. His notoriety is so great blown Psychics: in game terms, they move into this
that an unearthly creature (or a human representative) seeks him out advanced class long enough to acquire a primary power
and pays him a visit. It is up to the GM to determine the specics or two, then leave it for the glitzier Personality class.

2
of the encounter and t it into his broader story for the campaign. If
the creature is hostile, it will use the visit to size up the competition
and perhaps sabotage the Parapsychologists current plans: in other In addition, the Parapsychologists bonus on skill checks and
words, a classic So we meet at last! moment, full of tension but saves related to the supernatural increases to +2.

2
not necessarily actual violence. On the other hand, the visitor might
be friendlya faithful messenger of the Old God. In this case, the
creature would most likely bring a relevant prophecy or perhaps even
Psychic
a helpful artifact. In any event, the Parapsychologist comes away from In another century, the Psychic might have been honored as a

2
the encounter with a deeper understanding of the secret ways of the prophet, appointed as a royal sorcereror locked away as a lunatic.
world. He receives a permanent +1 bonus on all skill checks and saves Today, men and women with mental powers tend to keep their
related to the supernatural or unearthly, except attacks and damage. talents to themselves. They settle into jobs where they can pass
This bonus stacks with the bonus from Little Green Thoughts. o their powers as gut instincts, from psychiatry to consulting

2
to crime. Most of them never try to explore the source of their
Legendary Weapon: In his travels, the Parapsychologist uncovers a abilities, or to hone them into anything more than useful tools for
weapon that has sacred or otherwise mystical properties. He gains making ends meet. (Occasionally, however, they do grab at fame
the appropriate prociency for the weapon, as well as Weapon and fortune. See Dream Weavers sidebar.)
Focus. While the player may describe the myths and legends

2
surrounding the weapon, its actual powers and its introduction to Some, however, become adventurers. The assumption behind this
the campaign are up to the GM. advanced class is that after several missions with his team, the hero
has a sudden deep insight and realizes that he has latent mental
Major Visitation: By now, it has become obvious to the powers powers. From there, he devotes his attention to developing those

2
that be that the Parapsychologist is a deciding force in supernatural talents and becoming the teams secret weaponthe one who can
aairs. As such, one of the factions trying to take over the world grab a guards keys from across the room or send a message into
will make an attempt on his lifeand in the process tip their a sealed bunker or summon up a vision that reveals the identity
hand about their grand plans for the Earth. It is up to the GM to of a murderer.

2
determine the specics, but the clues should be detailed enough
to lead the Parapsychologist and his team to the heart of the But its a dangerous business. In Damnation Decade, psychic
factions plans. The Parapsychologist may also be visited by a powers are rare and unstable. Even the most powerful Psychics
high-level envoy from the forces of good, who delivers an urgent, lose control of their talents, with disastrous results.

2
detailed message or aid in the form of a minor miracle. Rules for psychic powers can be found later in this chapter.

The Psychic

2
Base Attack Defense Reputation
Class Level Bonus Fort Save Ref Save Will Save Special Bonus Bonus
1st +0 +1 +0 +2 Primary Power +1 +0
2nd +1 +2 +0 +3 Primary Power +2 +0
3rd
4th
5th
+1
+2
+2
+2
+2
+3
+1
+1
+1
+3
+4
+4
Secondary Power
Primary Power
Primary Power
+2
+3
+4
+0
+0
+1 2
6th
7th
8th
+3
+3
+4
+3
+4
+4
+2
+2
+2
+5
+5
+6
Secondary Power
Primary Power
Primary Power
+4
+5
+6
+1
+1
+1 2
9th
10th
+4
+5
+4
+5
+3
+3
+6
+7
Secondary Power
Primary Power
+6
+7
+2
+2
2
- 45 -
- Chapter Two: I Am...I Said -

2 Class Level
Base Attack
Bonus Fort Save Ref Save
The Trucker
Will Save Special
Defense
Bonus
Reputation
Bonus

2 1st
2nd
3rd
+0
+1
+1
+0
+0
+1
+2
+3
+3
+0
+0
+1
Breaker breaker
Pit stop
Bonus feat
+1
+1
+2
+0
+0
+1

2 4th
5th
6th
+2
+2
+3
+1
+1
+2
+4
+4
+5
+1
+1
+2
Good buddy
King of the road +2
Bonus feat
+2
+3
+3
+1
+1
+2

2
7th +3 +2 +5 +2 Big rig +4 +2
8th +4 +2 +6 +2 King of the road +4 +4 +2
9th +4 +3 +6 +3 Bonus feat +5 +3

2
10th +5 +3 +7 +3 Critical strike +5 +3

2
Requirements Gather Information (Cha), Intimidate (Cha), Listen (Wis),
Perform (any) (Cha), Profession (Wis), Read/Write Language
To qualify to become a Psychic, a character must fulll the
(none), Sense Motive (Wis), Speak Language (none), Spot (Wis).
following criteria.
Skill Points at Each Level: 5 + Int modier
Base Attack Bonus: +2

2 Skills: Blu 6 ranks, Concentration 6 ranks, Intimidate 6 ranks,


Sense Motive 6 ranks

Class Features
Class Features
Primary Power: At every level besides 3rd, 6th and 9th, the
Psychic may either take a new primary power or the next stage

2
of one he already has. In other words, a Psychic with the basic
Hit Die: 1d6 version of a power could take the improved version, and someone
Action points: 6 + one-half character level, rounded down, every with improved could take advanced.
time the Psychic attains a new level in this class.
Secondary Power: At 3rd, 6th and 9th level, the Psychic may

2
Class Skills: The Psychics class skills (and the key ability for each
take a secondary power from the following list: Alien Language
skill) are: Blu (Cha), Concentration (Con), Diplomacy (Cha),
Anity, Brain Trace, Group Think, Pushing the Envelope, Talk
to Machines, Translator.

2 Trucker
These long-haul loners keep Americo running. They transport
any number of crucial supplies across the country, from food to

2
fuel to mail, powering through unimaginably long shifts behind
the wheel with a mug of coee and a handful of pills. Since their
routes often take them through the vast haunted Middle West,
Truckers often nd themselves up against ying saucers, mutant

2
wildlife and other horrors of the night.
But the Truckers dont have to face the long roads entirely
alone. They form lasting friendships with fellow long-haulers,
maintained over CB broadcasts, and usually nd a pet to share

2 their travels (often a dog or monkey in overalls).

Requirements

2
To qualify to become a Trucker, a character must fulll the
following criteria.
Base Attack Bonus: +2
Skill: Drive 4 ranks, Speak Language (trucker)

2
Feats: Vehicle Expert, Surface Vehicle Operation

Class Information
Hit Die: 1d10

2 Action Points: 6 + one-half character level, rounded down, every


time the Trucker attains a new level in this class.
Class Skills: The Truckers class skills (and the key ability for
each skill) are: Blu (Cha), Disable Device (Int), Drive (Dex),

- 46 -
- Chapter Two: I Am...I Said -
Gamble (Wis), Gather Information (Cha), Handle Animal time and Handle Animal checks. The Trucker selects these

2
(Cha), Jump (Str), Navigate (Int), Read/Write Language bonus tricks, and once selected, they cant be changed.
(none), Repair (Int), Sleight of Hand (Dex), Speak Language Link: A Trucker can handle his animal companion as a free
(none), Survival (Wis), Treat Injury (Str), Tumble (Dex). action, or push it as a move action, even if he doesnt have
Skill Points at Each Level: 5 + Int modier

2
any ranks in the Handle Animal skill. The Trucker gains a
+4 circumstance bonus on all Handle Animal checks made
Class Features regarding an animal companion.
Breaker Breaker: The Trucker is well versed in the secret jargon Evasion: If an animal companion is subjected to an attack that

2
of the road and can use it to good advantage. He gains a +6 normally allows a Reex saving throw for half damage, it takes
bonus on all face-to-face Gather Information checks with other no damage if it makes a successful saving throw.
truckers and a +4 to checks over a CB radio. The information
provided will come in form of rambling personal anecdotes and Multiattack: An animal companion gains Multiattack as a
bonus feat if it has three or more natural attacks and does not

2
tall tales. Asking a fellow Trucker to get to the point is considered
bad form, even in times of extreme peril. already have that feat. If it does not have the requisite three or
more natural attacks, the animal companion instead gains a
Pit Stop: The Truckers long hours behind the wheel help him second attack with its primary natural weapon at a 5 penalty.
push his body beyond human limits. He gains the benets of the

2
Endurance feat if he doesnt have it already. (If he does, he may take Improved Evasion: When subjected to an attack that normally
a +6 bonus on the checks listed in the feat description instead of the allows a Reex saving throw for half damage, an animal
usual +4 bonus.) Moreover, he may ignore the eects of Exhaustion companion takes no damage if it makes a successful saving
(see Chapter Five of the d20 Modern Roleplaying Game) and with a throw and only half damage if the saving throw fails.

2
DC 15 Fortitude save may shake o the eects of Fatigue. If he does King of the Road: At 5th level, the Trucker receives a +2
become Fatigued, he needs only an hour of rest to return to normal. competence bonus to his Drive skill. At 8th level, this bonus
Bonus Feats: At 3rd, 6th and 9th level, the Trucker gets a bonus increases to +4.
feat. The bonus feat must be selected from the following list, and Big Rig: At 7th level, the Trucker becomes expert at using his

2
the Trucker must meet all the prerequisites of the feat to select it. vehicle as a weapon. In collisions and ramming, the Truckers
Animal Anity, Brawl, Drive-By Attack, Force Stop, Guide, Life damage die is increased by one (d2 becomes d4, d4 becomes d6,
of the Party, Nimble, Streetghting, Vehicle Dodge. etc.), and after a successful hit the opposing driver must make a DC
25 Driving check to maintain control of his vehicle. In addition,

2
Good Buddy: At 4th level, the Trucker may call an animal from
the wild to be his companion on the lonely roadand his right the Trucker can unnerve the drivers of other vehicles. If he makes
hand in emergencies. Use the base statistics for a creature of the a successful Intimidate check (see the Intimidate skill in Chapter
companions kind, as listed in Chapter Eight of the d20 Modern Two of the d20 Modern Roleplaying Game), the other driver suers
a 5 penalty to all Drive checks for the next 10 minutes.

2
Roleplaying Game, but as the Trucker advances in level, the animal
companion gains the benets listed in the Good Buddy table. Convoy: Once per week, the Trucker may use his CB radio to
summon up to ten fellow Truckers (8th-level heroic characters who
Good Buddy are Tough 3/Trucker 5) to assist him in times of peril. The allies

2
Class Bonus Defense Str/Dex Bonus arrive in one hour and will disperse when the mission is done.
Level HD Adj. Adj. Tricks Special
4th +0 +0 +0 1 Link Urban Cowboy
5th +2 +2 +1 2 Evasion These sh out of water are country folk trying to make their way
6th
7th
8th
+4
+6
+8
+4
+6
+8
+2
+3
+4
3
4
5
Devotion
Multiattack
in the big city. They may fall into any number of jobsfrom
private detectives to Red Collarsbut they all rely on the skills
they learned in the wide-open spaces to survive in the concrete
canyons. They charm clients (or suspects) with their down-home 2
9th

10th
+10

+12
+10

+12
+5

+6
6

7
Improved
evasion
wisdom, corn-fed good looks and a no-nonsense approach to life
that cuts through urban neuroses.

Requirements 2
Bonus HD: As the Trucker gains levels, the animal companion
gains a number of additional eight-sided Hit Dice. See
Chapter Eight of the d20 Modern Roleplaying Game for rules
To qualify to become an Urban Cowboy, a character must fulll
the following criteria.
Skills: Handle Animal 6 ranks, Ride 6 ranks, Survival 6 ranks 2
2
on advancing animals.
Feats: Animal Anity, Track
Defense Adjustment: The number noted in the Good Buddy table
is an improvement to the animal companions existing defense Class Features
bonus.
Hit Die: 1d8

2
Str/Dex Adjustment: Add the value in the Good Buddy table to Action Points: 6 + one-half character level, rounded down, every
the animal companions Strength and Dexterity scores. time the Urban Cowboy attains a new level in this class.
Bonus Tricks: The value given increases the maximum the total Class Skills: The Urban Cowboys class skills (and the key ability
for each skill) are: Balance (Dex), Climb (Str), Diplomacy

2
number of bonus tricks that the Trucker may choose to teach
the animal (see the Handle Animal skill in the d20 Modern (Cha), Handle Animal (Cha), Intimidate (Cha), Jump (Str),
Roleplaying Game). The Trucker can teach the animal these Listen (Wis), Read/Write Language (none), Repair (Int), Ride
bonus tricks without having to go through the usual training (Dex), Speak Language (none), Survival (Wis), Swim (Str).
Skill Points at Each Level: 5 + Int modier.

- 47 -
- Chapter Two: I Am...I Said -

2 Class Level
Base Attack
Bonus Fort Save Ref Save
The Urban Cowboy
Will Save Special
Defense
Bonus
Reputation
Bonus

2 1st
2nd
3rd
+0
+1
+2
+1
+2
+2
+2
+3
+3
+0
+0
+1
Aw, shucks I
Comforts of home
Bonus feat
+1
+1
+2
+0
+0
+1

2 4th
5th
6th
+3
+3
+4
+2
+3
+3
+4
+4
+5
+1
+1
+2
Aw, shucks II
Urban jungle I
Bonus feat
+2
+3
+3
+1
+1
+2

2
7th +5 +4 +5 +2 Aw, shucks III +4 +2
8th +6 +4 +6 +2 Urban jungle II +4 +2
9th +6 +4 +6 +3 Bonus feat +5 +3

2
10th +7 +5 +7 +3 Home on the range +5 +3

2
Comforts of Home
Damage Range Rate of Purchase
Weapon Damage Critical Type Increment Fire Magazine Size Weight DC Restriction

2
Typical Rural Weapons
Lasso1,3 15 ft. Med 3 lb. 3
Scythe 4
2d4 20 Piercing or Large 10 lb. 6

2
slashing
Double-barreled 2d8 20 Ballistic 40 ft. 1 or 22 2 internal Large 8 lb. 17 Lic (+1)
shotgun5
Pitchfork4 1d8 20 Piercing Large 9 lb. 6

2 1 A lasso is used to snare enemies. When you throw a lasso, you make a ranged touch attack against your target. A lassos maximum range is
15 feet. If you hit, the target is entangled: he takes a 2 penalty on attack rolls and a 4 penalty to Dexterity, and cannot charge or run. If you
succeed at an opposed Strength check while holding the lasso, the entangled enemy can move only within the limits that the rope allows. If
you succeed at a second opposed Strength check, you may jerk the lasso and bring your enemy to the ground, at on his back. An entangled

2
enemy can escape with a DC 20 Escape Artist check (a full-round action). The lasso has 5 hit points and can be burst with a DC 25 Strength
check (also a full-round action).
A lasso is useful only against creatures within one size category of you.
2 You may re one barrel at a time, or both simultaneously, which does double normal damage.

2
3 exotic weapons prociency
4 archaic weapons prociency
5 personal rearms prociency

2 Postcards From Americo: The Western Wall


When the West Coast sheared o and sank, the regions two great mountain ranges became the de facto border of the

2
continent. Beyond these ranges, which have been renamed the Northern and Southern Seawall Peaks, lie miles of desert and
collapsing ruins (in the south) and rain-battered bogland and sinking cities (in the north). These fringe areas are ocially o-
limits except to rescue crews and other government personnel.
El Gordoa gambling haven on the other side of the Southern Seawall Peakshas become the local base of operations for

2
recovery eorts. The pleasure palace (also known as Fat City) has been closed o to tourists, and its mammoth casino hotels
lled with troops and emergency-services workers. But the gangster bosses who run the town, eager to make a buck o the
crisis, are keeping their oor shows, game tables and seraglios open for business. The scene is Americo in microcosm: death
and disaster on one hand, glitzy outts and ashy distractions on the other.

2
Making things even grimmer is the fact that El Gordo is more or less alone in the event of an emergency. Obviously, no help
is coming from the west. The few big cities to the north have either been abandoned out of fear of cataclysm or locked down
against otherworldly invasion. Just a few hours east the mighty Barrier Mountains divide the continentand on the other
side of the range the army has its hands full containing the horrors spreading through the Middle West. Suramerico isnt far

2
o to the south, but it has been facing the same nocturnal invasions as its northern neighbor. In the event of a supernatural
siege, the best El Gordo can hope for is (eventual) air support from the military base at Summit City, way on the other side of
the Barriers and far to the north to boot.

- 48 -
- Chapter Two: I Am...I Said -
Class Features

2
an animal. This ability functions just like a Diplomacy check
Aw, Shucks: The Urban Cowboys folksy ways are irresistibly to improve the attitude of a person. The Urban Cowboy rolls a
charming to city folk. At 1st level, he gains a +2 bonus to all d20 and adds his Charisma bonus and his level in this advanced
Charisma-based skills, as well as Sense Motive. At 4th level, the class. Then he consults the attitude table in Chapter Two of the

2
bonus increases to +4, and at 7th it rises to +6. d20 Modern Roleplaying Game to see the animals new stance
Comforts of Home: At 2nd level, the Urban Cowboy gains toward him. The typical domestic animal has a starting attitude
prociency and Weapon Focus in a rural weapon, including the of indierent, while wild animals are usually unfriendly.
pitchfork, lasso, scythe, chainsaw, double-barreled shotgun or To use this ability, the Urban Cowboy and the animal must be

2
mother-of-pearl-handled .44 Magnum revolver (S&W M29). able to study each other, which means that they must be within 30
Urban Jungle: The Urban Cowboy gains a +2 bonus to his Survival feet of one another under normal visibility conditions. Generally,
skill and may use it to track in urban areas as well as rural ones. In inuencing an animal in this way takes 1 minute. This ability
addition, he can move at his normal speed while following tracks works on swarms of creatures as well.
whether in the city or countrywithout taking the normal 5
penalty. He takes only a 10 penalty (instead of the normal 20)
when moving at up to twice normal speed while tracking.
Home on the Range: The Urban Cowboy has been away from
the country so long that when he returns the eect is electric. At
10th level, when in a rural area anywhere in the world, the Urban
2
2
At 8th level, the Urban Cowboy establishes a close relationship Cowboy receives a temporary +2 bonus to his Constitution score.
with wildlife, urban or rural, and can improve the attitude of The bonus vanishes when he moves into a non-rural area.

Psychic Powers
This section presents a compact system for handling psychic
abilities in Damnation Decade. Note that the two psychic classes,
of distance between you and your target, heres the progression
of distances: 2
2
and the various psychic feats and abilities, from the d20 Modern The target is in the same
Roleplaying Game are not available in this campaign settingthey Room, or adjacent room
are too formalized and predictable to t easily into the Damnation One-square-block area
Decade world. If you want psychic powers to be featured more

2
Neighborhood
prominently in your Damnation Decade game, however, you City
may consider adopting the system presented in Green Ronins State
Psychics Handbook. If you do, be sure to download the books web National region
enhancement, which includes a revised version of the modern

2
Continent
psychic class. You can nd that on the Psychics Handbook product Hemisphere
page on www.greenronin.com.
Multiple Targets: When using your powers against multiple
targets, you make only one control roll, and the distance of the
Psychic Powers:
2
farthest target counts as the distance for all. But if the targets are
hostile, each of them gets their own Willpower save.

The Ground Rules Unknowns: Not knowing the location of a target adds +2 to
the DC of your control roll. If youre using your powers on

2
The Roll: Anytime you attempt to use a psychic power, you multiple targets simultaneously, you must know where all of
must make a roll to see if you can control it. Your bonus for them are located. If not, you must try each target individually
this roll is your Charisma modier + your level in the psychic in turn.

2
advanced class. The DC youre trying to beat is 10 + the control Psychic Mishaps: If you fail a roll to control your psychic
modier for the power in question, which is listed in its powers, you must make a Willpower save or face disaster. The
description. The control modiers will get higher as the psychic DC for the save is the same as the one for the control roll.
powers get stronger and more unstable. The eects of failing this save are listed in the various power

2
If you succeed at your control roll, and you are using your powers descriptions.
against an unwilling target, the target gets a Willpower save to You must also make this save if you roll a 1 on any other psychic-
resist you. The DC for the save is 10 + your Charisma bonus + related roll where you are the aggressor. This includes things like
the control modier for the power in question. Concentration checks to use your power for longer than normal.

2
Types of Powers: The psychic powers are divided into primary What happens if you roll a 1 when you are a defender? It depends
and secondary categories. Primary powers come in three on the context. Rolling a 1 on your initial Willpower save gives
versions: basic, improved and advanced. The higher the version, your opponent Mental Momentum against you, as described
the more potent the power. You will be able to aect more below. Rolling a 1 at any other time means automatic failure, but

2
targets, use your powers over a greater distance and sometimes you dont suer any added negative eects.
introduce new eects as well. The downside: the powers are
Mental Momentum: If you roll a 20 on your control roll for a
much more dicult to control. Meanwhile, secondary powers
psychic power, you may add 1d6 to your roll. If you roll a 6 on
come in one version only, and usually just enhance your ability

2
the d6, you may roll again and add the result to your total. You
to perform primary powers. They are treated as Bonus Feats.
may do this multiple times if you roll multiple 6s. The same
Range: For most powers, range is given in abstract categories holds true if you roll a 6 on a d6 after spending an action point
rather than feet or miles. If you must calculate the magnitude to boost your control roll.

- 49 -
- Chapter Two: I Am...I Said -
Why keep rolling if youve already beaten the DC? Every primary actions usually limited to the improved version. If you have the

2
psychic ability has a Mental Momentum feature that kicks in if improved version, you may draw on the powers of the advanced
you roll double your target DC. version. And if you have advanced, you may perform an action
If you have momentum, you may choose one of the following usually outside the boundaries of the power, at your GMs
discretion. (Note: in the case of Telekinesis and Pyrokinesis,

2
eects:
use this feature and not Number 3 above.)
1. Your total on the control roll becomes the DC for your
opponents Willpower savemaking it much harder for him No Shortcuts: You may take 10 on psychic-powers rolls only
to resist you. You do not get an additional momentum eect if if you are in an environment with absolutely no distractions

2
you choose this option and your opponent subsequently rolls for the duration of the attempt, and you are not attempting
a 1 on his Willpower save. (Obviously, if you have momentum to use your powers against an unwilling target. You may not
because your opponent rolled a 1 on his Willpower save, choose take 20 on any roll.
one of the eects below instead.) Brains and Brawn: Attempting to use a psychic power while

2
2. You may continue the psychic action indenitely, without a engaged in melee combat provokes an attack of opportunity.
Concentration check, until you are interrupted or distracted. While concentrating, a Psychic is considered at-footed.
You must remain quiet and focused on the action at hand Androids and Aliens: The brains of nonhuman creatures and
for the entire time, and cannot carry out any physical tasks. manufactured life forms, such as androids and computers,

2
Alternatively, you may choose to carry out a psychic action are too distant from humanity for the average person to
while engaged in normal physical activitybut the eect understand. Any attempt at psychic contact will bring only
only lasts for a number of rounds equal to your level in this a jumble of confusing images and sensations. However, the
advanced class. You cannot extend it with a Concentration Talk to Machines feat will allow you to attempt psychic

2
check or action point. feats as normal against machine brains. The Alien Language
3. You may double the number of targets and increase the Anity feat allows you to do the same with nonhuman
magnitude of distance by one factor (see table above). If you creatures.

2
have the Group Think secondary power, you may double the
size of the group and increase the magnitude of distance by
one factor. All other restrictions of the power apply. (Note:
in the case of Telekinesis and Pyrokinesis, use eect Number
Primary Powers
Audible Thoughts
2
4 below, not this feature, to extend the range and number of
targets.)
4. You may call upon more potent eects than usual. For instance, Basic Version
if you have the basic version of a power, you may perform Control Modier: +2

2
Distance Limit: One-square-block area
Target Limit: 1
Psychic Mishap: You are stunned for 1d2 rounds, and on your
next attempt with the subject the DC for your control roll goes

2
up by +1.
You can snoop around in other peoples heads. With this version
of the power, you can read a targets surface thoughts at any

2
moment.
If you fail your control roll, the target doesnt notice anything
unusual. If a target without psychic powers makes her save, she
will be vaguely aware someone has been snooping around upstairs,

2
but nothing more specic. If a Psychic target makes her save,
shes aware of youbut the connection isnt necessarily broken.
Your target may choose to let you into her head to feed you false
information. This is a standard opposed Blu roll vs. your Sense

2
Motive skill. If your targets roll is successful, you dont realize
youve been given a lie. If it fails, you recognize whats going on.
A surface-level check takes 1 round. You may scan your target
for a number of rounds equal to your level in this advanced class

2
without penalty. After that, you must make a Concentration
check (DC 10, or higher if there are distractions) to extend the
scanning by another set of rounds equal to your level. You may
spend an action point to bypass a check.

2 In addition to searching for information, you may use this feat


in combination with Voices in My Head to carry on a mental
conversation with a target. The person in question doesnt have

2
to be a Psychic for this to work. To initiate a conversation, make
a control roll for Voices in My Head. You dont need to make
another roll to see if Audible Thoughts works unless youre
contacting an unwilling subject. In that case, the target gets a save
on both attempts.

- 50 -
- Chapter Two: I Am...I Said -
From there, you can maintain the conversation for a number In any case, the target will not know that the urge is coming

2
of rounds equal to your level in this advanced class. If your from outside herself, and will not be able to explain her change
target is a Psychic, and a willing subject, you may maintain the of mood afterward. The Mood Swing takes one round to deliver
conversation for a number of rounds equal to both of your levels and takes eect immediately upon the targets next turn in the
in this advanced class. After that, you must make a Concentration Initiative order.

2
check (DC 10, or higher if there are distractions) to extend the If you fail your control roll, the target doesnt notice anything
scanning by another set of rounds equal to your level (or both of unusual. If a hostile target without psychic powers makes her
your levels, as the case may be). You may spend an action point save, she senses that someone was trying to fool with her, but
to bypass a check.

2
nothing more specic. If a hostile Psychic makes her save, she will
immediately recognize the intrusion.
Improved Version
Control Modier: +4 Improved Version

2
Distance Limit: City Control Modier: +5
Target Limit: 2 Distance Limit: One-square-block area
Psychic Mishap: For 1d4 rounds you cant concentrateor Target Limit: 2
control your actionsas you are ooded with incoherent Psychic Mishap: You are stunned for 1d4 rounds. If your subjects

2
thoughts from everyone within a one-square-block area. make their Will save, they feel nothing. If they fail, they feel
Like the Basic Version, except that you may probe your subjects the exact opposite of what you intended.
memories and secrets, not simply surface thoughts. This deep Like the Basic Version, but you may improve (or degrade) a
reading takes a number of rounds equal to your targets Wisdom targets attitude by three categories.

2
modier. The only things you cant nd are secrets that the
target has been trained, hypnotized or medically altered to hide. Advanced Version
Attempting to dig up that information will bring an additional
+2 modier to your control DC. As above, a Psychic who catches Control Modier: +7

2
wind of you may attempt to Blu. Distance Limit: Neighborhood
Target Limit: 3
When attempting to initiate psychic conversation with an Psychic Mishap: You are stunned for 1d6 rounds. If your subjects
unwilling subject, you need to make a control roll only for Voices make their Will save, they feel nothing. If they fail, they feel
in My Head, and your target gets only one save.

2
the exact opposite of what you intendedso strongly that they
act on the mood at once.
Advanced Version
Like the Improved Version, but you may improve (or degrade) a
Control Modier: +6 targets attitude by four categories.

2
Distance Limit: National region
Target Limit: 3
Psychic Mishap: For 1d8 rounds you cant concentrateor Psychic Shove
control your actionsas you are ooded with incoherent
Basic Version

2
thoughts from everyone within your city.
Like the Improved Version, except that you may dig up Control Modier: +4
information that the target has been trained, hypnotized or Distance Limit: Same or adjacent room
surgically altered to hide. Target Limit: 1

2
Psychic Mishap: You are stunned for 1d3 rounds, and on your

Mood Swing next attempt with the subject, the DC for your control roll
goes up by +2.

Basic Version You can engage in all-out psychic warfare, forcing a target to

2
perform actions, remember lies or hallucinate. With this version,
Control Modier: +3 you may attempt to make a subject:
Distance Limit: Same or adjacent room
Target Limit: 1 1. Do something fairly innocuous that the subject may even
consciously or subconsciously desire: kissing a secret love

2
Psychic Mishap: You are stunned for 1d2 rounds, and on your
next attempt with the target the DC for your control roll goes interest in public, jumping a turnstile
up by +1. 2. Experience a hallucination, indistinguishable from reality for
You can aect a targets state of mind. If you make your control 1 round

2
roll, and the target fails her save, you can automatically improve 3. Recall a minor false memory, or forget a real one, such as a
(or, if you choose, degrade) a targets attitude toward you by two name or date
categories, as listed in Chapter Two of the d20 Modern Roleplaying If you fail your control roll, the target doesnt notice anything
Game. unusual. If a target without psychic powers makes her save, she
You may also plant a gut feeling in the target that she cant shake.
For example, you might make her think its a good idea to put
down her gun and negotiate with your party. Conversely, you may
make the target feel so uncomfortable in your presence that she
senses that someone was trying to fool with her, but nothing
more specic. If a Psychic makes her save, she will immediately
recognize the intrusion.
2
2
The Psychic Shove takes one round to deliver and takes eect
thinks about leaving the room. Or you might make her feel so immediately upon the targets next turn in the initiative order.
intimidated that she thinks she wont be able to stand up under The target wont be able to explain herself afterward.
your questioning.

- 51 -
- Chapter Two: I Am...I Said -
Improved Version and overbalances dangerously. He will attack the next person,

2
or destroy the next object, he sees, and will not disengage for
Control Modier: +6
1d6 rounds.
Distance Limit: One-square-block area
Target Limit: 1 Like the Improved Version, except you may attempt to make the

2
Psychic Mishap: You are stunned for 1d6 rounds. If your subject subject:
makes his Will save, he feels nothing. If he fails, it means he 1. Do something that carries risky penalties and actively harms
exerted too much Willpower in resisting you and overbalances another person, such as mugging a passerby
by carrying out a violent action to keep from performing
2. Experience a hallucination thats indistinguishable from reality

2
your order. He might smash his hand into a wall to drive a
for up to ve minutes
hallucination out of his head or stab his hand with a pen rather
than sign a falsied form. 3. Remember a major false memory, or forget a real one, such as a
marriage or a life-changing event
Like the Basic Version, except that you may attempt to make the

2
subject:
1. Do something nonviolent that carries riskier penalties, such as Pyrokinesis
falsifying a government form or shoplifting
Basic Version

2
2. Experience a hallucination, indistinguishable from reality for
1 minute Control Modier: +4
Distance Limit: One-square-block area
3. Remember a medium-size false memory, or forget a real one, Target Limit: See text
such as an event or a casual relationship Psychic Mishap: You are stunned for 1d2 rounds. The reaction in

2 Hallucinations require the psychics complete concentration for


the entire time period. You may maintain contact with the target
for a number of rounds equal to your level in this advanced class
without penalty. After that, you must make a Concentration
question begins (enough to attract attention) and then sputters
out.
Pyrokinesis technically refers to re-starting by force of willbut

2
here it covers the act of aecting any physical process with your
check (DC 10, or higher if there are distractions) to extend the mind. The target must be within visual range.
contact by another set of rounds equal to your level. You may
spend an action point to bypass a check. For the basic version of this power, you may perform actions on
the following scale:

2 Advanced Version
Control Modier: +8
Distance Limit: Neighborhood
1. Create a small re (1d4 rounds to reach full strength) or cause
a small object to burst into ames.
2. Shake the ground enough to knock an object o a shelf or to

2
Target Limit: 1 cause a person to lose balance.
Psychic Mishap: You are stunned for 1d10 rounds. If your subject 3. Raise a wind strong enough to extinguish a candle or slam a
makes his Will save, he is stunned for 1d3 rounds. If he fails, door.
it means he exerted far too much Willpower in resisting you
4. Roil the waters of a small pond or creek.

2 5. Create an electrical spark, enough to start a dead battery, or


disrupt small-scale electrical systems, such as an android
brain.

2
Fires last until they are extinguished. Other eects last a number
of rounds equal to your level in this advanced class. Maintaining
them for another set of rounds equal to your level requires a
Concentration check of DC 10, or higher if there are distractions.

2
You may spend an action point to increase damage for these
eects by 1d6. You may also spend an action point to bypass a
Concentration check to maintain an eect.

2
Improved Version
Control Modier: +6
Distance Limit: One-square-block area
Target Limit: See text

2 Psychic Mishap: You are stunned for 1d4 rounds, and your target
is struck by a pyrokinetic eect of advanced-level strength.
As the Basic Version, but you can perform actions on the

2
following scale:
1. Create a medium re (enough to ll a room but not necessarily
enough to consume a building; it takes 1d6 rounds to reach
full strength) or cause a medium-size object to burst into

2
ames.
2. Shake the ground enough to aect an entire building.
3. Raise a wind strong enough to break windows.

- 52 -
- Chapter Two: I Am...I Said -
4. Aect the waters of a large pond or calm river (causing them to plus your Charisma modier. Weapons cause standard damage,

2
part or grow turbulent). with no Strength bonus, and other objects cause damage ranging
5. Create a spontaneous localized electrical storm, enough to from 1 point per 25 lbs. (for less dangerous items) to 1d6 points
restart a drained generator or disrupt medium-sized electrical per 25 lbs. for hard, dense items.

2
systems. When it comes to more precise work, such as opening safes and
unlocking doors or any task that would require a skill check, roll
Advanced Version the appropriate check for the skill in question. For example, if you
Control Modier: +8 were attempting to untie your friend from across the room, you

2
Distance Limit: Neighborhood would make a regular Escape Artist roll.
Target Limit: See text You can only undertake one task at a time this way, and you may do
Psychic Mishap: You are stunned for 1d8 rounds. The eect you so for a number of rounds equal to your level in this advanced class.
intended occurs but goes haywire. If it is a localized eect, To extend that time by another set of rounds equal to your level,

2
it spreads to any objects within a one-square-block area and you must make a Concentration check (DC 10, or higher if there
doesnt stop until you make a successful control rollbut the are distractions). You may spend an action point to bypass a check.
modier is +10 instead of +8. If it is an area eect, it takes on
a life of its own and doesnt stop until you make a successful Improved Version

2
control roll. Again, the modier is +10 instead of +8. Control Modier: +5
As the Improved Version but you can perform actions on the Distance Limit: Room, or adjacent room
following scale: Target Limit: 10 objects within 20 feet of each other whose total
weight is equal to or less than 200 lbs. Objects must be in sight

2
1. Create a re large enough to consume a building (2d6 rounds
to reach full strength) or cause a large object, such as a car, to at all times.
burst into ames. Psychic Mishap: You are stunned for 1d4 rounds. The objects in
question rise three feet o the ground and then y in random
2. Shake the ground enough to aect an entire block. directions until they strike something.

2
3. Raise a wind strong enough to knock over trees or cause a car
to swerve. Advanced Version
4. Aect the waters of a large, rapidly owing river (causing them Control Modier: +7

2
to grow calm or even more turbulent, or to part). Distance Limit: One-square-block area
5. Create a citywide electrical storm or disrupt citywide electrical Target Limit: 15 objects within 30 feet of each other whose total
systems. For this to work, you must be within the same weight is equal to or less than 800 lbs. Objects must be in sight
neighborhood as a power plant or crucial junction in the at all times.

2
electrical network. Psychic Mishap: You are stunned for 1d6 rounds. Every loose
object within 30 feet of you ies into the air and o into a

Telekinesis random direction until it strikes something.

Vibes
Basic Version
Control Modier: +3
Distance Limit: Room, or adjacent room
Basic Version
Control Modier: +3 2
2
Target Limit: 6 objects within 10 feet of each other whose total
weight is equal to or less than 50 lbs. Objects must be in sight Distance Limit: N/A
at all times. Target Limit: N/A
Psychic Mishap: You are stunned for 1d2 rounds. The objects in Psychic Mishap: You are disoriented for 1d2 rounds. You may
act, but you cant remember your identity or that of anyone

2
question rise one inch and then clatter back to the ground.
around you, or what youre doing in that location.
You can use mental energy to move or manipulate physical
objects. You must be able to see the objects to use this power. You can call up mental images of other places and times,
excluding the future. With the basic version of this power, you
If you succeed, you may move the object(s) up to 20 feet per round.

2
may summon a vision about a person, place or event that is at
The eect lasts for a number of rounds equal to your level in this least vaguely known to you, whether through personal experience
advanced class, and is broken if your concentration is interrupted or research. The images received are not overly obscure, but they
or the object(s) is moved beyond your visual range. You may try are not overly explicit either. For example, if you went to the scene
to extend this period by a number of rounds equal to your level

2
of a crime and tried to summon a vision of the killer, you might
in this advanced class with a Concentration check (DC 10, or not see his facebut youd get a ash of the telltale cigarette stub
higher if there are distractions). You may spend an action point he dropped or the license plate of his car.
to bypass a check.
Although you may not try to summon a vision of the future

2
If you try to move a creature or person, the target can resist the without taking a penalty, the GM may send you one at his
attempt with a Willpower save of DC 10 + your Charisma bonus discretion.
+ the control modier for this power.
Summoning up a vision takes 1d6 rounds. You may focus on
You can also direct your telekinetic power into a single powerful this for a number of rounds equal to your level in this advanced

2
thrust. You can move an object, or collection of objects, within class without penalty. After that, you must make a Concentration
visual range at a single target, provided that the target is within check (DC 10, or higher if there are distractions) to extend the
visual range as well and within 30 feet of all of the objects. You summoning by another set of rounds equal to your level. You may
must make attack rolls for each item, using your base attack bonus spend an action point to bypass a check.

- 53 -
- Chapter Two: I Am...I Said -
is a good chance you would actually see his face. The specic details

2
of these visions are left to the GMs discretion.
BEYOND THE BARRIER In addition, you may try to look into the future, focusing on a
WITH HERMAN PURVIS certain person or place at a specic time, or an expected event.

2
Montage of natural disasters: earthquakes, hailstorms, tidal Again, the vision will be opaque but provide enough information
waves; croplands turning to dust under blinding sunlight. for further research. The vision will come as a urry of images, as
Cue menacing, atonal synthesizer music. if you were fast-forwarding through a videotaped news program
about your target. (Note: these visions will show you a potential

2
PURVIS (vo) future that may be changed through intervention.)
For centuries mankind has sought to tame the wild
heart of Mother Nature. Now it seems Mother Nature Advanced Version
is taking us to task. Control Modier: +7

2
Distance Limit: N/A
Cut to an enormous, bearded researcher in front of a bank of Target Limit: N/A
radar screens. Psychic Mishap: You are disoriented for 1d10 rounds. You may
act, but you cant remember your identity or that of anyone
RESEARCHER

2
around you, or what youre doing in that location. In addition,
What were seeing goes beyond all probability.
you become obsessed with the events in the image you just
The frequency and concentration of natural disasters
witnessed and will not rest until you resolve them somehow.
its not a coincidence. Something made all this happen.
Like the Improved Version, except that you dont need an artifact

2
Cut to a grainy, possibly staged lm clip of a Sasquatch to summon a vision about unfamiliar people or events. In addition,
walking through the woods. Cut to artists conception of a the visions you receive about these targets become much clearer.
klatsch of dinosaur-men exulting horribly on a shoreline. You will see the equivalent of brief lm clips of the target instead
of impressionistic snapshots, allowing you to identify many more

2
PURVIS (vo) specics about the incident or person. For example, if you were at
But thats not all. Reports are surfacing of ancient powers a crime scene, and tried to call up a vision of the killer, there is a
awakening across the planetforces that have been sleeping good chance you would actually see his face. The specic details
in myth and folklore since the earliest days of human history. of these visions are left to the GMs discretion.

2 Cut to an elegant, slim researcher standing before a map of the


evolutionary tree.
Meanwhile, visions about events or people youre familiar with
become startlingly lifelike. When you summon one of these
scenes, you will actually nd yourself standing inside the vision,

2
RESEARCHER an invisible observer who can take in every last detail of the scene.
There are things appearing that have been hidden These visions last a number of rounds equal to your level in this
for who knows how long. Things we have lost names for. advanced class. To extend them for another set of rounds equal
Things we remember only in nightmare. to your level, you must make a Concentration check (DC 10, or

2
higher if there are distractions).
Cut to HERMAN PERVIS standing on a beach of volcanic Visions of the future are much clearer now, but also more limited.
rock as waves crash menacingly nearby. He wears a blazer If you concentrate on a target without specifying a time period,
and turtleneck and has prominent sideburns. you will get a brief, jolting view of the most important upcoming

2
event connected to the target. If you concentrate on a target
PURVIS
within a specic time frame, you will see the most important
Tidal waves. Earthquakes. Creatures from the prehistoric
event in that period.
past. A string of coincidences? Or something much more
sinister? Tonight, well look for the answers. Im Herman
Voices in My Head
2 Purviscome with me as we travel Beyond the Barrier.

Improved Version
Basic Version

2
Control Modier: +1
Control Modier: +5 Distance Limit: One-square-block area
Distance Limit: N/A Target Limit: 1
Target Limit: N/A Psychic Mishap: You are stunned for 1d2 rounds.

2
Psychic Mishap: You are disoriented for 1d6 rounds. You may
You can send psychic messages. If your control roll succeeds, the
act, but you cant remember who your identity or that of anyone
target knows that she is receiving a message and that it is coming
around you, or what youre doing in that location.
from you. The message may be in the form of images, sounds or
Like the Basic Version, except that you may summon a vision a combination of both.

2
about a person or event unknown to you, provided you can handle
You may transmit for a number of rounds equal to your level in
some artifact related to the target. In these cases, the visions are as
this advanced class, provided you maintain full concentration.
elliptical as in the basic version.
After that, you must make a Concentration check (DC 10, or
But if you are dealing with a target youre familiar with, the messages higher if there are distractions) to extend the transmission by

2
will be much clearer. You will see the equivalent of brief lm clips another set of rounds equal to your level. You may spend an action
of the target instead of impressionistic snapshots, allowing you to point to bypass a check. If you fail your control roll, the message
identify many more specics about the scene. For example, if you doesnt arrive and the target doesnt notice anything unusual. If a
were at a crime scene, and tried to call up a vision of the killer, there hostile target without psychic powers makes his save, he senses

- 54 -
- Chapter Two: I Am...I Said -
that something strange just happened, but nothing more specic.

2
If a hostile Psychic makes his save, he will immediately recognize
the intrusion.
Note that this power doesnt enable you to have mental

2
conversations, or to read the subjects mind. To do that, you must
have the Audible Thoughts power.

Improved Version

2
Control Modier: +3
Distance Limit: City
Target Limit: 3
Psychic Mishap: You are stunned for 1d2 rounds and broadcast

2
an embarrassing secret into the heads of the target(s) you were
attempting to contact.

Advanced Version

2
Control Modier: +5
Distance Limit: National region
Target Limit: 5
Psychic Mishap: You are stunned for 1d2 rounds and broadcast a

2
highly damaging secret into the heads of the target(s) you were
attempting to contact.

Secondary Powers
Alien Language Affinity 2
2
Identical to the feat described in the New Feats section. Brain Trace takes a number of rounds equal to the number of
distance categories that separate you from the target. You may

Brain Trace maintain the trace for a number of rounds equal to your level in
the Psychic class. To extend that time by another set of rounds

2
You can gure out a persons location mentally. equal to your level, you must make a Concentration check (DC
Benet: You can learn precisely where your target is located, 10, or higher if there are distractions). You may spend an action
and basic details about their immediate surroundingsthe point to bypass a check.
weather, the time of day and anything that might be caught in a There is no penalty for failing a roll associated with Brain Trace.
photograph. To use the feat this way, make a standard control roll.
The control modier for this attempt is 10 + 1 for every distance
category that separates you (assuming that Room, or adjacent
room is the baseline).
If you roll double the DC on your control roll, you may choose
Mental Momentum eects 1 or 2, as described earlier.
Prerequisite: Character must be a Psychic 2
So, if the target is in the same room as you but unseen for some
reason, the distance modier would be +0 because no distance
categories separate you. If your target is in the same neighborhood,
Group Think
You may apply a psychic ability to a crowd of people.
2
2
the distance modier is +2, since he is two distance categories Benet: If your psychic ability ordinarily has a limit of 1 target,
away from the Room, or adjacent room baseline. If your target you may use it on a group of 5 people in a single room without
is a hostile one, and wants to resist your attempt, the DC for his penalty. If it has a limit of 2 targets, you may use it on 10 people
Willpower save is 10 + your Charisma modier + your Psychic in a single room. If 3 or more, you may use it on 20 targets in a

2
class level. one-square-block area. You need to make only one control roll,
You may also use this feat to locate another Psychic who is at the regular modier for the ability. Every target gets a saving
attempting to use his powers against you. Anytime an attempt throw if he wishes.
at psychic contact is made against you, and you make your However, you may not use this feat if you dont know where all

2
Willpower save, you may choose to keep the psychic link open of your targets are. And you may not attempt to contact anyone
long enough to trace the Psychic. outside of the range of this feat at the same time. For example,
To do so, you must make the same control roll as the other you couldnt send a message to four people in one room and
Psychic. If youre successful, you may see the details outlined in someone else across town simultaneously.
the rst paragraph of this feat description. You can then close the
psychic connection at will.
While youre doing this, the other Psychic may make a Willpower
Prerequisite: Character must be a Psychic

Pushing the Envelope 2


2
roll to recognize what youre doing. The DC for this roll is 10 +
your Charisma modier + your Psychic class level. If successful, she You can test the boundaries of your psychic powers.
may attempt an opposed Blu roll to feed you false information Benet: When you reach the advanced level of a power, you may
about her location. attempt actions that are beyond its boundaries, such as aecting

- 55 -
- Chapter Two: I Am...I Said -
more targets, applying the ability over a greater distance, or
Translator
2
implementing much more potent eects. For your control roll,
use the control modier for the advanced version, and increase You can understand thoughts in another language.
the DC by 2 for every extra target, increase in distance category Benet: When you are engaged in psychic activityincluding
or step up in eect (as judged by your GM).

2
getting visions with the Vibes abilityyou can understand any
Prerequisite: Character must be a Psychic human language that you hear mentally. You will remember the
words in your native language when the mental connection is cut
Talk to Machines or the vision ends.

2
Prerequisite: Character must be a Psychic
Identical to the feat described in the New Feats section.

Omegaball: The Rules of the Game


2 It is the worlds most popular sport, a locus of civic pride and a steam
valve for public aggression. The people who play it are lionized and
In all, its not very dierent from lacrosseexcept that there are
no restrictions on the use of force. Omegaball contests quickly

2 richly compensated. But you cant spend all that cash when youre
dead. And thats how Omegaballers usually end up.
The game is played indoors, on an oblong of articial sod 150
turn into all-out melees, with limbs cracked, necks snapped
and blood ground into the turf. Even the medics take abuse
including volleys of beer and giveaway bats from the standsas
they carry injured players o the eld.

2
feet long and 85 feet wide with a goal at either end. The object
is to launch the Omegaballa dense iron sphere about the size There are two ways to resolve an Omegaball contest. The rst is
of a softballinto your opponents goal. The team with the most brief. Add together the Omegaballer class levels of all the players on
goals at the end of three fteen-minute periods wins. your team. (Those who havent reached this advanced class count as

2
There are ten positions on each team: three attackers, who must level 1, no matter what their character level.) Your opponent does
stay in the opponents half of the eld; three defenders, who must the same. Then add that number to a d20 roll. The higher result
stay in their own half; three roamers, who may travel to either winsexcept that you automatically lose if you roll a natural 1 and
side of the eld; and one goalie. Each side has six backups of automatically win on a natural 20. On a tie, re-roll. You can hash

2
level 3 or lower. If a team burns through all of them, it must play out the nal score however you wish, such as rolling 2d8 and giving
short-handed. the winner the higher result, the loser the lower.
The players pass the Omegaball, and try to steal it from their For a more in-depth contest, you roll o as described above, but
opponents, with long sticks that have a webbed pouch on the each roll counts as one possession, not an entire game. Whats a

2 end. Their targetsthe ten-foot goal netsare surrounded by a possession? Essentially, the boring stu in between goals: all the
square of territory, twenty feet on each side, that no player but the passes, turnovers and missed shots that eat up the clock but arent
goalie may enter. The goalie may also handle the Omegaball with fun to watch. If you win the d20 roll, it means that you control
his hands, which no other player is allowed to do. the ball at the end of one of those stretches and momentum is

2
on your side. Youve got the ball in your opponents territory and

POSSESSION TABLE

2 Total Result
Natural 1 Roll on the disaster table.

2
2-4 The attacker with the ball runs too far and gets surrounded by 1d4+2 defenders and roamers within 50 feet of
the goal area. The rest of the enemy players (if any) are covering any of your attackers and roamers who have a
clear shot at receiving a pass.
5-7 Your attacker drops the ball within 50 feet of the goal area, and 1d4+2 defenders and roamers are within 15 feet.

2
The rest (if any) block your nearby attackers and roamers from retrieving the ball.
8-10 Your attacker is within 40 feet of the goal area. 1d3 of your other attackers and roamers are within 30 feet of
him. 1d4 defenders and enemy roamers are between him and the goal. The rest are within 20 feet of your other
attackers and roamers.

2 11-13 Your attacker is within 30 feet of the goal area. 1d3 of your other attackers and roamers are within 20 feet of him.
1d4 defenders and roamers are between him and the goal. The rest are within 25 feet of your other attackers
and roamers.

2
14-16 Your attacker is within 30 feet of the goal area. 1d4 of your other attackers and roamers are within 20 feet of him.
1d3 defenders and roamers are between him and the goal. The rest are within 30 feet of your other attackers
and roamers.
17-19 Your attacker is within 30 feet of the goal area. 1d5 (1d10/2) of your other attackers and roamers are within 20

2
feet of him. 1d2 defenders and roamers are between him and the goal. The rest are within 35 feet of your other
attackers and roamers.
20+ Goal!

- 56 -
- Chapter Two: I Am...I Said -

Monday Night Omegaball


A blimps-eye view of a bloody pileup: the Fun City Skyliners vs. the Motor City V-8s in the Liners home park, the Custerdome. Golf
carts plow through the muddy turf to carry o the injured. One player receives last rites while his teammates stand around bowing. 2
2
Coaches pace the sidelines as the crowd howls and showers beer down onto the eld. Then the whistle blowsand its back to WHELK
BOSCO and TONY JOE CRAWFOOT in the booth.
WHELK BOSCO

2
Anthony Joseph, I can only call what we have witnessed in the foregoing fteen minutes brutality. Carnage nonpareil.
TONY JOE CRAWFOOT
Ill tell you what, Whelk, Ive never seen them Eights jazzed like that before. Mudbug Sunkitt looked like somebody shot

2
that ol boy out of a cannon.
WHELK BOSCO
And he begins the second period in high style, Anthony Joseph. The captain of the Motor City team intercepts the ball,
slashes the face of a Fun City defender, delivers an elbow to the throat of another, while his teammates clear a path to the

2
goal.
TONY JOE CRAWFOOT
Thats what we call a gusher, Whelk. Boys gonna be talking through a tube from now on.

2
WHELK BOSCO
Only seconds into the period, and the eld of play has once again become a montage of horror and fury. Fun City defenders
are swarming over the invading Motor City squad, attacking them with bats, bare hands, and even teeth.

2
TONY JOE CRAWFOOT
Lets not forget the ball, Whelk. Mudbugs got three men hangin o him, and that dog is still runnin!
WHELK BOSCO

2
Wait! Anthony Joseph! Out of nowhere comes Mackey Bando, storied paladin of the Fun City coterie!
TONY JOE CRAWFOOT
Lookit him swingin that stick of his! Shoot! Sunkitt aint gonna have much of a nose to speak of after that shot!

2
WHELK BOSCO
Now the two strongmen have dropped their weapons and wrapped their hands around each others throats! Their teammates
are rising bloody from the killing eld to pile into the ght! Anthony JosephI can hardly stand to watch this Jacobean
tableaux another instant!
TONY JOE CRAWFOOT
Id reckon its a ne time to thank the good folks at Gort Motors for them ne blimp pictures weve been seeing all night.
Rememberwhen you ride with Gort, you ride with Americo.
2
youre about to make a strong approach to the goal. Of course, you
could still botch things and turn the ball overor worse. But the
The combat ends when you score a goal; when your opponent
steals the ball away and gets it past mideld; or when you carry 2
2
ow of the game is going your way. the ball out of bounds, which gives possession to the opposing
Since possessions are an abstract concept, decide before you team. You then start all over again with another possession roll.
start rolling how many you want per period. Be aware that many Here are some basic rules to resolve possession.
possessions end with you playing out the game in actual combat

2
To pass the Omegaball, you must aim at a specic 5-foot square,
roundswhich means things could take a while to resolve. If you then make a ranged attack roll against that square, using the
dont have much real-world time to spare, you might want to limit rules for Thrown Explosives in Chapter Five of the d20 Modern
the number of possessions to three to six per period. Roleplaying Game. The Omegaball has a range increment of 15

2
How does it all work? Whoever wins the possession rolls another feet. Passing an Omegaball counts as an attack action. Passes dont
d20, and adds her margin of victory from the previous roll. Then have hang time, so you should aim for a square that contains a
she consults the possession table. receiver during your turn.
To catch a pass, you must make a successful ranged attack roll
Resolving Possession

2
against the ball. It has a Defense of 10. You may catch a pass under
If the possession table gives you a scenario to play out, you may the following conditions: The ball moves through your square, or
set up your players as you wish within the guidelines of the an adjacent square, and you can either make a regular attack or
description. Your opponent does the same. You then resolve the an attack of opportunity. If the ball is two or three squares away

2
situation using combat rounds. The player with the ball (or who from you, you may attempt to lunge for it with a DC 15 Tumble
just fumbled the ball, depending on the description) goes rst in check. On a successful roll, you have the ball but end up at on
the Initiative order. The rest of the players involved roll as normal your face. On a botched roll, the ball rolls free for 1d6 squares in
for Initiative. the direction it was initially traveling.

- 57 -
- Chapter Two: I Am...I Said -

2 Total Result
DISASTER TABLE (Roll with no modifiers)

2
1 One of your players was killed and 1d4 are out of commission for 1d3 games apiece. Determine at random. (Here
and below, players and Heroic GM characters may make a DC 10 Fortitude save to avoid death or injuries that
put them out of commission and instead be reduced to 0 HP.)
2-3 One of your players was killed.

2 4-7
6-9
10-13
1d4 of your players were seriously injured and are out of commission for 1d3 games apiece.
One of your players was seriously injured and is out of commission for 1d3 games.
1d4 of your players are out of commission for the remainder of the game.

2 14-17
18-19
One of your players is out of commission for the remainder of the game.
One of your players is seriously injured, but he plays through the pain. His eective class level is reduced by one
for the duration of the contest.

2 20 Not a scratch.

Catching a passwhether normally or by lungingcounts as an ball moves through your square, or an adjacent square, and you

2
attack action or an attack of opportunity. It also provokes attacks can either make a regular attack or an attack of opportunity. If
of opportunity. Your opponent may target you or the ball, in an the block is successful, the ball is deected in a random direction
attempt to intercept it. If he targets the ball with such an attack, and travels the number of squares it would have traveled to reach
he makes a ranged attack roll against it. If he beats the roll you its intended target.

2
made to catch the ball, he has intercepted it. To shoot on goal, you must make a ranged attack against the goal,
You dont have to be right next to the balls intended target to which has a Defense of 12 (16 if you attack it from the side). On
intercept a pass. You can also make an attempt if a ball passes by a successful roll, the goalie gets a Reex save to block your shot
you anywhere on the eld (meeting the conditions described in (DC 10 + your Dexterity bonus + your level in the Omegaballer

2 the rst paragraph of this item). In these cases, you dont try to
beat the catchers ranged attack roll, you try to beat the passers
roll. If you do, you have possession.
advanced class). As a free action, you may attempt to fake out the
goalie as you take your shot, making an opposed Blu roll against
his Sense Motive. If you succeed, the goalie takes a -2 penalty to
his Reex save to block your shot. If you fail, he gets a +2 bonus

2
To block a pass, make a ranged attack roll against the ball, as
described in the catching a pass section. If you beat the ranged instead. Shooting on goal counts as an attack action.
attack roll your opponent made for his pass, you have blocked the To dislodge a ball from an opponents Omegabat, you must
ball. You may block a pass under the following conditions: The make a Disarm attack, as described in Chapter Five of the d20

2
2
2
2
2
2
2
- 58 -
- Chapter Two: I Am...I Said -

The Post-game Show


On location in booming BootyDome 57, commentator WHELK BOSCO holds a microphone up to star Omegaballer MACKEY
BANDO. BOSCO wears a checkered tunic and enormous headphones and carries a microphone the size of a soft-serve ice-cream 2
2
cone. BANDO wears a cowboy hat, leather jacket with no shirt and immensely constrictive pants. Behind them the crowd is
grooving as Brandywine perform their smash hit Stompin Down the Floor (Till You Cant Take No More).
BOSCO

2
Terence Mackerel Bando! A sportsman who beggars all the panegyrics of punditry. A brash competitor and the height of
sartorial splendor. Has there ever been an athlete who combines all the savage and noble graces so completely in one human
form?
BANDO
I tell you what, Whelk, I just got to get my bad self out on that eld and make it all happen. Without Bando, the show dont
happen.
BOSCO 2
2
The show dont happen! Truer words have never been uttered in this saturnine structure, this basilica of balletomanes.
Mackey Bando, what are your impressions of the contest so recently concluded in our hometown Custerdome stadium?
BANDO

2
I said it before, Whelk: You can walk into the Big C, but youre gonna get carried out.
The song ends, the crowd goes wild and Marching Powder sprays from the ceiling. BANDO gets a faceful.
BANDO

2
Yee-haa!
BOSCO, unappable, spits out his portion.
BOSCO

2
Mackey Bando, you are certainly truculent this evening.
BANDO
Truculent? If thats good, Im it!

Modern Roleplaying Game. If you beat your opponent, the ball


is knocked free into an adjacent square, determined at random.
Dislodging a ball counts as an attack action.
world championships, and it was on the hunt for a fourth. Then,
in an instant, everything was gone: an earthquake drowned
the West Coast, and Muswifes team went with it beneath the 2
2
To pick up a ball thats on the turf, you must make a successful wavesalong with nearly half of the league.
melee attack against it. The ball has a Defense of 10. Picking up a Muswife realized that the national pastime had taken a death
ball from the turf counts as an attack action and provokes attacks of blowbut he also knew that Americo would want something
opportunity. These can either be directed against you or against the new to take its place. Omegaball, he would later say, came to

2
ball, in an attempt to steal it away and scoop it up. If an opponent him in a dream: football players carrying baseball bats. He left
targets the ball with such an attack, and hits, make an opposed his front oce to work out the details.
Strength check. The highest total has possession. They rened the rules of the game, then built a league with

2
To block an advancing player, you must make a successful Bull the help of recently bankrupted baseball owners and struggling
Rush, Trip or Grapple, as described in Chapter Five of the municipalities desperate for a boost. As a publicity stunt,
d20 Modern Roleplaying Game. All of these count as an attack Muswife lured top football stars, bodybuilders and martial
action. You may take attacks of opportunity against opponents as artists to his teamsand held open tryouts where the general

2
described in Chapter Five of the d20 Modern Roleplaying Game. public could show what they were made of.
In addition, if an opponent moves past you outside of the usual The big bet paid o. In just a couple of years, the sport has eclipsed
range of an attack of opportunity, but within 15 feet, you may the other national games and attracted an international following.
attempt to lunge and trip him. You must make a DC 15 Tumble Every large (remaining) city in Americo and Esperanto has a team,

2
check to make a Trip attack this way, and whether it succeeds or while many smaller towns host minor leagues or college contests.
not you end up at on your face. This counts as a regular attack Stars from other sports are jumping ship, and the game is getting a
of opportunity. tryout at this years worldwide Ekumen contests.
To dodge a blocker without provoking an attack of opportunity, The leagues powerhouse is indisputably the Fun City Skyliners.

2
you must make a DC 15 Tumble check. Led by charismatic captain Mackey Bandowho can often
be found partying the night away at BootyDome 57 after

The State Of Play victoriesthe Skyliners took the rst two Omegaball crowns
and seem headed for a third. The team makes its home in a

2
Fittingly, this blood sport was born out of catastrophe. On August northern borough of the city, in a one-time baseball park that
9, 1974, amboyant millionaire Maurice T. Muswife was on top has been covered over and dubbed the Custerdome after owner
of the world. His baseball franchise had won three consecutive Bunkman Custer.

- 59 -
- Chapter Three: We Have the Technology -

3
3 In some ways,
the technology of
the Damnation Decade

3
world is a step behind our
own. The digital revolution hasnt
occurred, so most hardware is big and
clunky, lled with tubes and wires instead of

3
circuit boards and microchips. Cars arent sleek and compact:
theyre gas-guzzling monsters the color of paper bags, and the ray guns and ying saucersnot to mention spiritually charged
highest-tech options you can get are an automatic transmission artifacts from the distant past.
and eight-track-tape player. Only the wealthiest trendsetters own Overall, this chapter takes a stripped-down approach to technology.

3
VCRs and answering machines. It oers new items for you to use, and modies (or outright prohibits)
On the other hand, this being a fantasy world, youll run across some old ones to t the era. Note, however, that some of the juicier
technological ourishes beyond anything modern science can high-tech (or magical) items are tucked away in the GMs section,
achieve. Damnation Decade is brimming with sentient computers, for you to discover over the course of your campaign.

3 Weapons
3 Most of the weapons in the d20 Modern Roleplaying Game,
or their close equivalents, were available in the 1970s. The big
exception: ultracompact, lightweight guns like the Glock, which
werent developed until the 1980s. For simplicitys sake, all the
modier on all rolls for the next 1d6 minutes. On a critical hit,
the Fortitude save DC is increased to 18.
If the target has bionic ears, or stops up his ears tightly, he

3
is immune to this attack. The attack does work on androids,
weapons from the d20 Modern Roleplaying Game can be used however, provided they dont have bionic ears. (The sound
in this game, but Glocks are considered experimental weapons, waves are so focused that the shooter and anyone else within
with a purchase DC of 22. Also for simplicitys sake, the weapons range of the blast dont have to protect their hearing.)
from the d20 Modern Roleplaying Game will be referred to by

3 their regular names instead of new ones whenever they appear Knobber: This palm-size pistoldesigned to t up a sleeve, down
in this book. a sock or in other unobtrusive areasuses compressed air to
re tiny explosive pellets. The gun sucks in air automatically
whenever it is discharged, so theres no need to pump it or use
Ranged Weapons
3
gas cartridges.
Needler: This bulbous plastic pistol uses compressed air to
These guns represent cutting-edge creations from government
re a noiseless burst of poisoned darts. The darts eects can
and corporate labs. In normal times, they would have seemed like
mimic any poison listed in Chapter Two of the d20 Modern

3
long-shot ideas not worth the cost of research and development.
Roleplaying Game. Even if the target succeeds at his Fortitude
But with the apocalypse clearly knocking, and unearthly horrors
saving throw against the poison, he takes 2d4 damage from
swarming from the shadows, government and corporate bosses
the needles themselves. The poisons generally dont work on
are willing to open their wallets to get their hands on extra
androids, but the basic damage still applies. The needle damage

3
repower.
is doubled, as normal, on a critical hit, and the Fortitude save
Stolen prototypes of these weapons can be bought on the black DC for the poison is increased by +2. Regular needles can
market, and wealthy executives and foreign leaders can order up be easily adapted (and poisoned) for use with this weapon,
a specially crafted batch. As for legality, the guns are too new allowing you to forgo the steep purchase price of custom-made

3
and unfamiliar to be ocially restricted. If youre caught with ammunition.
one in an area where rearms are illegal, you may be able to
Projector: This chunky, durable pistol res blasts of laser light to
Blu local law enforcement into thinking the weapon is a toy
lethal eect.
or a special target pistol. (The guns look the part: they all have

3
a Future Is Now aesthetic, with transparent-plastic bodies and
strange blinking lights that dont seem to have any function.) But
Longarms
if the police dont buy your story, you will be treated as if you were Boom Tube: The last-resort weapon in crowd control, the Boom
carrying a regular weapon without a permit. Tube creates tiny, focused atomic explosions in front of its

3
targets to deal lethal damage to the rst ranks of enemy and
Handguns knock successive ranks backward. On a successful hit, anyone
within 5 feet of a target must make a DC 13 Reex save or be
Blisstol: This slim pistol is designed to render a target immediately
knocked o his feet.

3
unconscious with a barrage of high-frequency sound waves.
On a successful hit, the target must make a Fortitude save (DC This weapon is especially potent against androids because of the
15) or be paralyzed for 1d6 rounds. After the paralysis wears electromagnetic pulse the explosions generate. On a successful
o, the target has a throbbing headache that gives him a -1 hit, the android takes damage as normalbut he must also

- 60 -
- Chapter Three: We Have the Technology -

3
3
3
3
3
3
3
Chapter 2 Intro Illo 3
3
3
3
3
3
3
3
3
- 61 -
- Chapter Three: We Have the Technology -

3 Damage Critical
Damage
Type
Ranged Weapons
Range
Increment
Rate of
Fire Magazine Size Weight
Purchase
DC** Restriction

3 Handguns (require the Personal Firearms Prociency feat)


Blisstol (sonic tunner)*
Knobber (explosive pellet
--
2d6
20
20
Sonic
Slashing
40 ft.
10 ft.
S
Single
10 battery
2 internal
Small
Tiny
1 lb.
0.5 lb.
22
20

3
thrower)
Projector (laser pistol) 3d6 20 Piercing 40 ft. S, A 15 battery Small 3 lb. 25
Longarms (require the Personal Firearms Prociency Feat)

3
Boom Tube 3d6* 20 Slashing 40 ft. S 7 nuclear Large 5 lb. 28
(atomic shotgun) battery
Convincer 4d6 20 Piercing 90 ft. S, A 30 battery Large 11 lb. 28
(laser assault rie)

3
* See the description of this weapon for special rules.
**This is also the cost of one magazines worth of ammunition, reecting limited availability
Melee Weapons

3
Range Purchase
Weapon Damage Critical Damage Type Increment Size Weight DC Restriction
Simple Weapons (require the Simple Weapons Prociency feat)
Omegabat 1d8 19-20 Bludgeoning Medium 4 lb. 15

3
Omegaball 1d6 20 Bludgeoning 15 ft. Small 4 lb. 20

make a DC 15 Fortitude save or face complete paralysis for a Reex save, but they must still make the Fortitude save at

3 1d6 rounds. After that, the android must take a 2 on all rolls
for one full day as his circuits slowly come back to normal. In
addition, every time an android fails the Fortitude save, there is
a 10% chance that the attack wiped out the androids memory.
DC 10. The chance of memory wipeout is 2%. Beyond that
range, the EMP peters out and has no eect.
Convincer: This squat assault rie, which res bursts of laser

3
light, is intended for the military and riot squads.
It can be restored with a DC 30 Treat Injury or Repair check
(the Repair Bionics feat, as always, is a prerequisite). Melee Weapons
Androids within 5 feet of the square that was hit by a Boom Omegabat: A reinforced wooden stick with a net on the end,

3
Tube attack dont take damage, but they must make the Reex the Omegabat was built for catching passesbut doubles as a
save described aboveas well as a DC 12 Fortitude save. If highly eective weapon.
they fail the latter, they are paralyzed for 1d3 rounds and there
is a 5% chance their memories have been wiped out. Androids Omegaball: A dense, compact metal sphere. The ball can be used
to bash opponents in a melee, or may be launched against them

3
within 10 feet dont take damage, and they dont need to make
as a ranged attack.

Armor
3 As with weapons, all the armor from the d20 Modern Roleplaying
Game may be used in this game world for simplicitys sake. The
Light Armor
Denim Armor: A three-piece suit of stiened denim, often

3
early 1970s were a period of tremendous innovation in body
with bright orange stitching, that oers stylish and sturdy
armor, and the precursors of most of the items in the d20 Modern
protection.
Roleplaying Game were already in development. Moreover, those
prototypes often made a quick trip from the testing labs to the Omegaball Armor: A helmet, thick protective gloves and body

3
mean streets, where they were much in demand among riot padding used by the warrior athletes of Omegaball. Specially
squads and other military and law enforcement teams who foiled engineered to provide maximum protection with the smallest
hijackings and rescued hostages. loss in maneuverability.
Pleather Jacket: Made of stylish faux leather, usually with ared

New Armor
3
lapels. Comes in a variety of earth tones.
Pleather Armor: A jacket and pants set of faux leather, often
Just because youre ghting for stodgy old truth and virtue doesnt worn without shirt for maximum eect.
mean you cant look fabulous in the eld. Adventurers are beginning

3
to realize that the funky new generation of synthetic fabrics is Medium Armor
tough enough to resist bullets as well as wrinkles, while providing Fur Armor: A heavy, stylish coat of animal pelts that oers
generous freedom of movement. Perfect for showboating kung fu signicant stopping power. Can be worn by either sex without
movesor just making the scene at your favorite BootyDome. embarrassment.

- 62 -
- Chapter Three: We Have the Technology -

Armor Type
Equipment
Bonus
Nonprof.
Bonus
Armor
Maximum
Dex Bonus
Armor
Penalty
Speed
(30 ft.) Weight
Purchase
DC Restriction 3
Light Armor
Denim Armor
Omegaball Armor
Impromptu
Tactical
+2
+3
+1
+2
+8
+4
0
2
30
30
4 lb.
6 lb.
12
18

3
3
Pleather jacket Impromptu +1 +1 +8 0 30 2 lb. 13
Pleather Armor Impromptu +3 +1 +5 2 30 4 lb. 15
Medium Armor

3
Fur Armor Impromptu +4 +2 +3 3 30 8 lb. 25

General Equipment
All of the general equipment in the d20 Modern Roleplaying
Game exists in the Damnation Decade world, with the following
a promotional telephone shaped like a football was the height
of invention. The retail side was just as limited. You couldnt, for 3
exceptions: any digital technology (including cell phones, computers,
personal video cameras and Global Positioning System devices) or
accessories for that technology; disposable cameras; laser sights,
electro-optical scopes and other night-vision gear. For the sake
example, walk into a record store and nd music from around the
world, or even complete back catalogs for popular artists; in the
supermarket, a diet cola was considered exotic.
3
3
As for aestheticsthe less said, the better. During the seventies,
of simplicity, all prices in the d20 Modern Roleplaying Game apply traditional styles of furniture and fashion were scrapped in favor
here, and all products are assumed to be widely available. Theres of strange synthetic designs. Chairs became plastic cubes, beads
enough to worry about in this game without trying to remember replaced doors and beds turned into aquariums. A mans suit could
whether your character is allowed to get on the gas line that day.

3
be a denim outt with lapels that reached the elbows and ared
For roleplaying purposes, though, remember that peoples cus that covered the shoes; or a checkered blazer and striped
relationship with technology was very dierent than today. Were polyester pants. Women might wear anything from a pantsuit
accustomed to cheap, disposable gadgets that take advantage of with matching pukka shell necklace to skintight designer jeans,

3
digital technology to multitask. Back then, technology tended to suede jacket and enormous oppy hat.
be imposing, expensive and hard-wired for one job. Televisions Even paying for all that stu could be an alien experience
came in wooden cabinets with grilles on the side. Buttons compared with today. You couldnt rely on a battery of ATMs
didnt beep meekly when you pushed them, they gave o hearty to feed you cash on demand, and the credit card culture was still

3
thunking sounds, and you could stub your knuckle trying to get in its relative infancy. If you whipped out plastic in a store or
them to work. Phones were heavier than dictionaries, and dialing restaurant, the clerk would often have to call your lender to verify
a number really meant spinning a wheel. (And lets not forget your credit line and complete the sale.
that mobile phone usually meant a booth on the corner.)
Again, none of this stu should intrude on actual game

3
Meanwhile, there wasnt a healthy competitive market for gadgets mechanics. Equipment shopping in a roleplaying game is deadly
and services, as there is today. There was only one phone carrier enough without worrying about period naturalism. Feel free to
and three television networks for the entire nation, and they use as much or as little of this avor material as you want for
largely resisted innovation. Forget about caller ID or call waiting: your game.

Vehicles 3
You may use any of the vehicles in the d20 Modern Roleplaying
Game in this game, except for civilian cars, which have been
renamed and in some cases modied to reect the times:
Clambake: An open-topped dune buggy. This bouncy, durable
vehicle is one square wide and two squares long. It provides no
cover for its occupants. 3
3
Americo wants loud, muscular cars, even if it means crippling Goblin: An economy two-door model with a bubble-shaped
costs at the gas pump. Meanwhile, smaller, fuel ecient models hatchback rear. The Goblin is two squares wide and three
cant sneak onto the market from overseas. With the shadow of squares long.
the Bloc looming over Esperanto, and the Sphere dominating

3
Sina, automobile imports have plummeted to almost nothing. Haul-Boy: A serviceable two-door pickup truck. The Haul-Boy
is two squares wide and four squares long. Its rear bed provides
Unless otherwise noted, civilian cars provide three-quarters only one-half cover.
cover for their occupants (although passengers who lean out of
windows or sunroofs, perhaps to re weapons, may be reduced to Hooptie: A mammoth two-door famous for its gaudy add-on

3
one-half or even one-quarter cover). options, such as faux crystal chandeliers for headlights, gold-
colored hubcaps and shag-carpeted seats. The Hooptie is two
Bandit: The cab that pulls the big rigs. Two squares wide and ve squares wide and ve squares long.
long, the Bandit can be attached to trailers up to ten squares in
length. It comes with a CB radio and sleeper cabin.

- 63 -
- Chapter Three: We Have the Technology -

3 Name Crew Pass. Cargo


Vehicles
Init Maneuver
Top
Speed Def. Hard.
Hit
points Size
Purch.
DC Restriction

3
Bandit (big rig) 1 2 250 lb. 4 4 165 (16) 6 5 44 H 38 Lic (+1)
Bandit w/trailer 1 2 40,000 lb. 6 6 165 (16) 6 5 44 G 38 Lic (+1)
Clambake (dune buggy) 1 0 675 lb. 1 +1 95 (9) 9 5 22 L 25 Lic (+1)

3
Goblin (fast, bulbous compact) 1 4 200 lb. 2 +1 185 (18) 8 5 30 L 26 Lic (+1)
Haul-Boy (pickup) 1 2 1,700 lb. 2 2 175 (17) 8 5 36 H 28 Lic (+1)
Hooptie (tricked-out sedan) 1 4 325 lb. 2 +0 280 (28) 8 5 34 G 32 Lic (+1)
Imperator (luxury sedan) 1 4 275 lb. 2 1 230 (23) 8 5 34 H 34 Lic (+1)

3
Interceptor (cop car) 1 5 425 lb. 2 1 230 (23) 8 5 34 H 30 Lic (+1)
Manta (sports coupe) 1 1 250 lb. 2 +0 310 (31) 8 5 32 H 30 Lic (+1)
Muscle Cars (chariots of the gods) 1 5 300 lb. 2 +0 335 (33) 8 5 34 H 30 Lic (+1)

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Rectangle (mid-size wagon) 1 4 275 lb. 2 +0 230 (23) 8 5 32 H 28 Lic (+1)
Squaresville (economy sedan) 1 4 275 lb. 1 1 220 (22) 9 5 30 L 28 Lic (+1)
Vandingo (van) 1 4 325 lb. 2 2 195 (19) 8 5 34 H 30 Lic (+1)
VIP (limousine) 1 7 425 lb. 4 4 195 (19) 6 5 38 G 36 Lic (+1)

3 Imperator: A big, sprawling status symbol. This luxury car comes in


two- and four-door versions, both of which are tricked-out with
Rectangle: A family station wagon with faux wood paneling on the
sides. The Rectangle is two squares wide and four squares long.

3
amenities, such as air conditioning and eight-track-tape machines. Squaresville: The archetypal family sedan, the Squaresville is
The Imperator is two squares wide and ve squares long. four doors of dull but sensible car. It is two squares wide and
Interceptor: This large, durable four-door sedan is a law four squares long.
enforcement favorite. The Interceptor is two squares wide and Vandingo: A large van, often equipped with a kitchenette and

3
four squares long. bed and decorated on the outside with inspirational scenes
Manta: A two-door sports car with a distinctive sloping front from the mythic unconscious. It is two squares wide and
end. The Manta is two squares wide and three squares long. four squares long. If the Vandingos rocking, dont come
knocking.

3
Muscle Cars: These powerhouses have big, thirsty engines and
exhaust systems that can wake the dead. Popular favorites VIP: This limousine is packed with luxury features, from
include the Turbonado, the Jackalope, the Pro Forma, the refrigerators to miniature television sets to eight-track players.
Nuevo, the Fontanelle and the El Topo. They come in two- A partition divides the front seat from the rest of the vehicle.

3
door and four-door models; both are two squares wide and The VIP is two squares wide and ve squares long. It provides
four squares long. three-quarters cover for its occupants.

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- 64 -
- Chapter Three: We Have the Technology -

Special Equipment 3
Bionics
3
In addition to the benets already detailed, many types of bionics
also provide damage reduction due to their sturdy construction and
Bionic limbs and organs use intricate space-age circuitry to give space-age materials. Bionic arms and legs have damage reduction
the user greater strength, stamina or sensory perception. They are of 5, except against electrical or magnetic attacks. Bionic torsos

3
incredibly powerful, and should be granted sparingly. In most have damage reduction of 10. Ears and eyes have none.
cases, a well-heeled patron or government agency will provide the This damage reduction only applies when a bionic part of your
limbs after the hero endures a life-shattering accidentand the body is hit with an attack. To determine hit location, roll on
benefactor will expect the heros service in return. As for buying the following chart each time you are hit. If the body part hit
them independently, the limbs cost far more to build, implant and
maintain than even the wealthiest hero could aord.
There are ve basic types of bionics: eyes, ears, arms, legs, and
is bionic, the damage reduction applies. Otherwise, you take
damage as normal.

Result Location 3
3
torsos. The abilities of each type follow:
1-2 Left arm
Eyes: You receive a +10 bonus to Spot rolls, and the range penalty
for Spot checks is reduced to 1 for every 50 feet. The eyes grant 3-4 Right arm
you darkvision, and in combat you have the benet of the Blind- 5-15 Torso

3
Fight, Dead Aim and Far Shot feats. You may also increase the range 16-17 Left leg
increment of ranged weapons by 50%. In addition, since your eyes
automatically adjust to danger, you are unaected by tear gas, bright 18-19 Right leg
or dizzying lights and other attacks that target the visual organs. 20 Head**
Ears: You receive a +10 bonus to Listen rolls and a +4 to
Concentration checks (since your circuitry can block out unwanted
noise at will). Since your ears automatically adjust to danger, you
are unaected by attacks that target hearing. And since you can
*If you roll a 20, roll again. On a 1-2, the eyes are hit; on 3-4, the ears. (For
simplicitys sake, a hit on one sense organ is assumed to aect both.)
Under normal circumstances, you do not track separate damage 3
3
for bionic body parts. The hit point system is abstract by nature
pick up subtle personal signals such as an increase in heart rate or and doing so would only complicate matters. When you suer
labored breathing, you gain a +4 bonus to Sense Motive checks. Massive Damage, however, your bionics can malfunction. If a
Arm: If you have one bionic arm, you receive a permanent +4 bionic part is hit by an attack that causes Massive Damage, you

3
bonus to your Strength score. In addition, as a move action you suer the following penalties in addition to the normal results.
may spend 1 action point to temporarily increase your Strength by You must have the Repair Bionics feat to properly treat damage
1d4+1 points. The increase lasts for a number of rounds equal to to bionic body parts. A bionic character may treat herself, unless
your character level. At the end of the duration, you are fatigued for her injury renders her incapable of using the tools properly.

3
1d4+1 rounds. If both your arms are bionic, you receive a permanent Eyes or Ears: You are completely blind or deaf until a DC 15
+8 bonus to your Strength score and may spend 1 action point to Repair or Treat Injury check (Restore Hit points) is made.
temporarily increase your Strength by 2d4+2 points. At the end of
the duration, you are fatigued for 1d6+2 rounds. Arm: You can perform small tasks with the limb, such as writing
or turning pages, but no lifting or carrying (or even broad

3
Legs: Legs must be taken as a pair. With bionic legs, your Speed gesturing). You lose the limbs Strength bonus until a DC 15
score is tripled, you gain the Run feat (if you dont have it already), Repair or Treat Injury check (Restore Hit points) is made. If both
and receive a +10 bonus to Balance, Jump, and Swim checks. You limbs are aected, you lose the Strength bonus from both, and
may spend 1 action point to temporarily increase your Speed by two Repair or Treat Injury checks are required.

3
an additional 30 feet per round or temporarily add an additional
+5 bonus to your Balance, Jump, and Swim checks. The increase Legs: Your Speed is reduced by two-thirds, and you lose the special
lasts for a number of rounds equal to your character level. At the abilities the limbs bestow, until two DC 15 Repair or Treat Injury
end of the duration, you are fatigued for 1d4+1 rounds. (Restore Hit points) checks are made. You cant even attempt to run.

3
Torso: Your vital physical functions are handled by machine. Torso: You must make a DC 14 Fortitude save or go into the
You gain a permanent +5 bonus to your Constitution score. In equivalent of cardiac arrest. If you fail your save, you have 1d6 x
addition, you may re-roll a failed Fortitude save, but you must (your Constitution bonus) minutes to get help, or you will die. A
use the second roll no matter what the result. You can hold your DC 15 Repair or Treat Injury check (Stabilize Dying Character)

3
breath for ve minutes (30 rounds) before having to check against will stabilize you. After that, a DC 15 Repair or Treat Injury
suocation (see Chapter Seven of the d20 Modern Roleplaying (Restore Lost Hit points) check will make you good as new.
Game), and you can breathe even the thinnest or most polluted
airyour mechanical lungs screen out toxic particles and make
Drugs
the most of the oxygen thats there. In addition, you can go almost
indenitely with meager food and water, thanks to your hyper-
ecient bionic gullet. Your circuitry also converts your bodily
waste into fuel for your torsos generator.
In the seventies, the drug culture became pop culture. The narcotics
trade boomed, fueling crime wavesand ruining countless livesin
cities that were already being torn apart by riots and scal mishaps. 3
You may spend 1 action point to hold your breath for ten minutes
(60 rounds) before checking against suocation or go without food
and water entirely for up to a week. At the end of the duration,
you are fatigued for 1d4+1 rounds or 1d2 days, respectively.
Meanwhile, some of the cops assigned to keep the streets clean
decided the money was better on the other side of the law, and got
into the drug business themselvesmaking life even tougher for
their honest brothers on the beat. 3
- 65 -
- Chapter Three: We Have the Technology -

3 Drug Eect and Duration


Legal but Restricted
Chance of Bad
Trip (on d20)*
Resist
DC** Bad Trip Eect

3
Grin Pills You become nervous, chatty and 1 (Fort 14 12 You become paranoid and hostile for 2d8 minutes. Everyone
(appetite suppressant frenetic. +2 to Spot and Listen negates) you see is your enemy, or has some hidden agenda. (The
and antidepressant; checks. -2 to Will saves. 3d6 modiers listed under Eect and Duration also apply.)
prescription only) minutes.

3
Mell-O Tabs You become blissful, relaxed 1 (Fort 15 13 You fall unconscious for 1 hour and cannot be revived until the
(relaxant and and friendly. +2 to Diplomacy negates) eect wears o.
aphrodisiac; checks, -2 to Dex bonus. 5d6
prescription only) minutes.

3
Alcohol Your inhibitions are loosened, 1-3 (Fort 16 14 You cant control yourself. For 3d6 minutes, you act according
(depressant; age 18+ and your emotions are closer negates) to your worst impulses, after which you become violently ill
in most states) to the surface. -2 to Blu and (DC 15 Fort or spend ve minutes vomiting) and then pass
Diplomacy, as well as Dex and out for 1d4 hours. (The modiers listed under Eect and

3
Wis bonuses. 1d3 hours. Duration also apply.)

Illegal Drugs
Drug Eect and Duration Chance of Bad Resist Bad Trip Eect

3
Trip (on d20)* DC**
Kaleido-Chewz The doors of perception are opened 1-5 16 The visions dont stop. You are completely unable to distinguish the
(synthetic and you begin to hallucinate. -2 on (Fort 18 mental images from reality for 4d12 minutes. (The modiers listed
psychedelic) all rolls. 5d12 minutes. negates) under Eect and Duration also apply.)

3
Marching Powder You become nervous, chatty and 1-5 16 You become paranoid and hostile for 2d8 minutes. At the end of that
(stimulant) frenetic. +2 to Spot and Listen (Fort 18 period you crash and become paralyzed. You must lay sweating, twitching
checks, -2 to all other rolls. 3d8 negates) and muttering for an hour, after which you sink into a light restive sleep.
minutes. (The modiers listed under Eect and Duration also apply.)

3
Jae You become blissful, relaxed and 1 13 You become ravenously hungry for 2d8 minutes, after which you sink
(narcotic weed) friendly. +2 to Diplomacy checks, (Fort 15 into a peaceful sleep for 2d8 hours. (The modiers listed under Eect
-2 to Dex bonus. 6d6 minutes. negates) and Duration also apply.)
Toadstool The doors of perception are opened 1-2 16 The visions dont stop. You are completely unable to distinguish the

3
(natural and you begin to hallucinate. -2 on (Fort 18 mental images from reality for 2d8 minutes, after which you sink into
psychedelic all rolls. 5d12 minutes. negates) a deep, troubled sleep for 1d4 hours. (The modiers listed under Eect
fungus) and Duration also apply.)
*Every time you take a drug, roll a d20. If you roll the listed number, you must make the listed Fortitude save or undergo a Bad Trip. If you make the

3
save, you experience only the regular eects of the drug.
**If you have been given the drug against your will, and wish to resist its eects, you must make this Fortitude save.

Over on the licit side, countless people ocked to prescription


Artifacts and Relics
3
medicines that promised to make them thin, happy or amorous.
These treatments worked wonders for people with legitimate The seventies may be a terrible time for traditional religion, but
medical problems. But for many others, the drugs were just an theyre a booming era for religious artifacts. Archaeologists, pop
easy way out of ennuione that ended up leading them to a historians and crank lmmakers are scouring the ancient places

3
lifetime of neurotic navel-gazing and hollow emotions. of the globe to dig up historical evidence of spiritual storiesand
Here are the drugs making the rounds in Americo, and what they theyre succeeding beyond all expectation. In a just a few years
can do. of work, theyve found a wealth of items from every tradition
of worship, from the knucklebones of saints to holy goblets to

3
Grin Pills, which accelerate the nervous system and create a
kind of kinetic euphoria, are marketed as antidepressants and fragments of ve-thousand-year-old tablets.
appetite suppressants. But the artifacts are more than just objects of skeptical study or a focus
Mell-O Tabs go the opposite route, releasing tension and for the faithful. Adventurers can use these dogmatic knickknacks as

3
promoting a general sense of well-being. They are marketed as potent weapons in the ght against the forces of darkness. The objects
relaxants and aphrodisiacs. generally provide open-ended bonuses so long as you observe some
ground rules, such as not using the artifact for evil ends. In addition,
Alcohol is the liquid depressant we all know. most artifacts provide two levels of eectone for the general public

3
Kaleido-Chewz are powerful hallucinogens, often used by New and a stronger one for people with the Believer feat.
Age cults to break down the resistance of new recruits. The statistics for these holy curios are reserved for the GM and
Marching powder, a jittery stimulant harvested from the can be found in the second section of this book. Why the secrecy?
dwindling rainforests of Suramerico, has become a staple Unlike in other d20 games, theres not a steady supply of generic

3
among the BootyDome crowd. magic items out there, such as +2 swords. Each item in Damnation
Jae is a leafy opiate with generally benign short-term properties; Decade has unique properties, and some of your adventures will
the brittle fungus toadstool is natures version of Kaleido- center on locating those items and guring out what they can do.
Chewz. Laying out their secrets beforehand would spoil the surprise.

- 66 -
The Gamemasters Section:
Principalities and Powers

These are bad times.


Principalities and powers are everywhere victorious. Wickedness
flourishes in high places.
Walker Percy, Love in the Ruins

Patty: Well, what else happened in history today, Hugh?


Hugh: In history, Patty, well, today of course is the 38th of
Cunegonde, and on this day in 1938 b.c., Patty, Mr. George
Antrobus invented the wheel.
Patty: And just in time!
Hugh: And in 1889 the Peace of Hummus broke out, ending the
Hundred Years War against the Cows.
Patty: Yup.
Hugh: And last year, Patty, you and the viewers will be
interested in noting that the world ended.
Patty: As we know it, Hugh.
The Firesign Theater,
Dont Crush That Dwarf, Hand Me the Pliers

- 67 -
- Chapter Four: Scary Monsters (And Super Creeps) -

4
4 What did happen on
August 9, 1974? What

4
knocked the world o its axis and
summoned up legions of shadowy bad
guys? And what do the heroes have to do to
stop the apocalypse?

4 This chapter will answer those questions and give you ideas about
how to work all of it into your campaign. But before we get into
that, a word about structure. Each of the major factions of bad
guys gets its own section in this chapter, broken down into several
GM characters, monsters, special equipment (including artifacts
and relics) and so on.
Be warned: this isnt the funky world you got to know in the

4
Players Section. Some of the bad guys youre about to meet had
parts. (Some minor enemies, as well as some potentially helpful
a strong hand in shaping the culture of drugs and nightclubs and
heroes, get a sidebar.)
far-out duds; others are taking advantage of it to camouage their
The summary is exactly what it sounds like: a brief rundown of vile designs. But for the most part these villains work behind the

4
the factions key gures, how their plans were set in motion by scenes, far away from the strobe of the disco ball. And things
the events of August 9 and what theyre up to now. The history arent fabulous in the shadows.
provides a detailed back story for the villains and a look at how
One last point. Only one of the bad guys in this chapter has
they t into the broader game world, while the current plans
specically arranged his plans to end on December 31, 1979. The

4
esh out the schemes theyve got cooking now. Adventure hooks
rest of the villains dont have a particular deadline, but you can
provide a number of ways to introduce the bad guys into your
assume that, left to their own devices, each of their plans will
campaign. The end game describes what the players will need to
climax on the same fateful New Years Eve.
do to wreck the villains designs and stop the doomsday clock.

4
Finally, the statistics section lays out all the relevant numbers: Now lets meet the malefactors.

Ampersand Vole IV and the Brotherhood


4 Seeing his fossil-fuel supplies dwindling to a trickle, oil magnate
Ampersand Vole IV went looking for a substituteand found the
Omega Ray, a potent subatomic force that promised limitless energy
in the untended places of the world. He crossed the ocean in a
rickety kayak to share toad juice with the Stone Age islanders
of Eden Atoll and dodged collectivist bullets to sit in with the

4 for pennies. But in its rst large-scale test, on August 9, 1974, the ray
went wild, ripping through every atom on the planet and disrupting
the world in countless catastrophic ways. Among them, it mutated
virtually the entire state of Alamo, turning its residents into horribly
Master Musicians of Mango.
Eventually, he outgrew the worst of his breakneck ways and
settled behind the chief executives desk. But he never lost

4
his imperiousness or his willful taste for long shots. Even as a
scarred albino zombies hungry for human esh. Now this legion of newcomer to the industry he ran Vigorous Petroleum on instinct
freaks, who call themselves the Brotherhood, is rampaging across instead of analysis and shredded anyone who questioned his
the countryside, devouring anyone in their pathor, even more judgment. One of those gut feelings changed the course of human
horrible, poisoning their victims with subatomic corruption and

4
historyand created the world of Damnation Decade.
bringing them into the cannibal fraternity. And Vole, their hideous
king, is trying to get the Omega-Ray generator back on-lineto It came in the late 1960s. With Americo tearing itself apart,
bring radioactive salvation to the whole human race at once. pollution choking the oceans, and the world one false step away
from nuclear war, Vole became obsessed with eco-doomsday

4
tracts like Too Many Mouths! and Envying the Dead. He began
History
From their earliest days as wildcatters, the Voles had a thirst for
reading the newspapers and geologists surveys with a skeptical
new eye, and came to a terrible conclusion: the oil could not last.
Five yearsmaybe lessand the wells would run dry.

4
oil. The rst Ampersand founded Vigorous Petroleum in the
He called an emergency board meeting and announced that he
days of steam trains and telegraphs. The second made it a world
was going to pour every resource at his command into nding a
power, crisscrossing the continents with pipelines and building
substitute for fossil fuel. The company leaders couldnt believe what
lling stations on every corner in Americo. The third held o
they were hearing. Business was booming, as cars and power plants

4
antitrust crusaders at home and won the friendship of unsavory
got larger and thirstier. Why risk everything on the longest long
governments abroad.
shot imaginable?
Ampersand IV started out wild. He shunned the life of private
But Vole refused to relent, and anyone who didnt like it got
clubs and boarding schools his father had arranged for him and

4
shown the door. His apocalyptic project came to be known as
became a globetrotting prodigal. He gambled away a fortune
Omega: the end of conventional energy.
every night and never woke up in the same bed twice. Between
debauches he lived for thrills. He started o racing cars and For half a decade, Voles team investigated nuclear reactors, solar
jumping out of airplanes, and then moved on to headier pleasures cells, windmills, biomass moundsevery reasonable alternative

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- Chapter Four: Scary Monsters (And Super Creeps) -

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4
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- 69 -
- Chapter Four: Scary Monsters (And Super Creeps) -
to fossil fuels. But all of them came up short, while the crisis Vole The explosion wrecked the machinery, but not before setting

4
had predicted came to pass. Wells dried up around the world, and o a quantum-level chain reaction. Instead of a controlled
the cost of nding new reserves soared. Running low on supply, wave of Omega Rays, the generator sent out a mammoth blast
and frantic to cover costs, Vole engineered a series of mergers of fundamental particles that rippled through every atom on the
and takeovers. The business pressand some wary antitrust planet at the speed of light.

4
legislatorsthought he was trying to corner the market on oil. The results were catastrophic. The worlds temperature began
Only a handful of people knew he was trying to scrape together rising, a series of tidal waves battered coastal cities, and several
enough capital to end it altogether. dozen nuclear plants melted down at once, releasing untold

4
Among those in the know were Stanton Morango Spobeck, pollutants into the ecosystem. The most visible, and horric, event
president of Americo, and Fedo Malese, a rogue member of the was the great earthquake that sank the West Coast of Americo
oil-producing Consortium nations. Both had gotten wind of Voles and led Stanton Spobeck to postpone his resignation. Countless
experiments and planted spies in the Vigorous labs. Spobeck feared other hidden eects surfaced over the following weeks, as youll

4
that with all the strains Americo had suered in the sixties, an discover elsewhere in this chapter.
energy crisis would bring the nation to its knees. If Vole discovered Fortunately, for all the horrible consequences of the ray, most
something useful, Spobeck would need it to keep Americo intact people werent directly aected by the blast itself. The majority
and save his scandal-wracked presidency besides. of the worlds population simply had a moment of nausea or

4
Malese, meanwhile, knew that a new form of energy would spell lightheadedness as the subatomic shock waves passed through
the end of the Consortium. So when Voles scientists nally their bodies. Particularly sensitive types, from artists all the
discovered their elusive power sourcea subatomic wave they way up to full-edged Psychics, felt a more pronounced mental
dubbed the Omega RayMalese set out to wreck their work. shockas though they could feel an age of history ending.

4
Indeed, the ray was his worst nightmare. If successful, it would use The only ones who werent spared were Vole and his guests.
quantum loopholes and relativistic back doors to provide virtually Anyone within several hundred miles of the generator at the time
limitless power for pennies. And it would take Consortium of the explosion got a concentrated blast of Omega radiation: the
scientists years to gure out the technology, even with smuggled particles hadnt yet diused enough to be harmless to humans.

4
blueprints. Vigorous Petroleum headquarters and most of the state of Alamo
Vole scheduled an unveiling for August 9, 1974a full-scale test were thoroughly irradiated.
of the Omega-Ray generator for a group of executives, researchers The survivors found themselves mutated into monsterstheir
and VIP well-wishers at the companys Alamo headquarters. As

4
skin and hair turned a deathly white broken only by horrible
Vole wrapped up his introductory speech, a Consortium saboteur seeping scars, their eyes large and blank and near useless in
worked his way to the front of the crowd, a belt of plastic daylight. Even worse was what the ray had done to their minds,
explosives strapped across his chest. Spobecks undercover agents driving them irretrievably insane and giving them a remorseless
spotted him a moment too late. The saboteur shook o their

4
hunger for human esh. Only a handful kept even the basic
tackle and leaped toward the generatorjust as Voles researchers faculties of reason and memory.
brought it on line.

4
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- 70 -
- Chapter Four: Scary Monsters (And Super Creeps) -

4
Vole went just as mad as the rest of thembut his strong will kept Mutant and Wife. At the time of the Omega-Ray blast, Voles
the Omega Ray out of the deepest storehouses of his mind. He wife, Terrapin, was vacationing in the couples summer home on
held onto his memories, charisma and strategic cunning, as well as the Gulf of Suramerico. When the scope of the disaster became
his trademark narcissism. The mutant tycoon now saw himself as clear, auto tycoon Fulton Gort leaped at the opportunity and

4
the Grand Patriarch of this new race of freaks, destined to spread tried to strong-arm Terrapin and the Vigorous board into selling
the gift of corruption to the rest of the human race. him the company. But Terrapin proved just as cunning as her
He organized his army of zombies into an expeditionary force, husband. In an intricate con game, she sold Gort the companys
sending one wave sweeping out across the Middle West, and Alamo assetslargely worthless, since the state was cordoned o

4
another south to Suramerico, while the rest consolidated Voles and presumed destroyedbut kept its still-substantial oshore
hold on his home turf. By the time Stanton Spobeck could call and overseas holdings. The slimmed-down version of Vigorous
in the National Guard to seal o Alamo, thousands of zombies operates out of the Voles summer home, which Terrapin has
were rampaging through the heartland. And tens of thousands built up into an armed compound to ward o Gorts agents

4
were creating Vole a grisly capital city in the ruins of his corporate and the zombie freaks rampaging through the heartland. Vole
headquarters. has been following the news about her, and is determined to
make her the matriarch of the new mutant race. He is currently
gathering up a top kidnap team to bring her home.
Current Plans
The Big Fix. Voles top priority is to get the Omega-Ray
generator back on line, so he can re o another, much stronger
blast of particles and turn everyone in the world into zombies.
Adventure Hooks
Surprise Attack. The easiest way to bring the Brotherhood into a 4
4
Since all of his old researchers are now esh-hungry imbeciles, he campaign is to stage an unexpected assault.
is sending squads of henchmen across the country to kidnap top The heroes nd themselves in a location suddenly overrun by
scientists and drag them back to Alamo as slave labor. For these the mutants, and they must battle their way out to survive. This
missions, he chooses his toughest and most resourceful mutants, might be a small town, a deserted rest stop on the highway or
those who can almost pass as human on casual examination and
can resist the urge to gobble up their quarry on the trip home.
Good Fences. Voles forces are building a two-foot-thick
a suburban shopping mall.
A variation: the team comes upon a town that has just been
overrun and tries to piece the story together from the lone 4
4
concrete wall, topped with barbed wire, around the ruins of survivorbefore night falls and the menace returns for fresh
Vigorous Petroleum headquarters. On either side of the barrier meat.
are hundreds of zombie shock troops, ready to swarm over any The Missing. Voles plot to shanghai scientists also opens up
invasion force that tries to enter the compound. many adventures for the heroes.

4
Guerrilla Warfare. Stanton Spobecks forces have formed a The most obvious approach: the team is charged with
cordon around the borders of Alamo, but Voles inner defenses investigating the disappearances or recovering the researchers.
are so strong that the National Guard cant make much headway
into the state. Vole also sends out patrols to test the blockade and Variations:

4
lure soldiers into his territory, where they can be overwhelmed Somebody known to the heroes vanishes when his or her
and corrupted with bites (see the Brotherhood template for more town is invaded by mutants.
details on corruption). He also uses these attacks as a diversion Terrapin Vole is kidnapped and the heroes are sent to
when his kidnap teams sneak into and out of the state. investigate.
The South Shall Rise. Natural disasters have swamped the
governments of Suramerico, so Voles mutant army is meeting
only scattered resistance as it plows south. A sizable portion
of the continents population is being corrupted into the
Mrs. Vole asks the heroes to head into Alamo and nd her
husbands remains.
You might also approach this idea as a preemptive mission: 4
4
Brotherhood, and these new recruits are helping the hordes of the heroes are guarding a scientist or Terrapin Vole when
zombies drive further south. But, when Vole gives the signal, the mutants attack.
they will reverse course and plunge northward across the border Third-Party Information. The heroes dont necessarily need to be
into Americo to help their grisly king break through Stanton drawn into the Brotherhood storyline with a rsthand encounter.
Spobecks cordon once and for all.
Over a Barrel. Vole has a number of valuable bargaining
chips to oer President Spobeck. In relative terms, he still
You might send them a GM character who knows about the
mutants and their plans.
A wounded National Guardsman, the last survivor of a 4
4
commands a tremendous supply of oil, which the country slaughtered platoon, collapses on the heroes doorstep and begs
desperately needs. He has access to the blueprints and for help.
prototypes of the Omega-Ray technology, even if he doesnt The heroes capture a Consortium spy who was sent to disrupt
have a working generator. And his cleverest mutants are any further Omega-Ray research.

4
trying to get Alamos supply of nuclear missiles back on-
line (Spobeck deactivated them remotely when he declared A doctor in the Middle West tells the heroes that scores of
martial law). Vole has sent envoys to the National Guard patients have been brought in covered with bites and suering
commanders on the state border, oering Spobeck steady oil from an unknown disease.

4
deliveries, Omega-Ray plans and access to the missile silos if Smash and Grab. Quick forays into Brotherhood territory could
the president will call o the army and let the mutants have give the heroes a sense of the enemy.
the state for their own. Needless to say, Vole doesnt mention The heroes must rescue a VIP whose plane crashed in the
his larger goal of getting the Omega-Ray generator back in Southwest and will end up eaten if the heroes dont help.
service and corrupting the world.

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- Chapter Four: Scary Monsters (And Super Creeps) -

4 Charlie And The Women


Thousands of people managed to escape the great quake of
74, eeing the West Coast when the rst shock waves hit.

4
Unfortunately for the world, one of these survivors was
criminal Svengali Charlie Freak.
In the late sixties, this long-haired, wild-eyed race-baiter (and

4
occasional songwriter) founded a desert commune where he
lured runaways, dropouts and other castos. He broke their
spirit and molded them into a cadre of hardened prostitutes
and thievesand, eventually, murderers. As part of an

4
unintelligible scheme to spark a race war, Charlies followers
rampaged through a wealthy suburb one summer night and
massacred everyone they found.
After a grotesque circus of a trial, Charlie and his gang

4
were locked away, ostensibly for the rest of their livesbut
then seismic forces set them free. The rst shock waves split
Charlies prison in half, and he wasted no time freeing his
murderous sycophants from the womens penitentiary nearby.

4
They made their way across the country as it was remade by
maniac nature, searching for the perfect spot to settle and
begin their bloody work once again.
Something else found them rst: a horde of Brotherhood mutants.

4
By the time Charlie and his gang could escape, their blood was
thick with zombie poison. Over several agonizing days they
were transformed into pale-faced, esh-hungry monsters.

4
But Charlie proved just as strong-willed as Ampersand Vole.
Even as he succumbed to Brotherhood corruption, he managed
to hang onto his cunning and charisma. Now, like the rest of the
Brotherhood, he and his gang are devoted to propagating the

4
Omega Raybut they dont take orders from Vole or any of his lieutenants from Alamo. Instead, they use their new powers in
the service of Charlies old psychotic goals: undermining bourgeois society and building up an army for a war between the races.
Toward that end, they have created a sprawling commune in the ranch lands of the West, luring truckers, wanderers and
dropouts with the promise of abundant drugs and cheap love. The truth quickly becomes plain: the foxy young residents are

4
wearing pancake makeup over their pale skin and festering sores, and the drugs are only there to lower your guard. Only the
hardiest travelers will avoid getting a gene-blasting dose of Omega-Ray poison and leading a twilight life as one of Charlies
zombiesor ending up, conscious but paralyzed, on his dinner table. If youre lucky, you wont have to listen to one of his
babbling rants before he tucks in.

4 Charlie Freak
Cha10; CR 9; HD 10d12+20; hp 100; Mas 14; Init +2 (+2 Dex); Defense 20, touch 17, at-footed 18 (+3 class, +2 natural, +2
Dex, +3 pleather armor); BAB +5; Grap +7; Atk +7 melee (1d6+2 meat cleaver or 1d6+2 slam or 1d4+corruption bite) or +7

4
ranged (2d6 Ruger Service-Six); SQ/SA Scent, Corruption, Daylight Hatred, Hard to Kill; SV Fort +7, Ref +9, Will +11; Str
15, Dex 14, Con 14, Int 10, Wis 14, Cha 19; Rep +5; Wealth +0; AP 2.
Skills: Blu +20, Diplomacy +10, Disguise +6, Gather Information +19, Intimidate +21, Perform (sing) +6, Perform (string

4
instrument) +6, Sense Motive +9, Speak Language (jive).
Feats: Alien Language Anity, Armor Prociency (light), Deceptive, Double Blu, Frightful Presence, Iron Will, Lightning
Reexes, Personal Firearms Prociency, Power to Will, Simple Weapon Prociency, Trustworthy.
Talents (Charismatic Hero): Charm (females), Coordinate, Fast Talk, Greater Inspiration, Inspiration.

4 Special Abilities: All Brotherhood traits

The team must nd a trove of notebooks in the mutant- The Go-Betweens. The heroes might end up pressed into service

4
haunted Middle West detailing an earthshaking scientic as couriers to the borderlands.
breakthrough. Because of their unique skills, or an accident of circumstance,
The heroes learn that a truck carrying a small, experimental the heroes are chosen to head into Alamo to convey a message
nuclear bomb was ambushed and the mutants are now dragging to Vole from Stanton Spobeck.

4 the catastrophic weapon back to Vole. (The heroes might even


be survivors of the convoy.)
Or the opposite: Vole remembers the heroes somehow from
his old life and asks them to be his spokesmen to the outside
world.

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- Chapter Four: Scary Monsters (And Super Creeps) -

4
Door Number Three. Scientists arent close to understanding Attacks: The mutant retains all of his pre-trauma natural attacks
the repercussions of exposure to the Omega Ray. So you could and manufactured weapons, and also gains a slam attack
play up that uncertainty with Twilight Zone-style scenarios. The (1d6+Str) and a bite (1d4+corruption; for more information,
heroes get zapped by stray particles during a test, and end up in a see Corruption, below). Most mutants arent smart or focused

4
bizarro world where enough to keep a weapon in good working order, so they
one of the factions of bad guys has won the war for the usually ditch the hardware quickly after being corrupted and
world. use their natural attacks instead.

they are considered dangerous fugitives, while the villains Smarts: When creating a Brotherhood mutant, decide if the

4
theyve been tracking are worldwide saviors. creature is a brutish foot soldier or a leader. Foot soldiers can
have Intelligence, Wisdom and Charisma no higher than 3,
super-intelligent apes have taken over the planet. and lose all of their skills and feats, apart from those related to
combat. A leader, meanwhile, keeps his original Intelligence,

End Game
4
Wisdom and Charisma, as well as skills and feats, but is
essentially crazy. He is completely devoted to the idea of
The scourge of the Brotherhood can be stopped in two basic corrupting the human race by Omega radiation and cannot be
ways. First, Vole can be assassinated, destroying the brains of the shaken from this course.

4
movement. None of his lieutenants are capable of carrying on the Foot soldiers have no plans or motives beyond eating humans,
Omega-Ray project, so the long-term threat to the human race unless instructed otherwise by a leader. Even then, the orders
will be removed. On the other hand, many of Voles subordinates dont always take. A leader must always make an Intimidate
are smart enough to lead armies of mutants on corrupting check (DC 10 + the foot soldiers level) to stop a foot soldier

4
expeditions through the countryside. These bands must be from eating a human near at hand. If the leader succeeds, the
mopped up one by onea bloody operation that will take years foot soldier is cowed and will not attempt to eat the human.
of work to complete and will require much more repower than a The rst time the leader leaves the foot soldier alone with a
handful of heroes can manage. The team would most likely have human for more than ten minutes, however, the creature must

4
to enter into some kind of partnership with government forces for make a DC 15 Willpower check or begin gobbling. (Leaders
this to work. For example, they might trade all the information themselves must make DC 10 Willpower saves when alone in
theyve gathered about the Brotherhood to Stanton Spobeck in the presence of succulent human meat, grand plan or no grand
exchange for a Get Out of Jail Free card. plan. If they make the save the rst time, they do not need to
The second way to stop the zombies: develop a cure for Omega-
Ray corruption. In theory, a Field Scientist could use her Minor or
Major Breakthrough (awarded at 5th and 10th level, respectively)
to develop a chemical antidote for the sickness, or a method for
re-roll unless tempted: for example, the human is juicy and
bleeding, the leader is starving, etc.)
Scent (Ex): This ability allows the Brotherhood to detect nearby 4
4
enemies, sni out hidden foes and track by sense of smell.
using the Omega Ray to purify the people it has corrupted. (Of
Corruption (Ex): If a victim is bitten by a Brotherhood mutant
course, if a hero reaches that level of expertise, she will probably
and survives, he must make a DC 10 Fortitude save or turn
nd herself a target of Voles abduction squads.) Alternatively,
into a member of the Brotherhood over a number of days equal
you could introduce a GM character who has stumbled upon the

4
to his Constitution bonus. Another character can arrest the
solution. It is then up to the heroes to nd a way to inoculate the
corruption by immediately scraping away the aected tissue
zombies.
and cauterizing the wound (in abstract terms, a DC 12 Treat
Injury check). After that window of opportunity closes, the
Statistics
4
only treatment possible is to lop o a huge chunk of esh
around the bite, such an entire arm or leg. Doing so allows
the wounded player to make another DC 10 Fortitude save to
The Brotherhood avoid corruption.
Brotherhood mutants are marked by deathly white skin, festering
sores and large, blank eyes. They hate the sunlight, and when
attacking in the daytime they try to lure their victims into
darkened, enclosed spaces, such as sewers or abandoned buildings
Daylight Hatred (Ex): Brotherhood mutants take a -1 to all rolls
during daylight hours. The penalty increases to -3 in direct
sunlight. Moreover, if they remain outside in direct light for
more than an hour, they must make a DC 13 Fortitude save 4
with boarded-up windows. If forced to travel aboveground before
nightfall, the Brotherhood will hug the shadows of buildings and
wear cowls and sunglasses to protect themselves.
or lose 1d3 Hit points. They must make another check every
fteen minutes thereafter or lose another 1d3 points.
Hard to Kill (Ex): When a Brotherhood mutant is reduced to 4
4
Most of the Brotherhood are dumb brutes, living only for the zero Hit points, the Omega Rays kicking around his system
unholy tang of human esh. Some strong-willed specimens have may animate his corpse for one nal attack. If a human passes
kept a fragment of their native intelligence, and can form plans within ten feet of a mutants corpse, the mutant may make
and give orders to their fellows. a DC 15 Fortitude save. A successful save means the mutant

4
revives immediately and battles the human for a number of
Brotherhood Template rounds equal to the mutants character level. The creature will
usually use this opportunity to make bite attacks and infect his
Add these features to GM characters to create a member of the
opponent with Omega corruption. The monster dies for good
Brotherhood.

4
after making this attack.
Hit Dice: A human mutated into the one of the Brotherhood has
Attackers can prevent mutants from reviving by thoroughly
his hit dice raised to d12.
dismembering the bodies.
Defense: Brotherhood members receive a natural +2 to Defense.

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- Chapter Four: Scary Monsters (And Super Creeps) -

The Omega Ray In any case, the cost of failure is earthshaking. If the hero blows

4
a roll during the creation, testing or use of an Omega-Ray
How does the Omega Ray work? What are its capabilities? application, have her roll again. On a 1, something on the level of
How can it be harnessed? The answer is simple. Nobody knows. the original Omega-Ray blast occurs. The hero might accidentally
Not even the Vigorous Petroleum researchers who discovered create a new, more resilient race of Brotherhood zombies, or, say,

4
the ray initially understood its full potential and peril. They knock herself and the rest of the party into a parallel universe
stumbled across the ray in a Eureka moment and rushed it where the mutants are in rm control of the planet. Even if the
to a large-scale test in a matter of months. Now most of those hero doesnt roll a 1, a failed initial roll means her application is
scientists are gibbering lunatics, and nobody outside of Alamo destroyed and to reconstruct it she must make a Craft skill check

4
has enough information to fully recreate their research. The of DC 35 to 40+ (if this is her rst experiment with the ray) or 25
ray is not an extension of any existing energy source, where to 35 (if this is a subsequent experiment).
incremental tinkering will eventually lead to rediscovery. It is One way to sidestep all this, of course, is simply to introduce a
something entirely novel.

4
GM character who has developed the invention in question. This
In game terms, this means that the heroes cant, say, build a allows you to set very specic parameters for the device, control
generator from scratch or begin creating devices that run on the ow of any future developments and not risk blowing up the
Omega Rays unless they have solid background information world on a failed skill check. For instance, you might have the

4
on the ray. For example, one of them would have to stumble heroes assigned to recover a trove of data about the Omega Ray
across plans for the generator, or one of the original researchers that has turned up in the Middle West. When the heroes return,
notebooks. Even then, she would have to closely study the they pass this information onto wise old Doctor Fritts, head of
documents to understand the groundbreaking new concepts. their patrons scientic division. The heroes go o on another

4
This would take at least a month or possibly more, depending assignment, and when they return: presto! The good doctor has
on the volume of information, and at the end of that period developed a cure for Brotherhood corruption.
she would have to make an Intelligence or Knowledge (physical The bottom line: the Omega Ray is intended to be part of the
sciences) check to make sure she grasped what she had read. background of the campaign, not the foreground. If the heroes

4
(The DC would range from 15, if the document were a become preoccupied with guring out its secrets, you may
comprehensive, heavily annotated study, to 25 or more if it were want to throw them a plotline that gets them away from the
just a fragmentary note or diagram.) Brotherhood for a while.
Even then, be sure to emphasize that the hero doesnt understand

4
all the implications of what she has stumbled upon. She has Ampersand Vole IV
gured out a few basic principles well enough to craft a very Tough4/Exec 10; HD 4d12 + 16 + 10d12 + 40; hp 160; Mas 18;
specic application, and any other experimentation with the ray Init +1 (+1 Dex); Spd. 30 ft.; Defense 17, touch 14, at-footed
may well end in disaster. Actually developing that applicationa 16 (+3 class, +1 Dex, +3 undercover vest); BAB +3; Grap +4;

4
cure for Brotherhood corruption, for examplewould take a Field Atk +4 melee (1d6+1 strengthened walking stick) or +4 ranged
Scientists Breakthrough. Attempting to create such an application (3d6 Projector); SQ/SA Scent, Corruption, Daylight Hatred,
with a Craft (mechanical) or Craft (electronic) skill check would Hard to Kill; SV Fort +8, Ref +2, Will +23; Str 12, Dex 13, Con
go beyond an Advanced test, with a DC beginning at 35 and 18, Int 17, Wis 15, Cha 16; Rep +18; Wealth +20; AP 10.

4
probably running higher depending on the complexity of the idea.
For instance, a de-corrupting ray that worked over one square mile Skills: Blu +23, Gamble +10, Diplomacy +23, Gather
would be a DC 35 Craft test. A projector that could cover an entire Information +23, Intimidate +21, Knowledge (earth and life
city with one blast would take a DC of at least 40. sciences) +7, Knowledge (technology) +7, Listen +12, Sense

4
Motive +23, Search +12, Spot +9, Survival +13.
If the hero successfully creates and uses an Omega-Ray
application, she doesnt need to spend a Breakthrough on her Feats: Alertness, Armor Prociency (light), Brawl, Great
next attempt at an inventionprovided the new idea builds Fortitude, Improved Power to Will, Iron Will, Personal Firearms
on her earlier work. For example, if the hero created a cure for Prociency, Power to Will, Simple Weapons Prociency.

4
Brotherhood corruption the rst time out, she wouldnt need to Talents (Tough Hero): Damage Reduction/2
use a Breakthrough to create a preventive vaccination. Instead, Abilities (Executive): Corporate Resources, Friends in High
assign the task a Craft skill check of DC 25 to 35, depending on Places, Life of Leisure, Money Is No Object I/II, Sales Pitch
its complexity and scope.

4
(Will resist DC 28), Sizing Up
However, if the hero is trying for an entirely new application of Special Abilities: All Brotherhood traits
the ray, she must use a Breakthroughor make a super-advanced
skill checkas if it were her rst crack at working with the ray.

4 Fulton Gort and the Androids


4 In the late 1940s, automobile titan (and secret fascist sympathizer)
Fulton Gort gathered a team of fugitive war criminals to nd
a way to extend his life. The radical answer: program Gorts
self-awareness. Now the robot is determined to put machines
in charge of the Earth. He is using a campaign of targeted
assassinations to replace government ocials and captains of

4
memories and personality into an android duplicate. When industry with android duplicates. When his hold on power is
Gorts heart gave out, the mechanized double ran the show secure, he will use Gorts mass-production techniques to crank
seamlesslyuntil August 9, 1974, when the Omega-Ray blast out androids by the thousandsand exterminate humans by the
tore through the androids circuits and brought it militant millions.

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- Chapter Four: Scary Monsters (And Super Creeps) -

History
Fulton Gort was born to be a boss. He certainly wasnt an
employee. In his teenage years he ran through dozens of jobs, 4
4
everything from setting type for newspapers to hauling carcasses
in a slaughterhouse, and lost every single one with his mouth.
No matter what the eld, no matter how much experience his
supervisors had, Fulton knew better, and told them so. Any

4
free moments he had he spent reading: management theorists,
futurists, rags-to-riches biographers. He knew better than them,
too, but he read them all just to make sure.
Eventually he saved, borrowed and cajoled enough to start his
own business, one he had seen between the lines of all those
futurist manifestosan automobile factory. When workers
groused over the inhuman production schedules or assembly-line
system, he automated even more of the process and red every 4
warm body he could. If politicians didnt want to build highways
through their districts, he hired detectives to dig into their private
lives, looking for leverage. He even wheedled the formidable
Ampersand Vole into selling him oil on good terms. After all 4
that, getting the public to buy cars was childs play.
None of it satised Gort. The more powerful he got, the more he
was reminded of the limits of his power. He couldnt stop other 4
4
companies from edging into his industry; he couldnt prevent
workers from fouling his production line with damned idiot
accidents; he couldnt keep the world economy from crashing or
stop that craven fool president, Fosdick DuMont Hapworthy, from

4
letting collectivist spies inltrate his cabinet and dictate scal policy. (Johann of the Lowlands, The Milkmaids Dilemma and The Terrible
Gort started spending long hours in his oce, brooding and Fate of Hans the Boy), he had set about crafting the public image
reading sinister polemics. Who controlled the worlds banks. of Wotan Heide. As part of his assignment, he had conducted
Who lled the history books with damned lies. What it would extensive studies on the human brain, mostly the brains of people

4
take to purify the race. Gort found kindred spirits in the rising who werent considered human in fascist ethnography.
fascist movements across the ocean, centered in the nation of Brtzmanns radical solution for Gort: forget the body. It was weak
Faust and its would-be god-emperor, Wotan Heide. He began and would not endure. Instead, he proposed programming the auto
trading with these unsavory powers despite strong discouraging titans memories and personality into a miniature analog computer,

4
hints from President Hapworthy. and transplanting the mechanism into a robot body.
Soon enough the fascist forces took on Americoand quickly Gort, ever the futurist, didnt hesitate for an instant. He subjected
realized they shouldnt have taken on the collectivist empire of himself to weeks of cruelly invasive cranial examinations that
the Bloc at the same time. Before long their cities lay in ruins,

4
nearly ended his life a hundred times. When the work was
and their armies had been scattered. Gort did his best to prop complete, he watched his human body die with android eyes.
them up, and when that failed, he spirited away top ocers and
scientists, smuggling them to Americo through neutral nations. The new Gort put his robot stamina to good use, shuttling from
congressional hearings to press conferences to board meetings.

4
Then things began to fall apart for Gort. His enemies in
Hapworthys governmentand he had plentyused the political
capital they had won on the battleeld to destroy him. Reporters
began digging into his fascist connections. Congressional What Is An Android?

4
committees conscated his les and pored over ill-considered Fulton Gorts creations are little more than gears, fuses
interviews he had given years earlier. His own board of directors and circuit boards covered with synthetic esh. But they
locked him out of meetings. appear human even to the closest observersa testament
On top of it allor maybe because of it allhis health began to to Brtzmanns vile genius and Gorts engineering skills.

4
fail. He could barely trudge up his oce stairs and began blacking Mentally, androids come in two basic types: Blanks, which
out on the factory oor. For the rst time in his life, Gort was have no personality, goals or emotions beyond loyalty to
frightened, if not contrite. So this was how it would end: the Gort and his cause; and Stand-ins, which are programmed
cowards and fellow travelers would hound him to his grave, and to imitate an actual human being. In either case, the creatures

4
then write whatever foul obituaries they wanted. dont have much initiative of their own. All androids contain
No! Gort refused to accept fate. He would not only rehabilitate a radio receiver in their skull to pick up coded messages
his name, and take back his company, he would live to watch his from Gort headquarters. The auto titanand notorious
enemies die and turn to dust. He gathered his fascist brain trust micromanagersends his creations regularly updated

4
and gave them a mission: Keep me aliveat any cost! orders to keep them from fouling his plans.

After a thousand dierent pills and elixirs failed to do the trick, For more specics on androids, see the Statistics section
an answer appeared from an unlikely corner: former propagandist later in this chapter.
Kander Brtzmann.Two decades earlier, after failing as a playwright

- 75 -
- Chapter Four: Scary Monsters (And Super Creeps) -
who had set himself up as Gorts private physician, rushed to

4
revive the articial man, but found something had gone horribly
Tomorrow Belongs To Me wrong. The robot still had all of Gorts memories and mannerisms,
The last great world war pitted the armies of the West but he no longer wanted to play a role someone else had scripted.
against fascist powers led by the nation of Faust. (Gogol He wanted to follow his own goals, not Gorts. And those were

4
Yobars Bloc fought on both sides at various timesand horric, even by fascist standards.
executed any citizens who pointed out the contradiction.) Gort had decided that robots were better suited to run the world
Faust was defeated, but its lunatic dreams of racial than weak, indecisive, messily mortal humansand he wanted
homogeneity and a new world order founded on pagan

4
to eect a switch by exterminating all of mankind. Once Homo
myths and nineteenth-century opera live on. sapiens is eliminated, Gort will turn the world into one vast factory
Many Faustlander scientists, secret policemen and dedicated to cranking out new and improved androids, with even
propagandists escaped the fall of their homeland and more durable bodies and even more pliable minds. He will not

4
are carrying out secret plans to restore the Raagthe rest until he creates armies of machines that respond instantly
millennial kingship they believe is their national and without error to his thoughts, without the need for clumsy
birthright. A large population of these exiles ed to verbal communication and radio signals. That is his iron dream:
Suramerico, where they continue their vile research in the billions upon billions of machines working in lockstep at their

4
deep jungles. Others have set themselves up as advisers to masters commands.
the lunatic dictatorships of Swelt.
They have two broad schemes to return to power. One
faction of scientists has preserved the brains of the Current Plans
4
former fascist high command in vats of bubbling solution. Search and Replace. Gort is starting his genocidal plans small.
The sinister physicians plan to transplant the brains His android agents are assassinating government and business
into android bodies supplied by Kander Brtzmann, leaders who might block his eorts, and then replacing them
Fulton Gorts right-hand manafter scooping out the with pliable android doubles. So far, only a handful of these

4
computerized brains that are already there, of course. switches have been made: it takes an extraordinary amount of
The surgical procedure is still experimental, and there work to recreate a targets memories and personality. Gorts
have been some tragic missteps. The team recently lost the agents must either interview the subject for hours (usually
brains of a half-dozen former Ethnic Purity Commissars disguised as reporters), trick her into a brain scan (disguised as

4
when their electried spinal columns short-circuited doctors, under the pretext of screening for tumors) or, riskiest
and set the medullae on re. The scientists are currently of all, kidnap her for a period of weeks and perform the tests
rening the procedure on hapless local volunteers, and forcibly. And if the personality prole is done sloppily, the
are condent that all they need are fty or sixty guinea android double is such an obvious fake that she will likely end

4
pigs to really nail things down. At most, a hundred. Or up under psychiatric observation. So Gort is trying to streamline
two. the memory dump. One route is automation: concealing brain
wave readers in ordinary household appliances to scan the
This faction of fascists has other plans involving androids.
subject on the sly. The auto magnate is also placing android

4
After the high command is transplanted into sturdy, new
agents near his targets, disguised as psychiatrists, lovers or
synthetic bodies, the scientists will give them a robot
other condants.
army to lead into battle: androids with standard-issue
mechanical brains instead of human ones, programmed to Out With the Old. The nal stage of Gorts plans is
automation: parallel factory operations to destroy the human

4
obey orders to the letter. (Some of these robots are being
shipped to the Consortium, in a side deal with kindred race and create its replacement. Here, again, he will start
spirit Fedo Malese. See the entry on the Consortium for small. He plans to eliminate and replace a swath of important
more details.) authority gures in Motor State, then use these newly created
allies to quietly gather up and exterminate whole towns. When

4
Another group of scientists is seeking out boys in
necessary, those townspeople will be forcibly scanned and
Suramerico whose parentage and background closely
replaced by androids. When not, fresh androids will take
match those of the Faustlanders immolated dictator. The
their place: those whose only personality traits are pride in the
scientists insinuate themselves into the boys lives and
robot race and subservience to Gorts authority. (The auto titan

4
steer them toward to fascism, hoping one of them will
believes individuality, like history, is bunk.) Once Gort has
show the ruthless ambition and malevolent magnetism
Motor State entirely under his control, he will create the rst of
that brought Heide onto the world stage.
his extermination and production centers. Then his population
of androids will become an expeditionary force, spreading into

4 Within weeks Gort had shut down ocial inquiries into his neighboring states and repeating the process until they control
activities during the war and reined in Gort Motors maverick the country. By the time Americos human citizens recognize
board of directors. Gort then did his best to squeeze out of power whats going on, they will be outnumberedand powerless to
resist.

4
or otherwise ruin everyone who had attacked him.
So it went for decades. The android Gort played his role Test Markets. For all his fanatical condence, Gort still isnt
to perfection, haranguing boardrooms, micromanaging the sure how all those androids will actually get along in practice. So
company and generally alienating a new generation of executives he is creating a number of model communities in the suburbs

4
and legislators. The tycoons unnatural long life was chalked up to of Motor City to test interrobot relations. To all appearances,
eccentric diet regimes or simple tenacity. these are simply planned communities staed by recent hires at
Gort Motors. But beneath the surface the towns are profoundly
Then came August 9, 1974. When the subatomic pulse tore through creepy. Residents are largely at of aect and live in homes
the world, it knocked Gorts computer brain o-line. Brtzmann,

- 76 -
- Chapter Four: Scary Monsters (And Super Creeps) -

All In The Family


Becoming an android made Fulton Gorts home life signicantly easier. He outlived his long-suering wife, Huxley, and 4
4
watched his children grow too old to challenge him for control of Gort Motors. The only family member who still poses a
threat is his granddaughter Mirandaa one-time debutante turned bomb-throwing militant.
Not by choice. In the spring of 1974, Miranda was kidnapped by a group of radicals called the Kaveat Vendor Alliance. After
many horrible months of torture and brainwashing, Miranda has become a true believer. Now calling herself Tasha, she is

4
violent, foulmouthed and committed to smashing the capitalist state and bringing about a worldwide collectivist revolution.
Its only a matter of time before Grandpa Gort shows up on the KVAs list of targets.
But Tasha poses an even greater threat than she and the radicals realize: shes not human. The real Miranda Gort died of
a freak brain aneurysm while visiting corporate headquarters several months before the kidnapping. Kander Brtzmann
stumbled upon the corpseand saw a golden opportunity to test out his plans for a next-generation android body.
The old fascist knew the principles behind the technology were sound: the androids battery would be recharged every time it
made a movement, so no need to plug into a wall socket to power up. But he didnt know how one of these units would perform 4
4
over the long term, in the presence of human beings who were familiar with the original. Nobody but Brtzmann knew the
girl was dead; where was the harm in a little experiment?
The personality that Brtzmann cooked up for the android was necessarily spotty, but Mirandas parents were so distant, and
her friends so ighty, that nobody really noticed the substitution. Even after her capture, things went better than Brtzmann

4
could have dreamed. The androids body and core programming stood up to months of KVA abuse.
But then on August 9, 1974, the Omega-Ray blast tore through Mirandas electronic brain, wiping her memory clean and
leaving her open to imprinting. From then on, everything the radical thugs told her became law. Now she wont rest until
she has used her considerable mechanical powers to bring down the honky capitalist Establishment, through bank robberies,
kidnappings and terrorist attacks.
Brtzmann, meanwhile, has tried to order Miranda to return home, or at least shut her o, by remote control. But her
receiving antenna sustained considerable damage 4
4
during her kidnapping, and was permanently
seared during the Omega-Ray blast. So Miranda is
on her ownand the old fascist can only content
himself by thinking about the terror his creation is

4
spreading throughout hated, decadent Americo.

Miranda Gort (Tasha)


Cha4/Mil1; CR 4; HD 4d6 +8+1d8+2; hp 30;

4
Mas 14; Init +2 (+2 Dex); Spd. 30 ft; Defense 19,
touch 16, at-footed 17 (+2 natural, +2 class, +2
Dex, +3 undercover vest); BAB +2; Grap +3; Atk
+3 melee (1d4+1 hunting knife) or +5 ranged (2d8

4
AK-47); SV Fort +11, Ref +4, Will +3; Str 13,
Dex 15, Con 14, Int 12, Wis 13, Cha 16; Rep +8;
Wealth +10; AP 1.
Skills: Blu +12 (includes +5 bonus for android
programming), Demolitions +8, Diplomacy
+14, Disable Device +7, Disguise +9*, Gather
Information +6, Intimidate +13, Knowledge
(streetwise) +9, Listen +7, Move Silently +7, Speak 4
Language (jive).
Feats: Armor Prociency (light), Deceptive,
Personal Firearms Prociency, Renown, Simple 4
4
Weapon Prociency, Trustworthy.
Talents (Charismatic Hero): Charm (males),
Favor
Talents (Android): Damage Reduction/10
Abilities (Militant): Go to Ground
When determining if someone recognizes
this as an android double, use +5 as the bonus 4
4
instead. See special rules in Statistics section for
explanation.

- 77 -
- Chapter Four: Scary Monsters (And Super Creeps) -
empty of any decoration. Or they go the opposite route, acting
Adventure Hooks
4
wildly emotional at inappropriate times and lling their houses
with random doodads that go beyond any attempt at eclecticism. Its the Real Thing. Fulton Gort might decide the heroes,
Even more obvious, everyone in town plugs into an electrical or someone close to them, are worthy targets for android
outlet once a day to feed, there are no children anywhere, and

4
duplication.
occasionally somebodys face pops o.
A frantic husband turns to the adventurers for help: something
The Stronghold. Gort has transformed his Motor City has happened to his wifeshe looks the same, but shes
headquarters into a heavily guarded compound designed for the dierent.

4
comfort and sustenance of his android family. The old, normal
oces are still in place for visits with reporters and regulators, One of the heroes is interviewed for a news program, which
but around any corner are horrifying new additions: android turns out to be a Gort personality prole in disguise. Or she
dormitories lined with speakers broadcasting inspirational meets Mr. Goodbar at a local BootyDomewho turns out to be
an android, sent to kidnap her and drag her o for a brain scan.

4
slogans and plastered with posters of Gorts snarling face;
testing labs where robots learn to play the role of soon-to-be- The heroes boss nds a hidden memory scanner in his oce,
murdered humans; a factory oor with rows of plastic limbs on or the boss is kidnapped and interrogated by Gorts team of
conveyor belts. prolers. The heroes must nd him before an android kills him

4
The Spirit of 76. Gort is waiting to see how the presidential and takes his place.
race turns out before making any assassination attempts at the A small town outside the nations capital, home to many power
national level. He will almost certainly try to nagle private brokers and captains of industry, sees a spike in its cancer
meetings with the new chief executive and key legislators, and rates. But the heroes learn its all just a scare tactic to shepherd

4
plant secret brain-scanning gadgets in their oces. But he also the inuential locals into an android-run hospital for covert
has a man on the inside. personality scans.
Good Boy! A bungled hotel break-in during the 1972 campaign Stumbling Over Secrets. Gort is also dropping lots of clues that
nearly cost Stanton Spobeck the presidency. But who leaked are a bit more oblique but will nevertheless get the heroes to the

4
word of it to the press? Spobecks goons have investigated every heart of the android experiments within a few investigative steps.
last person who had access to the information and come up dry. The heroes car breaks down in one of Gorts test markets, and
Thats probably because the spy wasnt a person. It was Spobecks the tension builds as they realize something is horribly wrong.
dog, Boggle Jr. The original mutt died during the campaign,

4
and Gorta longtime Spobeck backergave the president a The team comes to the aid of a woman being mugged only to
feisty new pooch as a replacement. Little did Spobeck know he nd she has taken at least six bullets without visible harm.
was getting a craftily disguised robot loaded with surveillance A top sports doctor gives the heroes mind-bending news: he
equipmentto give Gort the inside dirt on the administrations saw circuitry under a star Omegaballers skin.

4
plans. The pooch paid quick dividends. Gort learned that The Fascist Connection. Discovering the whereabouts of the
Spobeck was considering price controls to stabilize the economy, Faustlander scientists in Suramerico is a good beginning to an
which would be disastrous for Gorts prots. So the auto titan adventure that eventually leads back to Gort.
fed the press the story of the break-in and almost brought down

4
the president. Now, given Gorts plans for world domination, the A hunter of war criminals vanishes in the jungles of Suramerico,
robot dog has been assigned to gather inside dirt about security and the heroes are enlisted to search for him.
procedures and schedules in District One. When the android The heroes intercept a crate of contraband headed for a tiny
titan is ready to strike, he will use that information to bump o equatorial clinicand nd that its full of articial heads.

4
top politicians and replace them with synthetic slaves. The team realizes that the new strongman of a banana republic
Flesh for the Fascists. Kander Brtzmann is horried at the has adoptedwith uncomfortable precisionthe style and
plans his android is hatchingso why is he staying by Gorts rhetoric of the late, unlamented Wotan Heide.

4
side? He sees an opportunity. As we learned in the Tomorrow The Robot Who Came In From the Cold. Gorts creations could
Belongs to Me sidebar, Brtzmanns fellow fascists in the go haywire, giving the heroes leads to follow.
jungles of Suramerico want to reconstruct the Faustlander high
command by transplanting the top ocers preserved brains An android blows a circuit and pulls a bank holdup, taking the
heroes hostage.

4
into articial bodies. At the same time, they want a supply of
androids that already have brains to use as compliant shock An android gets blasted by a stray cascade of Omega Rays and
troops. Brtzmann can get them as much mechanical esh as decides that he doesnt want to follow his master anymore. He
they needas long as he stays close to Gort. Why doesnt the might start a cultic commune in the Middle West, lead an

4
auto titan simply kill Brtzmann and download his know-how android motorcycle gang that harasses Gorts delivery trucks or
into a robot brain? Clever wiring on Brtzmanns part. The old simply start searching for someone who can hard-wire him with
fascist knew the original Gort was mercurial and temperamental, a full and free personality. The android might seek the heroes out
and feared the android version might turn on him someday. So or go on a rampage that the team must put down.

4
he hard-wired a fail-safe mechanism into Gorts circuits: the Foreign Entanglements. Obviously, other governments are
android cannot kill Brtzmann, or otherwise allow him to come always on the watch for new technology in Americo, and they
to harm. The fail-safe has worked awlessly, but Gort has begun might stumble across the android plans rstthen accidentally
to put two and two together. Ever since he became self-aware, leak word to the heroes.

4
the android titan has wanted to do away with Brtzmannyet
cant seem to nd the will to follow through. Its only a matter of On a mission to foil a planned assassination, the heroes
time before Gort gures out the riddle and starts tinkering with break up a Zassat listening post that has been picking up the
his own circuitry. strangest radio signals lately: communications between Gorts
headquarters and its android outliers.

- 78 -
- Chapter Four: Scary Monsters (And Super Creeps) -

4
In an airport bathroom, the heroes catch a glimpse of a spy
from the Sphere putting a (seemingly) dismembered human
head in a bag.
The heroes are assigned to protect Gort from Consortium

4
assassins (who think, incorrectly, that hes working on an electric
car). A bomb goes o, and the auto titan walks away from the
blast, on re, without so much as a inch. Gort quickly sends
squads of android assassins after the heroes to silence them

4
forever.

End Game
Gorts androids have one big aw. They are programmed to be
unquestioningly loyal to the auto tycoon, but they usually dont
receive instructions from him in personinstead, he sends
them out by coded radio broadcast (see Statistics section below 4
for details). That means that anybody who gets access to Gorts
transmitter could give the androids instructions that they would
be forced to obey, such as Shut down immediately. If that doesnt
sound like much of a challenge, remember that the heroes will have 4
to get access to Gorts heavily guarded transmitter. And even if the
team gures out how to broadcast instructions from a dierent
transmitter, theyll still have to crack Gorts secret communications
code (a DC 30 Decipher Script check). 4
What the heroes actually do with the androids is another question.
Unlike most of the other creatures in this chapter, the androids
do wrong because theyre hard-wired for it; they dont come o 4
4
the factory oor with free will. Do the heroes destroy every last
machinethus wiping out a species that didnt have a real choice
between good and evil? Should they reprogram the robots to give
them that choiceor change their wiring to force them to stay on

4
the straight and narrow? Then theres the possibility that the heroes
could take control of the androids themselves and turn them into
an army of indestructible robot slaves.
In practical terms, one or two converted androids could be

4
useful GM characters, helping the team pull o desperate attacks
or other operations that call for superhuman endurance. But its
probably not wise to let the heroes directly control large groups
of androidsunless the team is going into ghts that are far over

4
their heads and you want an easy way to balance the odds, or they
come up with an unusually creative way to use the robots (such as
programming the machines to impersonate bad guys and carry out
elaborate Mission: Impossible-style head games).
Of course, the heroes could always just kill Gort. Without
instructions from their master, the android troops will have
no direction and begin to behave erratically. What they do,
exactly, is up to you. If youre eager to get the androids ostage 4
in your campaign, simply have them keep performing the last
instructions they received, over and overmaking them easy to
spot and subdue. You could also have the robots become self-
aware, and then branch out into any number of directions: the 4
robots come out and demand equal rights under the law; they
form a cult around their late master and continue carrying out
his plan; a charismatic android emerges with another vision of
robot utopia. Or a savvy interloper, such as Kander Brtzmann or 4
Tasha Gort, could rush into the power vacuum and seize control
of the androids, creating (for instance) a team of fearless, super-
durable terrorists.
4
4
Another end game approach: the fascists. If Brtzmann gures
out that Gort is on the verge of disabling his fail-safe, the
ratty propagandist will have a strong incentive to wreck Gorts
operationor at least monkey-wrench it long enough that he
can make his escape from the auto titan. He might make an

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- Chapter Four: Scary Monsters (And Super Creeps) -
overture to the heroes, oering them a way into Gorts facility in The procedure is still being ironed out (with horric results for

4
exchange for his freedom. Brtzmann will then link up with his the test subjects). The fascists also hope to use standard-issue
allies in Suramerico, who will try to take advantage of the growing Blanks as shock troops for their former leaders to command.
Brotherhood infestation to elevate either a human protg or (These versions, obviously, are loyal to the fascists and not
an android bermensch to power. Either way, their message to Gort.)

4
the locals will be the same: Only an iron hand can control these Stand-ins. These machines have been programmed to
zombie devils from the North. take the place of real people. Their moods and memories
are taken from interviews or brain scans of the subject.

Statistics
4
When there is a gap in the programming, the android must
improvisewhich usually means choosing a wildly
inappropriate response from the subjects own memories
Androids (Mothers dead, eh? [Click, click, whirr] Drop and give me

4
twenty!).
Androids do not need to eat, sleep, breathe or perform any of
the other necessities of life, although they are programmed to Stand-ins get a base Disguise bonus that measures how well the
pantomime them. Similarly, they dont feel emotion but are wired android can pass for its human double purely on the basis of
to simulate appropriate moods. appearance. Do not use this bonus if the android is attempting

4
to use the Disguise skill to impersonate someone other than
To create an android, apply the following template to a regular his assigned double. For this use of the skill, the android must
GM character. buy ranks in Disguise as normal. The base bonus doesnt apply.

The Android Body The GM must also assign each stand-in android a base Blu

4
bonus that reects how well she can play the role of her human
The androids articial body, made of lifelike plasti-esh over double. The bonus varies based on how much information was
a superstructure of articial bone and circuitry, is capable of used in programming the android (see table below). Use this
superhuman endurance. He receives a natural +2 bonus to Defense score for Blu rolls whenever someone familiar with the original

4
and has Damage Reduction of 10, except against electrical, human subject interacts with the android, or whenever the
atomic or magnetic weapons. At every level, the android receives android does something o-kilter that might raise suspicion.
an additional +1 bonus to his Fortitude save, and as noted above If the android loses the opposed Blu roll, that doesnt mean
he has no physical necessities except recharging his batteries the opponent immediately realizes that the stand-in is a fake.

4
once a day for an hour. This can be done in a standard outlet or The opponent might just feel that something is deeply wrong
a portable recharger (either a large-scale model, which runs o a with his old friend, and try to nd out why.
car battery, or a smaller briefcase-size solar-powered model).
Brain Wave Monitors & Scanners: A brain wave monitor is a
While the android body is resilient, in its basic form it doesnt

4
thermos-size cylinder with an opaque glass top. Gorts agents
provide exceptional strength or dexterity. For that, the android often hide them in lamps, vases and other household objects
needs bionic limbs or sense organs (see entry on bionics in Chapter that dont get moved around much. The monitor can read the
Three). But the technology behind these prosthetics is still so memory-personality matrix of any selected subject within
new and unstable that they cant be mass produced cheaply, even

4
twenty feet. It usually takes at least a week for the monitor to
by master builder Fulton Gort. So bionics are generally reserved form a comprehensive picture of a subject, less if the subject is
for androids in demanding physical jobs such as bodyguards, spies close to the monitor constantly (for instance, a prisoner conned
or athletes. All of the androids other limbs and faculties perform to a cell). The device works without making noise or giving o
normally. (Note: although the android doesnt need to eat, breathe

4
telltale light. It uses special electricity-leaching technology to
and so forth, he does not obtain the extraordinary benets of a secretly draw power from the household wiring.
bionic torso unless he specically has one installed.)
Laboratory-based brain wave scanners are much more
Damage to an androidwhether his limbs are bionic or not powerful. The subject is placed in a narrow tube, with a crown

4
may be healed only by those with the Repair Bionics feat. of electrodes piercing her skin. For hours on end she is rotated
The damage reduction of bionic limbs does not stack with the in the tube while electrodes and magnets probe her secrets.
androids natural damage reduction. One or two of these tests will give a generally sound picture of
a subject, but two months or more (with breaks in between to
The Android Mind

4
let the patient recover her strength) can build a nearly foolproof
Mentally, androids come in two varieties: prole. These tests are usually presented to unwitting suspects
Blanks. These androids are wired only to feel pride in the robot as scans to detect tumors, weak blood vessels or other health
race and loyalty to Fulton Gort. Emotionally, they have two problems.

4
possible states: complete atness or wild exaggeration.This aects Strong-willed people can throw o a brain wave scan (or
every aspect of their life, from their clothing (either completely an interviewer, for that matter) by feeding false information
bland suitsor leather vests with no shirt underneath and or simply resisting its eects. Of course, to pull this o, the
striped jeans with a two-foot are) to their houses (either entirely target must be aware she is being scanned. Most people dont

4
vacant or lled with wildly mismatched knickknacks, including realize this until they nd the scanner, but Psychics may
junk collected o the street). When they are not carrying out or attempt to sense the probing with a DC 12 Sense Motive roll.
receiving orders from Gort, Blanks usually freeze in placeno Meanwhile, someone with a mental problem, even a simple
matter what their postureand wait for further instructions neurosis, can disrupt a scan unintentionally by presenting

4
from headquarters. the machine with a grossly distorted view of her life story or
The fascist scientists in Suramerico hope to use Blanks to emotional state.
reconstruct their former high command, by removing the If someone is trying to feed false information to a brain wave
machines mechanical brains and transplanting human ones. scanner, use a Blu check. The scanners have subroutines

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- Chapter Four: Scary Monsters (And Super Creeps) -

Quality of Construction
Stand-in Robots
Base Disguise Bonus* 4
4
Face and physique based on photographs from the media +5
Face and physique based on a specially arranged photo session +15
Face and physique based not only on a photo session but a physical examination +20

4
Face and physique based on photo sessions and a round of examinations +25
A willing subject consents to extensive photos and examinationsor an unwilling one is kidnapped +30
and subjected to them

4
*Add Charisma modier for nal bonus.

Quality of Programming Base Blu Bonus*


A quick personality dump based on supercial details available in the media, or a brief covert scan with +5

4
a brain wave monitor hidden in an ordinary appliance.
A more extensive transfer based on a round of interviews with the subject, or a week or more of brain +10
wave scans.
The subject has been under observation by brain wave scanners for at least a month, or has been +15
interviewed extensively by a spy posing as a doctor or lover, or has agreed to undergo invasive brain
testing on some pretext.
The top of the line in covert transfers, combining all of the measures above. This is largely reserved for +20 4
4
people in the public eye, with many condants, where a fake would be detected immediately.
The doomsday option: the subject is kidnapped and forcibly brain scanned until every pertinent datum +25
is wrung out of her.

4
A willing subject agrees to undergo extensive scanning and interviews. +30
* Add this to the androids Charisma modier and any ranks he has in Blu to get the nal modier.

4
that carry out the equivalent of Sense Motive, checking the level (rounded down) of their human double. Stand-ins cant
and rechecking data for anomalous patterns. These Sense duplicate Psychic or Fightin Acolyte class abilities.
Motive bonuses increase the longer the subject has been under
observation, since the machines have a more complete picture Following Orders

4
of the subjects regular brain patterns to draw upon. Androids are programmed to use independent judgment in
The base Sense Motive bonus for a portable brain wave scanner carrying out their assignments, but they must cleave to two
is +5, and it goes up by another +5 for every week that the fundamental principles: pride in the robot race and loyalty to
subject is under observation without noticing its presence. The Fulton Gort (or whoever else they have been programmed to

4
base for a laboratory-based scanner is +10, and it goes up by obey). They will not even pretend to go against those dicta to keep
+5 with every subsequent test the subject undergoes without in character, although some androids with good Blu scores
knowing her personality is being probed. may be able to nesse this restriction. (Do I hate Fulton Gort?
Why, I love the man. Id do anything for him. How could you

4
If a portable scanner successfully detects a lie, it will erase that
portion of the data from its records and send an alert to Gort suspect otherwise, senator?)
headquarters by radio signal. A laboratory-based scanner will Gort frequently issues coded commands to his troops over the
alert the technician operating the machine. radio transmitters embedded in their skull circuitry. The androids

4
Simply resisting brain wave scannerswhich results in gaps in an will follow, unswervingly, any orders they receive over this channel.
androids programmingtakes a Willpower save. For a portable Cracking the secret language takes a Decipher Script check of DC
scanner, the DC begins at 12. For a laboratory-based scanner, the 30. Actually reprogramming an androidwhether over Gorts
base is DC 17. The subject may face a negative circumstance bonus secret radio or by subduing one of the creatures and physically

4
of 2 and up if she is tired, drugged or otherwise incapacitated. cracking open its brain caserequires the Repair Bionics feat. The
As above, a subject cant actively resist a scan unless shes actually Repair or Treat Injury roll takes the following DC:
aware that she is being covertly probed. Task DC

4
Android Skills Inserting a simple command (such as Call in sick 12
today)
Blank androids begin at Character Level 1, with the regular
number of skill points and feats for their character class and Inserting a complex command, or a series of 17
Intelligence bonus. Stand-ins with a base Blu bonus of 20 or simple ones

4
higher (see the Quality of Programming chart) begin the game Bypassing the androids two guiding principles 20
at the same level as their human double, and with the same skill
Giving the android an entirely new personality or 30
ranks, feats and abilities. This reects the comprehensiveness of
set of principles
their programming. Stand-ins with a lower bonus begin at half

- 81 -
- Chapter Four: Scary Monsters (And Super Creeps) -

4 The Team To Beat


As the 1976 Omegaball season gets under way, the smart money thinks the Motor City V-8s have the best shot at taking the
title from the formidable Mackey Bando and the Fun City Skyliners. The smart money would rate the Eights even higher if

4
they knew the teams secret: Fulton Gort has begun replacing its heroes with android duplicates.
Gort began the experiment as a way to gauge android durability in head-to-head collisions with human opponents. First, he
replaced the teams elaborately mustachioed captain, Medlow Mudbug Sunkitt, who was making a tremendous stink about

4
his contract. Next came star defender Yabidah Gazeef, who seemed irredeemably crippled after a motorcycling accident.
Now the project has taken on a life of its own. Gort sees the V-8s as (secret) ag-wavers for the android cause, a source of
pride as the nascent race waits to overthrow the human regime. In particular, Gort wants revenge on Mackey Bando, who
publicly dismissed the V-8s in the o-season: They play too tight, baby. They get on that green, theyre like a bunch of robots.

4
We can run around them all day long. By the time were through with them boys, theyre gonna be nothing but a bunch of
spare parts.
So Gort is stepping up his campaign of replacement, and by seasons end the V-8s should be entirely articialjust in time
for a punishing series against the Skyliners.

4 Kander Brtzmann BAB +8; Grap +10/+5; Atk +10/+5 melee (1d6+2, spring-knife

4
concealed in fountain pen) or +9/+4 ranged (3d6 Projector); SV
Smart8; CR 7; HD 8d6+8; hp 48; Mas 12; Init +1 (+1 Dex); Spd
Fort +25, Ref +5, Will +18; Str 16, Dex 15, Con 18, Int 12, Wis
30 ft.; Defense 15, touch 14, at-footed 14 (+3 class, +1 Dex,
15, Cha 14; Rep +18; Wealth +18; AP 5.
+1 pleather trenchcoat); BAB +4; Grap +3; Atk +3 melee (1d4-
1+cyanide [Fort DC 16 or 1d6 Con primary, 2d6 Con secondary], Skills: Blu +43 (includes +30 bonus for android programming),

4
knife) or +5 ranged (Fort 13 or paralysis Blisstol or 3d6 Boom Computer Use +7, Craft (mechanical) +8, Diplomacy +11,
Tube); SV Fort +3, Ref +3, Will +7; Rep +3; Str 8, Dex 12, Con Disguise +30*, Drive +8, Gather Information +11, Intimidate
12, Int 20, Wis 17, Cha 13; Wealth +6, AP 5. +15, Knowledge (history) +11, Knowledge (technology) +5,
Listen +13, Search +12, Sense Motive +17, Spot +13, Treat Injury
Skills: Blu +3, Computer Use +24, Craft (chemicals) +16, Craft

4
+17.
(electronic) +20, Craft (mechanical) +16, Craft (pharmaceuticals) +16,
Disable Device +19, Disguise +3, Forgery +16, Gather Information Feats: Armor Prociency (light), Personal Firearms Prociency,
+7, Treat Injury +9, Hide +7, Knowledge (behavioral sciences) +16, Repair Bionics, Simple Weapon Prociency, Talk to Machines,
Knowledge (technology) +16, Repair +22, Research +6. Toughness

4 Feats: Cautious, Deceptive, Educated, Gearhead, Personal


Firearms Prociency, Repair Bionics, Simple Weapon Prociency,
Studious, Talk to Machines,.
Talents (Tough Hero): Fire Resistance, Sonic/Concussion
Resistance
Abilities (Executive): Corporate Resources, Friends in High

4
Talents (Smart Hero): Savant: Computer Use, Craft [electronic], Places, Life of Leisure, Money Is No Object I/II, Sales Pitch
Disable Device, Repair. (Will resist DC 27), Sizing Up.
Talents (Android): Damage Reduction/10
Fulton Gort

4
* When determining if someone recognizes this as an android
Tough4/Exec10; CR 13; HD 4d10 + 16 + 10d8 + 40; hp 130; double, use this bonus. Gort has no ranks in Disguise for any
Mas 18; Init +1 (Dex +1); Spd. 30 ft.; Defense 22, touch 19, other applications of the skill. See special rules in Statistics
at-footed 21, (+2 natural, +6 class, +1 Dex, +3 undercover vest); section for explanation.

4 Theramin Hunker and the Nagathrite


4 Over three decades in the public eye, infamous social theorist
Theramin Hunker broke down totems and taboos and preached
radical self-interest as the highest good. Then, on August 9, 1974,
are planting mind-bending chemicals in everyday medicineto
hypnotize whole nations at once.

4 her work took a drastic new turn: ending the world as we know it.
As the Omega Ray ripped through the Earth, it awoke the long-
sleeping masters of Nagatharathe legendary lost continent
that had seeded human culture across the globe. The Nagathrite
History
Theramin Hunker always knew she was dierent. Her hometown

4
was too small to hold her, her parents too provincial to teach her
quickly probed the world with their formidable minds to nd anything worth knowing. She even looked dierent: hair so blond
members of their bloodline: they needed help to free themselves it was almost white, a body that was all right angles and pale skin
from their undersea prison and reestablish their lordship over with a sapphire tinge.
the Earth. Hunker, who had a bit of the Nagathrite blood in

4 her, was an eager accomplice. She now uses her self-fulllment At college, she plunged into anthropology to better understand
seminars to locate and enlist descendants of the Nagathrite, and her fellow man (or at least what made him so dismissive of her
to brainwash weak-willed normals into serving their prehistoric genius). Between aairs with freethinking professors and radical
masters. Meanwhile, her allies in the pharmaceutical business classmates, she hit upon a big idea: societys totems and taboos

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- Chapter Four: Scary Monsters (And Super Creeps) -

4
were based in superstition and fear. Lose the bugaboos, and practicing radical self-interest thousands of years before Hunker
people could build a freer, saner, stronger world. One where she came around. Her principles went as deep as her DNA.
might nally feel at home. Hunker reveled in her newfound heritage. The Nagathrite had
Saving the world, or at least remaking it in her image, became been masters of the world, seeding art and science around the

4
Hunkers mission. Her rst stop: the bedroom, where stiingly globe when Homo sapiens could barely manage a campre. As her
conventional lovers had always left her unsatised. She assumed studies had shown, the savages had been waiting for a guiding
the mass of mankind was just as frustrated, and set out to nd hand ever since the Nagathrite vanished. And Hunker was just
the reason. Her research took her to the remote reaches of the the one to provide it.

4
Elatic Ocean to report on the romantic lives of Stone Age
islanders (Coming of Age in Eden Atoll) and then to the homes of
thousands of small town folks like her parents (The Hunker Report
on Sexuality in Americo).
Current Plans
A Family Aair. Hunkers top priority is to identify humans
Her conclusion was simple: if it feels good, do it. After
years of economic hardship and a crippling world war,
that was all the go-ahead Americo needed.
with the Nagathrite bloodline. This is also the easiest of her
grand plans. Most of the people drawn to her seminars
clearly already have Nagathrite blood. They recognize
subconsciously that she is teaching them the great races 4
4
But Hunkers work wasnt done. Americo might be more
inclined to get naughty behind closed doors, but it still virtues of will to power and transcendent selshness. Now,
shackled itself to countless other ruinous conventions, to cast a wider net, she has added numerous HOP
from outworn religious creeds to sentimental notions franchises across the countryand has appended a
secret second stage to the program. Students with

4
of the public good. To break those chains, Hunker
created a series of seminars on radical selshness the Nagathrite bloodline are sifted out of the crowd,
known as Hunker Obliterative Processing, or trained in the deeper mysteries of their true
HOP. Her campus in the southeastern state heritage and drafted into the eort to restore
the island kingdom. This operation has given

4
of Dixon attracted thousands of students who
paid through the nose to learn about the will Hunker Nagathrite-human hybrid allies
to power, the death of the Old God and the across all walks of public life.
unmitigated evil of the federal income tax. The Also-Rans. Meanwhile, those

4
Her motto: Well tell you how to think for without the bloodline who seek out
yourself. HOP get turned into unwitting slaves
By the late 1960s, Hunker was an icon. for the cause. While their superiors
She announced that she would build the are tutored in Nagathrite history, these

4
HunkerDome: a foot-thick geodesic covering for unfortunates endure soul-crushing harangues
her campus. This, she explained, would create a that leave them convinced they are nobodies
nation in miniature, a social laboratory where her who need a strong hand to guide themin other
theories could be explored without contamination words, Hunker and her henchmen. This also has

4
from the world at large. given Hunker allies across all walks of public life.
Then, safe in her bubble, the currents of culture Hunkers Little Helper. Using her extensive
at her command, Hunker heard a call from the connections in the pharmaceutical industry,
depths of prehistory. Hunker is slipping a powerful drug called

4
Delusiac-13 into a host of everyday medicines
On August 9, 1974, Ampersand Voles Omega-
(as well as laboratory-made narcotics). Her
Ray blast dove through endless fathoms of ocean
goal: to recreate, and then exploit, a prehistoric
and struck the legendary sunken continent of
quirk in mankinds anatomy. In the distant

4
Nagathara. Before the city went beneath the
past (the Nagathrite told Hunker) the two
waves thousands of years ago, a handful of
lobes of the human brain oated separate
its masters had protected themselves in stasis
in the skull. The left side of the
chambers. The Omega Rays disrupted the intricate
brain directed everyday functions

4
energy elds surrounding these supermen, and
and simple problem-solving, as it
stirred them from their sleep.
does today. The right side was more
But it was a mixed blessing. Yes, the Nagathrite were intuitive and artistic, also like today. But since the right sides
awake, but the blast had created a cascade of subatomic particles thoughts werent integrated with those of the left side, people

4
that wrecked their elegant, prehistoric machines. So the great race experienced these ideas as coming from outside themselves
was trapped in its sleeping chambers, and the island could not be often from the heavens. That was how the Nagathrite kept
raised. their hold over the human race. These titans knew how to
The prehistoric lords still had their formidable mental powers, manipulate symbols and images to stimulate the free-oating

4
however, and they began using them to sweep the world for right brain, which made people think gods were speaking to
potential allieshumans who bore traces of the Nagathrite them. Over time the lobes fused, but Hunker thinks her drugs
bloodline. It didnt take the Nagathrite long to nd Hunker. can drive them apart again. If she succeeds, the bridge between
Convincing her to help them was even easier. the hemispheres will begin to break downmaking the human

4
race susceptible once again to Nagathrite commands.
At last she had an answer to the question that had plagued her
since childhood: why was she dierent? Simple: Nagathrite The City and the Sea. Finally, of course, Hunker wants to
genes. It explained everything from the blue pigment in her skin raise Nagathara. Given thousands of years of crosscurrents and
to her philosophy. The Nagathrite had been pursuing pleasure and continental drift, the lost island-state currently rests on the ocean

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- Chapter Four: Scary Monsters (And Super Creeps) -
oor a few dozen miles east of the southeastern tip of Americo A recent HOP inductee, upon learning his true heritage, breaks

4
(which is currently being reduced to an acid swamp by pollution down and leaves the program, only to be stalked by Hunkers
and eroding coastlines). Over the centuries, most of the islands goonsall the way to the heroes door.
treasures have been dispersed by the waters, and more recently Another descendant of the great race gures he has license to
its delicate machinery was wrecked by the Omega Ray. Now the

4
do anything he wants and goes on a citywide murder spree
only force on Earth capable of lifting the island free of the sea leaving a Nagathrite symbol on the wall at all the crime scenes.
is the Sinews of the Earth, a gravity-bending machine currently (A variation: after learning his true heritage through HOP, an
buried on a mountaintop in Maddamar. (See the Statistics section Omegaballer feels empowered to massacre his opponents on
for details.) Hunker is sending search teams to recover the device

4
the eld. The relatives of a murdered rival ask the heroes to take
and hunt down other Nagathrite artifacts, as well as bankrolling down the sociopathic star.)
submarine expeditions to the lost city to assess the masters stasis
chambers. Prescription for Trouble. As Hunker introduces her spiked drugs
into the population, they may cause any number of alarming side

4
A Stately Pleasure Dome. Hunkers glassed-over compound eects.
combines the mood of a nudist colony, swingers grotto
and fascist gymnasium. Hunker and her Nagathrite cronies A rash of people turn psychotic and begin attacking their
stroll the grounds in tunics and bodysuits patterned after friends and coworkers.

4
the fashions of the lost island. Between the plazas, water A Zassat agent in charge of smuggling medicine to the Bloc has
parks and abstract statuary are HOP clinics of ultramodern an attack of conscience and approaches the heroes: Something
steel and glass; lavish communal dormitories (to facilitate is wrong with these pills, and I will not poison the people of my
swinging); and museums devoted to the glory of Nagathara. homeland.

4
All of these are o-limits to the merely human servants, A corporate spy for a rival pharmaceutical company winds up
who sleep in an unheated barracks by night and by day scurry dead on the heroes doorstep with samples of Hunkers secret
behind their masters in bulky robes, eyes averted and heads medicine hidden on his person.
shaved.
The teams boss falls into a seemingly irreversible coma after

4
taking spiked pills, and the heroes have only twenty-four hours
Adventure Hooks
True Believers. The Hunker Obliterative Processing program,
to nd a cure.
The Old Masters. Hunkers teams may revive any number of

4
genuine Nagathrite and unleash them on Americowhere they
with oces across the country and secret allies throughout the
will quickly become staples of the news of the weird.
ranks of industry, leaves lots of loose ends the heroes could
stumble over. A backwoodsman in Dixon wounds a Nagathrite, who leaves a
telltale blue bloodstain on his porch.
A friend has a note smuggled out of the HunkerDome: he has

4
been forced into slavery in the pleasure palace. Dock workers vanish after seeing mysterious giants coming o
a submarine.
A HOP recruiter mistakes one of the heroes for a Nagathrite-
human hybrid and begins stalking him, pressuring him to join A Nagathrite enslaves a Southern town as a practice run for

4
the program. world domination. (This one might work well as a spaghetti

4
4
4
4
4
4
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- Chapter Four: Scary Monsters (And Super Creeps) -

4
western. The heroesmysterious newcomersstand up to the the drug-tampering operation and exposing the executives who
corrupt sheri while the town cowers.) made it possible, or bringing to light the brainwashing that goes
One of the old masters becomes a glam rocker (with freaky on in HOP. Faced with public outcry, Hunker will seal up the
blue makeup) to try his mind-control powers on whole dome and defend it tooth and nail, using her slaves as cannon

4
stadiums at once. Another becomes the darling of the art fodder, or human shields, as the case may be. But one team of
world, creating hypnotic sculptures or snapping up priceless heroes might just be able to make it past her defenses and bring
prehistoric artifacts at auction. the dragon lady to justice

The Sunken Throne. Hunkers attempts to raise the lost island


Statistics
will also throw o numerous clues. Once again, these could come
to the heroes as odd news items buried deep in the paper.
A squad of Hunker employees are found washed up on shore The Nagathrite 4
4
in the wreckage of a submarine.
The masters of the ancient world stand almost double the size
A Hunker sub torpedoes a shing boat that sees too much of modern humans, and are overpoweringly attractive, with deep
during one of their salvage operations. blue skin and spotless white hair. They treat normal humans
The old stories about Hells Triangle gain new credibility as imperiously and y into fearsome rages if they arent showed
sailors report strange lights beneath the water and monstrous
clanking sounds from the depths.
Then theres the search for the Sinews of the Earththe only
proper deference. They prefer to spend their days in leisure,
listening to atonal symphonies, admiring trans-representational
sculpture and engaging in incomprehensible sex actswhile
pint-sized Homo sapiens stomp their grapes and draw their baths. 4
4
thing on the planet that can raise the sunken continent.
Strange lights and electrical storms are reported on the peak The Nagathrite are anything but monogamous. Creatures of
of Mount Kazakar. (For more on this mysterious Maddamaran both sexes have many mates, and in the glory days of Nagathara,
mountain, see the end game section.) children would be extracted from their mothers early in the

4
life cycle and brought to term in incubators. From there they
One of the wandering Jencia tribe tells the heroes that a cousin would be reared by a rotating collective of prominent citizens
of his was hired to lead an expedition to Mount Kazakarand and trained in the virtues of the great race: radical self-interest,
hasnt been heard from in months. (For more on the Jencia, see the pursuit of power and pleasure, and lack of attachment to any
the Bloc section.) A variation: an expert on Maddamaran history

4
abstraction, except for Nagathara and its glories. As for religion,
and geography is shanghaied into the search for the Sinews of the Nagathrite believe that the universe was created by their
the Earth, and the heroes are asked to track him down. distant ancestors, but they do not feel obliged to worship them
nor to subject this theory to empirical tests. (Their actual history

End Game
4
is less edifying: the Nagathrite were created in the early days of
the human race, when the Legions of the Damned forcibly mated
The heroes can disrupt Hunkers plans at three basic stages. First, with primitive humans, as a show of contempt.)
they can attempt to intercept her teams heading for the Sinews The Nagathrite communicate mostly by mental telepathy, but will

4
of the Earth, or steal the device once shes got it. If the machine condescend to speak when addressing members of the lesser Terran
is destroyed, or is securely in the heroes hands, Nagathara is stuck race. They understand all human languages, modern or ancient.
at the bottom of the sea. This will be a tremendous psychological
blow to Hunkers operation, but not a fatal one. The Nagathrite will The Nagathrite

4
have to be rescued one by one in submarine expeditions, a laborious
Challenge Rating: 7
process. And then they must make their base in Americo instead of
Large Giant
their old homelanda much less dramatic bully pulpit.
Hit Dice: 6d8+20 (55)
Second, the heroes can take the ght to the Nagathrite. The easy MAS: 19

4
answer is to wipe them out before theyre resuscitated or when Initiative: -1 (-1 Dex)
theyre still nding their land legs in the HunkerDome. Of course, Speed: 30 ft.
wholesale slaughter is morally dubious. Even though the old masters Defense: 17 (-1 Dex, -1 Size, +4 natural, +5 Armor of the
treat mankind with contempt, and make no bones about wanting to Clouds), touch 12, at-footed 17

4
take over the planet, they are still human beings (sort of ), and, for Base Attack Bonus: +4
all their powers, they are a vulnerable minority. Moreover, they are Grapple: +10
the last survivors of a legendary civilization who could share untold Attack: +10 melee (1d8+10, Scepter of the Waters) or +3 ranged
secrets and stories with the modern world. (If coerced, of course.) (2d8 Lightning Caster)
The best solution may be to bloody them enough so that they
realize they cant winthen impose strict terms of surrender on
them. They can stay in human society, or retreat to an island of their
own somewhere, but if they get out of line, the gloves come o.
FS: 10 ft. by 10 ft.
Reach: 10 ft.
SQ: Audible Thoughts (advanced), Find Nagathrite, Godspeak,
Voices in My Head (advanced) 4
Obviously, the loss of the Nagathrite will be a much bigger setback
for Hunkerbut not an insurmountable one. The descendants
of the great race are still primed to take over the world, and the
SV Fort +9, Ref +1, Will +5
Abilities: Str 22, Dex 9, Con 19, Int 15, Wis 16, Cha 20.
Skills: Craft (choice of artwork) +7, Knowledge (history) +11,
Sense Motive +7 4
4
nations drug supply is still spiked. If the old masters cant ascend
Feats: Armor Prociency (Light), Group Think, Personal
the throne, Hunker will be happy to climb up herself.
Firearms Prociency, Pushing the Envelope, Simple Weapon
Which brings us to the third way of disrupting Hunkers plans: Prociency
taking on the chief herself. The team might start by destroying Advancement: By character class

- 85 -
- Chapter Four: Scary Monsters (And Super Creeps) -
Species Traits been scattered by ocean currents over the centuries. The only

4
devices on the island that survived were the old masters ultra-
Audible Thoughts (Ex): Every Nagathrite has this psychic ability
durable stasis chambers and any personal eects stashed inside.
at the advanced level. They face no Mishap if they fail a control
The chambers, now fused shut, can be opened only with an
roll.
exceedingly tricky DC 30 Disable Device check (per individual

4
Find Nagathrite (Ex): A Nagathrite may mentally search out chamber). If the check fails, the Nagathrite inside will die within
other members of his race, or Nagathrite-human hybrids. This ve minutes unless freed.
ability works exactly like the psychic feat Brain Trace, except that it
Heres a rundown of the surviving Nagathrite hardware:
may only be used to locate people of the Nagathrite bloodline. The

4
Nagathrite face no Mishap if they fail a control roll. Armor of the Clouds: These glittering tunics have the same
texture and weight as silk, but use long lost prehistoric technology
Godspeak (Ex): A Nagathrite, or a properly trained hybrid,
to provide heavy protection. They are tailored for Large creatures,
may issue commands to a human whose brain has been ssured
and cannot be reworked to t regular humans.
by Theramin Hunkers wonder drug, Delusiac-13. When a

4 Nagathrite invokes this feat, he speaks in a booming voice and a Scepter of the Waters: A meter-long mace of hardened ceramic,
halo of white light seems to surround his head. The eects of this with a business end reinforced by gold plating. Humans with the
ability are identical to the advanced version of the Psychic Shove Archaic Weapons Prociency feat may use the scepters, but the
ability, with some important exceptions: weapons are so large and unwieldy they must be used two-handed.

4 1. It works only on humans with a divided brain.


2. If a human fails a Willpower save to resist the command, all
his subsequent Willpower saves against the Nagathrite take
Lightning Caster: A personal sidearm made of transparent
ceramics that discharges electrical blasts. It may be used by any
humans with the Personal Firearms Prociency feat.

4
a -2 modier. After three consecutive failed Willpower saves, The Sinews of the Earth: This gravity-bending device is the
the human becomes a willing slave to the old masters and only way to raise the lost island. The Nagathrite designed it as a
cannot make any more Willpower saves against them unless fail-safe in case a tidal wave ever struck, but as luck would have
he experiences a drastic mental or physical shock. it the Sinews broke free of its moorings during the great ood

4
and washed out into open water before it could be activated. A
3. The Nagathrite do not need to make Concentration checks to
passing boat carrying human refugees and zoological specimens
maintain this eect beyond the normal limit. They also face no
hauled the Sinews aboard. The vessel, which subsequently became
Mishap if they fail a control roll.
a cornerstone of world mythology, now rests half-buried at the tip

4
Voices in My Head (Ex): Every Nagathrite has this psychic of Mount Kazakar, in the heart of Consortium territory. Thousands
ability at the advanced level. They face no mishap if they fail a of tons of solid rock were the only thing that saved the devices
control roll. circuits from melting under the barrage of Omega Rays.
The Sinews is a white ceramic cylinder decorated with scenes of

4
Technology Nagathara in gold leaf. It is about the size of a four-door sedan,
In their heyday, the Nagathrite perfected a technology based on but thanks to the lightweight construction materials, it weighs
sturdy, lightweight materials such as ceramics and powered by only about as much as a household air conditioner. (It is still too
a combination of electromagnetism and mental energy. Their large and unwieldy for one person to carry alone.) Figuring out

4
machines survived long after the island sank: indeed, the residual how to use the machine takes a DC 30 Research roll at a well-
electromagnetic energy from the city has played havoc with the stocked library. If you have ve or more ranks in Knowledge
navigation systems of passing vessels for centuries, leading to (arcane lore) or Knowledge (history), you may take a +2 synergy
stories of a Hells Triangle in the area. bonus on your roll. You may take another +2 bonus if you have ten

4 On August 9, 1974, the Omega-Ray blast ruined the intricate or more ranks in Repair. The device has a hardness of 8, 40 Hit
wiring of most Nagathrite machines, including artifacts that had points and a Break DC of 35.

4 Equipment
Nagathrite Technology
Nonprof. Maximum Armor Speed Purchase

4
Type Bonus Bonus Dex Bonus Penalty (30 ft.) Weight DC Restriction
Armor (requires the Light Armor Prociency feat)
Armor of the Clouds Tactical +5 +1 +4 0 30 15 lb.

4 Damage Crit.
Weapon (requires the Personal Firearms Prociency feat)
Damage
Type
Range
Increment Size Weight
Purchase
DC Restriction

4
Scepter of the Waters 1d8 20 Bludgeoning Large 25 lb.

Damage Range Rate of Purchase


Damage Crit. Type Increment Fire Magazine Size Weight DC Restriction

4 Weapon (requires the Archaic Weapons Prociency feat)


Lightning Caster 2d8 20 Electrical 40 ft. S 8, battery Large 15 lb.

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- Chapter Four: Scary Monsters (And Super Creeps) -

4
The Sinews will work properly only if restored to its old moorings
in the heart of the sunken city. Once activated, it will raise the
island within twenty roundscreating a tidal wave that will
completely swamp the Southeastern tip of Americo and cause

4
any ships within two hundred miles to founder.

Nagathrite-Human Hybrids

4
Humans with Nagathrite blood are typically a foot or so taller
than normal, with angular features, a lofty expression and carriage,
an almost invisible blue tinge to their skin and prematurely white
hair. Their personalities are also remarkably consistent: They

4
tend to be relentlessly individualistic, to the point of coldness
toward others, and refuse to conform to any conventional codes
of behavior. They are often Psychics. If they are, they may take the
Find Nagathrite ability, as described earlier, at no cost once they

4
are made aware of their parentage.
A possible plot hook: one (or more) of the heroes is actually a
Nagathrite-human hybrid, but is currently unaware of her true
heritage. The GM can then spring this information on the player

4
as the introduction to, or climax of, an adventure.

Delusiac-13

4
The secret ingredient in Hunkers spiked drugs, ingested regularly,
breaks down the bridge between the hemispheres of the brain
and gives the patient a permanent -2 modier to her Willpower
saves versus the Nagathrites Godspeak feat. That means if you

4
take an aspirin or a vitamin every day, you will face the penalty. Nonconformity and independent thought are cornerstone
Just about everyone in Americo falls into this category (including HOP valuesbut nonconformity to HOP itself is a no-no. The
most player characters), except for the destitute and indigent, and programs gurus are generally chosen for high ranks in Charisma-
people who intentionally live o the grid or otherwise exempt based skills and Sense Motive. They are experts at breaking down

4
themselves from modern society. (Even those loners may not a subjects resistance and shouting down arguments with the
be safe from the dragnet: many laboratory-made narcotics have Psychobabble feat.
gotten the Delusiac treatment as well.) Most people are introduced to HOP through the Invitation
Since many of these drugs nd their way overseas, people who Evening, where a current student asks several friends along for a

4
live outside Americo have a 50% chance of having a ssured session. The basic course involves three twelve-hour seminars, usually
brain. It takes a full week without medicine for the Delusiac-13 over a weekend. By the end of that time, those with the Nagathrite
to work its way out of the bloodstream. bloodline have been weeded out and given a crash course in their
ancestry. Plain-vanilla humans are cajoled into taking refresher

Hunker Obliterative
4
courses over a period of weeks and months, in which they hear over
and over that they are resisting their Nil and they need the expert

Processing (HOP) hand of HOP to remove all barricades to authentic existence.


Why do they put up with it? In many cases, they arent drugged

4
HOP seminars are a mishmash of existentialism, pseudoscience or otherwise coerced into sticking around. Indeed, they go along
and locker-room pep talk. Participants are gathered into a large with the extended plan willingly. This is why they joined HOP:
conference hall, forbidden to use the bathroom and lectured by they were looking for a complete belief system that puts their life
an emcee about the Nil at the core of human life, an absence in perspective. Finding out they dont have to think for themselves

4
of meaning that people try to camouage with religious ritual, anymore takes a huge burden o their minds.
political action and romantic love. All wrong! The only proper At any rate, the most able and attractive Homo sapiens are relocated
response to this fundamental nothingness is to abandon all to the HunkerDome for indentured servitude. Those who can be
abstract attachments and practice vigorous self-interest.

4
useful to Hunker as business contacts are allowed to stay on the
Any hint of dissent during these lectures is met with accusations outside but are placed on call in perpetuity. And they are milked
and challenges from the stage, and glares from fellow attendees. for as much operating capital as possible.

4
What I want you to do is ask yourselves what to ask yourselves. I cant give you the answers. I cant
even ask the questions. Only you know whats keeping you from embracing your Nil. Maybe you think
you have to go to an office every day and take orders. Or put on a ring and spend the rest of your life

4
with someone. Or get down on your knees every Sunday.
You see what it is? Youre asking permission to live. Youre a human asking, not a human being
and not even close to a human doing. Grok that?
Transcript, Hunker Obliterative Processing session

- 87 -
- Chapter Four: Scary Monsters (And Super Creeps) -

4 Doctor Feelgood
The ablest guru on Theramin Hunkers sta is Tweedler Daze: scion of a wealthy Fun City family, one-time professor at a
prestigious East Coast university and a Pied Piper of the drug movement. Daze was the rst old-line academic to bliss out and

4
join the revolutions of the sixties. He made his name by popularizing toadstool and Kaleido-Chewz as a doorway to cosmic
truth and general good timesa message that resonated with young people worldwide. As the decade closed, he was drawing
thousands of kids to his speaking tours, almost as many as his celebrity pals did to their concerts and movies.

4
Hunker didnt have much use for Dazes hippie mysticism, but she liked his marquee name and huge fan base, not to mention
his pharmaceutical expertise. When she oered Daze a position as her top recruiter, and trainer for her legion of gurus, he
accepted in a ash. He had heard all the legends about Nagathara, of course, and realized that the great race could accomplish
something he could never do on his own: distribute mind-bending drugs to all mankind and wipe out centuries of stuy social

4
conditioning. Universal blissin a handful of pills.
Still, Daze realizes that enslaving the human race is not groovy. But he has a plan to x that. In the HunkerDomes vast
laboratories, the professor is synthesizing Nagathrite bloodand then slipping it into the medicine that Hunker is spiking. So
while Hunkers victims are getting their brain split in half, theyre also, slowly but surely, turning into Nagathrite themselves.

4
By the time Daze is done, he hopes, virtually everyone on Earth will show up as a Nagathrite-human hybrid in the great races
psychic scans. And hes certain that when Hunker and her buddies see that they cant tell the real hybrids from the new
synthetic batch, theyll stop their plans to enslave the Earth and instead turn the place into a utopia everyone can share equally.
Whether Hunker and company live up to his expectations is another question altogether.

4 Tweedler Daze
Cha8; CR 5; HD 8d6+16; hp 50; Mas 14; Init +0 (+0 Dex); Spd. 30 ft.; Defense 13, touch 13, at-footed 13 (+3 class, +0

4
Dex); BAB +4; Grap +4; Atk +4 melee or +4 ranged (Blisstol); SV Fort +6, Ref +4, Will +6; Str 10, Dex 11, Con 14, Int 16,
Wis 14, Cha 20; Rep +7; Wealth +9; AP 2.
Skills: Blu +18, Craft (chemical) +14, Craft (pharmaceutical) +9, Diplomacy +22, Gather Information +18, Intimidate +18,
Knowledge (behavioral sciences) +14, Knowledge (streetwise) +11, Research +11, Sense Motive +8, Speak Language (jive)

4
Feats: Deceptive, Double Blu, Iron Will, Life of the Party, Personal Firearms Prociency, Psychobabble, Renown, Simple
Weapon Prociency, Trustworthy.
Talents (Charismatic Hero): Charm (females), Captivate, Fast Talk, Favor.

4 Artifacts and Relics The Feathers of Vogal


History: Gamesh spent a long time waiting for a sign that the

4 The Barque of Gamesh


History: At the end of the legendary age of human history,
the Old God decided to purify the world with a ood. The
ood waters had receded. At long last, one of the birds he sent on
a reconnaissance missiona dove named Vogalreturned with
a tree branch in its beak. As it uttered to the deck, the bird
scattered a number of featherswhich had been sanctied by

4
Nagathrite had angered the Creator by setting themselves up
close contact with the Old God.
as earthly deities, and most of the great nations on the planet
were playing along and worshiping the giant islanders. The Old Common Benet: Anyone who carries a Feather of Vogal receives
God chose a righteous crankGameshand ordered him to the benet of the Track feat. If you already have the Track feat,

4
build a mighty vessel against the deluge. The rest is history, or at you receive a +2 bonus to all Navigate and Survival checks.
least legend: Gamesh saved samples of the worlds animals, his Bonus for Believers: As above, plus Believers may use the feather
children seeded the new continents, and the Nagathrite went to to pinpoint their location if they are lost. To do so, you must pray
their watery reward. The great barque came to a rest at the peak of to the Old God for at least one minute while holding the feather.

4
Mount Kazakar, now located in the deserts of Maddamar. At the end of that time, you will receive a complete breakdown
Common Benet: The boat is buried too deeply in the rock to be of your location, down to the minutest particular. You will not,
removed by anything except a large-scale excavation (which Fedo however, get any special insight into the layout of the location
Malese and his Consortium troops arent likely to allow). But even or points of interest within it. In other words, if youre trapped

4
a small chunk of its cedars will bring you mystical benets. Carry in a jail cell, you would nd out the precise address of the jail, as
at least two ounces of the wood on your person, and you receive a well as how far underground you are and precisely where the cell
+2 bonus to Handle Animal, Navigate and Swim checks. (Merely is positioned on the grid of latitude and longitude. You wouldnt
touching a piece of the barque makes you trained in using Handle be able to see a complete map of the prison complex or whats

4
Animal.) located in adjacent rooms.
Bonuses for Believers: Believers may take a +4 bonus instead of You may use this power a number of times per day equal to your
+2 in the skills listed above. Charisma bonus.

4
Condition: You lose the benets of the wood if you blaspheme, Condition: You lose the benets of the feather if you blaspheme,
intentionally do evil or harm an animal while it is in your intentionally do evil or harm a bird while it is in your possession.
possession. The benets cant be restored. The benets cant be restored.

- 88 -
- Chapter Four: Scary Monsters (And Super Creeps) -

4
Theramin Hunker (technology) +10, Listen +16, Research +25, Search +24, Sense
Motive +23.
Sma10/Field5/Exec5; CR 19; 10d6+10+5d6+5; hp 80; Mas
13; Init +1 (+1 Dex); Spd. 30 ft.; Defense 27, touch 22, at- Feats: Archaic Weapons Prociency, Armor Prociency (light),
footed 22 (+7 class, +1 Dex, +4 Int [Smart Defense], +5 Armor Attentive, Deceptive, Educated, Iron Will, Lightning Reexes,

4
of the Clouds [modied]); BAB +9; Grap +9/+4; Atk +9/+4 Meticulous,Personal Firearms Prociency,Power to Will,Psychobabble,
melee (1d8+1 Scepter of the Clouds) or +10/+5/+0 ranged (2d8 Sensualist, Simple Weapon Prociency, Studious, Trustworthy.
Lightning Caster); SA Godspeak; SV Fort +10, Ref +10, Will Talents (Smart Hero): Savant (Craft [pharmaceuticals], Craft
+19; Str 11, Dex 13, Con 13, Int 18, Wis 15, Cha 17; Rep +13; [writing], Knowledge [arcane lore], Knowledge [behavioral

4
Wealth +15; AP 5. sciences], Research)
Skills: Blu +15, Craft (chemical) +22, Craft (pharmaceutical) Abilities (Field Scientist): Scientic Improvisation, Skill
+13, Craft (writing) +17, Diplomacy +18, Disable Device +22, Mastery, Smart Defense.

4
Disguise +5, Forgery +6, Gather Information +23, Intimidate
Abilities (Executive): Corporate Resources, Money Is No Object
+22, Knowledge (arcane lore) +25, Knowledge (behavioral
I, Sales Pitch (Will resist DC 18), Sizing Up.
sciences) +26, Knowledge (earth & life sciences) +10, Knowledge
(history) +20, Knowledge (physical sciences) +10, Knowledge Special Abilities (Nagathrite-human hybrid): Godspeak

Humboldt Suede & the King of the Damned 4


Heading into his fortieth year, Humboldt Suede could look
back on a charmed life: After a hugely successful advertising
career, he had founded the groundbreaking mens magazine
Bedfellows, which brought him wealth and pleasure beyond his
and just trying to titillate. The result was Bedfellows, a glossy
lifestyle magazine that brought erotica out of seedy specialty
shops and into the mainstream. Suede made the Bedfellow of
the Month as much of a national icon as Gorts automobiles, and 4
wildest fantasies. Then, on August 9, 1974, the radioactive blast
of the Omega Ray brought a vision from the depths of Suedes
subconscious: he was the son of the King of the Damned,
destined to bring about the end of the world. Now Suede is
the magazines motto, Up for Anything!, became a catch phrase
for swingers.
Between the photos, Suede laid out the Bedfellows Philosophy, a 4
4
freewheeling vision of the romantic life that mirrored Hunkers,
challenging Stanton Spobeck for the presidencyand if elected
but without the arid, academic language. He lived what he
he will turn the world into a grotesque pleasure palace before
preached: Bedfellows Mansion in Fun City looked like a time
wiping out the human race in a nuclear war.
capsule from pagan days, with dozens of bedrooms, whirlpools,

4
steam rooms, conversation pits and wine cellars. Suede was always
History
All his life, Humboldt Suede hustled. His parents hammered
at the center of the fun, wandering through the fabulous crowds
with pajamas and pipe.
He had wealth and pleasure beyond his wildest dreams, a media

4
home the idea that he was meant for big thingsbut he shouldnt empire, dozens of beautiful women as his consortsbut he wasnt
wait for the world to come knocking. Anything he wanted, he satised. As his fortieth birthday approached, he found himself
should reach out and take. And he shouldnt let anything stand in asking what his life amounted to. His parents had always told him
his way, not even his own fears and fumbling. Dont be humble, he was meant for big things. But what had he actually accomplished?

4
Humbie! Was thisas groovy as it had beenall there was?
So he hit the streets as soon as he could. He sold newspapers, shined In August 1974, he had his answer. His mother and father came
shoes and delivered telegramsany job where he could squeeze a to visit him at the mansion, and startled him by indulging in the
few extra cents out of a customer with a hard sell. Soon enough same naughty fun as his celebrity friends: drugs and hot tubs and

4
he left his small town for Fun City and talked himself into a gofer dierent partners. In the middle of the spree, the Suedes had an
job at a top advertising agency. Within six months, his daring audience with Humboldt in his oce and sat him down for a
campaign for Gort Motors was the talk of the industry. Suede used startling secret: he was not their son.
the new medium of television to its fullest, showcasing Gorts cars as

4
icons of classic national values like industry and thrift (When you ride Suedes real mother had been married to a failed businessman.
with Gort, you ride with Americo) while playing on peoples anxiety After struggling for years to haul his company back into the black,
about their status (The best sort drives a Gort!). he tried one last desperate measure: a deal with the devil. The
King of the Damned would make him, at long last, a successin
Suede quickly realized he could push peoples buttons even more

4
exchange for his rstborn son. But the price was higher than the
directly. He called it subliminal seduction: sales pitches (Youre businessman knew. The King himself impregnated the mans wife,
thirsty!) would ash across the screen just long enough for the an ordeal that left her comatose. She did not survive the delivery.
eyebut not the conscious brainto register them; secret,
suggestive symbols were airbrushed into print ads. It turned After her death, the boy was bundled o to the Suedes, a pair of

4
the advertising world upside down. But not only did Suede demon-worshipers with instructions to nurture in the boy a lavish
change how the industry made its pitches, he expanded what appetite and no moral compunctions. Now, the elder Suede told
those pitches were used to sell. Now every product imaginable, Humboldt, look for the sign that will show you your destiny.
from Cozy Cola to toilet paper to political candidates, got the At that instant, Ampersand Voles Omega Rays tore through the
subliminal treatmentand became part of peoples deepest
frustrations and desires.
When the Hunker Report on Sexuality hit the market, Suede
decided he could make a fortune by ditching the pitches altogether
planet. Suede had a vision of himself as a god-king, presiding over
a planet that had been remade in the Bedfellows image. Orgies
stretched over whole continents, the seas were dark with wine
then the party ended in a ash of nuclear re. 4
- 89 -
- Chapter Four: Scary Monsters (And Super Creeps) -
The Bully Pulpit. If elected, Suede will use the high oce to

4
rail against traditional morality, loosen laws against victimless
crimes (i.e., sex and drugs) and generally encourage indulgence
of every stripe. He will underline those eorts with his media
conglomerate, the Sound & Vision Corporationnow one of

4
the biggest movers in popular culture, since the great quake
swallowed up many of its rivals on the West Coast.
Suede is already using his media reach to hide subliminal

4
demonic commands in lms (Kill a pig for the King!) and put
backwards masked messages in pop songs. Some groups,
in fact, exist only as a vehicle for masked records, such as the
costumed glam rockers HARM (Hells Army Rules Me) and

4
the bombastic Vyking Funeral, who specialize in eight-minute
songs about hippie wizards and dark lords. Suede also owns the
BootyDome chain, which he uses to distribute highly potent
narcotics and masked music. Often, as the songs reach a climax,

4
the sta will release a spray of atomized drugs into the crowd to
get them past any nal inhibitions. The dance halls also serve as
a recruitment center for new demon worshipers and a venue for
vetting possible targets for possession.

4
As president, Suede will step up these eorts in hopes of
tempting Americo (and the rest of the world, which devours
the countrys popular culture) to undreamed of depths of sin
and depravity. He will also do everything he can to destabilize

4
international politics and lay the groundwork for nuclear war:
make inexplicable alliances, abandon old friends, do business
with the enemy powers. Then, when the world is at the height
of its crimes, he will launch his missiles and make sure the

4
Other Side is primed to do the same. Good-bye to the human
raceblown away before it could come to its senses and
The path of the Son of the Damned, the elder Suede explained. repent.
You will lead the world to abandon its creators laws and sink into Hunting the Blades. From the ranks of his demon-worshiping

4
delicious sinfulness. Then you will destroy the human race before bodyguards, Suede chooses the most capable to act as unholy
it has a chance to beg for redemption. missionaries. These malefactors prowl the world, looking for
Yes, the old man said, the moment has been foretold for centuries. converts and lackeys to bulk up the Cult of the Damned
Twelve midnight, December 31, 1979. When your true father has and, more importantly, track down and destroy the Twelve

4 his revenge for an eternity of exile. When all of the Old Gods Daggers of Aleph. These ancient artifactsthe only weapons
precious creatures are wiped from the world and trapped in the that can harm Suedeare currently located in the ruins of
Kings abyss, suering the torments of the damned. a monastery in Kirbograd, far behind Gogol Yobars Purity
Wall. (See entry on the Bloc for more on Kirbograd and the

4
Suede was taken abackfor a moment. In a grisly way, his life
Purity Wall.)
made more sense now. He had always had a superhuman gift for
salesmanship, and had spent his career leading people o the straight Open Season on Artifacts. Suede isnt limiting his relic
and narrow. Why not take those paths as far as they could go? hunting to the blades, though. He knows that any sacred

4
artifacts will strengthen the forces of good and potentially
Pop, he told the elder Suede, Im up for anything.
cause problems for him. So, using his popular-science
magazine Think as cover, Suede is sending out teams of
Current Plans investigators to uncover and destroy or dele as many holy

4
objects as they canfrom sacred groves to ancient shrouds to
The Bicentennial Man. If you want to start a nuclear war, you the knucklebones of avatars.
have to get your nger on the button rst. So Humboldt Suede
has thrown himself into the presidential race, drawing on every
resource and ally he canincluding his own deep talents as a Adventure Hooks
4 salesman. Running as an independent (Suede Cant Be Swayed!),
Suede is winning strong support by playing o widespread
suspicion of Stanton Spobeck and bemusement over his major-
party challenger, Quantrill Biscuit, a Southern governor of no
Damning Revelations. Suedes enemies will be doing all they
can to dig up dirt on him during the presidential raceand he
will go to inhuman lengths to silence them.

4 xed ability. To cranky, conservative Spobeck voters, Suede The heroes nd a Monday Man, assigned to investigate Suede,
presents himself as a bootstrapping success story; to discontented burnt to a crisp in the middle of a pentagram.
youth, and other potential Biscuit backers, he pitches himself as The man who sold the unborn Humboldt to the King of the
a with-it liberator who will sweep the old fogies out of power.

4
Damned recognizes him during the campaign and his guilty
But can a swinger and pornographer really become president of conscience makes him approach the heroes.
Americo? Suede has largely deected the issue by highlighting
One of the nurses at the hospital where little Humboldt was born
Spobecks crimes and Biscuits anonymity and inexperience. In
tells the heroes about the horrible things she saw at the delivery.
comparison, publishing a girlie magazine doesnt look so bad.

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- Chapter Four: Scary Monsters (And Super Creeps) -

4
You might also have the heroes play whats the connection: times. Even if the heroes succeed, they will certainly face prison
a series of seemingly unrelated people are murderedbecause and execution, if not immediate reprisal from Suedes toadies.
they were all present at Suedes birth and saw a vision of his The heroes could try to keep Suede out of oce, or oust him
true father. once hes there, with a little muckraking. They might expose his

4
His Dark Materials. The heroes could start investigating some of subliminal-seduction or backwards-masking plans to the public,
Suedes side projectswhich present clues to his ultimate plans. for instance, or nd proof of his family history.
At a political rally, the team foils an assassin who was But Suede wont give up the presidency without a ght. He will
brainwashed by subliminal commands. order subordinates to come forward and admit that they hatched
An orgy at the local BootyDome turns into mass murder when
Suede sprays a new, high-powered stimulant into the crowd
perhaps trapping one of the heroes, or forcing the team to bust
the evil plans on their own without his knowledge. Then he will
apologize to the nation and promise that he will never betray
Americos trust as his own workers did his. If his parentage comes
to light, he will laugh it o as the ravings of religious crackpots (Is 4
4
in and free a friend.
this 1976 or 1066?) and distribute bumper stickers to supporters
A movie projectionist tells the heroes he spotted strange with the slogan: Spobecks the Only Devil in this Race.
messages ashing on the screen at the matinee. He subsequently
vanishes, as do the movie reels. If any of the charges seem to be sticking, Suede will get nasty.

4
He will try to have the heroes killed, and plant any dummied-up
The heroes boss presents them with a curious fact: wherever information necessary to discredit them posthumously. But if Suede
HARM performs, a murder spree breaks out. thinks he needs to tread more carefully, he will try to destroy the
Suedes people hush up the ritual killing of a Bedfellow of the heroes reputations instead. The team can look forward to continual

4
Month. harassment from reporters, auditors and any other public nuisances
Evil in the Ruins. Suedes hunt for the artifacts presents another Suede can throw at them. By the end, the heroes will have all of
avenue of investigation. their dirty laundry aired, and they will end up painted as agents of
Stanton Spobeck, if not a foreign power.
Antiques merchants are turning up dead as Suedes agents try

4
to purge the world of sacred curios. Moreover, in a realistic game disgracing or killing Suede will
throw the country into turmoiland may not mean the end of
The heroes stumble across a memo from Suede campaign his plans. If Suede is taken out of the picture before the election,
headquarters to the Blocs embassy: if elected president, Suede he will certainly accuse Spobeck of dirty tricks, and drag into the

4
will look the other way as Gogol Yobar steamrolls protestors in light everything he can about the Monday Men, Memory & Law
Kirbograd. All he wants in return is a certain set of daggers and Naught. As the public calls for Spobecks head, Suede will
One of the heroes receives a sacred relic as an unexpected agitate mightily for a new one-on-one election against Quantrill
inheritance, and becomes the target of Suedes assassins. Biscuitwhich Suede almost certainly will win.
If Elected... Once in oce, Suede will use the full resources of
the presidency to silence his opposition and spread mayhem.
A cleric comes to the heroes in a panic: President Suedes
If Suede is killed in oce, or forced out, his vice president will
take over, or one of his appointeesdemon-worshipers all. And
they will certainly carry forward his ultimate plan. Even if they
cant corrupt the world as comprehensively as Suede could have, 4
4
secret service is trumping up evidence of a nationwide network
of cults operating out of houses of worship. Or a newspaper they will sure as hell blow it up on schedule.
editor arrives with horror stories about Suede manufacturing Meanwhile, the other bad guys will lick their chops and take
charges of treason against media outlets not owned by Sound advantage of the disarray. Ampersand Vole will stage ever more

4
& Vision. daring forays into human territory, Fulton Gort will take his
Prisoners are being taken out of jails and sacriced in rituals assassination game to higher levels of power, and the Bloc and
to the King of the Damned, or (if useful) are being let loose to Sphere will speed up their war machines. Ordinary people will
deal drugs and otherwise spread disorder for Suede. take to the streets in protest and clash with the radical protestors.

4
Remember, this election was supposed to close the book on the
Terrapin Vole learns that the president intends to nuke Alamo, upheavals of the 1960s. It wont take much for the old battles to
and asks the heroes to retrieve her husbands remains before come roaring back to life.
Suede pushes the button. (Or a top scientist asks the team to
retrieve secret papers from Alamo relating to the Omega Ray.) If the heroes go this route, the best bet may be to have them bump

4
into the Monday Men during their missionthereby bringing
High oce could bring Suede peril as well. The new president the team to Spobecks attention. (See the Spobeck entry for more
might face a number of assassination attempts by members of information.) Then, after the heroes kill Suede, and have every
an obscure monastic order based in Kirbograd. law enforcement agency in the country on their tail, the Monday

4
Men could scoop them up and oer them a ticket out of the

End Game
The best way for the heroes to dispose of Suede depends on the
gas chamber. For a considerable price, of course: a new working
relationship with Spobeck that borders on indentured servitude.
All in all, not a pretty picture, but denitely in keeping with the

4
kind of campaign youre running: down-and-dirty realistic, wildly tenor of the times.
cinematic or something in between.
On the other hand, if youre running a more cinematic or heroic
In a realistic campaign, killing Suede will be tremendously dicult campaign, you could breeze over some of the consequences above,
and bring terrible consequences. Suede can only be wounded by

4
or stretch plausibility to give the heroes a break. For instance, if
the Twelve Daggers of Aleph, and things just get worse from they orchestrate a smear campaign against Suede, you might have
there. During the presidential race, hell be surrounded by teams him break down on national television and admit that he is in fact
of demon-worshiping bodyguards, and if elected will have Secret the Son of the Damnedand Americo hasnt heard the last of
Service agents and other troops swarming around him at all him yet! (Then poof! into a cloud of brimstone.) Or if the heroes

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4 But I Did Not Shoot The Deputy


Humboldt Suedes running mate is Zoltan Zerbe, a bald, goateed former army ocer who served with distinction in the war
against the fascists. What he did when he came home is less well known: he traded his fatigues for black turtlenecks and

4
fertility medallions and founded the Church of the Damned on the West Coast. (Why the new calling? Like many men facing
death in battle, Zerbe prayed for helpbut the King of the Damned oered him a deal that was much easier to swallow.)
This vile hipster became the King of the Damneds point man on Earth. He sought out the woman who would bring Suede

4
into the world and played on her husbands weaknesses until he turned her over to the infernal powers. Zerbe then secretly
followed the boys progress from the sidewalks to the boardroomsand after Suede recognized his destiny, Zerbe stepped
forward and became his mentor in the dark arts. More broadly, he is responsible for mobilizing legions of demon-worshipers
to do dirty work behind the scenes of the presidential campaign.

4
To the voting public, however, Zerbe is actually the respectable end of the ticket: a war hero and dignied old gent who
reassures Americo that Suede has the gravitas for the job. They dont even seem to mind the goatee

Zoltan Zerbe

4
Tough7; CR 7; HD 7d10+14; hp 65; Mas 15; Init +1 (+1 Dex); Spd. 30 ft.; Defense 18, touch 15, at-footed 17 (+4 class, +1
Dex, +3 undercover vest); BAB +5; Grap +7; Atk +7 melee (1d4+2+rattlesnake venom [DC 12 Fort or 1d6 Con primary, 1d6
Con secondary], dagger) or +6 ranged (3d6 projector); SV Fort +8, Ref +3, Will +14; Str 14, Dex 13, Con 15, Int 12, Wis 15,
Cha 16; Rep +8; Wealth +10; AP 5.

4 Skills: Diplomacy +7, Gamble +4, Intimidate +18, Knowledge (arcane lore) +11, Knowledge (theology) +3, Listen +5, Sense
Motive +7, Spot +4.
Feats: Alertness, Armor Prociency (light), Condence, Double Blu, Great Fortitude, Improved Power to Will, Personal

4
Firearms Prociency, Power to Will, Simple Weapon Prociency.
Talents (Tough Hero): Damage Reduction/3, Remain Conscious.

4 surround him and stab him on the steps of the Capitol, his body
might show its true form in death: horns, tail, leathery wings, etc.
This would eectively prove the heroes case and keep them out
of jail, if not the headlines. Or the heroes could simply kill him in
creationsmen and womento evil. To that end, the King of
the Damned has slithered across human history, baing the
unwary with whispers and visions and leaving every last soul
receptive to sin.

4 private and have the case remain (improbably) unsolved.


In this scenario, Suedes death will also completely deate the
King of the Damneds plans. His followers on Earth will be
His cohorts come in three power categories: imp, malefactor
and prince. Imps are low-powered Legionnaires, more attracted
to mischief than real evil. They prefer stunts and scares, such as

4
thoroughly demoralized and abandon their plans (except for haunting houses, to uglier mischief like inspiring mass murderers
random mischief that suits your campaign, such as a bunch of or demanding blood sacrices. Malefactors are the foot soldiers of
holdouts forming a biker gang that terrorizes small towns, or the Legions, the everyday devils that do most of the tempting
creating a pleasure-and-death amusement park for the super- and corrupting of the human race. They organize cults, assign

4
rich). Some of the bad guys might even see the light now that the missions to human stooges and act as go-betweens for the master
darkness has lifted, and pledge their allegiance to the heroes (or strategiststhe princesin the deepest bowels of the inferno. The
the Old God) to try to reclaim their souls. princes reserve their strength for tempting the highest-level humans
or carrying out smaller schemes that are crucial components of

4 Statistics long-term plans. They also are usually the creatures summoned in
diabolical rituals. (The King of the Damned stays out of these day-
to-day farragoes, brooding and waiting for his son to lay waste to
The Legions of the Damned the world.)

4
Legionnaires speak the Language of the Damned, a partially
Humboldt Suedes father is an ageless, malignant spirit who has mental, partially vocalized dialect. Human transcriptions of
led mankind to misery down through the ages. Once a favorite it survive in some ancient Alephite and Maddamaran scrolls,
servant of the Old God, he was present at the creation of the and the occasional phrase shows up in rituals and black masses

4
Earth, and watched his master breathe life into mankind. But today. Demons also understand every languagehuman and
then he realized the privileged place humanity would hold otherwisein history.
in historyfar more important than his ownand his pride
swallowed him whole. He would not bow to something made of For all their powers, though, the King and his Legions have one
big disadvantage: they cant escape from their infernal prison. The

4
wind and dust.
Old God is keeping them there until the nal judgment of the
So he led a rebellion that he knew was doomed, and fell from world, when they will meet a fate unknown to even the estimable
the skies like lightning. Trapped in a blistering abyss, without Abednego Trestle. In the meantime, the most the Legions can
hope of recall or redemption, he declared himself the King of the manage is a momentary appearance on Earth, mostly for shock

4
Damnedand launched a war against the creator of the universe. value. To pull o even that, someone on our side of the infernal
He knows he can never defeat his old master, but he believes gates has to perform a hideous blood ritual at an excruciatingly
he can make the Old God suer by turning the deitys favored precise cosmological moment.

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- Chapter Four: Scary Monsters (And Super Creeps) -

4
Simply put, the demons dont appear often, and when they do they of action: killing his boss, coveting his neighbors wife and so on.
cant stay long enough to show the full range of their fearsome For all the victim knows, the seductive voices are just his own
powers. Still, over their eons of connement the Legions have worst instincts speaking.
gured out how to assault the Earth indirectlyby stretching The next step up is the oer, in which a demon makes a sales

4
their formidable minds across the cosmos. pitch to the victim through an intermediary. In other words,
As such, for the purposes of this game, demons are dened only the victims realize theyre being pitched, but they dont know a
by their mental abilities, not their physical ones. demon is doing it. A struggling civil-rights lawyer might nd
herself oered an extravagantly overpaid position at a high-

4
Will Hit prole foundationif she uses her know-how to dig up dirt on
Demon Type* Int Wis Cha Save Dice religious leaders and harass their congregations with lawsuits. A
Imps 20 (+5) 20 (+5) 22 (+6) +10 5 singer just shy of the big time might meet an A&R man who
Malefactors 24 (+7) 24 (+7) 26 (+8) +15 8 will give him a three-record dealif he agrees to slip backwards-

4
masked messages into his songs.
Princes 28 (+9) 28 (+9) 30 (+10) +21 12
*Particularly old and cunning demons of any category may have double Last of all comes the naked truth: a demon reveals himself in a
the hit dice, and up to 2d6 higher ability scores vision and oers the victim the object of his desires if he serves
the King of the Damned. In these cases, the victim usually has

4
Skills: Imps have 10 ranks in all mental skills (those based on a secret wish thats too sweeping for a human agent to grant
Intelligence, Wisdom and Charisma). Malefactors have 15 ranks plausibly. A middling athlete might want to be the greatest
in those skills, and Princes 20. Omegaballer on Earth, or a party-hack state ocial might want
a seat in the national legislature.

4
Special Abilities
Devils can grant just about any material comfort, from money
The demons have a number of ultra-powerful psychic abilities, to mates to power over rivals. In exchange, the stooges lose their
honed over an eternity in the abyss. They may use their powers souland must be on call in perpetuity. Even if they have made
anywhere in the physical universe without penalty, but they are

4
a clearly delineated deal with the Legions, the demons will pester
usually conned to one target at a time. This is mostly to avoid them for more, threatening to take away everything theyve gotten
intruding on other demons ground: There is at least one of the already if they dont comply.
creatures for every sentient being in creation.
Collaborators must deliver in three broad categories. First, they

4
Discern Trait (Ex): Legionnaires can automatically sense anyones must cultivate networks of contacts who can be relied on to help
mental strengths and weaknesses, as well as the secret desires that the Legions, and must locate promising targets for temptation.
drive him. They can also automatically sense painful moments Second, they have to carry out the demons scutwork on Earth
or otherwise powerful memories from someones past and play the million daily deceptions and backstabs that grease the wheels

4
them back vocally, as if with a tape recorder. This ability is many for the Legions other agents.
magnitudes of power above the regular Audible Thoughts psychic
ability. Lets say someone sells his soul in exchange for great wealth. The
Legions might order a high-level stooge to x a local lottery so
Language Mastery (Ex): Demons speak every language in that the new recruit wins big, or authorize a massive pay raise.

4
historyhuman and nonhuman alike. Remember, the demons have no real power to aect change in the
Pyrokinesis and Telekinesis (advanced) (Ex): Demons may use material worldthey rely on their agents to push the buttons and
these psychic abilities at willif and only if they have possessed pull the switches. This applies in even the most outlandish cases.
a living subject. The Legions of the Damned cant aect the If someone wants to be the best Omegaballer in the world, for
material world directly, unless they channel their powers through
a mortal soul.
Whispers From the Abyss (Ex): The demons may hold a mental
instance, the Legions might arrange for simpatico surgeons to give
the athlete a full set of bionic limbs and sensory organs.
Finally, collaborators are called upon to make deep personal 4
4
conversation with any creature in the physical universe without sacrices. Often demons demand that their agents give up
penalty. friends and loverssometimes to trade a mate to a new recruit,
sometimes to break the stooges loyalties to anyone but the
Temptation Legions, sometimes just for the ugliness of it. Along the same

4
The basic attack in the Legions arsenal is temptation: oering the lines, collaborators are expected to share their fortune, authority
subject something immensely attractive that will do him harm. and even living space with other conspirators. In the end, stooges
Demons enjoy temptation because it deliberately mocks the Old are often asked to give up their lives, whether repulsing an attack
Gods gift of free will: victims choose something they know to be by good guys, taking the fall for a better-positioned worshiper or

4
wrong. The deity loses hold of souls one at a time, making him supplying the meat and blood for a ritual.
suer (so the demons imagine) the death of a billion cuts. In most cases, these collaborators will be GM characters, and the
Each demon works one or more humans at a time, beaming out process of temptation and acceptance will happen oscreen. If you
carefully tailored promises, allurements and atteries that play have the Legions tempt one of the heroes, bear a few things in mind.

4
on their worst instincts. Often these enticements have a larger First and foremost, the oer should be signicant. Avoid presenting
purpose, such as setting in motion a chain of events that will lead the hero with something that sounds great in the real world but
to the advancement of a demon-worshiper. Sometimes its all just doesnt mean much in game terms, such as a high-paying job or a
for sheer malicious fun. fabulous new boyfriend. Also stay away from deals that touch on the

4
heros back story, if that history never comes up in play. (Reunite me
Temptation comes in three stages of intensity. The rst is with my estranged family, and I am yours, dark master!)
whispering. Without making his presence known, a demon
hones in on a subjects secret fears and desires and begins Most important, let the hero make the choice. Only impose a
suggesting that he pursue some appropriately destructive course Willpower save if you think she is acting wildly out of character.

- 93 -
- Chapter Four: Scary Monsters (And Super Creeps) -
Lets say a haunted, bend-the-rules cop has spent months on a drawing on her memories and mannerisms at will. Or he might

4
bloody hunt for the mutant who killed her partner. At a crucial aect a dierent personality for some sinister end, such as turning
moment, the Legions of the Damned send the hero a vision: the a reluctant suitor into an aggressive lover. In these two cases, the
mutant will be presented to herfor her to nish o with her own possessed body has all of the mental abilities and attributes of
handsif she sneaks into the evidence lockers at headquarters and the demon and the physical abilities of the victim. (If necessary,

4
destroys photos that incriminate a high-prole demon-worshiper. the demon can also draw on the victims skills, abilities and feats
Clearly, if the hero immediately says, Nothing doing! without a at will.) If a demon is trying to hide the fact that a victim is
look back, its not in character. You might tell her she must make possessed, heroes may make an opposed Sense Motive check to
realize somethings wrong. Heroes with the Believer feat may

4
a DC 12 Willpower save or (at the very least) ask the demon for
more details. Alternatively, you could let her initial decision stand take a +2 bonus to their roll.
but withhold any bonus experience points for roleplaying at the Finally, the creature may just want to abuse the victim and
end of the session. torment her loved ones for the sheer ugliness of it. Legionnaires

4
can cause tremendous physical disruptions in their victims at will,
Possession from spontaneous welts and gashes to projectile vomiting to a
The Legions powers of temptation only go so far. The trouble with funereal pallor. Each day that a victim undergoes this treatment,
letting a victim choose to become corrupt is that sometimes her she must make a Fortitude save equal to the initial possession DC

4
better instincts win out. When free will fails, demons often launch or lose 1d3 Constitution.
themselves into out-and-out psychic combat with a subject. If the When heroes attempt an exorcism, the demon must make a
human fails, the demon gets complete control of her body and uses Willpower save, adding its possession modier to a d20 roll. The
it to his own vile endswhile the victims soul watches in horror base DC is 10 + the Charisma bonus of the main exorcist + her

4
from behind her own eyes. character level + 2 for every assistant she has. Heroes with the
Why? Sometimes demons want a wholly controlled agent on Believer feat who lead exorcisms may also add their Wisdom bonus
Earth. In other cases, the Legionnaires simply want to debase to this DC. If their assistants have the Believer feat as well, they
someoneto spit in the face of the Old God and shake the faith may add their Charisma bonuses to the DC as well as the base +2.

4
of believers. Anyone may attempt an exorcism, provided she obtains a holy
To ght o possession, a human target must make a Willpower book and some blessed item from a local house of worship, and
save, as if against a psychic attack. The base DC is 10 + the makes a DC 25 Research check to learn the ins and outs of the
ritual. The checkwhich only needs to be done the rst time the

4
demons Charisma bonus + the demons Hit Dice. The target may
get any number of modiers to her roll, including penalties for ritual is attemptedtakes at least a day in a well-stocked library.
being intoxicated or a bonus for having the Believer feat. (Fightin Acolytes dont have to specially obtain holy items for the
ritual, although they must still do the research the rst time they
If defeated, a demon usually retreats and looks for easier meat. If attempt it.)

4
successful, the demon can control the victims body completely
for as long as he wantsor as long as the body lasts. He has The exorcism itself will take a number of hours equal to the
three basic courses of action. He can impersonate the victim for Legionnaires Charisma bonus. Heroes participating in the ritual
his own evil ends, doing a spot-on imitation of her voice and must devote their full attention to reading passages from sacred

4
4
4
4
4
4
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- 94 -
- Chapter Four: Scary Monsters (And Super Creeps) -

4
books, lighting candles and splashing holy water. The heroes may out of pure sloth. They hear their inner voice (i.e., the Legions
take a ten-minute break every two hours, but any hero who is not temptations) telling them to do awful things, and dont feel any
in the room the entire time the exorcism is in progress doesnt particular moral compunction about doing them, but cant get
count toward the DC of the demons Willpower save. up the eort to follow through. People in this category generally

4
During the ritual, the creature will use its talents to freak out the cant oer the Legions anything valuable enough to warrant an
heroes however possible, dragging their shameful secrets into the elevated oer or naked truth approach. So Suede tries to catch
light, speaking in tongues and imitating long-dead loved ones. them with their guard down and trick them into being marginally
It will shake the room with telekinesis, set the walls on re with useful.

4
pyrokinesisand, grisliest of all, it will abuse the body of its Anyone who receives a subliminal command and fails a DC
victim. During the exorcism, the victim must make her regular 8 Willpower save must carry out the command at once. If the
Fortitude save once every four hours instead of daily, and the DC command involves violence, or something that would go against
for the save is raised by 5. his moral code, he gets another DC 8 save just before he carries

4
If the exorcism is successful, the victim will fall unconscious for at it out. If he makes this save, he will come to his senses and be
least half an hour but return to health over a period of three days, unable to explain what he was about to do.
during which time she can perform no strenuous physical activity. But even people who make the initial Willpower save face subtle,
She will have no memory of the time the demon occupied her. If long-term eects from the messages. For one day after seeing
the ritual fails, the demon gets a +2 modier to its Willpower save
to resist the next attemptand the victim faces a +2 to her DC
when making her daily Fortitude save. The exorcists must rest for
at least a full day before plunging in again.
the messages, they must make a DC 8 Willpower save whenever
presented with a direct opportunity to carry out the command.
A successful roll means they feel a slight sense of dj vu. On a
failed roll, they become dazed for 1d6 rounds. 4
Demon Worshipers
For instance, a hero goes to the movies and sees a subliminal
command to burn down a house of worship. If she fails the initial
Willpower save, she will rush out of the movie theater and nd 4
4
Suedes entourage is lled with otherwise ordinary people who a targetbut shell get another DC 8 save before she starts
have sold their souls to the King of the Damned in exchange sloshing gasoline and lighting matches. If she passes the initial
for earthly powers. Working for Suede is one of their terms of Willpower save, she doesnt register the message in the theater.
service, along with the others outlined previously. To create a But for the next day, every time she passes a sacred place she must

4
demon-worshiper, apply the following template to a regular GM make a DC 8 save. If successful, shell feel mildly uneasy, as if
character: theres something about the situation she should remember but
cant. If she fails her roll, she will begin staggering down the street
The Big Gift: This is what the worshiper sold his soul to get,
in a state of deep confusion.
anything from wealth to fame to the woman of his dreams. In

4
general, though, worshipers who end up in Suedes service have The subliminal commands generally involve senseless violence:
received some supercharged ability that can specically protect push someone onto the subway tracks, total your neighbors car,
or help the candidate. Possibilities include: an extra 2d6 added burn down your church. The perpetrators are usually diagnosed
to the worshipers dening ability (Strength for a Strong hero, with severe schizophrenia and conned to institutions.

4
Dexterity for a Fast hero, and so on); damage resistance of 10 BootyDomes deliver the same types of commands through
or more, or resistance to a specic type of damage, such as re backwards-masked music and strobed messages on wall-mounted
or electricity; natural armor that adds 5 or more to Defense; video screens. But the clientele are much more susceptible to the
an extra 100 skill points that can be applied without the usual attacks because of the easy availability of Willpower-sapping

4
constraints. Only one such gift is allowed per worshiper. drugs. BootyDomes regularly host drug dealers or distribute
Worldly Goods: Add 2d4 to the worshipers Wealth bonus. high-potency freebies on the sly. Sometimes they simply spray
This represents the worshipers ability to draw on demonic the stu down onto the dancers.
connections when doing business. (If youre creating a

4
Resisting the commands takes a DC 8 Willpower save, as usual.
worshiper whose Big Gift is unimaginable wealth, a higher The eects of the various drugs on Willpower are listed in the
bonus would be appropriate.) Worshipers drive the fanciest Drugs section of Chapter Three. When Suedes goons spray an
cars, use the latest technology and wear up-to-the-second atomized drug down on the dancers, it is usually either marching
stylesturtlenecks, blazers and ample sideburns for the men;

4
powder or Kaleido-Chewz. On the ground oor of the dance
jumpsuits or wraparound polyester skirts for the ladies, capped halls, heroes have a 10% chance per minute of being dosed
with immaculately frosted hair. (provided theyre trying to avoid the spray). The chance increases
Hope You Guess My Name: Add 2d4 to the worshipers to 50% on the catwalks.

4
Reputation bonus. This represents the higher prole and
name recognition that he enjoys among other diabolical taste
makers. The worshiper also receives a related ability: in any new
location he enters, he may make a DC 12 Search or Gather
Artifacts
These are some of the most potent artifacts that Humboldt Suede

4
Information checkwhichever is higherto locate a fellow is trying to track down and take out of circulationstarting with
worshiper. This new contact will be able to put the worshiper in the biggie.
touch with at least 1d4 more fellow believers at the location.
The Twelve Daggers of Aleph
Subliminal Seduction
The subliminal commands hidden in movies and music are
designed for people who resist the demons whispering campaigns
History: These weapons date back to the earliest days of the
Alephite people, when they wandered the sands of Maddamar
searching for their promised home. During the night, the Legions
would prey on the nomads, sending hideous beasts to carry o 4
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- Chapter Four: Scary Monsters (And Super Creeps) -
their children. So the tribes battle-hardened patriarchs each their Charisma bonus in d6s to the roll. So a character with a +3

4
made a ceremonial knife to keep the creatures at bay. The blades, Charisma bonus who attacks a demon worshiper would deliver a
carved with Alephite blessings, were tempered in the patriarchs total of 6d6 base damage with the daggers (3d6 base + 3d6 for her
own blood and consecrated by the eldest clerics. The Legions Charisma + her Strength bonus).
creatures were no match for the holy iron.

4
Condition: If you use one of the knives to harm an innocent,
Over time, the daggers were lost to invaders and apostates. But you can never gain the weapons supernatural benets. It will still
at the close of the great religious wars between Esperanto and harm Suede and his agents, but do only 1d6 damage plus your
Maddamar, almost a thousand years ago, Esperantan knights Strength bonus.

4
regathered the artifacts and took them home in triumph. They
were distributed to princedoms and monasteriesuntil the The Cloak of Tasmadar
continent was shaken by its own wars of religion. Once again, the History: This unassuming robe of roughly stitched wool was
daggers vanished. worn by an avatar of the Old God during his time on Earth. Over

4
This time, the reassembling was left to a group of monks, the the centuries it has been passed between monastic orders and lost
Order of Kasimir. Protected by their friars robes, they ranged in a succession of sectarian wars. It currently rests, unidentied,
across Esperanto until they had all twelve weapons secured in in an exhibit of antique textiles in the Museum of the Natural
their homely cloister in Kirbograd. Their mission: to guard the World in Fun City.

4
daggers against the Son of the Damned, who is destined to Common Benet: Years of exposure to the sacred person have
appear on Earth and try to bring about the end of the world. The given the cloak formidable protective properties. Anyone who
blades are the only weapons that can harm the end. wears it gains a bonus of +5 to her Defense.
As sacred artifacts, the daggers can be destroyed only by the

4
Bonus for Believers: A Believer may add her Charisma bonus to
most powerful physical forces on Earth, such as an atomic bomb, her Defense, as well as the base +5 bonus. If she already has an
which is why Suede is trying to trick Gogol Yobar into atomizing ability that allows her to add her Charisma bonus to her Defense,
the nation of Kirbograd. Failing that, he will try to desecrate the she may add a +2 bonus on top of that. In addition, the Believer
daggers in a grisly ritual involving the ritual murder of innocents.

4
immediately regains the maximum number of hit points on any
This will remove their supernatural powers. Treat Injury check, and the DC for all such checks is reduced by
If neither is possible, he and his agents will settle for getting the 5 while she wears the cloak.
weapons beyond the heroes reach: tossing them into a volcano, Condition: You lose the robes benets immediately if you

4
feeding them to a Lake Monster, pouring concrete over them and commit an evil, or even morally questionable, act while you
dumping them in the ocean. possess the robe. You must seek out penance from a cleric to get
Common Benet: On ordinary human targets, the daggers do the bonus back.
1d6 base damage plus the attackers Strength bonus. Against

4
Suede, or an agent of the Legions, the weapons deliver 3d6 base The Standard of the Avatar
damage plus the attackers Strength bonus. History: This roughly hewn wooden shaft was carried into
Bonuses for Believers: Players with the Believer feat may add battle by Esperantan armies during their religious wars against
Maddamar. During a disastrous campaign, the standard was

4
captured and became a doormat in the imperial palace. After
decades of abuse, the artifact was discarded as rubbish and
presumed lost forever. In fact, it was saved from the scrap heap
by thrifty nomads looking for raw materials, and traveled the

4
region anonymously for centuries. The standard now serves as a
crossbeam in Fedo Maleses underground tunnels.
Common Benet: Any party that goes into battle carrying the

4
standard (one character may hold it, using both hands) receives
a +3 bonus to attack rolls and saving throws for the duration of
the combat.
Bonus for Believers: During the combat, you may re-roll a

4
number of blown attack rolls and saving throws equal to your
Charisma bonus.
Condition: The standard must be held aloft for the duration of
the combat, or the benets are lost. And you do not gain the

4
benets if you use the standard in the service of an evil, or morally
questionable, cause.

Humboldt Suede

4 Cha10/Exec10; CR 19; HD 10d6+20+10d8+20; hp 140; Mas


15; Init +3 (+3 Dex); Spd 30 ft.; Defense 22, touch 19, at-
footed 19 (+6 class, +3 Dex, +3 undercover vest); BAB +10; Grap

4
+11/+6/+1; Atk +11/+6/+1 melee (1d4+1+knockout gas pipe*) or
+13/+8/+3 ranged (3d6 Projector); SV Fort +12, Ref +13, Will
+18; Str 12, Dex 16, Con 15, Int 11, Wis 16, Cha 22; Rep +18;
Wealth +20; AP 10.

- 96 -
- Chapter Four: Scary Monsters (And Super Creeps) -

4
Skills: Blu +29, Craft (writing) +23, Craft (visual arts) +23, Abilities (Executive): Corporate Resources, Friends in High
Diplomacy +29, Gather Information +29, Intimidate +29, Places, Life of Leisure, Money Is No Object I/II, Sales Pitch
Knowledge (arcane lore) +23, Knowledge (popular culture) +10, (Will resist DC 31), Sizing Up
Knowledge (streetwise) +10, Sense Motive +24, Speak Language Abilities (Son of the Damned): Suede does not take lethal

4
(jive). damage, except from one of the Daggers of Aleph.
Feats: Armor Prociency (light), Deceptive, Double Blu, Iron *As an attack action, Suede can ick a hidden switch on his pipe,
Will, Life of the Party, Personal Firearms Prociency, Power causing the stem to telegraph out to the length of a golf club. (This
to Will, Renown, Sensualist, Simple Weapon Prociency, action provokes an attack of opportunity.) On a successful hit, the

4
Trustworthy. bowl of the pipe gives o a pu of knockout gas. Fort DC 18 or
Talents (Charismatic Hero): Captivate, Charm (females), take 1d3 Dex initial damage; secondary damage unconsciousness
Dazzle/1, Fast Talk, Favor for 1d3 hours.

Stanton Spobeck, Naught & the Monday Men 4


The Omega-Ray blast on August 9, 1974, saved Stanton Spobecks
political careerand put him in the center of the greatest crisis
in Americos history. Millions were dead. Unearthly powers were
threatening the nation, its enemies were mobilizing abroad,
The worst oender was Americos top policeman, T. Nestor Obstat,
who had directed the federal law-enforcement service for nearly
ve decades. His longevity had nothing to do with competence
and everything to do with cunning. During his tenure he hadnt 4
and one of Spobecks last allies, psychic spymaster T. Nestor
Obstat, was at deaths door. So the two concocted a desperate
plan to keep Americoand the administrationfrom collapse.
Obstat had his brain transplanted into a supercomputer, a grisly
broken organized crime, or cleaned up corrupt unions, or rooted
out even a tenth of the Kronstadter spies in public service. Instead
he had used his position to unearth damaging secrets about nearly
every ocial in District One. 4
procedure that saved his life and heightened his psychic powers.
Now he uses his formidable mind to root out radicals, spies and
lawbreakers, and sends an elite dirty-work teamthe Monday
Mento deal out swift, bloody justice. But this grotesque hybrid
Spobeck disliked Obstat personally, and trusted him about as far
as he could throw him. Obstat found Spobeck weak and sniveling
when cornered. But each man saw in the other a kindred spirit 4
4
a mirror image of duplicity and furtiveness that made for a
has grander ambitions than even Spobeck knows. Obstatnow surprisingly deep and honest working relationship.
code-named Naughtis secretly and swiftly linking up to as
many surveillance and communications systems as he can, from They quickly realized that Americo needed a radical solution for
security cameras to telephone networks. This covert campaign radical times. So Obstat, through a series of dummy organizations,

4
will let him spy into every hidden corner of the globeand turn created the Memory & Law Corporation: ostensibly a record
the world into a police state with himself at the head. keeping and security rm but actually a front for a group of
special agents who operated outside government control. This
gave Spobeck plausible deniabilityand it gave the agents license
History
4
to use any illegal dirty tricks they wanted.
Dubbed the Monday Men, this elite strike force carried
Stanton Morango Spobeck: A depressive insomniac with
out high-risk domestic espionage, everything from deep-
twitching jowls, gravel in his throat and darting eyes; a paranoiac
cover investigations to strikebreaking to bumping o radical

4
who suspects everyone of harboring the same malice and cunning
troublemakers who would turn courtrooms into circuses. (They
that he does; a schemer who will do anything to keep himself in
did not, however, carry out any of the marquee assassinations of
control of the worlds most powerful nation.
the sixties, all of which took place before Spobeck reached oce.)
He started his career as a crusading senator, exposing the Kronstadter The Monday Men made their one big bungle during Spobecks

4
spies who had inltrated the highest ranks of government. He was reelection campaign: a security guard stumbled across them
driven by a love of his country and a clear-eyed recognition of the burgling the oces of Spobecks opponent.
collectivist threatbut his invasive hearings ruined innocent lives
Spobeck won the election, but the growing scandal threatened
and discredited his cause. Worse yet, they fueled his ambition: he

4
to overwhelm his presidency. Even Spobecks historic visit to the
staged several divisive campaigns for the presidency, growing more
Sphere, and his withdrawing of troops from Mango, couldnt save
bitter and paranoid with each defeat.
him. There was no paper trail linking the burglars to Memory &
Meanwhile, the world was falling apart around him. Long- Law, or to the president, but no one had any doubt about who

4
standing social grievances nally boiled over, driving millions of they were working for.
people into the streets in marches and demonstrations. Agitators
Spobeck stonewalled the congressional inquiries as long as he
became martyrs, and cities erupted in riots. The borders of the
could, and held out hope for public-relations long shots, such
Bloc crept closer to Americo every day.
as reports that Ampersand Vole was working on a new energy

4
In the late 1960s, Spobeck made one last run for high oce, source to end the worsening oil crisis. But as the weeks wore on it
his ercest yet, thumping for law and order. A fearful electorate became clear to Spobeck that the whole country was out for his
swept him into the presidency. Once there, he found that not only headnot just to hold him accountable for his misdeeds but to
could he not impose law and order, but he couldnt keep his own heal the divisions in the culture.

4
cabinet in check. Since he distrusted people who seemed to have
By August 9, 1974, the president knew it was over. Facing
no guile (what were they hiding?) he surrounded himself with the
impeachment and nationwide acrimony, he decided to resign.
most cynical schemers he couldand they promptly embroiled
Then, in an instant, the world went to pieces.
his administration in unsavory deals, shameful allegiances and
downright criminal behavior.

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- Chapter Four: Scary Monsters (And Super Creeps) -
Somethingan atomic blast? Voles experiment?had gone Spobeck was to transplant Obstats brain into a vat of medicinal

4
o in Alamo. The West Coast was gone. The oceans were rising. solution, and then attach it to a supercomputer. The science behind
Spobeck, staggered by the reports, prepared to hand over power it was well documented: Obstats agents had stolen the secrets
to his vice president. Then Obstat burst into his oce, blood from Faustlander scientists in Suramerico. Thus transformed,
streaming from his ears. Obstat could carry on the ght for Americoand Spobecks

4 Stanton, he panted, you know how I dislike secrets between us. presidencytwenty-four hours a day in perpetuity. And the
I have allowed myself one, and one only. injury in his brain wouldnt matter anymore, since he would have
no motor functions to maintain.
From his earliest recollection, Obstat had been suspicious of

4
other peoplethey seemed to radiate greed, hostility and fear. But there was more news. The burst of psychic energy had given
He shied away even from his parents and siblings, taking meals Obstat a crucial insight: a number of inuential congressmen and
in his room and rushing home after school to bury himself in senators would, if pressed, put aside the impeachment hearings
booksanything that took mental eort, anything that would and grant Spobeck broad emergency powers to deal with the

4
mask the malice that constantly surrounded him. current crisis. None of them were overly fond of Spobeck, but
they didnt trust his aable-but-addled vice president to run the
With age he realized the anger and spite werent directed at him. show.
He was seeing directly into peoples souls and reading their worst
impulses. If he concentrated, he could discern the actual objects Spobecks wheels began to spin. With a broadly worded agreement

4
of those impulsesnot just abstract moods but thoughts, words on emergency powers, he might even be able to sidestep the
and images. Suddenly his curse became a supremely useful tool. constitutional amendment barring a third term. Hed get the
He used his prowess to learn damaging facts about rivals, or attorney general to take care of that. Or maybe he wouldnt have
anyone he wanted to manipulate. So began an improbable rise to. Once the nation saw what he could do in a real crisis, they

4
from middling student to star pupil at a top university to a high- would beg him to stay in oce for life.
ranking law enforcement ocera job that oered unparalleled It would be a damned tricky thing to do, and maybe the history
chances to lord his abilities over others. books wouldnt love him for it. But he had done worse.

4
Then, just as disaster struck the West Coast, a surge of psychic
energy had thundered through his brain, increasing his powers
a thousandfold. But it had also left a scar: a swath of malignant
tissue that was destroying his motor functions. It was inoperable.
Current Plans
Meet the New Boss. Nestor Obstats brain, per his orders,

4
Obstat would linger as a cripple for a few agonizing weeks, then has been placed into an enormous sh tank of blue uid and
die horribly as his nervous system shut down. attached to a monstrously powerful mainframe. The device
All of this was too much for Spobeck to swallow on a day when which takes up an entire basement and comprises banks of
millions had lost their livesand he was about to hand over the clanking tape reels and television screensis called Naught.

4
keys to the kingdom. Obstat steadied him. The spymaster had a Not only is it connected, discreetly, to federal intelligence
plan that would save Spobecks position and his own lifeand let databases, it can draw on Obstats hyper-powerful psychic
the two men continue their plans to take back Americo from the abilities as a surveillance tool. Obstat is expert at reading
freaks and radicals. peoples thoughts, and can forcibly enter the mind of any other

4
Psychic in the world and use him as a hidden camera to spy
on the scene around him. Obstats coerced reports are then fed
to the Monday Men. So what do they use them for?
The Secret Army. The Monday Men have two basic missions.

4
First, they keep the nation stable by eliminating the wildest
criminals and radicals, hunting down spies and breaking up
legitimate groups that everyone knows are fronts for illegal
operations, such as drug smuggling and organized crime.

4
They also investigate the increasingly frequent reports of the
paranormal. Not just to eliminate threats, but to pull a rabbit
out of the hat for Spobeck: the president desperately needs
something o-the-wall to stay in oce, whether a working

4
Omega-Ray generator or a piece of advanced UFO technology.
So the Monday Men stage constant forays into Alamo, hunting
for fragments of Ampersand Voles experiments, and are
usually the rst on the scene when a ying saucer goes down in

4
the mountains.
Third Times the Charm. The Monday Men are doing more
conventional work to help their boss as well. Spobeck cant resist
turning to his old tricks during the campaign season, so the elite

4
spy team is digging hard into his opponents background, likewise
the legislators who are challenging his right to a third term. Its
only a matter of time before the covert crew gets caught planting
a hidden microphone or cracking a ling cabinetthrowing the

4
country into even deeper chaos.
The Eyes of the Spymaster. Meanwhile, Naught has plans
of his own. After observing Stanton Spobeck for years, he has

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4
concluded that human government is weak, petty and laughably fears that dropping the program would be a sign of weakness,
fallible. What Americomake that the worldneeds is a grand emboldening the Bloc even further. So he has begun faking
overseer, someone who can spot any wrongdoing, anywhere, broadcasts from space on a sound stage in the Southwest
and correct it at once; indeed, someone who can anticipate (safely behind the military cordon, of course).

4
crimes and stop them from being committed. So he has begun Partner in Crime. Spobecks original vice president was forced
using the Monday Men to connect him up to surveillance and to resign in disgrace after a bribery scandal. But the world
communications systems at home and abroad: banks of security hasnt heard the last of Bellow Feta. This seething loudmouth,
cameras, databases and telephone networks. With these snooping an even looser cannon than Spobeck in his Red-baiting days,

4
tools, he given himself a window into every hidden corner of the has sworn to take revenge on everyone who disgraced him, by
globe and will use the Monday Men to act on what he nds. digging up their dirty secrets and parading them in the press.
Eventually, it will be childs play to topple the governments of First on the list: Spobeck, who shut Feta out of his secret
the world and establish himself as god-emperor. But hes about plans with Nestor Obstat and then hung him out to dry when

4
to get a nasty surprise: he has a twin on the other side of the Congress came calling. The next victim will be Humboldt
worldwhos even hungrier for power than he is. (See the Bloc Suede, who created a devastatingly embarrassing television
entry for details.) commercial during the 1968 presidential campaign: a simple
Taking Back the Free World. Losing huge swaths of black background with the words VICE PRESIDENT

4
Esperanto and Sina was a catastrophic embarrassment to BELLOW FETA, and then a man bursting out into guaws.
Stanton Spobeck. What happened? When the Omega-Ray Feta still hears the snickers behind his back, and he will make
disasters struck, Spobeck was forced to bring home hosts of Suede pay for every last one. After that comes Quantrill
troops to help in the West Coast recovery eort, and lent out Biscuit. Feta cant quite remember what the guy did to him,

4
many more to mercy missions around the world. His bet: even but hes going to nail him anyway.
the collectivist dictators wouldnt take advantage of something
as large and monstrous as August 9. When he lost that wager,
the only credible threat he could make was a nuclear strike Adventure Hooks
4
but he balked. Big chunks of the countrys atomic arsenal sank
The Enemies List. The Monday Men could become a theme
with the West Coast, and countless more were in Omega
in your campaign, battling the heroes for unearthly secrets or
territory in the Southwest and farm belt. If Spobeck started
hunting them down as threats to national security (or, more
a nuclear war, the other side would have far more missiles at
accurately, Spobecks interests). The rst encounter could come in

4
their disposalmeaning they were more likely to win the
any number of ways.
apocalyptic shootout. So he simply talked tough in diplomatic
circles and pushed condemnations through the Council of The Monday Men try to bump o a friend of the heroes who
Nations. Now, to try to regain ground, Spobeck is stepping has been classied as a radical.

4
up his eorts to undermine the collectivists, sending legions The heroes stumble across a Monday Man while hunting for
of spies aboard to bolster dissident movements and carry out Omega-Ray blueprints in the Southwest; or investigating a
brutal wet work. He also plans to use the Monday Men as a downed ying saucer; or piloting a bathysphere in the ruins of
private army to overthrow leftist dictators and carry out other Nagathara.

4
large-scale assignments that Congressand Americowould
The Monday Men will also get very interested if the heroes
never authorize.
start tangling with foreign powers, such as helping a defector,
The Terrible Secret of Space. The space program is a sham. ghting o Zassat agents who want to steal their secrets
After the catastrophic Omega-Ray blast, the program was too or traveling to Kirbograd for the Daggers of Aleph. Even
expensive to maintainand the loss of the aerospace center
in Alamo makes launches a logistical nightmare. But Spobeck
investigating Humboldt Suede or Quantrill Biscuit will get
the secret agents attention.
4
The Council Of Nations
This international deliberative body, headquartered in Fun City, was founded to keep the peace among the great powers after 4
4
the war against the fascists. Over time it has become yet another proxy battleground in the cold war, with the East and West
slinging diplomatic brickbats and censuring their enemies client states.
Some smaller nations are only too happy to play the big names o each other, and gouge them for all theyre worth. But the

4
councils elitea cadre of diplomats from around the worldhave had enough of both sides. Their goal: to tie down the
combatants with rules and resolutions, and quietly create a transnational world order that keeps the peace by eliminating local
sovereignty.
Over the years, they have focused their eorts on Americo, which has proved easier to push around than its totalitarian

4
enemies. Now, in the wake of the Omega-Ray blast, the elite are panicking as never before. They are heavily backing Quantrill
Biscuit, who is almost embarrassingly sympathetic to their cause, in the 1976 elections. If he wins, they will push him to
support crippling restrictions on Americos behavior abroad. And they will trick him into backing domestic dirty tricks that
wear down the countrys deep-seated resistance to One World Government.

4
Their best bets: hiding subliminal commands in metric road signs; slipping mind-bending uoride into the water supply;
and ooding the public school system with nightmarish propaganda cartoons, such as Free to See the World as Me! by actress
and activist Millicent Klinger.

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The Spy in the Bubble. If the heroes start butting up against the would throw the country into chaos and embolden its enemies.

4
Monday Men, Naught will undoubtedly take a close interest in The presidents death would be the last straw for Americos
them. silent majority, who have spent a decade waiting out the social
Naught repeatedly possesses a Psychic friend of the heroesor revolution. The angry bourgeoisie would take to the streets and

4
a Psychic heroto learn more about the team. have their revenge on protestors and radicalsand the nations
The spymaster thinks a foreign agent has inltrated Memory overstretched military and law enforcement personnel wouldnt
& Law and asks the heroesthe only people he can trust not be able to stop things from turning into a civil war. Meanwhile,
to lie to him!to help him sni out the bad guy. Gogol Yobar and Dao Hong would put aside their dierences

4
and unite to crush Americos few remaining alliesthen make
Likewise, Naughts attempts to link up to surveillance networks an all-out assault on the nation itself.
could be a source of clues. The heroes might be called in to
investigate mysterious blackouts or other service interruptions Aside from that, Spobeck is not an out-and-out villain. He has
as the Monday Men build up the spymasters connections. acted illegally and immorally, but, horrible as his crimes are, they

4
are smaller by many orders of magnitude than Yobars or Hongs.
Rocket Man. The heroes could also get involved in exposing the Clearly, though, Spobeck doesnt deserve to be in oce, and he
sham space program. must be made to answer for what he has done.
An actor-naut decides he wants out of his deal, and the heroes It will take some digging, but the heroes will be able to turn

4
must shepherd him home from the Southwest. up plenty of dirt on Spobeckhis private vigilante army,
One of Americos satellites crashes in a small town, carrying a his connections to Memory & Law, his lies about the space
deadly virus, but there are no space scientists left to deal with programthat will scuttle his presidency. Most of the country
the crisis. (You might also combine this with the Man Last even Spobecks ostensible backersis already prepared to believe

4
plotline, described later in this chapter.) the worst about him. The heroes wont have to do much to
The Nattering Nabob. If youre running adventures centered on convince them that the man is bad news.
the presidential contest, Bellow Feta could be a constant source If the heroes force Spobeck out of oce after he has won a

4
of tips if the heroes get stuck. His prestige, such as it is, could also third term, the defense of the free world will fall to his veep,
help the heroes get access to the candidates. former college football star LeHigh Gort (no relation). Gort
appears to be nothing more than an amiable goof, but he

End Game will prove sturdy enough to guide Americo through the four

4
toughest years in its history. Or at least help the heroes hold
o the end of the world until somebody better comes along
The heroes really face two challenges here: Spobeck and Naught.
in 1980.
First, the president. It goes without saying that trying to kill
him is a bad idea. Beyond the immediate consequences for the But if Spobeck is ousted before the election, things get much more

4
heroesimprisonment and executionbumping o Spobeck complicated. Gort would be a signicantly weaker candidate than

His Girl Friday


4 Apart from Naught, Stanton Spobeck has just one condant: his devoted secretary, Ethel Ambrose Pratt. This no-nonsense
assistant has stayed by Spobecks side since his days in the Senate and has kept silent about his secrets all this time. Pratt heard
about Spobecks resignationand then his turnabouteven before the presidents family.

4 But Pratt is a more valuable asset than Spobeck realizes: she has tremendous latent psychic powers. Over the years she
has been able to subtly manipulate Spobecks manic-depressive moods to pull him out of the depths of despair and prime
him for battle. Her talents, in fact, were responsible for one of the most memorable images from Spobecks impeachment

4
hearings. While recording the presidents conversations in the Octagonal Oce, Pratt realized he was about to launch into
an incriminating conversationand so, for eighteen and a half minutes, she subconsciously created a magnetic eld that
wiped the tape clean.
Obstat never had much use for Pratt, and so never recognized her talents. Pratt, meanwhile, hated Obstat with a passion, and

4
nds Naught repulsive. Its only a matter of time before these two powerful minds come to blows.

Ethel Ambrose Pratt


Cha4/Psy5; CR 8; HD 4d6 + 0 +5d6 + 0; hp 40; Init +0 (+0 Dex); Spd. 30 ft.; Defense 15, touch 15, at-footed 15 (+5 class,

4
+0 Dex); BAB +4; Grap +4; Atk +4 melee (1d4 studded handbag) or +4 ranged; SV Fort +5, Ref +3, Will +10; Str 11, Dex 11,
Con 10, Int 14, Wis 16, Cha 18; Rep +8; Wealth +2; AP 1.
Skills: Blu +18, Concentration +11, Diplomacy +16, Disguise +6, Forgery +8, Gather Information +11, Hide +2, Intimidate

4
+18, Listen +7, Move Silently +2, Profession (clerical) +10, Search +8, Sense Motive +12.
Blu +8, Diplomacy +14, Forgery +6, Gather Information +12, Intimidate +10, Knowledge (civics) +14, Knowledge (current
events) +14, Knowledge (history) +15, Knowledge (theology) +14, Listen +6, Search +6, Sense Motive +4.
Feats: Deceptive, Iron Will, Meticulous, Simple Weapon Prociency, Stealthy, Trustworthy.

4 Talents (Charismatic Hero): Coordinate, Inspiration.


Abilities (Psychic): Primary: Mood Swing (basic, improved, advanced), Pyrokinesis (basic); Secondary: Pushing the Envelope

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Who Is Quantrill Biscuit?


The third man in the presidential election oers a sharp contrast to his opponents. Genial and soft-spoken, Biscuit 4
4
frequently invokes the Old God in his speeches and calls for deep national self-examination and humility. He believes the
catastrophes that have plagued the country since August 9, 1974, are marginal problems compared to Americos malaise,
a spiritual enervation caused by widespread greed and an inordinate fear of collectivism.
Spobeck paints Biscuit as a wishy-washy do-gooder who cant be trusted to be decisive in troubled times. Suede echoes all

4
that, and snickers at Biscuits prudery for good measureduring one debate he goaded Biscuit into admitting, memorably,
that he has lust in his heart.
But Biscuit keeps much more than that buried in his breast. When the Omega-Ray blast struck on August 9, 1974, the
governor was taking a shing trip on a secluded section of river in his home state of Dixon. The surge of subatomic particles
drove a rabbit, which happened to be swimming nearby, into a frenzy. The creature leaped into the boat and clamped
itself onto Biscuits throat. It took him endless seconds
to gather up a paddle and whack the animal back into
the water. 4
The attack dominated the governors mind for weeks,
even as millions lost their lives to natural disasters and
collectivist tanks. Something about it resonated with his 4
4
religious convictions: the rabbit was a symbolmankind
had squandered its dominion over the world, and nature
was taking its revenge.
So Biscuit fell in with radical new friends who echoed

4
his sentiments. Environmental group Man Last blasted
the human race for despoiling the Earth and advocated
a retreat to Stone Age levels of technology to let the
planet heal. The diplomatic elite of the Council of

4
Nations thought national sovereignty led to bombast
and aggression that would doom the world.
Biscuit talked humble, but at heart he was an egotist. He
thought he personally had been called to set mankind on
the proper path. As president of Americo, he could stop
its depredationspolitical and environmentaland then
spread the message of gentleness to the rest of world.
4
4
But, for all his big ideas, Biscuit is startlingly naive. He
doesnt realize that his new allies have horrible hidden
agendas. You can learn about Man Last in the Nature
Gone Mad section later in this chapter, and the Council

4
of Nations in the eponymous sidebar. (Biscuits would-be
veep, a Middle Western senator named Mandrake Blatt,
shares his bosss naive convictions and will, if anything, be
even more of a pushover if he somehow takes power.)

Quantrill Biscuit
Ded7; CR 2; HD 7d6+0; hp 35; Mas 10; Init +0 (+0 Dex); Spd. 30 ft.; Defense 14, touch 14, at-footed 14 (+4 class, +0
Dex); BAB +5; Grap +5; Atk +5 melee or +5 ranged; SV Fort +4, Ref +2, Will +7; Str 11, Dex 10, Con 10, Int 18, Wis 12, 4
4
Cha 16; Rep +8; Wealth +8; AP 5.
Skills: Blu +8, Diplomacy +14, Forgery +6, Gather Information +12, Intimidate +10, Knowledge (civics) +14, Knowledge
(current events) +14, Knowledge (history) +15, Knowledge (theology) +14, Listen +6, Search +6, Sense Motive +4.

4
Feats: Attentive, Believer, Educated, Iron Will, Meticulous, Renown, Simple Weapon Prociency, Trustworthy.
Talents (Dedicated Hero): Empathy, Improved Aid Another/3.

Spobeck, leaving the eld wide open for his opponentsand


putting the planet in tremendous peril. Remember, Humboldt
Suede is the Son of the Damned, and will destroy the world if
What about Naught? If Spobeck goes, the supercomputer will
still be around to work mischiefboth Spobecks plans and his
own. Fortunately, the machine doesnt have control over Americos 4
4
he gets his nger on the button. Quantrill Biscuit, meanwhile, is defenses, as his counterpart Nyet has in the Bloc. The heroes can
a dupe of the Council of Nations and radical environmentalists, destroy the mainframe in a raid without fear of dooming the
who have plans to eradicate, respectively, Americo and the entire country.
human race.

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Statistics looking for candidates who combine superhuman toughness and

4
resourcefulness with a certain ruthless patriotism. The Monday
Men will stop at nothing to defend their country against any
Naught, the Supercomputer enemy she facesforeign armies, homegrown radicals or saucers
from the stars.

4
See the New Skills section of Chapter One for the nuts and bolts In practical terms, Memory & Law is looking for the same range
of attacking sentient computers. Naught counts as a sentient of talents that go into a team of player characters. The Monday
massive government system for these purposes. It has linked Men need bruisers to bust down doors, techies and scientists to
up with dozens of databases and hundreds of surveillance and

4
sift through records and whip up gadgets, and medics to make
communications networks across the country, and a handful more sure everyone gets home alive. So just about any character type
abroad. The machine has an eective Willpower save of +18, and has a chance of showing up on Naughts radar, although the
a Charisma bonus of +6. In addition, Naught has the following supercomputer prefers to draw from the ranks of advanced classes.
special abilities:

4
If you are chosen, say good-bye to your old life. The Monday Men
Audible Thoughts (advanced) (Ex): This works exactly as the whisk you out of your home in the middle of the night, erase
Psychic ability, except that Naught may draw upon databases and your records, bribe and cajole your friends and family into silence,
telecommunications equipment to increase his range to the entire and give you a new nameoften a face too. (Monday Men arent
hemisphere. He may also apply the benets of the Group Think

4
aware of the true nature of Naught. Most of them only know him
feat to this ability. He does not face a Mishap if he fails a control as the Bossa voice on the phone or a signature on Teletype
roll. that sends them on missions. But theyre uniformly in awe of his
Psychic Trace (Ex): Naught may attempt to invade the mind of any predictive powers.)

4
Psychic in Americo and use that person as a kind of surveillance Monday Men advance as normal in their chosen class, with the
camera, observing the scene around him and sning for radical following special resources:
activity. This is similar to the Brain Trace Psychic ability, except
that Naught may draw upon databases and telecommunications High Technology: The Monday Men can draw on cutting-

4
equipment to halve the distance modier to his control DC. He edge technology for their missions. They always drive late-
does not face a Mishap if he fails his control roll. model cars with lots of fancy extras (dashboard phones, eight-
track tape players) and they have access to new gadgets like
The target must make the regular Willpower saving throw to videotape recorders and answering machines. Their weapons
resist. If Naught wins out, he may spend up to a minute inside

4
and armor, meanwhile, verge on the otherworldly.
the Psychics head before withdrawing. The Psychic may act as
normal during that time, but takes a -1 distraction penalty on Monday Gun
all rolls.
The Monday Mens ocial sidearm, this thick, long-barreled

4 The Monday Men handgun uses top secret electromagnetic principles to eect
action at a distance: when the trigger is pulled, a burst of light
This elite black-ops squad recruits the most promising agents erupts around the guns business end, and the target explodes
from conventional law enforcement and espionage forces. without any projectile being red. (One ash of lightbut no

4
Naught routinely taps into personnel les around the country, smoking pistol!)

4
4
4
4
4
4
- 102 -
- Chapter Four: Scary Monsters (And Super Creeps) -

Monday Men Equipment


Damage Range Rate Purchase 4
4
Damage Crit. Type Inc. of Fire Magazine Size Weight DC* Restriction*
Handguns (require the Personal Firearms Prociency feat)
Monday Gun 3d8 19-20 Slashing 40 ft. S 15 battery Med 3 lb.

4
(action-at-a distance gun)
Freaker (psychedelic attack gun) ** 20 40 ft. S 5 battery Small 3 lb.
Longarms (require the Personal Firearms Prociency feat)
Monday Thunderer (Monday 4d8 19-20 Slashing 90 ft. S, A 40 battery Large 10 lb.
Gun 2.0)
*These weapons are manufactured and carefully controlled by the Memory & Law Corporation. They arent available for purchase, even on the
black market.
4
4
**See item description for special eects.

Equipment Nonprof. Maximum Armor Speed Purchase


Armor Type Bonus Bonus Dex Bonus Penalty (30 ft.) Weight DC Restriction
Medium Armor
Monday Suit
Heavy Armor
Scatter Suit
Tactical

Tactical
+5

+7**
+0

+0
+8

+3
0

-2
30

25
2 lb.

15 lb.

4
*This armor is manufactured and carefully controlled by the Memory & Law Corporation. It isnt available for purchase, even on the black
market.
**See item description for special eects.
4
Freaker
Favored for subduing suspects, this weapon res a burst of
HQ: Monday Men can draw upon the resources of Memory
& Law to further their own ends. The corporations sta
can compile within an hour a basic biography of anyone an 4
4
hallucinogens that causes the targets brain to go haywire. On a
agent chooses, as well as an outline of any historical event, an
successful hit, the target must make a DC 14 Willpower save or
abstract of current events and a rough map of any location.
suer terrifying hallucinations that are completely indistinguishable
With additional time, the oce can produce a complete
from reality. These visionswhich can be carefully manipulated
biography, full details of any historical event, detailed reports

4
by the Monday Men to issue suggestions and commandslast
on current events and street-by-street maps of any location.
for 1d6 rounds. On a critical hit, the eects last for 1 minute. The
These reports will include highly classied information from
psychedelic attack doesnt work on androids.
federal databases. In practical terms, this takes the place of
any Research checkof any DCthe Monday Man would
Monday Thunderer

4
otherwise have to make.
An extremely lethal combat rie favored by the Monday Men
when they take the eld against otherworldly enemies. This Stanton M. Spobeck
weapon works on the same principle as the Monday Gun, but at

4
Ded15; CR 14; HD 15d6+0; hp 80; Mas 10; Init +1 (Dex +1);
longer range and with auto-re capability.
Spd. 30 ft.; Defense 23, touch 18, at-footed 22 (+7 class, +1 Dex,
+5 Monday Suit); BAB +11; Grap +10/+5/+0; Atk +10/+5/+0
Monday Suit melee (1d4-2+puer sh poison [DC 13 Fort or 1d6 Str loss
The Monday Mens unocial uniform when theyre not working

4
primary, 2d6 mins paralysis secondary], presidential fountain pen
undercovera cream-white three-piece suit, worn with are- with concealed knife) or +12/+7/+2 ranged (3d8 Monday Gun);
collared brown shirt, white tie and enormous, boxy sunglasses. The SV Fort +7, Ref +6, Will +14; Str 9, Dex 13, Con 10, Int 16, Wis
suit is intentionally designed to look ridiculous to make eyewitness 20, Cha 14; Rep +20; Wealth +10; AP 5.
reports seem dubious (who would raid a radicals hideout, or break

4
Skills: Blu +30, Computer Use +5, Diplomacy +23, Disguise +4,
up a terrorist training camp, wearing a disco outt?), but for all
Forgery +5, Gather Information +18, Intimidate +21, Listen +28,
its campiness, it provides exceptional protection. Memory & Law
Search +5, Sense Motive +28, Spot +25.
scientists used the toughest space-age polymers and reinforced
them with dimly understood electromagnetic principles. Feats: Alertness, Archaic Weapons Prociency, Armor Prociency

4
(light), Armor Prociency (medium), Attentive, Bustin,
Scatter Suit Deceptive, Double Blu (2), Educated, Iron Will, Meticulous,
Personal Firearms Prociency, Simple Weapon Prociency, Talk
Often used by the Monday Men in out-and-out combat
to Machines.

4
assignments. When this suit is seen at an angle, it seems to
disappear into the surrounding environment. When seen head- Talents (Dedicated Hero): Aware, Cool Under Pressure, Skill
on, it seems to icker in and out of existence. Any successful hit Emphasis (Blu, Diplomacy, Gather Information, Intimidate,
against someone wearing this suit has a 50% chance of missing Listen, Sense Motive)
(as if the target had total concealment).

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The Dervos
4
4
The Omega-Ray blast on August 9, 1974, echoed far beyond the a blip: a sudden burst of energy from an otherwise overlooked
ends of the Earth. For an instant, it turned the world into an solar system. They swooped in for a closer look, and the world in
interstellar beacon, catching the attention of the Dervosa race question seemed perfect.
of brutal pig-men on the hunt to expand their galactic empire. By Dervos standards, it was completely unspoiled. And the

4
They sent scout ships swooping down to our world to test its natives looked delicious.
defenses, the resilience of its peopleand, most important, its soil.
The Dervos have exhausted all of their arable land, endangering
their supply of Gank: an incredibly potent stimulant that the pig-
Current Plans
4
men are born addicted to. If the Dervos decide the Earth can
support the production of the drug, they will radio home for an The Measure of the Enemy. The Dervos are running extensive
all-out invasion eet. tests on our planet to tell if it will make suitable farmland for
growing Gank. These include scooping up huge soil samples

4 History (often leaving behind telltale crop circles); kidnapping and


mutilating animals (to see if they are smart enough to be
enslaved along with their human masters); and torturing scores
The Dervos began their lives as slaves. Far from Earth, and of humans to learn their secrets and test their capabilities. Most
thousands of centuries ago, a race of delicate, decadent gray aliens

4
important, the Dervos want to see how well their potential
decided it had evolved past brute labor. To allow themselves more slaves tolerate exposure to Gank: the Earth creatures must
time for poetry, art and gentle musing, the grays created a race have at least a minimal resistance to the drug to be useful as
that embodied their vision of the physical life: stunted, grunting, slaves.
thoroughly degenerate pig-men.

4
The Apostolate. The aliens have attracted unlikely allies:
The Dervos started o doing no more than literal heavy lifting. But the Seed of Sirius, a cult of would-be mystics who believe
the grays soon realized that any physical tasks left them hopelessly the Dervos are benign Ancient Astronauts responsible for
weary, even maintaining the ethereal machines that powered their creating human culture. The pig-men (in their cosmology) have

4
civilization. So the eete aliens tinkered with the Dervos, splicing returned to Earth and are shocked at the delinquency of their
engineering know-how into their genes. To keep the pig-men in one-time students. They are preparing to save the best of the
check, the grays also gave them an inborn weakness: the creatures bunchincluding the SOSand leave the rest of the world to
were hopelessly addicted to a powdered stimulant called Gank. destroy itself. It seems that no amount of evidenceincluding

4
Without it, they quickly became listless, then dropped dead. close contact with the disgusting alienswill convince the
The Dervos served the grays ably for thousands of years. Then, SOS that they have gotten things horribly wrong. The pig-
overnight, the masters vanished. The Dervos never discovered men are a little perplexed by these toadies, but are happy to
why. The likeliest explanation is that the grays decided even use them to collect information on Earths defenses. And they

4
physical bodies were too much of a strain, and turned themselves certainly intend to invite the SOS on board the ying saucers
into purely spiritual creatures. Whatever the case, their slaves when they leave orbit. Of course, the space-age spiritualists
suddenly found themselves without direction. will be on the dinner menu
Decades of warfare followed, as factions of the creatures battled

4 Adventure Hooks
each other to control the supply of Gank. Eventually the
visionary chieftain Dervos 1all of the creatures have the same
namestopped the conict and gathered the race under one Something Is Out There. The Dervos arent subtle. They will
banner. He convinced the pig-men that their real enemy was the leave lots of clues as they snatch up people and animals for their

4
grays, who had created them in servitude and cursed them with horric experiments.
an unrelenting hunger for Gank. Now the Dervos could nally be
A town is plagued by an inexplicable wave of amnesia cases.
rewarded for their generations of laborby banding together and
Or someone known to the heroes ends up in a mental asylum,
becoming masters of the grays galactic empire!

4
screaming that the pig-men are coming.
Over thousands of years, they remade the grays elegant worlds
A local zoo begs for help after a wave of animal mutilations.
in their own brutal image. Untouched by notions of aesthetics or
sentiment, and programmed for mechanics, the Dervos destroyed A meteor crashes in the Barrier Mountains and none of the
search parties have returned.

4
millennia of treasures and created a string of factory planets:
teeming spheres with oily seas and polluted cities that stretched Pick Your Poison. Similarly, the aliens wont be scrupulous about
across whole continents. Eventually, their own talents did them covering their tracks when they test out Gank on unsuspecting
in, as their precious Gank farms turned to ash under acid rain and people.

4
carbon-choked skies.
A bunch of BootyDomers end up overdosing on a mysterious
So the Dervos became explorers. They set out in the grays stylish new drugmarching powder cut with Gank.
ying saucersextensively retrottedlooking for new worlds
Likewise, an Omegaballer might get sold on the stu thinking
to conquer and convert into farmlands for Gank. The natives are
its a potent new performance enhancer.

4
summarily slaughtered and eaten, or pressed into slave labor until
they die o. One of the heroes, or someone known to them, turns out to be
ercely resistant to the drugs eects, and the Dervos want to
On August 9, 1974, a contingent of Dervos scout ships was
know why.
passing through the outer edge of the galaxy when it picked up

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4
Or you could introduce Gank indirectly: a farmer blows away the
Dervos who have been menacing his livestock, but the aliens drug
supply leaches into the groundwater, endangering his town.
The Human Element. The Seed of Sirius could also be a source

4
of clues to the aliens plans.
An SOS member is captured near a missile facility taking
detailed photographs.

4
Anders Cobleskill, TV host of Sound & Visions Wild Americo
and secret SOS memberuses his position to get the Dervos
access to unusual animals for vivisection.
Someone known to the heroes vanishes after taking the SOSs

4
saucer-worthiness evaluation test.
When Worlds Collide. Of course, the aliens arent just working
their mischief in Americo.

4
The aliens steal one of Dao Hongs cloning machines to try to
breed Gank-resistant humans.
A Dervos saucer sets up camp on Mount Kazakarnot just
the middle of Fedo Maleses territory but the resting place of a

4
crucial Nagathrite artifact.
The aliens could also bump up against the other secret powers
in this chapter. The pig-men, for instance, begin an abduction
spree in Motor City after they kidnap one of Gorts androids
by mistake. What is this terrifying new strain of human theyve
discovered?

End Game
4
Unless the heroes stop them, the Dervos will quickly declare
their testing complete and radio home the good news: Earth is 4
4
a perfect environment for growing Gank. Hundreds of ships will
arrive in short ordersay, by New Years Eve, 1979and they
wont leave for generations. The human race will be forced into
servitude, and those who cant work will be killed and devoured.

4
By the time the Dervos are done, mankind will be extinct and the
barren Earth will be its tombstone.
The heroes have little choice here: if even a single Dervos escapes
Earth, the planet is doomed. The pig-mens scout force must be

4
destroyed. (If the aliens are held in captivity for any length of time,
they will die horribly as their Gank supply runs out.)
This course of action might be unpleasant, but it will be eective.
Many Dervos patrols get lost on the edge of the galaxy, and nobody
back home sends out search parties. The pig-men arent wired that
way. They ght to the last and dont get sentimental about the dead.
So the heroes could conceivably wipe out every last Dervos on
Earth and not worry about cosmic repercussions. 4
To signal that to your team, you could drop clue. Have the
heroes discover a downed Dervos saucer and notice that it has no
emergency beaconin other words, theyre not expecting help 4
4
if something goes wrong. Or go with broad strokes. A captured
Dervos sneers that his people arent weak like humans; they
dont worry about a lost expedition or two. It is an honor to die
unmourned on the frontier!

4
As for actually wiping out the pig-men, the heroes could take any
number of approaches. Hunting them all down and blowing them
away is certainly feasible. Assume the pig-men have about two
dozen ships on our world and about three hundred troops. A few

4
bombing raids, a bit of ferocious gunplay, and the world is saved.
The heroes could make things easier for themselves by laying
traps. For instance, they could pose as SOS members and direct
the aliens to remote spots to kidnap animals or human stooges.

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When the Dervos arrive, they nd a platoon of troops waiting. A much more oblique approach: sabotage the pig-mens tests to

4
Nero Suet could certainly lend a hand with this; see the Long make it seem like Earth is a lousy spot for a Gank farm.
Live the King sidebar for details. Then theres a left-eld solution: have a gray alien show up and
More scientically inclined parties could try something more assert control over the Dervos. The government might have one

4
oblique, such as destroying the Gank supply, or nding a terran hidden on an Air Force base in the mutant-overrun Southwest,
bacterium that is harmful to the aliens (perhaps even the virus the for instance, or the heroes might try to contact the Dervoss old
Man Last conspiracy has discovered; see their entry for details). masters by interstellar radio.

4 Long Live The King

4
4
4
4
4
4
4 Shortly after the Dervos arrived on Earth, the most revolutionary popular music gure of the past half-century left this world
but not in the traditional sense. Nero Suet, who once electried teenagers and scandalized bluenoses with his backwoods
sound and bedroom hips, was ambushed by the pig-men on his mammoth estate, Saturn Ranch. After decades of gluttony,

4
drug addiction and other trashy pastimes, Suet was in no shape to resist as the aliens dragged him aboard their craft.
The creatures cruel attentions brought Suet out of his narcotic haze and moneyed listlessnessand helped him recover the
poboy re that made him a star. Suet feigned death until the aliens loosened his bonds, then used funky kung fu moves to put
his guards out of commission and take control of their ship.

4 The King of Rock and Roll might have returned to his wealth, leisure and sycophantsbut he realized the Old God had given
him a second chance for a reason. So now he pursues a new calling: helping the rural folk who bear the brunt of Dervos attacks.
Scores of farmers have stories about the immense stranger who shows up when all seems lost, wearing a spangled white suit

4
and cape and packing a handgun the size of a guitar. After he takes care of business, he refuses all oers of reward and heads
o with an impeccably polite goodbye. Thank you. Thank you very much.

Nero Suet

4
Cha3/Per8; CR 10; HD 11d6+10; 70 HP; Mas 12; Init +0 (Dex); Spd 30 ft.; Defense 25, touch 24, at-footed 15 (+4 class,
Dex +0, skintight white suit +1, +10 Improved Dancing Fool); BAB +5; Grap +6; Atk +7 melee (swinging microphone 1d6+2,
crit 19-20) or +5 ranged (2d8, .44 Magnum revolver); SV Fort +7, Ref +6, Will +5; Str 14, Dex 10, Con 12, Int 10, Wis 15,
Cha 20; Rep +10; Wealth +15; AP 10.

4 Skills: Blu +5, Diplomacy +13, Gather Information +7, Intimidate +18, Listen +3, Perform (Dance) +15, Perform (Sing) +20,
Perform (String Instr) +19, Sense Motive +6.
Feats: Aircraft Operation (spacecraft), Combat Martial Arts, Dancing Fool, Defensive Martial Arts, Improved Dancing Fool,

4
Personal Firearms Prociency, Renown, Simple Weapons Prociency, Trustworthy.
Talents (Charismatic Hero): Charm (females), Favor
Talents (Personality): Royalty, Unlimited Access, Winning Smile

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Statistics
4
A Dervos cannot overdose on Gank. Any amount ingested over
one gram per hour has no eect. Regular human drugs have no
eect on Dervos. Any human who takes a one-gram dose of
Dervos Gank must make a DC 10 Fortitude save. On a failed roll, the

4
human goes into cardiac arrest and will die in 10 rounds without a
These stunted, pig-faced brutes are spectacularly cruel and successful DC 12 Treat Injury roll. If the initial save is successful,
cunning. Most of their energies are devoted to maintaining their however, the human becomes mindlessly hyperactive and must
remorselessly ugly machines and subjugating natives on useful run at top speed for a number of rounds equal to his Constitution

4
worlds, usually through torture, which they enjoy immensely. bonus. He can perform no other actions during that period. If he
Their only other comprehensible emotion is a weakness for cannot run, he must stop whatever he is doing and ail in place as
Gank: the powdered stimulant they must snort hourly or fall into his body is wracked by spasms. In either case, after the rounds are
a suicidal fugue and then die. The pig-men have no god. up, he falls unconscious for 1d6 hours.

4
The Dervos reproduce normallyif brutallybut form no A human who takes more than one gram of Gank at a time must
attachments to family or friends. Their only loyalty is to an make a DC 12 Fortitude save or die within 10 rounds. A DC 12
abstract notion of service to the greater good of the race, which Treat Injury roll will save him.
in practice boils down to everybody doing everything possible Scent (Ex): This ability allows the Dervos to detect approaching

4
to ensure a steady supply of Gank. Indeed, Dervos tolerate their enemies, sni out hidden foes, and track by sense of smell.
fellows only because they are battling to expand the cultivation
space for the drug. Every other creature in the universeor Skill Bonus (Ex): Because the Dervos are the product of
any Dervos who threatens the supply of Gankis an object of centuries of genetic tinkering and focused evolution, they begin

4
unrelenting, jealous hatred. the game with ranks in a number of highly technical skills (for a
total of 90 extra skill points), as well as a handful of extra feats.
The creatures speak a language of grunts and snorts, although As they advance in level, they receive additional skill points as
they have a machine that translates their speech into Terran: a normal for their class and Intelligence bonus. (*Skills marked
cylindrical microphone radiating spikes of black iron. Even so,

4
with an asterisk include the -2 armor penalty for Ganktaster
when they break into an earthly language their speech is a halting armor.)
pidgin heavy on threats and commands. They have repellent
personal habits and will eat anything, from pieces of their own Technical Cunning (Ex): With a successful DC 12 Intelligence
spaceships to chunks of their fellow Dervos. check, the Dervos can gure out how to use any piece of unfamiliar

4
machinery. This allows them to overcome nonprociency penalties
Dervos and other negative modiers.
Challenge Rating: 4 Torture (Ex): A prisoner interrogated by the Dervos faces a 5
modier to his Willpower save to keep his secrets. The second

4
Medium-sized monstrous humanoid
Hit Dice: 5d8+3 (30) time he is questioned, the modier is 10, the third time 15
MAS: 13 and so on.
Initiative: +1 (+1 Dex)
Dervos Equipment
4
Speed: 30 ft.
Defense: 19 (+1 Dex, +5 natural, +3 Ganktaster armor), touch
11, at-footed 18 The pig-mens hardware is designed for their own brutish anatomy
Base Attack Bonus: +4 and doesnt accommodate earthlings gladly. Any humans trying to
use it must make a conceptual leap, in the form of an Intelligence

4
Grapple: +6
Attack: +6 melee (1d8+2+1d6 electricity Painpointer spear) check:
or +5 ranged (2d6 Hatecaster Sidearm; or 3d6 Hatecaster Technology Int DC
Longarms)
Tonguebender 12

4
FS: 5 ft. by 5 ft.
Reach: 5 ft. Ganktaster armor 14
SQ: Darkvision 60 ft., scent, technical cunning, torture, skill Painpointer 14
bonus, addiction Hatecaster Sidearm 16

4
SV Fort +3, Ref +5, Will +2
Abilities: Str 15, Dex 12, Con 13, Int 15, Wis 10, Cha 9. Hatecaster Longarms 17
Skills: Climb +2*, Craft (chemical, electronic, mechanical, Amnesiator 17
structural, pharmaceutical) +8, Hide +0*, Disable Device +8, Flying Saucer 20

4
Drive +8, Knowledge (earth and life sciences, physical sciences,
Even if a human passes the check, she gains only a +2 bonus from
technology) +8, Listen +2, Move Silently +1*, Navigate +8,
the armor, and if she inhales Gank she faces the eects described
Pilot +8, Repair +8, Spot +2.
earlier. Of course, humans must also have the appropriate
Feats: Aircraft Operation (Spacecraft), Archaic Weapons Prociency,
prociency feat for each of the items, listed in the descriptions

4
Armor Prociency (Light), Simple Weapon Prociency
above, or face a nonprociency penalty.
Advancement: By character class.
Amnesiator: This clamlike helmet of jagged black metal snaps
Species Traits over a subjects head and erases his memories of captivity with

4
the Dervos. This process takes a number of rounds equal to the
Addiction (Ex): Dervos must inhale one gram of Gank every
subjects Wisdom bonus; if it is interrupted the conditioning
hour or fall into a suicidal stupor within 1d6 rounds, unable to
doesnt take. If it is successful, though, the subject has no
perform any actions until the drug is administered. At the end
recollection of his time in Dervos custody. When he thinks
of an hour without Gank, the Dervos dies a prolonged, painful
back on the period in question, he comes up with a jumble of
death from withdrawal.

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4 Type
Equipment
Bonus
Nonprof.
Bonus
Dervos Equipment
Maximum
Dex Bonus
Armor
Penalty
Speed
(30 ft.) Weight
Purchase
DC Restriction

4 Armor (requires the Light Armor Prociency feat)


Ganktaster Tactical +3 +2 +4 -2 30 15 lb.

4
Purchase
Damage Critical Damage Type Range Increment Size Weight DC Restriction
Melee Weapon (requires the Archaic Weapons Prociency feat)
Painpointer 1d8+1d6 electrical 19-20 Piercing Large 10 lb.

4 Damage Critical
Damage Range Rate
Type Increment of Fire Magazine Size Weight
Purchase
DC Restriction

4
Ranged Weapons (requires the Archaic Weapons Prociency feat)
Hatecaster sidearm 2d6 20 Ballistic 40 ft. S 6, loose shot Med 12 lb.
Hatecaster Longarms 3d6 20 Ballistic 90 ft. S 12, loose shot Large 30 lb.

4 Crew Pass Cargo


Aircraft (requires the Aircraft Operation [Spacecraft] feat)
Dervos Saucer 10 100 150,000 lb.
Init

-1
Maneuver

+0
Top Speed

14,550 (1,450)
Defense

6
Hardness

10
Hit points

60
Size

4 impressions he cant explain but that seem plausible enough if


he doesnt probe too deeply. A high-powered Psychic could nd
Time DC

4
the real memories with the advanced version of her Audible More than two weeks 12
Thoughts ability; a psychoanalyst could do the same with a One to two weeks 15
month of intensive therapy. Two to six days 18
When the Dervos use the amnesiator, the target gets a

4
One day 20
Willpower saving throw to resist its eects. The DC depends 12 hours or less 25
on the amount of time the Dervos want to erase. The longer
the time frame, the easier it is to ght the machine. 6 hours or less 28
1 hour or less 30

4
4
4
4
4
4
4
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4
Ganktaster Armor: This suit of synthetic leather feeds the Dervos shavings and fragments on his belt to pour down the barrel.
the addictive drug during combat, so they dont need to stop Both versions of this weaponsidearm and longarmare
and sni. Each suit carries ve grams of the drug in an armored made of meteor alloys and are ungodly heavy.
pack on the Dervoss shoulder. The suit feeds the powder into Flying Saucers: These windowless, hubcap-shaped craft rush

4
the creatures nose through a reinforced rubber hose. The Gank at unimaginable speeds across the skies, stopping on a dime
transport system has a Defense of 15, a Hardness of 5, 10 Hit to snatch up victims. The saucers dont have any external
points and a Break DC of 20. Targeting it in melee combat armaments: the Dervos like to do their killing rsthand.
provokes an attack of opportunity.
Tonguebender: This translation device, shaped like a large,

4
Painpointer: The Dervoss melee weapon of choice. This dull, spiked microphone, renders any language into Dervos, and vice
black spear looks like a sharpened femur and delivers a cruel versa. But the Dervoss mother tongue is too limited to convey
surprise with every hit: an enervating blast of electrical energy. nuance or allusionanything you say in terran gets attened
Hatecaster: These powerful weapons re slugs of sharpened into a burst of commands or exclamations. The device cant be
metal. Each Dervos carries crude ironwork bowls of metal

The Kreelak
used to translate your native tongue into any other languages.

4
When the West Coast of Americo cracked o and sank, it
Current Plans 4
4
uncovered the resting places of the Kreelak: a race of sentient
dinosaur-men who built a thriving civilization in the depths of The Shadow of the Towers. First and foremost, the Kreelak
prehistory and lost it all to the advancing ice. Freed from their want to locate their great lost artifacts: four towering stone
crude suspended animation, the Kreelak are looking to take back kiosks with otherworldly powers. Their search teams are

4
the world. They have sent out search parties to scour the planet fanning out across Americo trying to nd them, and a few
for sacred Kreelak artifacts that were scattered over the endless hardy reptiles are preparing to cross the great Elatic Ocean.
centuries of their imprisonment. These towering stone kiosks will Their search will ultimately require them to cross paths with
let the reptiles travel back in time to their heydayand strangle their hated enemy, mankind. The four kiosks have found their

4
the human race in its cradle. way into the heart of some highly visible human enterprises.
One is touring Americo with an acclaimed museum exhibit on

History the ancient Tazan emperor Ahitken I. Another is about to be


uncovered in the ruins of Simoni, a Southern Esperantan city
As the age of dinosaurs drew to a close, the forces of evolution gave
the great creatures one last shot at saving their line: the Kreelak.
This race of big-brained, bipedal reptiles built formidable cities of
marble and developed a quasi-mystical technology centered on
smothered by a volcanic eruption two thousand years ago. A
third has been lost in the archives of the Burek Institution for
Culture and Science in District One (mislabeled as a product
of precolonial Suramerican architecture). The nal one powers 4
radioactive crystals and soaring stone kiosks. They endured long
enough to share the Earth with humans for a time, and along
with the Sasquatch nearly hunted the primitives to extinction.
the resort at Eden Atoll: an island chain where the wealthy
go to live out their wildest fantasies. (See the sidebar Smiles,
Everyone! Always Smiles! for details.)
4
4
Then came the great Ice Age. The cold-blooded Kreelak retreated A Battle in the Ruins. The Kreelak who arent t for the
to underground vaults where they could sleep in suspended expeditions are helping to rebuild hidden cities in the ruins of
animation, gently warmed by thermal ducts from the bowels the West Coast, as well as harvest the power crystals that are
of the planet. There they remained for countless centuries, until the lifeblood of the race. These eorts are beginning to collide

4
August 9, 1974, when the West Coast of Americo cracked o with the humans ongoing recovery operations on the coast. The
and sank. The Kreelaks catacombs were exposedand when Kreelak block roads, slash tires and empty fuel tanks to keep
they slithered from their crypts they found themselves in a world human vehicles out of reptile territory. But the Kreelak elders
grotesque beyond nightmare. know that battle is inevitable, and they want to ght on their

4
Their magnicent citiesgone. The great Kreelak kioskslost. terms. So they are planning coordinated raids on the human
And most horrible of all, humans in command of the planet. camps to set re to their entire fuel supply at once. With any
luck, the Kreelak believe, the resulting explosions will set back
The wisest of the reptiles weighed their situation. For all the peril the relief eort for weeks and give their own search teams time
they faced, they had a number of advantages. They still had an

4
to locate the kiosks.
ample supply of power crystals, which gave them spiritual strength
in times of danger. Some of the most cunning warriors had survived One Life to Live. The Kreelak arent the only ones searching out
the long icy night. And the humans were too preoccupied with the great kiosks. A psychotherapeutic collective known as Dj
their own recent troubles to notice the newly risen reptiles. You is hunting down the icons to further their work with past-

4
lives regressionhelping wealthy clients overcome neuroses
So the elders settled on a bold course of action. The bulk of the by putting them in touch with their previous incarnations.
survivors would stay in the ruins of the coast, building new cities One of the groups founders stumbled across a small Kreelak
out of sight of the human rescue teams. The best warriors would kiosk at an auction of precolonial art, and began using it as a

4
spread out across the world to retrieve the kiosks. Gathered meditation chamber. He had barely closed his eyes when he
together and reactivated, these prehistoric artifacts would enable found himself overwhelmed by visions of cave men and hissing
the Kreelak to open a portal back in time to their heydayto lizard-creatures. Clearly, the artifact had the power to forcibly
warn their ancestors about the coming dangers and snu out the regress anyone who entered it, back to the very dawn of the
human race in its cradle. race. Now the therapists are hurrying to harness the powers of

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kiosk more precisely, so that patients can see any of their past hiding in an urban area, waiting to strike at museums and art

4
incarnations, not just the prehistoric ones. The doctors are also galleries and so forth.
racing to nd even more of the icons so they can franchise out A drug addict is found riddled with crossbow boltsand a
their practice. Dj You have crossed paths with the Kreelak mysterious glowing crystal hidden in his bell-bottom jeans.
by this point, and the two sides keep close tabs on each other,

4
often tracking one anothers steps in the artifact hunt. An informant shows up on the heroes door and tells them
about strange lights and hissing sounds in an abandoned
building near an excavation site.
Adventure Hooks Destination: Danger. The Kreelak also present a good

4
opportunity for the heroes to journey overseas, or to dangerous
Right Under Our Noses. A Kreelak artifact is a good place to
parts of Americo.
begin an adventure. The dinosaur-men are very protective of their
hardwareand will do anything to get it out of human hands. The heroes are called in to investigate a murder at the Eden

4
Atoll fantasy park. Or a disturbance on the cruise liner Elatic
The heroes headquarters is ransacked after their boss
Princess: the crew has been hearing a mysterious, hissing
unwittingly buys a Kreelak kiosk at a local art gallery.
stowaway on its run to the atoll.
A trader in precolonial curios tells the team he has been hearing
The heroes are directed to Esperanto, where guards have been
strange hissing sounds around his back door at night. Or a

4
nding unearthly footprints at the archaeological dig around
local museum is plagued by a series of break-ins. Likewise an
the immolated city of Simoni. Or the team ends up in the
entrepreneur who has been buying up centuries-old Kreelak power
remains of the West Coast, investigating the plague of sabotage
crystals to use as raw material for mood rings (or pet rocks).
against the relief teams.

4
On the Couch. The sinister self-help group Dj You could also
bring the Kreelak into the campaign.
Dj You conduct the break-ins described in the previous set
of adventure hookswhich leads the heroes naturally to the
End Game
The easiest way to beat the Kreelak is to destroy their large

4
Kreelak. kiosks, or otherwise prevent the creatures from collecting them.
A member of Dj You pretends to be a Maddamaran noble If the artifacts are irreparable, the Kreelak will try to build new
whose family treasures were plundered by greedy archaeologists, ones by hoarding power crystals for months on end, and then
and asks the heroes to help him break into the Ahitken I molding them into duplicates of the original structure. It will take

4
exhibit. thousands of crystals to build just one large kiosk, so the Kreelak
The heroes nd a tape of Kreelak hissing and whispering, will be out of sight for quite some time while they undertake this
produced by Dj You for its eld agents. project. (Then again, their absence might be a clue that something
is up.)

4
On the Margins. You might also show the Kreelak butting up
against human society while o-dutythat is, while theyre in If the team collects the artifacts and keeps them under lock and
key, the reptiles will stage a last-ditch assault to recover them,
enlisting every member of their clan who can hold a weapon.

4
The creatures will create a diversion with the help of the Lake
Monsterswho are, after all, their distant relatives. Just before
the Kreelak launch their raid, the Lake Monsters in the vicinity
of the captured kiosks will rise up in a fury and disrupt the human

4
waterways however they can: smashing dams and ltration
centers, sinking ships, ramming piers. If possible, the Kreelak
will try to plan waterway attacks that will directly aect the spot
where the kiosks are being kept. For instance, the reptiles might

4
direct the Lake Monsters to burst the water mains near a museum
or warehouse, causing an evacuation.
Wiping out the Kreelak for good, of course, raises tough ethical
questions. Even if they hate the human race, the creatures are

4
intelligent and have a civilization of their own. Slaughtering
them indiscriminately certainly crosses an ethical line, as does
throwing them in a zoo or a research lab. The reptiles elders
may agree to withdraw into the wilderness if they realize theyve

4
been decisively beaten. Of course, they may also use this as cover
to research the construction of new kiosks or other mystical
technology.

4 Statistics
The Kreelak stand about a head taller than the average human,
and have comparable strength and intelligence. They are covered

4 in green scales, with a yellow patch around the torso; their


heads are crested and dominated by lidless black eyes. Their diet
consists mostly of plants and small animals. They will gladly kill
humans but wont eat their esh: the reptile-men consider the

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- Chapter Four: Scary Monsters (And Super Creeps) -

4
meat impure. The Kreelak are ercely proud of their culture and Weapons: The Kreelak dont have a highly developed mechanical
its achievements, and resent to the point of cold-blooded fury the technology, but they know how to craft eective weapons. In
buoonish humans who have robbed them of their birthright. combat, they turn to clubs of hardened wood and stone, as well
Kreelak are subtle and cunning. They prefer to stalk their prey as simple but powerful heavy crossbows. These have the same

4
from the shadows and never attack unless they are provoked or statistics as normal clubs and crossbows, and can be used by
it furthers their ends. The creatures always travel in packs, and humans.
always live in structures of some kind. Their own cities usually
consist of a ring of colonnaded buildings around a central plaza Power Crystals
4
of marble. Their furniture is usually also made of stone or wood.
Whenever a Kreelak sleeps in one spot for at least eight hours, a
When traveling they will invariably seek out abandoned human
dimly understood geological reaction takes place, and a glowing,
buildings to rest in. They consider sleeping outside beneath their
radioactive crystal forms beneath him in the ground. As a free
dignity.

4
action, the Kreelak may invoke the power of one of these stones
The Kreelak speak in a hissing, whispering tongue of their own, to give himself an action point. In addition, a Kreelak may use a
and certain wise reptiles can stumble along in English. The power crystal to heal 1d8 points of damage. This procedure, which
creatures have no god. They worship their ancestors, using totems involves placing the crystal on the wounded esh, is a move action
of the great lost kiosks as a focus of their devotion. Prayers are

4
that provokes an attack of opportunity. After a crystal is used, in
at sunrise and sunset. During certain festival days the dinosaurs either way, it loses its powers. Each creature carries 2d4+2 power
are worshiped and mourned as the great lost progenitors of the crystals in a belt pouch.
race. If there are Lake Monsters in the vicinity on these days, the
The creation and operation of power crystals cant be explained by
Kreelak will bring the creatures an oering of game animals.

4
human science. Indeed, the stones respond only to the Kreelak,
and human instruments cant even get accurate readings of such
Kreelak basics as surface area, volume or density.
Medium Monstrous Humanoid (Reptilian)
As the reptiles understand it, the stones are bound up with their

4
HD: 2d8+2
ideas of ancestor worship and the greater glory of the race. The
HP: 15
logic goes something like this: the Kreelak honor the dead through
CR: 1
prayer and ritual. The deadwhich is to say, the staggering mass
Init: +1 (+1 Dex)
of dinosaur and Kreelak remains buried in the Earthhonor

4
Speed: 30 ft.
the living by producing crystals for them to use. These long-lost
Defense: 16 (+5 natural, +1 Dex) or 18 (+5 natural, +1 Dex, +2
saurian souls know where to place the crystals by searching for
heavy shield), touch 11/11, at-footed 15/17
the subtle psychic emanations Kreelak give o when they dream.
BAB: +1
(The creatures were comatose during their long hibernation, and

4
Grapple: +2
so didnt dream.)
Attack: Claw +3 melee (1d4+Str) or club +3 melee (1d6+Str) or
crossbow +1 ranged (1d10)
Full Attack: 2 claws +3 melee (1d4+Str) and bite +0 melee (1d4); The Kiosks
4
or club +3 melee (1d6+Str) and bite +0 melee (1d4); or heavy
The crowning glory of Kreelak civilization is the kiosk, a pyramid-
crossbow +1 ranged (1d10)
shaped booth of stone that can harness and focus the creatures
Special Attacks: Maddening whispers
mental energy. In ancient times, each Kreelak city had a small
Special Qualities: Dinosaur call
kiosk, about half-again as large as a household refrigerator, which

4
Space/Reach: 5 ft./5 ft.
was used to regenerate spent power crystals and communicate
Saves: Fort +1, Ref +4, Will +3
with other settlements. The four largest Kreelak cities had outsize
Abilities: Str 14, Dex 12, Con 13, Int 16, Wis 16, Cha 14
versions of the monuments: soaring, twenty-foot structures that
Skills: Balance +4, Hide +6, Jump +6, Move Silently +5
were powerful enough to heal the wounded and speak with the

4
Feats: Archaic Weapons Prociency, Dodge, Simple Weapons
spirits of the dead. It is these four kiosks that the Kreelak are
Prociency
now trying to nd. They hope that combining the energies of the
Advancement: By character class
towers will not only let them speak with their long-dead ancestors
but actually let them travel back in time to their golden age.

4
Species Traits
Dinosaur Call (Ex): The Kreelak may call any dinosaur within Small Kiosks
300 feet (in the 1970s, of course, this will almost always be a
Small kiosks turn up every so often in world-class museums and
Lake Monster). The reptile-man may then converse with the
exclusive antique stores, usually misidentied as Maddamaran,

4
dinosaur in its own language and give it simple commands that
or precolonial Suramerican, design. The booths can be open by
the dinosaur will obey to the letter.
pressing a hidden panel next to the triangular doorway. Kreelak
Maddening Whispers (Ex): If Kreelak catch their opponents see the panel automatically; for humans, it is a DC 15 Search
by surprise, they attempt to put them out of commission with check. Once the panel is pressed, the door splits down a previously
Maddening Whispersa hissing, stuttering cross talk that brings
confusion and terror. Subjects must make a DC 11 Fortitude save
or become paralyzed for 1d6 rounds. If you have been bitten by
a Kreelak, you take a 2 circumstance modier on this roll. The
invisible seam and the two halves retract into the sides of the
kiosk.
Inside, the kiosks have a bench of stone and, facing it, a slab of 4
4
polished glass. With a series of whispered code words, a Kreelak
whispers have a range of 30 feet.
can bring the chamber to life. The slab begins to ash, and the
Skills: Kreelak have a +4 racial bonus on Balance, Hide, Jump outer shell glows green. (It takes one round to speak the code.)
and Move Silently checks. The skill modiers given here include Once activated, a small kiosk can recharge any number of
a 2 armor check penalty for carrying a heavy shield. spent power crystals in one hour. It can also establish a mental

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4 Smiles, Everyone! Always Smiles!


Most of the island chains in the Elatic Ocean have been lost to tidal waves and melting icecaps. But one archipelago survived:
Eden Atoll, whose people were made famous by Theramin Hunker in her groundbreaking report on native sexuality. The

4
islanders have long since been co-opted into Western civilization, however, in the form of Escobar Savarina suave, swarthy
entrepreneur who bought up the land and turned it into a fantasy palace.
For the right price, this man of mysteryalways seen in an immaculate white-linen suit and accompanied by an oversexed dwarf

4
herald, Faustocan grant his guests any wish they choose. Well-to-do visitors blow a fortune to play at being a Red Collar or
an Omegaball star; struggling ones spend their life savings just to escape the drudgery of their lives for a weekend. But this is no
drugged-up fantasy or computerized simulation. If you want to be a Wild West gunslinger, Savarin will plop you into a genuine
lawless town in 1875and theres no way back to reality until your time on the island is up.

4
How does Savarin do it? A fanatical collector and student of the worlds secret history, he stumbled across one of the large Kreelak
kiosks on an archaeological hunt. Soon after he realizedjust as the psychiatrists of Dj You didthat the artifact could bring
him visions of prehistory. Intrigued, he began spending hours in the device, meditating and focusing his concentration with
mood-altering drugs.

4
He was testing the grand device on August 9, 1974, when the Omega-Ray blast struckand caused a uke psychic cascade. The
subatomic surge linked Savarins brain waves to the kiosks telepathic rhythms. Not only did it accept Savarin as a Kreelak and
allow him to call upon its powersit gave him access to abilities even the Kreelak havent managed so far.

4
Most important, it allows him to open a door to the pastprecisely what the dinosaur mens elders are hoping to accomplish.
But because Savarin is human, not Kreelak, the kiosk allows him to converse withand travel to meetgures from mankinds
history. Thats how he can send visitors to the Wild West, the Roaring Twenties or the age of knights.
Only Savarin can access these special powers. Kreelak, however, can make the artifact perform its usual functions.

4 Escobar Savarin
Ded5; CR 4; HD 5d6+0; hp 20; Mas 11; Init +1 (+1 Dex); Spd. 30 ft.; Defense 14, touch 14, at-footed 13 (+3 class, +1 Dex);
BAB +3; Grap +3; Atk +3 melee (1d8 longsword) or +4 ranged; SV Fort +3, Ref +2, Will +9; Str 11, Dex 13, Con 11, Int 15,

4
Wis 18, Cha 16; Rep +5; Wealth +9; AP 5.
Skills: Blu +13, Diplomacy +11, Disguise +5, Gather Information +5, Hide +3, Intimidate +5, Knowledge (arcane lore) +10,
Listen +8, Move Silently +3, Search +4, Spot +14.

4
Feats: Alertness, Archaic Weapons Prociency, Attentive, Deceptive, Iron Will, Simple Weapon Prociency, Stealthy.
Talents (Dedicated Hero): Empathy, Improved Aid Another/1, Intuition.

4
4
4
4
4
4
4
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4
communications channel to any other kiosk that has been of powers is much broader. Any wounded Kreelak who enters a
activated. The conversation can last a number of minutes equal large kiosk and makes a DC 10 Fortitude save will be fully healed
to the speakers Charisma bonus, and can be extended by 1d6 within 1d6 rounds. Even an unconscious Kreelak is allowed to
minutes with the use of a power crystal. make the save if someone else drags him into the chamber. In

4
The Kreelaks newly established coastal communities have already put addition, a Kreelak who has been dead for no more than one hour
small kiosks in place to stay in touch, and traveling spies often search may be brought back to life if he makes a DC 20 Fortitude save
out the miniature towers to send home progress reports. The small inside a large kiosk. Only one Kreelak at a time may be healed.
kiosks, which are made from specially strengthened power crystals, The large kiosks can also put Kreelak in contact with the dead.

4
have a Hardness of 8, 25 hit points and a Break DC of 30. Using a large kiosk this way requires the Kreelak to make a
A human cant activate a small kiosk, or use any of its functions. Charisma check (DC 12) and oer up six power crystals, which
However, a human who stays inside a small kiosk for more than cannot be recharged. The conversation can last a number of
an hour (whether it has been activated or not) wont come away minutes equal to the speakers Wisdom bonus. It cannot be

4
empty-handed. The subject will see visions of the earliest days extended with power crystals.
of the human race, as it battled the reptile-men for control of The Kreelaks planned experimentlinking the four large kiosks to
the Earth. (Dj Yous attempts to rene these visions are open a temporal gatehas never been tried before. Kreelak theorists
basically doomed to failure, unless one of their scientists spends a think they will have to sacrice thousands of power crystals, and each
Breakthrough to advance her understanding of the technology.)

Large Kiosks
of their elders will have to make a Charisma check of DC 25.
The large kiosks, which are also made of strengthened power
crystals, have a Hardness of 8, 35 hit points and a Break DC of 4
4
The large kiosks have the same lock and code-word activation 35. Like small kiosks, they cant be used by humans, although
mechanism described earlier. They can also recharge crystals humans will have the visions described earlier if they spend
and communicate with other activated kiosks. But their range even a minute in a large kiosk, activated or not.

Man Last and Nature Gone Mad


4
4
The Kreelak werent the only prehistoric force that the Omega cousins, the Sasquatch: hulking, shaggy ape-men ten feet high,
Ray freed from suspended animation. Melting glaciers exposed with enormous feet and hands and signicantly diminished
the icy tombs of the Sasquatch, an evolutionary dead end who intelligence. The combination of reptiles and monstrous mammals
had nearly exterminated their Homo sapiens cousins in the mists nearly spelled the end of mankind.

4
of prehistory. And the rays subatomic ripples roused the Lake But, just as with the Kreelak, the Ice Age spelled the end for the
Monsterscreatures of unfathomable size that had spent an Sasquatch. The dim-witted giants couldnt adapt to the climate
eternity lurking in the deepest waters they could nd. As these
monsters lose their hiding places to development and pollution,

4
theyre moving closer and closer to civilizationand rediscovering
their ancient taste for human esh.
Meanwhile, even conventional creatures have become hostile to
mankind. For many animals, the Omega Ray acted like a dog

4
whistle: no longer are the beasts content to put up with human
incursions on their environment, whether by tourists, hunters or
polluters. Now insects and small animals organize themselves into
swarms and attack any people who despoil their turf, even staging

4
reprisal raids on towns and oce complexes. Larger creatures,
everything from bears to sharks, have become as cunning and
ruthless as human assassins, staking out territory and massacring
anyone who enters it.
These maddened animals have an ally in Man Last: a radical
environmental group that wants to wipe out the bulk of
mankind and let the planet heal the wounds left by pollution and
overdevelopment. The group is making newly intelligent animals 4
part of its sabotage eorts, including assaults on industrial
complexes and power plants. But its most potent weapon is an
incredibly deadly alien virus recovered from a crashed satellite.
If the groups ally, Quantrill Biscuit, reaches high oce, they will 4
use him to get access to government research labsand turn the
virus into a weapon of global genocide.

The Sasquatch 4
The early days of human history were crowded with competitors.
Not only were the Kreelak trying to wipe out the human race
in its cradle, the rst men had to compete with their hideous
4
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change and were forced to retreat into the mountains and dense Sasquatch

4
woodlands to search for warm, deep caves, patches of vegetation
Large Monstrous Humanoid
and small game. Eventually the cold found them, and froze them
where they slept. Hit Dice: 6d8+24 (51 hp)
CR: 6

4
Now the aftershocks of the Omega Ray have exposed the creatures
Initiative: +1 (+1 Dex)
hiding places and sent them stumbling into daylight. They have
Speed: 40 ft.
no grand plan other than the brute animal instinct to eat and
Defense: 15 (1 size, +1 Dex, +5 natural), touch 10, at-footed 14
propagate their race. In both cases, however, this puts them on a
BAB: +4

4
collision course with their ancient enemy, humanity. Not only are
Grapple: +16
more men and women invading Sasquatch turf as the cities ll up,
Attack: Claw +11 melee (1d8+8)
they are destroying the forests with pollutiondriving the beasts
Full Attack: 2 claws +11 melee (1d8+8) and bite +6 melee
closer to human settlements for food and safety.
(2d6+4)

4
Space/Reach: 10 ft./5 ft.
Statistics Special Attacks: Improved grab
Special Qualities: Low-light vision, scent
The Sasquatch can use simple tools, and create the occasional pit
or net trap. But mostly they rely on their mind-boggling strength Saves: Fort +9, Ref +6, Will +3

4 to overwhelm opponents. They are often encountered alone but Abilities: Str 27, Dex 13, Con 19, Int 2, Wis 12, Cha 6
also travel in packs of four or more. They speak a language of Skills: Listen +4, Spot +7, Swim +12
growls and roars unintelligible to outsiders. There is no formal Feats: Endurance, Run, Track
religion among the Sasquatch, although they often burn chunks Advancement: 710 HD (Large)

4 of their victims as an appeasement to the spirit of deaththe


only thing the ape-men fear.
The creatures make their homes in mountain caves and in
Improved Grab (Ex): To use this ability, a Sasquatch must hit
with a claw attack. It can then attempt to start a grapple as a
free action without provoking an attack of opportunity.

4
hidden clearings deep in the forest. They usually dig a food- Skills: A Sasquatch has a +4 racial bonus on Swim checks.
storage pit in the center of the community and arrange beds of
straw and leaves around the perimeter. Lately, they have been
making more and more forays into human settlementsmostly The Lake Monsters
4
rural towns, where they paw through the garbage and carry o When the dinosaur line began to die, many of its members survived
farm animals, but they are working up their nerve to attack the only way they could: diving deep beneath the waves. Hidden by
cities en masse. fathoms of water, these beasts largely lay dormant until prodded into
The Sasquatch are meat eaters, and have a deep racial hatred of ferocity by the Omega Ray. (A few early risers did appear over the

4
their cleverer cousins. They will kill and consume any human centuries, the germ of stories about dragons and sea monsters.)
they nd. Much about these fearsome creatures is a mystery. They can stay
submerged for weeks at a time, showing themselves only as ambiguous
ripples on the waters surface, and then erupt into a frenzy that leaves

4 lakes littered with limbs. Despite their name, these beasts can be
found in waterways of any size, from lakes to rivers to oceans.
Like the Sasquatch, the Lake Monsters have no grand plan. They

4
want to feed and reproduce, and humans get in their way on both
accountsby dredging, damming and polluting the waters.

Statistics
4 The Lake Monsters are mostly solitary creatures. But now, agitated
by the Omega Ray, they have begun seeking out their fellows
to form families and expand their numbers. After centuries of

4
isolation, they will be extraordinarily protective of their ospring,
and pursue to the death anyone who harms them. They speak in
a haunting, bellowing song, similar to whales. The beasts have no
religion.

4
The creatures have been measured at anywhere from 30 to over
200 feet long, including a tail half as long as their body. Mostly
they appear as snakelike shadows on the surface of lakesuntil its
too late. The creatures are strong, fast, and highly maneuverable,

4
able to turn quickly and lunge at prey.

Lake Monsters
Huge Animal

4 Hit Dice: 10d8+66 (111 hp)


CR: 9
Initiative: +2 (+2 Dex)
Speed: swim 50 ft.

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4
Defense: 13 (-2 size, +2 Dex, +3 natural), touch 10, at-footed 11 Distraction (Ex): Any intelligent creature vulnerable to a swarms
BAB: +7 damage that begins its turn with a swarm in its ghting space is
Grapple: +23 distracted. The target must attempt a Fortitude save (DC 10 +
Attack: Bite +13 melee (2d8+12) swarms Hit Dice) or become nauseated for 1 round by the intense

4
Full Attack: Bite +13 melee (2d8+12) pain of countless bites, stings, and pinches. A creature that takes
Space/Reach: 15 ft./10 ft. no damage from the swarms attack is not subject to distraction.
Special Attacks: -- Nauseated creatures are unable to attack or do anything else
Special Qualities: Low-light vision, scent requiring attention or concentration; the only action a nauseated

4
Saves: Fort +15, Ref +9, Will +4 creature can take is a single move action per turn. Even if the
Abilities: Str 26, Dex 14, Con 22, Int 2, Wis 13, Cha 9 target creature succeeds at a Fortitude save, it is still vulnerable
Skills: Hide +8*, Listen +4, Spot +9, Swim +16 to the swarms distraction. It is dicult to undertake complex
Feats: Dodge, Great Fortitude, Toughness (2) actions while covered by a swarm. Using skills requiring patience

4
Advancement: 11-20 HD (Huge); 21-30 HD (Gargantuan) and concentration (such as moving silently or opening a lock)
Skills: A Lake Monster has a +8 racial bonus on Hide checks requires a Concentration check (DC 20). If the check fails, the
in water. Moreover, if someone actually spots a creature that target creature is unable to complete the action.
is hiding, it may attempt to Disguise (+4) itself as a snake or Swarm Sentience (Ex): All creatures driven to organize by the

4
other surface disturbance. Omega Ray have a hive mind and skills as a magical beast (2 x Int
score, plus 1 additional skill point per HD beyond 1 HD). With

The Swarm sentience comes unwavering purpose: the swarm will pursue
humans using inference and strategic cunning that go far beyond

4
ordinary animal intelligence. For instance, a swarm might realize
This catchall term designates any collection of otherwise ordinary
that it could sneak into an air vent to invade a large building
Fine or Diminutive animals acting as a group. Anything from bees
instead of trying to rush through the front doors or searching
to frogs to piranhas can arrange themselves in a swarm, but they are
for open windows. Or it might chew through electrical lines to
all driven to attack for two basic reasons: to remove an immediate

4
cut o the lights in a house where adventurers have barricaded
human threat from their territory or to track down and destroy a
themselves. A swarm would also be willing to make a strategic
long-term oender, such as a polluter or hunter. A swarm has the
retreat, or sacrice part of itself in a feint, to further a greater goal.
characteristics of its original type, except as noted here.
A dispersed swarm loses its Intelligence.

4
A swarm has a single pool of Hit Dice and hit points, a single
Some sample swarms:
initiative modier, a single speed and a single Defense. The
swarm makes saving throws as a single creature, and counts as a
single creature for purposes of turning. A single swarm occupies
Sentient Piranha Swarm

4
a square (if it is made up of nonying creatures) or a cube (if Aquatic: A swarm of piranha can move in water without making
comprised of ying creatures) 5 feet on a side, but its reach is Swim checks and cannot drown in water.
0 feet. To attack, the swarm moves into an opponents ghting Low-Light Vision (Ex): A swarm of piranha can see twice as
space, which provokes an attack of opportunity. It can occupy the far as a human in starlight, moonlight, torchlight and similar

4
same ghting space as a creature of any size, since it crawls all conditions of poor illumination. It retains the ability to distinguish
over its prey. A swarm can move through squares occupied by color and detail under these conditions.
enemies and vice versa without impediment, although the swarm
CR 3; Medium animal (swarm of Diminutive animals); HD
may provoke an attack of opportunity if it does so. A swarm can
6d8+6; hp 33; Mas 12; Init +3; Spd swim 30 ft.; Defense 14,

4
move through cracks or holes large enough for its component
touch 13, at-footed 11 (+3 Dex, +1 natural); BAB +4; Grap ;
creatures. Larger swarms are represented by multiple swarms, or
Atk swarm (2d6, swarm), Full Atk swarm (2d6, swarm); FS 5 ft.
multiple 5-foot squares.
by 5 ft.; Reach 0 ft.; SQ swarm, aquatic, distraction, low-light
Swarms are not subject to critical hits or anking. A swarm takes vision, swarm sentience; AL none; SV Fort +6, Ref +8, Will +2;

4
half damage from ballistic, slashing, and piercing weapons. A
AP 0; Rep +0; Str 1, Dex 17, Con 12, Int 10 ( when dispersed),
swarm takes a 10 penalty on saving throws against eects that
Wis 10, Cha 1.
aect an area, such as grenade-like weapons. If the area-eect
attack does not allow a saving throw, the swarm takes double Skills: Hide +8, Spot +5.

4
damage instead. A swarm that fails a Fortitude save against Feats: None.
massive damage disperses and does not reform until its hit points
Advancement: None.
return to full.
Swarms dont make standard melee attacks. Instead, they deal

4
Sentient Killer Bee Swarm
automatic damage to any creature whose space they occupy at the
Poison (Ex): A killer bee swarms poison deals initial and secondary
end of their move, with no attack roll needed. Some swarms also
damage of 1d3 Con. A Fortitude save (DC 14) negates.
have acid, poison, blood drain or other special attacks in addition
to normal damage. Damage reduction sucient to reduce a Resistance to Massive Damage (Ex): A sentient killer bee swarm
swarm attacks damage to 0 or other special abilities may make
a creature immune (or at least resistant) to damage from the
swarm. Swarms cannot attempt trip or grapple checks, nor can
they be tripped or grappled themselves.
gains a +5 species bonus on Fortitude saves to negate the eects
of massive damage.
Darkvision (Ex): A sentient killer bee swarm can see in the 4
4
dark up to 60 feet. Darkvision is black and white only, but it is
Swarms do not threaten creatures in their square and do not otherwise like normal sight, and the killer bees can function with
make attacks of opportunity with their swarm attack. However, no light at all.
they distract foes whose squares they occupy, as described CR 5; Medium vermin (swarm of Fine vermin); HD 5d8; hp 22;
below. Mas 10; Init +5; Spd y 20 ft. (perfect); Defense 15, touch 15,

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ft., sentience; SV Fort +2, Ref +4, Will +1; AP 0; Rep +0; Str 1,

4
Dex 18, Con 10, Int 10 ( when dispersed), Wis 12, Cha 2.
Skills: Listen +6, Spot +6.
Feats: None.

4
Advancement: None.

Lone Predators
4 Many larger creatures work alone in terrorizing mankind. Lone
predators are usually meat-eating animals, such as bears and
sharks, that have had limited experience with humans but are now

4
forced into close contact because of pollution or other incursions
onto their turf. Occasionally, trusted domesticated animals or
ostensibly tame zoo animals may go mad from the aftershocks of
the Omega Ray and turn on their masters.

4
Almost any conventional animal detailed in a d20 Modern
Roleplaying Game sourcebook can serve as a lone predator. As
with swarms, predators usually act as ordinary animals until
their territory is invaded or despoiled by humans. But predators

4
may pursue humans for another reason: personal vendetta. These
creatures have more advanced family ties than vermin do, and
will hunt down and slaughter any human who harms or captures
their mate or child.

4
Lone predators have the characteristics of their type, with the
following exceptions:
Size: Lone predators tend to be larger than average. Bump up the

4
creatures size by one level or more, if permitted, and raise its Hit
Dice accordingly.
at-footed 10 (+5 Dex); BAB +3; Grap ; Atk swarm (3d6 plus
Predator Sentience (Ex): Lone predators have an eective
poison, swarm); Full Atk swarm (3d6 plus poison, swarm); FS 5
Intelligence of 12 when pursuing their human prey. As with
ft. by 5 ft.; Reach 0 ft.; SQ swarm, swarm sentience, distraction,

4
sentient swarms, predators can draw on inference and strategic
poison, resistance to massive damage, darkvision 60 ft.; SV Fort
cunning far beyond regular animal intelligence. A bear pursuing a
+4, Ref +6, Will +2; AP 0; Rep +0; Str 1, Dex 20, Con 10, Int 10
team of zoologists who stole its cub, for instance, might spot a road
( when dispersed), Wis 12, Cha 2.
sign for the zooand recognize the facilitys logo from one of

4
Skills: Hide +7, Intimidate +4, Listen +7, Move Silently +7, Spot +7. the kidnappers badges. Sentient predators are also clever enough
Feats: None. to spotand avoidtraps with an appropriate Intelligence
check. When the hunt is over, the predators Intelligence reverts
Advancement: None.
to normal.

4 Omega-Blight Sentient Mosquito Swarm


This cloud of mosquitoes drains blood from its victims and also
carries a deadly virus.
Other Creatures?
Almost any monster from a d20 supplement could be made

4
Vermin: A mosquito swarm is immune to mind-aecting to t the Damnation Decade world. They might be yet another
attacks. evolutionary dead end left over from prehistory, the product
Disease (Ex): The incubation period of the Omega-Blight virus is of massive pollution or the creation of an advanced genetics
1d4 days. Initial damage is 1 Dex and 1 Con; secondary damage laboratory. With some standby creaturesfolkloric favorites

4 is 1d2 Dex (temporary) and 1d2 Con (temporary or permanent).


A Fortitude save (DC 12) negates.
Resistance to Massive Damage (Ex): An Omega-Blight
like vampires and werewolvesyou dont even necessarily need
a hard-science explanation. You could simply chalk up their
reappearance to the impending apocalypse. In short, dont be
afraid to empty the bestiary.

4
mosquito swarm gains a +5 species bonus on Fortitude saves to
negate the eects of massive damage.
Darkvision (Ex): An Omega-Blight mosquito swarm can see in
the dark up to 60 feet. Darkvision is black and white only, but it
Man Last
4
is otherwise like normal sight, and the mosquitoes can function The animals in this section have no larger purpose other than
with no light at all. eating, reproducing and driving humans from their territory.
They are intended for use in one-shot adventures, or for cameo
CR 1; Medium vermin (swarm of Fine vermin); HD 1d8; hp 4; appearances as Wandering Monsters in longer campaigns.
Mas 10; Init +4; Spd y 20 ft. (perfect); Defense 14, touch 14,

4 at-footed 10 (+4 Dex); BAB +0; Grap ; Atk swarm (1d4 plus Of course, determined villains could manipulate these animals
disease, swarm); Full Atk swarm (1d4 plus disease, swarm); FS into carrying out some coordinated plan on their behalfwhich
5 ft. by 5 ft.; Reach 0 ft.; SQ swarm, swarm sentience, vermin, is just what radical environmental group Man Last is doing.
distraction, disease, resistance to massive damage, darkvision 60 This international organization presents itself to the public as

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4
defenders of the ecology, agitating to stop pollution and save The heroes must outrace the Sasquatch to save the survivors
forests and endangered species. But the group has a secret agenda: of a jet that slammed into a mountainor must beat Lake
it believes that the human race has been a cancer on the planet Monster to a wrecked submarine.
and needs a fundamental cullingdown to Stone Age levels of A swamp town along the Gulf of Suramerico is menaced by

4
population and technology. To them, the millions of deaths on a giant crocodile. Or its a resort town and a giant shark. Or a
August 9, 1974, were a step in the right direction. shing village and a killer whale.
To reach their goal, they engage in widespread sabotage of Outside Agitators. Apart from Man Last, other opportunists
power plants and industrial facilitiesand theyre tricking the might try to manipulate wild nature for their own ends.

4
animal kingdom into pushing mankind out of the wild places
of the world. Sometimes they use drugs or radio signals to guide A traveling carnival captures a Sasquatch and uses it to break
the creatures. Sometimes the group simply fools animals into into bank vaults along its route.
thinking that some intended target has despoiled their territory Zassat agents plan to release killer bees in Memory & Law

4
somehow. For instance, the group might shoot bear cubs or dump headquarters as a cover for their assault on Naught.
toxins in a watering hole while wearing uniforms from a local Humboldt Suede sends giant alligators into the sewers of Fun
power plant. City to invade houses of worship from below.
The group has made overtures to the Kreelak, without success so
far. But Man Lasts real ace in the hole is presidential contender
Quantrill Biscuit, who converted to their cause after being
attacked by a bloodthirsty, waterborne rabbit.
End Game
Man-eating animals are best handled on a case-by-case basis. 4
4
When he is in oce, the group will use his inuence to increase Unless they accidentally chew through a wire at a nuclear missile
their industrial-sabotage campaigns by many orders of magnitude. silo, these creatures arent going to bring about the end of the
They will press him to regulate whole industries out of business, world on their own. The heroes have much more important
make the killing of animals a crimeand, most important, give things to do than barge through the wild to hunt down every

4
them access to the governments research labs. last Sasquatch.
On August 9, 1974, the group made an epochal discovery: a That said, the heroes could, theoretically, nd a scientic
downed satellite that had scooped up an alien virus, mutated solution to the threat. They might use an application of the
to incredibly lethal proportions by the Omega-Ray blast. The Omega Ray (see entry on Ampersand Vole) that reboots

4
organism was so potent it killed dozens of Man Last members animals, removing their hostility to the human race. Or they
before it could be contained. The group wants to use government could piece together the great mating call of the Lake Monsters,
labs to develop a vaccinethen inoculate themselves and release faking a signal that draws all the beasts to a holding pen in the
the microscopic murderer to ravage the world. (Anyone who middle of the ocean. Similarly, they might isolate the heady

4
comes into contact with the virus must make a DC 10 Fortitude musk of the Sasquatch to lead the great beasts into traps.
save or die within the hour. At this stage, there is no cure.)
What the heroes do with these prehistoric beasts is a moral
gray area. Slaughtering them allor subjecting them to
Adventure Hooks vivisection or a lifetime of scientic proddingclearly crosses

A Walk in the Woods. There are countless ways the heroes could
stumble across wild nature during their adventures. (Any of the
hooks listed below could also be staged by Man Last for some
a line. But the beasts need to be isolated so they cant harm any
more humans. One answer might be to establish permanent
zoological preserves. (Think of all the follow-up adventures
when the creatures escape, or when terrorists free them as a 4
larger purpose.)
En route to another assignment, the heroes end up stranded in
the woods and stalked by a lone predator.
diversion)
As for Man Last, their capacity for mischief will be limited if
Quantrill Biscuit loses the election. Even if he wins, the group 4
4
A swarm attacks the heroes oce tower during a power can be easily scattered, and limited to isolated acts of sabotage,
outage. once their plans are exposed. The biggest long-term concern
they pose is, obviously, the alien virus. A Field Scientists
On an ocean voyage, the heroes tangle with a Lake Monster Minor or Major Breakthrough would be enough to develop a
that capsizes their ship.

4
cure or nd a way to wipe out the organism entirely, as would a
Something has been slaughtering farm animals in a distant combination of DC 30 Research and Craft (pharmaceuticals)
rural townand it has just kidnapped a friend of the heroes. checks.

The Collectivist Powers


4
4
When the Omega Ray threw the world out of joint and of religious believers. If Yobar can push his fearsome Purity Wall
preoccupied Americo, the nations cold war enemies were quick across their borders, the world is within his grasp. Dao Hong of
to take advantage. Gogol Yobar, leader of the Bloc, sent his armies the Sphere snapped up nearby nations and inaugurated a New
racing against Western Esperanto and its northern and southern Glorious Austerity program to combat widespread shortages. Both

4
coasts, as well as plunging east into the vast frozen deserts of Sina. powers are converging on Mangothe tiny country that Americo
He easily crushed every nation in his path, and now has his sights battled to free for a decadehoping to grab the reputedly deep
set on three critical targets: Fleur, the continents cultural and oil elds o its coast. Meanwhile, Yobars supercomputer, Nyet,
diplomatic center; Hardcastle, Americos closest ally on the world has inaugurated its own grand plan to take over the planet, and
stage; and Arcitan, the spiritual headquarters for a huge faction Hong is using cloning to build an army of kung fu masters.

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4 The Bloc
4
Americos chief rival in world aairs is the Bloc: a collectivist Bloc forces to overthrow the insurgent regime and replace it with
empire run by bloodthirsty dictator Gogol Yobar. This grim Kronstadter viceroys. Dao Hong wants to do the same. Stanton
anthill kingdom was born early in the century, when a group of Spobeck, already struggling to justify a law-bending third term
revolutionaries overthrew the tsar of Kronstadt and established in oce, is trying to gure out how to sell Americo on another

4
a worker-run state. Not all the workers military adventure in Southeast Sina.
proved amenable to the new regime, With an iron fist, we will lead humanity
The Blocs designs dont end in Mango,
however, which led to state-sponsored to happiness.
however. On August 9, 1974, with
assassination, engineered famine and
Kronstadter inspirational slogan Americo reeling from the loss of the

4
the creation of a terrifying secret
West Coast, Gogol Yobar sent his armies
police force, the Zassat. Under Yobar,
sweeping across Esperanto and into the
the revolutionary movement reached
vast frozen wastes of Sina. Leading the charge is Yobars hideous
beyond its borders and gobbled up numerous neighboring states,
innovation: the Purity Wall, a four-foot thick wall of black iron

4
while Zassat agents circled the world stirring up trouble. The
advancing on tank treads. It surrounds every inch of his territory,
roster of dead reached into the tens of millions.
and makes escape nearly impossible.
After an alliance of convenience in the battle against the fascist
The latest nation to fall into the black iron prison is Faust, the
powers, the Bloc and Americo began a cold war, ghting through

4
former seat of the fascist empire. Gogol Yobar, still seething over
proxy nations. The most recent, and vicious, of these small wars
the ignominies the fascists inicted on Kronstadt, has turned
took place in Mango: a forested peninsula in Southeast Sina.
Fausts capital, Herzog, into a torture chamber. He has razed most
Mango held few resources of any value, but it stood between the
of the metropolis, preserving only the former headquarters of his
Bloc and three other unaligned nations. Gogol Yobar wanted

4
old enemy, Wotan Heide, which now serves as the seat of Zassat
those countries under his control, and Americo wanted them
operations. In the ruins he has built pitiless prisons and towering
free. Americo propped up the largely authoritarian regime in the
reeducation facilities, to hold any dissidents that he doesnt want
southern capital of Sala du Mango, while the Bloc supported an
to die in an Arctic labor camp. Spies, clerics and resistance leaders
insurgency movement based in the northern jungles. Dao Hong

4
often end up here, put to the foulest punishments imaginable
of the Sphere, not to be left out of a ght on his borders, sent in
until they make a public confession of spurious crimes against the
his own troops to back the north.
state. Gogol Yobar also is tearing the city apart in search of secret
After more than a decade of ghting, Americos public tired of fascist technology, hidden in sub-sewers and basement vaults
the war. Stanton Spobeck, fearful of the collectivist threat but against a return of the RaagHeides word for his millennial

4 even more concerned about his political future, brought home the kingship.
troops. The south was quickly overrun, and a otilla of desperate
refugees headed to Americo.
At the same time, Zassat agents have their ngers in every
government and industrial plant in the world, from the satrapies of

4
But the ght is about to start up again. With the oil crisis worsening, Maddamar to the equatorial expanses of Swelt and Suramerico.
the world has seized upon new reports of deep petroleum elds
Back home, the aftershocks of the Omega Ray have reduced
o the shores of Mango. Gogol Yobar is planning to send in
Kronstadt to a wasteland of stone-age slave camps, faltering

4 The Heart Of The Bloc


Kronstadts capital, Mudack, is a cold, gray, angular city of windowless oce blocks and seven-level basements. Its people are

4
guarded, seeing the Zassat in every face, and sullenly resigned to long lines for services and laughable public infrastructure. Among
the soulless government oces are reminders of the citys rich, but now disowned, cultural heritage: bulbous minarets and skeletal
steeples; mineral baths and tiled mansions; hermitages and imperial museums. Most of these treasures are, of course, o-limits to
workers and are ocially classied as counterrevolutionary by the ruling class that patronizes them.

4 The city has a bursting population of agitators and intellectuals anxious to escape to Americo, as well as many fervent religious
believers. Indeed, the states eorts to stamp out religion have only increased their numbers. Together, they search out and preserve
the religious treasures of Eastern Esperantotwo millennia of relics and illuminated manuscripts.

4
Second in importance to the Blocs cultural life is Arpad, the rst nation to fall to Gogol Yobars tanks after the war against
the fascists in the 1940s. The war-battered nation put up a grim resistance, broadcasting pleas for help until the collectivists
crashed through the doors. After a round of looting, the invaders preserved most of Arpads medieval infrastructurenarrow
cobblestoned streets; a dozen ligreed bridges across its central Haver River; a shuttered central basilica; hanging gardens and

4
steam baths. Under Gogol Yobar, the nations main industry is tank production, and a thriving black market in the countrys
signature spices.
Citizens ght the Zassat with small acts of deance, such as circulating independent newspapers and monkeying with military
hardware on the assembly line. The country also is home to a large population of Jencia, a tribe of wanderers that was nearly

4
wiped out in Wotan Heides death camps. Their travels have taken them from the deserts of Maddamar to the backwoods of
Esperanto, and they have learned many secrets along the way. Among the most vital: the location of the hidden pass that will
take explorers to the top of Mount Kazakar, where the Nagathrite gravity engine is buried.

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4
cities and inhuman factories surrounded by acres of radioactive city-state with global importance: it is the headquarters of the
marshland. As fuel and food supplies dwindle, Yobar relies Earthly Father, spiritual leader of a mammoth faction of Old
even more heavily on murder and enforced servitude to control God worshipers. Yobar desperately wants to capture the tiny
his people. All the while he forces his thralls to celebrate his nation and dele its temples and treasures, to show the triumph

4
achievements in parades and spontaneous displays of aection. of Collectivist Man over religious superstition. Finally, Yobar
Small wonder that Americo holds a powerful lure for Bloc knows that he must break Hardcastle, Americos closest ally. If
citizens. Thousands every year try to escape over the Purity Wall the island nation falls, Americos smaller, less capable friends will
and through Gogol Yobars mined coastlines. Few succeed. desert her in an instant.

Current Plans
The Monster in the Box. Thanks to Gogol Yobars paranoid
Adventure Hooks
Never Say Nyet. Gogol Yobars maniacal mainframe presents a 4
4
distrust of his subordinates, Kronstadter scientists have created host of adventure possibilities.
a supercomputer, Nyet, to manage national defenses. On August The supercomputer gets a wrong number and begins calling
9, 1974, the machine became sentientand decided that it was one of the heroes, spitting out coded instructions.
the perfected consciousness that collectivism had been aiming

4
Zassat agents are snooping around the telephone cables beneath
to create for a century. Shortly after, it launched a campaign to the city, looking for a substation where they can link Nyet to
install itself as ruler of the planet. At home, it has manufactured Naught. Or they disrupt phone service up and down the East
damning evidence of treason against members of Yobars inner Coast of Americo while trying to create a transoceanic linkup
circle who might challenge its power; none survived Yobars

4
between the two mainframes. Or they are planning to cause a
subsequent purge. Abroad, Nyet has set its sights on Naught, huge blackout as cover for an assault on Naught. Or they buy
the brains behind Memory & Law. When he has learned all he up an abandoned townhouse in District One and construct a
can about his counterpart, Nyet will order Zassat spies to make miniature version of Nyet in the basement so that the computer
a daring assault on Memory & Law headquarters to link up the

4
doesnt have to waste precious seconds sending orders all the way
two computersso Nyet can engage its rival in direct battle. The from Kronstadt over a phone line.
Kronstadter machine has no doubts it will win, and gain access
to all of Americos secrets. And then it will be in a position to Two conspiracies for the price of one: a Kronstadter submarine
dictate terms to the world. collides with a vessel nosing around lost Nagathara.

Basta Libre! During the catastrophes of August 9, 1974, Yobar


lost one of his key strategic assets: the collectivist state of Basta,
just o the southeastern coast of Americo. A tidal wave swamped
Crawling Into Kirbograd. The team could also end up helping
the besieged nation as it tenses for the Kronstadter invasion.
One of the Lobstermen makes it over the Purity Wall and asks 4
4
the tiny island, wiping its high command o the map and the heroes to help save his people.
sending thousands of refugees rowing to Americo. Now Yobars A variation: a monk from Kirbograd manages to make a phone
agents are trying to get the islands surveillance apparatus back call and asks the heroes to help protect the treasures hidden in
on line and destroy any sensitive communiqus that may have his monastery.

4
survived the deluge. Nyet, meanwhile, has its own designs on the
drowned dictatorship: the supercomputers operatives are using
the island as a base for tapping into the transoceanic telephone
cable. Nyet will use the cable to link up with Naught and battle

4
his opposite to the death.
The Dissenters. Just about the only organized internal
resistance to Yobar is the Lobstermena union of no-
nonsense dockworkers in the northeastern Esperantan nation

4
of Kirbograd. Over the years the Lobstermen, who take their
name from amphibious heroes of Esperantan folklore, have
staged a number of wildcat strikes against their collectivist
masters. Such moves werent unprecedented in the Bloc, but the

4
Lobstermens response wasthey refused to back down in the
face of harassment by the secret police and threats of military
action. Yobar ultimately decided to humor the Lobstermen,
as a g leaf for aggression elsewhere. But now, in the wake of

4
the Omega-Ray chaos, all bets are o. Yobar is planning a big
oensive to drive the Lobstermen into the seaa battle that
could indirectly doom the world. When Yobars forces sack
the Kirbograd countryside, they will undoubtedly captureor

4
scatter foreverthe demon-killing Daggers of Aleph.
The Next Targets. Along with his invasion of Mango, Gogol
Yobar is preparing a simultaneous attack on three Esperantan
nations. If they fall, the continent is doomed. The closest is
Fleur, a Western Esperantan diplomatic and cultural center that
Yobar plans to turn into a resort for himself and his thuggish
condants. Fleur eluded him during the war against the fascists;
he will not surrender it now. To the south is Arcitan, a minute 4
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4 The Main Event


The battle between Nyet and Naught, assuming it does come about, should be handled ostage. In other words, gure out
what result best serves your campaign, and then run with it. If youve been playing a lot of cold war adventures, and want a

4
change of pace, you might decide that Naught has won the contest and taken control of the Blocs defenses. This removes the
collectivist empire as a threat, and takes politics out of the game for a while. Of course, Naught now has a complement of
nuclear weapons at his disposal that he can use to blackmail the planet.

4
On the other hand, if you want to heat up the cold war in your campaign, you could have Nyet win the conict, and get
access to Americos deepest secrets. This would set the stage for the Zassat to stage precision raids against the homeland, and
slaughter the nations agents overseas. The heroes would then be enlistedperhaps by a fearful Monday Man who realizes
what has gone wrongto get Naught o-line or to feed it false information to confuse the enemy. The team might also end

4
up parachuting into Kronstadt and demolishing the collectivist mainframe rsthand.
In the spirit of dtente, you might also have the two machines join forces to subjugate the world, which would put all the cold
war powers on the defensive and might even lead to temporary alliances between East and West. Or you could simply have the
mainframes destroy each other and be done with it.

4 The team learns that key members of the Suede campaign are
visiting the Blocand asking for a tour of the coastal nation.
he will drag the top scientists in his empire to Kronstadt,
including dissenters from his Arctic labor camps, and force

4
Or the Suede crew begins sending subliminal-seduction them to return defense systems to his control.
movies to Gogol Yobar, urging him to drop an atomic bomb Americos response depends on who is president at the time
on the dissenting town. Nyet goes o-line. Stanton Spobeck will leap at the chance to
One of the heroes has a vision where an angelic creature shows eliminate the original collectivist threat (and not coincidentally

4
her the resting place of the twelve Daggers of Aleph. write himself into the history books as a hero instead of a
Covert Activity. Straight-ahead spy adventures could be a good world-class dissembler). He will send sortie after sortie of
change of pace for a supernatural or sci- campaign. bombers against Kronstadter military bases and the Purity
Wall, while shipping as many troops as he can to Esperanto,

4
A Kronstadter jet ghter downs a Dervos saucer over a to pour through the gaps in the enemys bulwark. Spobecks
mountain range in Sina, and the race is on to locate the vice president, LeHigh Gort, will carry out similar measures if
wreckage. put in charge. (This will, of course, weaken the cordon around
A Western scientist who was horribly injured during a mission Alamo and the Southwest, emboldening Ampersand Vole and

4
of mercy to a Kronstadter nuclear-meltdown site is returned to the Brotherhood.)
Americowearing a metal contraption that supposedly keeps Quantrill Biscuit, a milquetoast, will call for a multilateral peace
him alive but also conveniently hides his identity. Is he the summit with any number of smaller nations, thereby giving
genuine article or an imposter? The heroes must nd out. Yobar enough time to get his defenses back under control. The

4 A variation: the team must protect a Kronstadter defector but


also gure out whether or not he is actually a double agent.
Zassat agents are releasing mutant piranhas in the irradiated
dictator will resume his schedule of invasions just as Biscuits
conference begins.
Humboldt Suede, meanwhile, will likely pursue the same

4
marshlands on the southeastern tip of Americo, to see how the course as Spobeckbut go further after the shooting stops.
sh will perform in the swamps of Mango. The Son of the Damned will announce the annexation of Bloc
territory and name himself President of the World. Softening

End Game the blow somewhat for former Bloc residents, Suede will send

4
them cultural ambassadors loaded with subliminal-seduction
movies and music. But even if revolts break out, it wont matter
Can a handful of adventurers topple an empire that controls
to Suedeas long as he holds two sets of nuclear triggers on
half the world? The rational answer is no. In realistic terms, it
New Years Eve, 1979.
would take years of maneuvering, and deep reserves of will, on

4
the part of the West, along with fundamental changes in the Then, of course, theres Dao Hong. The Spheres leader will relish
people and leadership of the Bloc. Then again, this is a fantasy the chance to take a bite out of his old rival. If the Bloc falls,
game. If the heroes are powerful enough to prevent the end of he will sweep down into Mango and begin pushing across the
the world, whats a couple of totalitarian states along the way? great frozen deserts of Sina, toward the farthest eastern reaches

4
Of course, throwing global politics for a loop may have terrible of the Kronstadter empire. But he will likely favor diplomacy if
repercussions, which this sectionas well as the end games for Americo becomes aggressive.
the Sphere and Consortiumwill address. In any case, make sure the heroes understand the possible
repercussions if they go up against the Bloc. And give them

4
The Blocs chief weakness is the supercomputer Nyet. If the
computer goes o-line, so do all of the empires defenses. (See a way to help ensure a peaceful future for the disintegrated
the New Skills section of Chapter One for the nuts and bolts empire and its people. For instance, let them help one of the
of attacking sentient computers. Nyet counts as a massive Lobstermen come to power and oversee the dismantling of the
collectivist state.

4
government system for these purposes. It has linked to every
database in the Bloc and has access to phone lines.) Yobars rst This isnt just a way to graft a happy ending onto the scenario.
instinct will be to execute his entire general sta as traitors, then It also stops the Bloc from dominating the rest of the campaign
impose martial law across the Bloc. Where his battalions are as rioting spirals out of control and renegade secret policemen
stretched thin, he will put Zassat agents in control. Meanwhile,

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4
and army generals battle it out with government forces in newly +13/+8 melee (1d6+5, cleaver) or +13/+8 ranged (2d4 Skorpion;
created republics. A little bit of cold war politics goes a very or 2d8 AK-47); SV Fort +8, Ref +5, Will +7; Str 17, Dex 15, Con
long way. 16, Int 15, Wis 15, Cha 13; Rep +18; Wealth +15; AP 10.
Skills: Gather Information +14, Intimidate +14, Listen +8, Move

Statistics
4
Silently +8, Search +8, Spot +4.
Feats: Armor Prociency (light), Brawl, Combat Martial Arts,
Combat Reexes, Improved Brawl, Improved Initiative, Iron
Gogol Yobar Will, Personal Firearms Prociency, Point Blank Shot, Precise

4
Str10; CR 9; HD 10d8+30; hp 110; Mas 16; Init +6 (+2 Dex, +4 Shot, Simple Weapon Prociency, Weapon Focus (Skorpion).
Improved Init); Spd. 30 ft.; Defense 20, touch 17, at-footed 18
Talents (Strong Hero): Extreme Eort/Improved/Advanced;
(+5 class, +2 Dex, +3 undercover vest); BAB +10; Grap +13; Atk
Melee Smash/Improved.

The Sphere 4
Most of the nations of the Eastern continent of Sina have
fallen under the inuence of the Prosperity Sphere, a motley of
collectivist states headed by the mammoth nation of Tang. But
agricultural technology and alternative energy sources. If anyone
else on the planet cracks the secrets of the Omega Ray, it will
likely be a Hikan scientist. 4
4
the empire is much older than it looks. In actuality, the Sphere is Hikos technocratic bent, and its curiosity about Americos culture,
simply a modern, mechanized version of the Great Otherworldly have made it the most modernistic state in Sina. Skyscrapers
Kingdom, an ancient dynastic empire that controlled the turn every street into a canyon of ashing advertisementsand
continent of Sina for centuries and established trading routes far its people are hungry for an even more vibrant life. A resistance

4
to the west. Eventually, the two worlds clashed, as Esperantan movement, dedicated to freeing Hiko from Tang control, is
kingdoms rose to rival the majesty of the East. By the turn of growing among the countrys young people and intellectuals,
the twentieth century, Tang was divided between Hardcastle, backed by aging military men with memories of fascist glory.
Americo and other powers, its politics and trade manipulated for
The next target for Dao Hong is Mango. (See the Bloc entry for

4
their prot.
details.) The battle for the peninsular nation will put further strain
After countless rebellions and purges, and the two great global on the already uneasy alliance between the Sphere and the Bloc. The
wars, Tang had its independence once againbut not freedom. two spy on each other and undermine each others plans as often as
When Beloved Chief Executive Dao Hong took the reins of possiblein fact, the only thing keeping them from outright war is

4
power, he imposed upon the nation a quasi-mystical political the constant threat of their common enemy, Americo.
philosophy that regulates every aspect of everyday life.
The broad outlines of his ideas (spelled out in The Beloved Chief
Executives Superior Green Book) were close to Gogol Yobars, but
Dao was even more ruthless than Yobar in centralizing power and
dragging his country into the modern world. His Leap Toward
Tomorrow program ended with some hundred million Tang dead
and countless others broken in reeducation camps and torture 4
pits.
Now, to battle the privations brought on by the Omega-Ray blast,
Dao Hong has initiated a New Glorious Austerity program: fewer 4
4
rations, higher taxes and harsher penalties for disobedience. For
Tangs citizens, it is an incalculable hardship. The vast majority of
the empires people lead hand-to-mouth lives in the countryside,
without even the meager technological comforts of the Bloc.

4
And they are constantly menaced by Dao Hongs Clear Thought
Brigades, who roam the Sphere sning out dissidents.
Like Yobar, Dao Hong has been using the Omega-Ray burst
as an opportunity to invade neighboring nations. He quickly

4
snapped up two islands with an ethnic Tangan population: the
Hardcastle colony of Kontan, and Daijong, a small, stubbornly
independent nation that resisted mainland control for decades.
But his prize conquest is Hiko, a nation in the Elatic Ocean that

4
was once the scourge of Sina. During the last great global war,
it fought with the fascist powersand was decisively beaten. Its
mighty navy was sent to the ocean oor, its army disbanded and
two of its cities reduced to ash and shadows by Americos newly

4
minted atomic arsenal.
The tiny, demilitarized island proved no match for Dao Hongs
forces and was quickly occupied and converted into the dictators
R&D laboratory. Now Hiko is a proving ground for new weapons,

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4 The Throne Of The Ancients


Leng, the capital of Tang and one-time seat of the Otherworldly Kingdom, is a breathtaking city of ancient shrines,
meticulously tended gardens and sprawling imperial palaces. The looming collectivist architecture introduced by Dao Hong

4
as part of his modernizing eorts seems trivial beside the ancient splendor. The Beloved Chief Executive has his headquarters
in the Suzerainty of Heaven, a network of high-gated castles and meditation gardens that overlooks a plaza as large as some
Western cities. This vast courtyard is usually lled with military parades, staged demonstrations of aection for the Chief
Executiveand, on occasion, feebly attended protests, which are met with pitiless violence.

4 Many monks, for example, have immolated themselves on the steps of the Suzerainty, in protest of Dao Hongs radical
atheism and his bulldozing of traditional morality as bourgeois convention. (Among other things, the Beloved Chief Executive
oversees family planning as closely as he does the economy.) Their martyrdom was all the more poignant considering what they

4
spent their lives achieving: Tangs monks have saved countless ancient Sinan relics and scriptures from Dao Hongs bonres,
and practice intense physical discipline that gives them unparalleled skill in the martial arts.

Current Plans
4 Enter The Dragon Fists of Fury. Dao Hong is trying every trick he knowssuch
as pretending to cozy up to Americo to frighten the Blocto

4
Of all the monks who battle for spiritual freedom in the delay the three-way invasion of Mango. Why? He is trying
Sphere, none is more admired and feared than Funky to create an entirely new army, the ercest the world has ever
Billy Chin. A wiry, tight-lipped do-gooder with a known. For years, he has been holding international martial
face like a coiled spring, Chin wanders from village to arts competitions in his secret volcano base o the island of

4
village, dealing out justice at blinding speed to corrupt Hiko. He lures, or kidnaps, the top combat talent in the world
government ocials, wicked landlords and crime bosses. to competethen forcibly clones the survivors in his Glorious
It is said he once wiped out an entire expeditionary force Reproduction Engine. With these duplicates he hopes to
of Dao Hongs military with nothing but his bare hands create an army of super-tough warriors that will decimate the

4
and sandaled feet. forces of the Bloc and Americo, and pave the way for a new
Between missions of mercy, the itinerant monk is often worldwide Sinan empire. The only stumbling block: Funky
forced to participate in Daos secret international martial Billy Chin. The greatest martial artist in the world, Chin has
arts competitions. He has not lost yetcompetitors been shanghaied into countless contestsand has escaped

4
from the farthest reaches of the globe still shudder at every time. (See sidebar Enter the Dragon for details.) Dao
the unearthly high-pitched cry and signature rending is obsessed with Chin, and is convinced that he must have the
of T-shirt that preface Chins attacks. (Chin won his master warriors genetic code for his plans to go forward.
conspicuously Western nickname from an opponent in Worse Than Death. To enforce his sweeping Leap Toward

4
one of these contests: Black Belt Jim Kelly, a martial Tomorrow program, Dao Hong often forced enemies of the
artist nonpareil.) state to eat the bodies of their murdered friends and relatives
as a sign of submission. Now, in the wake of Omega-Ray
Funky Billy Chin devastation, Dao is returning to this grotesque trope as a way

4
Str4/Mart10; CR 13; HD 14d8+28; 110 HP; MAS to stave o mass starvation. The Clear Thought Brigades travel
15; Init +7 (+3 Dex, +4 Improved Initiative); Spd 30 ft.; from village to village, collecting the bodies of the recently
Defense 21, touch 21, at-footed 18 (+8 class, +3 Dex); deceased under the pretext of taking them to the Suzerainty
BAB +14; Grap +19/+14/+9; Atk +19/+14/+9 melee of Heaven for a purifying cremation ceremony. Instead, the

4
(urry of blows +17/+17/+12/+7; damage: unarmed corpses are taken to regional processing facilities, where they
1d10+7, ying kick 1d10+10, strengthened walking stick, are reduced to slabs of protein, something like soy in taste
1d6+7) or +17/+12/+7 ranged; SV +7 Fort, +11 Ref, +6 and texture. These grisly meals, known as the Beloved Chief
Will; Str 20, Dex 17, Con 15, Int 13, Wis 15, Cha 11; Executives Superior Green Abundance, are then distributed

4
Rep +2; Wealth +0; AP 15. to the villagers who unwittingly supplied the raw materials.
Skills: Balance +10, Climb +9, Intimidate +17, Jump +11, Pushing South. Dao Hong has set his sights on the continent
Listen +5, Move Silently +20, Tumble +21. of Agaland, which has been cut o from the rest of the world

4
Feats: Advanced Combat Martial Arts, Agile Riposte, by natural disaster and is now largely ruled by local warlords.
Brawl, Combat Martial Arts, Combat Throw, Defensive The island, he believes, holds deep reserves of gasolinecrucial
Martial Arts, Dodge, Improved Combat Martial Arts, to Daos war eort in Mango. Capturing Agaland would also
Improved Combat Throw, Improved Initiative, Mobility, give him a base for a possible invasion of Swelt, Kish and other

4
Simple Weapon Prociency, Spring Attack. points west. He is now preparing a mammoth eet to sail
against the former colony of Hardcastle.
Talents (Strong Hero): Improved Melee Smash, Melee
Smash Silicon Island. When the West Coast of Americo cracked o
and sank, a groundbreaking new technology was lost with it: the

4
Talents (Martial Artist): Flurry of Blows, Flying Kick, microprocessor. But the scientists of Hiko have recently discovered
Iron Fist, Living Weapon the silicon chip independently. They have already produced
workable minicomputers, and are now guring out how to use
these digital wonders to crack the defenses around Nyet.

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Adventure Hooks
4
One of the highway patrolmen in Agaland discovers a high-
powered radio transmitter and broadcasts a warning about the
The Big Show. Hongs martial arts contests are an adventure invasion.
magnet. Back to BASIC. When Hikos scientists nally introduce digital

4
The basic scenario: one of the heroes is kidnapped and forced technology to an analog culture, it could cause chaos.
to participate in the brutal tournament. A series of database break-ins are traced to a saboteur known
Variations: someone approaches the heroes, saying a relative as the The Master Crackeractually a briefcase-size
minicomputer.

4
has been shanghaied; a defector the heroes were scheduled to
protect is grabbed o the aireld by Daos agents; a thug that The Sphere introduces barroom video games to Americo that
the heroes put out of business is snatched up on the way to do one or more of the following: cause epilepsy, hypnotize
prison; a vessel that traveled too close to the volcano base is people, melt childrens faces on Halloween, break into

4
found drifting, its crew blasted to pieces. databases, identify potential pilots for Dao Hongs air force or
Tastes Like Chicken. Green Abundance, for now, is conned sprout wheels and turn into miniature tanks, programmed to
to the Sphere, but the heroes could cross paths with it in any exterminate all humans.
number of ways.

End Game
Hong begins exporting the grisly food to build up a war chest.
Presidential hopeful Quantrill Biscuit returns from a diplomatic
visit to the Sphere and announces that he has a plan to feed
Dao Hong, in his own odd way, is a stabilizing force in world
aairs. His diplomatic feints have held o the war in Mango for 4
4
Americos poor for pennies a plateful. many months, and he is the only thing preventing Gogol Yobar
A dissident wants the heroes to help him retrieve the remains from taking the entire Sinan continent. Knocking Dao out of
of his brother, who died in a protest outside Daos palaceand, power would lead to an immediate land grab by the Kronstadter
unbeknownst to the dissident, has since been mulched into dictator, both in Mango and along the entire Sinan frontier. The

4
food. only good to come out of that would be a temporary diversion:
The heroes are assigned to intercept the con of a Sphere Yobar would be too busy looking east to continue pushing into
scientist who swallowed a capsule of crucial microlm before Esperanto.
dying. But the smart guy has been turned into food, and his Still, if the heroes want to take down Dao, his greatest weakness
con arrives empty.
Panic in the Antipodes. The heroes might get early word of
Hongs planned invasion of Agaland and take steps to stop it.
is his obsession with Funky Billy Chin. The dictator lately
has been drawn into greater and greater military distractions in
pursuit of Chin, even to the point of sending entire divisions after
the warrior monk. Meanwhile, the only thing stopping Chin from 4
4
Daos eet hijacks an oil tanker headed for Americo, or it storming the Suzerainty of Heaven and killing Dao himself is his
creates a mammoth, hollowed-out ship designed to capture own erce determination to give immediate help to people in
the big vessels.

4
4
4
4
4
4
4
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- Chapter Four: Scary Monsters (And Super Creeps) -
need: if he took a detour to Daos capital city, how many innocent fall on the remnants of Daos governmentplus Yobar will likely

4
peasants would be brutalized while he was gone? launch a counterattack, bringing the Sphere to its knees.
The heroes could certainly arrange a head-on collision between
the two. For example, the team might bring Chin along to raid
Statistics
4
a Green Abundance processing plantthen point out that this
horror is the culmination of decades of misery Dao has inicted
on his people. The Beloved Chief Executive allows villains to ll
the empirethe evil landlords, gangsters and secret policemen
The Glorious
Reproduction Engine
4
Chin battles every day. If Dao is killed, and his army broken, the
people can rise up against the bad guys without fear of reprisal.
Dao Hongs cloning machine can create a perfect duplicate of a
If the argument wins over Chin, the heroes could join him in an
subject from four ounces of esh and blood. The copies, which
assault on the Suzeraintyor they could carry out a vital side
take a month to grow in Daos vast breeding vats, have all of

4
mission while the kung fu master and his monk buddies handle the
the subjects physical ability scores (Strength, Dexterity and
heavy lifting oscreen. This dovetails with a larger issue: who replaces
Constitution), full ranks in all skills based on those abilities and
Dao? Chin, for all his warrior pride, is still a humble monk at heart.
any physical feats. But their mental ability scores (Charisma,
He will remain true to his vows of poverty and itinerancy, and refuse
Dexterity and Intelligence) are all attened out at 10, and they

4
to take control of the empire. While Chin destroys the Suzerainty,
lose the subjects ranks in any skills based on those abilities, as
the heroes might be assigned to shepherd a suitable successor to the
well as any mental feats. In addition, the clones have no memories
capital, such as a charismatic diplomat from Daijong.
of their subjects life, personality or allegiances; they are designed
As in the Bloc entry, it is vital that the heroes understand the to be unswervingly loyal to Dao Hong, and are completely at of

4
consequences if they dont nd a suitable replacement for Dao. aect, even in the heat of battle.
Not only will Gogol Yobar launch a strike against the Sinan
frontier, massacring hundreds of thousands of innocent people, Dao Hong
but a dozen petty dictators overthrown by Dao will start angling

4
Tough10; CR 9; HD 10d10+30; hp 115; Mas 17; Init +0 (+0
for power as wellleading to even more horrors. Meanwhile,
Dex); Spd. 30 ft.; Defense 18, touch 15, at-footed 18 (+5 class,
many ocials in Hardcastles government are pushing for an
+0 Dex, +3 undercover vest); BAB +7; Grap +9; Atk +9/+4 melee
invasion to free the former colony of Kontannot a bad idea in
(1d6+2 club or 1d4+2, crit 19/20, unarmed) or +6/+1 ranged (2d6,
itself, but potentially disastrous if badly timed.

4
Beretta 92F); SV Fort +8, Ref +3, Will +8; Str 15, Dex 11, Con
Americos response to an all-out collapse once again depends 17, Int 14, Wis 16, Cha 14; Rep +18; Wealth +15; AP 10.
on the president. Stanton Spobeck or LeHigh Gort will only
Skills: Diplomacy +6, Intimidate +15, Knowledge (history) +8,
send in the military to protect Mango, but will fund and supply
Listen +8, Search +4, Sense Motive +16, Spot +7.

4
insurgents in Hiko, Kontan and Daijong. Quantrill Biscuit will
do neither, calling for a round of international talks to assess Feats: Alertness, Brawl, Combat Martial Arts, Defensive Martial
the situation. Humboldt Suede would love to take control of Arts, Improved Brawl, Improved Combat Martial Arts, Improved
the Sphere outright, but he doesnt have enough troops in the Knockout Punch, Iron Will, Knockout Punch, Personal Firearms
Prociency, Simple Weapon Prociency.

4
region. So, once Dao is out of the way, he will send in operatives
to inltrate the Spheres missile silos and launch ICBMs against Talents (Tough Hero): Damage Reduction/1, Remain Conscious,
the Bloc. Thus he will soften up Yobars forces but the blame will Robust, Second Wind, Stamina

Fedo Malese and the Consortium


4
4
For years, visionary strongman Fedo Malese had been calling for once elded a sprawling empire that surpassed the kingdoms of
a revolution: using the Consortiums energy leverage to bring the Esperanto. But it failed to match Esperantos industrial growth,
world to its knees, and its petrodollars to recreate the glories of and its prestige shrank over the centuries until it was divided
the fallen Maddamaran empire. His partners in the syndicate among the great powers as a nest of client states.

4
laughed him ountil August 9, 1974. Malese saw the Omega- Then, after the last great global war, Maddamar began to regain
Ray blastwhich one of his own saboteurs had brought about its place on the world stagethanks to its vast reserves of
as a sign from the heavens urging him to take bold action. Now, petroleum. Linked together in a commercial syndicate called
after a series of invasions and gunpoint diplomatic sessions, the Consortium, the nations of the region held tremendous

4
Malese has turned the Consortium into a political entity as well power over the price of energy across the globe. Most of the
as a commercial one, with himself at the head. His goal: to crush petrodollars ended up in the pockets of despots and their
the hated nation of Aleph once and for all, and gain possession extended families. But they sprinkled just enough cash down to
of the holy city of Tasmadar. According to prophecy, or at least the public to keep dissent at a simmer.

4
Maleses interpretation of it, he has been called to retake the holy
citythen wipe it o the face of the Earth in a ceremony that Everything seemed well in hand. But as the 1960s drew to a
will purify the planet and make him king of the world. close, Fedo Malese was having visions of the end. A political
revolutionary who had just overthrown a Consortium
government, Malese joined the ruling council full of radical
History
4
ideasand quickly made himself a laughingstock. His
thoroughly Westernized peers sneered at his personal philosophy,
The sweeping deserts of Maddamar are home to ancient peoples a hodgepodge of collectivist dialectic, fascist paganism and
bounded by modern, largely arbitrary national borders. Maddamar ethnic nationalism.

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Against The Sultan


Fedo Maleses power grab reduced the rest of the Consortiums leaders to local gureheads. Although seething over their lost 4
4
stature, they demur to Malese, who seems to have the best plan for safeguarding their future. The only real opposition to the
strongman comes from the Desert Clarion, a pirate radio station run out of basements, oshore oil rigs and even moving
trucksanyplace it can set up shop for a few hours and stay one step ahead of the secret police.
The Clarions operatorsthe spunky Khalame clanbroadcast pointed responses to government misinformation, as well as

4
inspirational scriptures and passages from classic works of political theory. (The stations founders were educated in the regions
liberal-minded colleges, before Malese closed them all.) Most daring of all, these outlaw deejays urge rapprochement with
Aleph and play forbidden music from Americo (including the great Nero Suet).

He wanted his fellow dictators to shed their decadent ways and


use their energy leverage to bring the rest of the world to its
knees. Then they could use their treasure to rebuild the grandeur
He had done it. He had brought it about. What did that make him?
The hand of history. The hand of the Old God.
4
4
of the lost Maddamaran empire. With that, he found new boldness. He had always assumed he
couldnt force the rest of the Consortium to follow him. But what
That was bad enoughbut then he began quoting Abednego would be denied to an agent of the deity?
Trestle at council meetings. Malese thumped one prophecy that
seemed to describe the Consortiums recent crushing defeat at Malese sent his handful of troops against his nearest Consortium

4
the hands of the hated nation of Aleph. Another, impossibly partnersand won. Emboldened, he dragged the rest of the rulers
vague, quatrain seemed to hold an even darker warning: the oil into closed-door meetings and dictated his terms at gunpoint.
reserves were drying up. His idea was sweeping but simple: turn the Consortium from a
commercial partnership into a genuine empire. Restore the glory

4
If the Consortium didnt act now, Malese argued, it would be that Maddamar had lost centuries ago. His former peers saw they
squandering its last best chance to crush the West. With the had little choice.
oil gone, the Consortium would have no power at alland
the lost empire of Maddamar would never be restored. The Soon after, Malese announced to the world that the Sacred
Domain of Maddamar had been revived, with himself as High

4
Maddamaran people knew this in their hearts, he said: already,
powerful religious movements were stirring that called for a Sultan. And he promptly lived up to his millennial rhetoric. He
purge of the ruling elite. The revolutionaries could see the end reset the calendar to year zero, eliminated all Western weights
coming, even if their ostensible leaders could not. and measures and renamed the months and days of the week after
himself and other political revolutionaries. (Still, he retained the

4
Once again, the board laughed him oparticularly his theory Western aectation of a colonels uniformconspicuously over-
on how Trestle was actually a deeply closeted Maddamaran. medaledwith sidearm and enormous sunglasses.)
Malese commanded only a small army and held meager reserves
of oil. He couldnt force his peers to do what he wanted. So he
began taking steps to protect the interests of the Consortium
which he saw as the best way of ensuring a golden future for
Maddamar. He sent spies to monitor and sabotage alternative-
energy eorts around the world, including Ampersand Voles 4
research facility in Alamo. And to keep radicals from wrecking
the system, he quietly met with their leaders and urged them to
turn their terrible attentions to Aleph.
4
4
Still, the oil began to dip lower, and Vigorous Petroleum seemed
on the verge of creating a workable substitute. Even worse, Maleses
Consortium partners embarrassed themselves with another
disastrous attack on Aleph. To keep the region stable, Americo was

4
pushing to impose a humiliating peace treaty on the Maddamaran
nations. Malese was certain it would trigger revolutions across the oil
empire. The elite would be overthrown, the Consortium would be a
shamblesand his dreams for the region would be lost forever.

4
Malese warned his peers what was about to comeand once again
found himself mocked and dismissed. Fuming, he considered his
options. If he couldnt control his own allies, he would control
the competition. He ordered his saboteur in Alamo to destroy

4
Ampersand Voles Omega-Ray generator.
On August 9, 1974, when word reached Malese of earthquakes,
tidal waves and a death toll in the millions, he realized what he
had done. For a moment, he was shakenthen he rushed to his
copy of Trestles prophecies, which he had translated himself, in
a highly idiosyncratic style. Yesthere it was in the chapter on
The Cracking of the Westevery disaster lling his television
screen, predicted in sixteenth-century prose. 4
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- Chapter Four: Scary Monsters (And Super Creeps) -

4 Around The Empire


The capital of the oil empire is Fedo Maleses home country, Cartagh, on the northern shores of Swelt. The streets are heavily
patrolled by Maleses police (secret and overt) and plastered with attering representations of the revolutionary leader. For a

4
seat of power, it has surprisingly little to oer its citizens. Oil money provides common people with subsidized food, clothing
and other necessities. Beyond that, they must scrape together spending money by working sales jobs in state-run bazaars or
menial positions in oil elds. Most of the citys skilled labor is imported; the locals Malese sends abroad to learn engineering
skills have an embarrassing tendency to defect.

4 Much more cosmopolitan, and less overtly repressive, is Taza, the Consortiums capital of art and culture. Most of the regions
musicians, poets and intellectuals live in Tazas narrow streets and haunt its aromatic cafs, drawing inspiration from the
epochal icons just outside town: the Obelisks of the Elders. Standing hundreds of feet high, these elaborate burial markers

4
testify to the grandeur of the vanished Maddamaran empireand its close connection to lost Nagathara. The crypts and
museums of Taza are home to countless artifacts of the legendary island state, and Nagathrite bloodlines are common here.

4
By this time, the cold war powers were thoroughly exhausted by of Maddamaror throw them o kilter with an unexpected
Maddamaran aairs. They were wary of Malese, but relaxed when act of sabotage.
he began ratcheting up the price of petrol: his lunatic threats were The Last Flight. The royalty of Maddamar may be playing
clearly just a way to leverage a few more dollars per barrel. In along with Fedo Maleses designs, but theyre taking no chances

4
the end, they gured, he could be bought o like all the rest. in case he fails. All of the elite are busily siphoning money
So they publicly welcomed Maleses coup as a way of stabilizing from their national coers and preparing for an escape to
the region, and went back to making their own power grabs and friendly nations in the West. Malese will immediately launch
burying their dead. an embargo against any nation that gives them shelter

4
Now, out of earshot of the foreign press, Malese is making destabilizing the world even further.
darker declarations. His destiny is driving him and his empire
toward one last great war, one that will give the Maddamarans
kingship over the entire world. According to Abednego Trestles Adventure Hooks
4
timelineor at least Maleses translation of itthe forces of evil
Rumors of War. Obviously, the biggest hook for Fedo Malese
are on the wing as never before. The only way to purify the planet
is the planned attack on Aleph, which the heroes could stumble
is to sacrice the holy city of Tasmadar in an elaborate ritual.
across in any number of ways.
This will not only vanquish the legions of darkness but restore

4
Maddamar to its rightful spot as a world-straddling empire A pair of tourists bound for Aleph are found dead in Fun
with Malese at the head. City, but security forces at the aireld in Tasmadar say the two
(actually android doubles) got o their plane safe and sound.
Right now, the city is Alephs. But Malese has a foolproof plan
for taking it. While snooping on a fascist laboratory, the heroes nd a letter

4
from the Maddamaran consulate asking about delays in the

Current Plans shipment of Parts.


An Alephite agent, riddled with gunshot wounds, struggles

4
The Invasion. How will Fedo Malese lay siege to Aleph? He to the heroes doorstep, tells them he has learned the date of
has learned from the mistakes of his predecessors, who all the great invasionthen, without elaborating, dies. (Indeed,
launched outright attacks on the hated nation and wound up countless third parties could give the heroes a clue about the
darkening the deserts with their blood. Instead, Malese will impending siege, from the Desert Clarion to a member of the

4
begin his campaign from the inside. He has made a deal with former royalty who has escaped to the West.)
the expatriate fascists in Suramerico, whose cause he has long The Lost City. If you choose to have Malese complete his
admired and whose rhetoric he has lately aped, to supply him invasion, you might have the heroes learn about his plans for
with dozens of warrior androids. He will send these undercover destroying Tasmadar.

4
agents into Aleph disguised as tourists, businesspeople and An ancient Maddamaran manuscriptdetailing the
diplomats. When all are in place, they will begin a simultaneous purication ritualvanishes from a local university library.
assault on the nations defenses, using their superhuman
endurance to tear apart jet ghters, tanks and battalion after An atomic scientist is blackmailed into helping Malese track

4
battalion of Alephites. Then, and only then, will Malese send down, and get control of, Alephs nuclear arsenal.
in his troops to mop up and occupy. From there, he will use Sning Out Spies. The team could also go up against agents of
ancient Maddamaran texts, and Alephs small complement of the Consortium who are stealing or sabotaging energy secrets.
nuclear weapons, to perform his purication ritualas soon as The heroes nd someone at their headquarters is stealing

4
possible. blueprints and handing them o to the Maddamaran consulate.
Monkey Wrenches. The saboteur in Alamo was just the A trusted GM character turns out to be a turncoat working for
beginning. Maleses spies and turncoats have inltrated every Malese.
major laboratory and power plant in the world to snoop on

4
alternative-energy eorts. The network is so extensive that Research labs across the country are struck by a series of
Malese now knows at least the entry-level secrets of all the bad suspicious industrial accidents.
guys outlined in this chapter. As their dark designs play out, A Consortium agent makes a daring helicopter raid on Alamo,
Malese may seek a partnership with them to further the ends spiriting away any number of valuable blueprints and secret

- 126 -
- Chapter Four: Scary Monsters (And Super Creeps) -

4
research papers. If the heroes have done any research into the invasion plans and then widely publicizing his failure among the
Omega Ray, the agent strikes their own headquarters. Maddamarans. Or they could make sure the cold war powers
knew the depth of his oddball philosophy, which would surely

End Game lead them to intervene in the region for stabilitys sake.

4
But any of those moves would have earthshaking consequences.
The heroes can learn about Fedo Maleses invasion plans in With Malese gone, the region will devolve into riot and revolution,
any number of ways, but the solution boils down to one thing: jeopardizing millions of lives and the worlds oil supply. Gogol
tracking down and destroying his undercover androids. Although Yobar might seize the chance to make a grab for Maddamars

4
these robots have the same radio receivers as Gorts models, they wells. Meanwhile, whoever rose up to take Maleses place might
do not receive regular instructions from Malese. Instead, they are pose new challenges. Maleses cronies might grab the reins, for
waiting only for his nal Go signal. So the heroes will need example, or the Westernized despots might return to power and
some other way to identify and neutralize the machines. For clamp down even harder on their own people.

4
example, they might bust up a fascist laboratory and nd a master As with the end games for the Bloc and Sphere, if the heroes
list of the androids and the roles they are playing. Or they might decide that Malese must go, be sure that theyre aware of the
do some sleuthing and discover that a huge number of people potential consequences and try to get them to plan a successor
applied for visas to visit Aleph on the same day. strategy. Have them join forces with the Desert Clarion, for
Adjust your plans for the android saboteurs based on the size,
strength and type of your party. If your team is loaded with high-
level Gunslingers, you might decide that theres only one group
of androids, all of which are attacking one crucial defense station.
example, and help the broadcasters locate a charismatic, but
sane, ruler who could take Maleses place and prevent widespread
chaos.
4
4
If your campaign plays out this way, remember that the other world
The heroes could then duke it out with them in a single epic powers will certainly try to take advantage of the situation. Gogol
showdown. A party thats heavier on brainy investigators may Yobar and Dao Hong will test the new rulerat the negotiating
be better suited to racing from site to site, attacking individual table if not on the battleeldto gauge her capabilities. Americo
androids (and getting help from local defense forces). A team

4
will also push for better terms on oil, and if Humboldt Suede is
that likes politicking, or is working on a number of adventure in charge, he will quietly supply insurgency movements across
threads at once, might simply alert the Alephites of the danger the region with plans for nuclear weapons. He, too, wants Aleph
and move onto other challengeswhich means you could make wiped o the map, to destroy its catalog of relics, artifacts and
the android threat much more formidable and extensive than you

4
sacred sites.
would for a regular party.
Will Malese attack Aleph anyway? Thats for you to decide. If
he did make another attempt, he would surely nd some way Statistics
4
to weaken Aleph before sending in his troops, anything from a
super-virus to a subliminal-seduction television show. Remember, Fedo Malese
Malese knows a good many of the secrets in this chapter and Str10; CR 9; HD 10d8+10; hp 100; Mas 12; Init +1 (+1 Dex);
may decide to strike a deal with another one of the big bad guys. Spd. 30 ft.; Defense 22, touch 16, at-footed 21 (+5 class, +1 Dex,

4
For instance, he might give Theramin Hunker free passage to +6 body armor); BAB +10; Grap +13; Atk +13/+8 melee (1d6+3
the ancient barque on Mount Kazakar, in exchange for a load of machete) or +11/+6 ranged (2d6 Colt Double Eagle; or 2d8 AK-
poisoned pharmaceuticals. 47); Fort +6, Ref +4, Will +5; Str 16, Dex 12, Con 12, Int 12, Wis
If you decide Malese does not attack Aleph, he will undoubtedly 15, Cha 14; Rep +18; Wealth +15; AP 10.

4
nd some hidden justication in the prophecies of Abednego Skills: Climb +5, Diplomacy +4, Escape Artist +8, Gather
Trestleas well as a new goal to occupy his attention. (On the Information +7, Intimidate +15, Knowledge (arcane lore) +8,
other hand, if Malese successfully invades Aleph, use one of Knowledge (history) +8, Swim +5.
the adventure hooks above to have the heroes learn about his

4
purication plans. From there, the best bet is to have them slip Feats: Armor Prociency (light), Armor Prociency (medium),
into the country as a strike team to foil the ceremony in the nick Archaic Weapons Prociency, Athletic, Blind-ght, Brawl,
of time. They will certainly have lots of help from the Desert Combat Reexes, Far Shot, Personal Firearms Prociency, Point
Clarion, Alephite agents and even Maddamaran defectors.) Blank Shot, Power Attack, Simple Weapon Prociency

4
It is well within the heroes power to stop Malese for good. Talents (Strong Hero): Extreme Eort/Improved/Advanced,
They could assassinate him, or undermine him by foiling his Melee Smash/Improved

4
4
4
- 127 -
- Chapter Five: Looking Down On Creation -

5
5 As we saw in Chapter
Four, this game world asks

5
you to keep a lot of balls in the air.
This chapter gives you some ideas on
organizing all the bad guys and their plans,
and touches on some other big topics that will come up

5
during your campaign.
The patron should have extensive resources and contacts, but

How Should I Run This Game? not unlimited ones. Assume that the boss is at least a 10th-level
Executive or Personality (such as Herman Purvis)or possibly

5
Damnation Decade will work in any number of styles, from goofy even a Fightin Acolyte who has risen through the ranks of his order
to grim and back again. The movies listed in the next chapter are a and can draw on church resources to fund adventures. The patron
good point of reference for working out the tone of the game. For can do anything within the limits of those advanced classes: tap
instance, you might run a creepy, fairly straight-faced investigative the money and manpower of a corporation; reach out to contacts

5
campaign in the style of Invasion of the Body Snatchers. In this in business, government and law enforcement; order up vehicles,
approach, you dont make much hay out of the decades wacky weapons and high-tech gear at a moments notice.
fashions and jive talk. Instead, you ri on the darker currents of But dont make the patron a Get Out of Jail Free card. If the
the culture, such as drug-fueled paranoia and the rise of sinister heroes are in a tight spot, they should gure out a solution on their

5
self-help cults. ownnot phone in an order for lawyers, guns and money. At the
Then again, you could go the Avenging Disco Godfather route and same time, the heroes should be able to use the patrons resources
crank up the campiness. Everyone wears platform shoes with to answer some questions that are over their head. For instance,
if they capture a piece of Omega-Ray hardware, and the scientist

5
goldsh in them. The Dervos have roller discos on board their
spaceships. Even the combat is lighthearted, with lots of faux who could have explained it is dead, they should be able to turn to
kung fu moves and Charisma-based attacks. kindly Dr. Miller in the patrons research division. Or if they have to
disarm a nuclear warhead in half an hour, and nobody on the team
Somewhere in the middle is the deadpan-but-clueless style of
has ranks in the right skills, they could certainly phone headquarters

5
Soylent Green and Rollerball. In this approach, the game world is
and get somebody to talk them through the task.
generally straight-ahead and realistic, but its dotted with goofy
attitudes and inventions that clearly mark it out as the seventies
(conversation pits, spherical TVs, key parties). All that ligree isnt How Much Leeway
5
central to the campaign, but the tone would change dramatically if
it werent there. Should the Heroes Have?
In most cases, the heroes will be battling enemies who arent
How Do I Handle the Patron? human. If they end up massacring a load of Dervos, for instance,

5 Probably the easiest way to structure your campaign is to give


your heroes a Charlie (as in Angels): a wealthy employer who
signs the checks and brings in leads for new adventures. So who is
the authorities will be more interested in keeping a lid on the news
than charging the heroes with murder. But as some scenarios play
outsuch as those involving Humboldt Suede and Theramin
Hunkerthe heroes will undoubtedly kill some people. Should

5
this patron? What motivates her? And what is she capable of?
they be able to do this with impunity?
Dont make the patron a focal point of the campaign. In other
words, take a tip from Charlie and have the boss be a distant, It depends on the tone of your campaign. If youre running the
mysterious gure who hands the heroes a le at the start of the most funky and fabulous game of all time, you probably dont

5
game, then vanishes until the job is over. The heroes have lots to need to have the cops show up every time a demon-worshiping
do in a very limited time, and they shouldnt have to wonder too assassin gets blown away. If, however, youre running something
much about what their employer is up to. tense and paranoid in the style of Invasion of the Body Snatchers
(the seventies remake, of course) or Dirty Harry, the heroes
Make the patrons motivations transparent: she is an industrialist

5
should be looking over their shoulder every time they cross a legal
or celebrity who has become obsessed with the writings of or moral line.
Abednego Trestle, and feels she must do her part to prevent the
end of the world. You might also give her some personal stake in An easy compromise is to give them a contact in law enforcement
the matter. She was horribly disgured by the Dervos, say, or lost who knows what theyre up against and covers for them when

5 a family member to rampaging mutants in the Southwest. things get sticky. (If one of the heroes on your team is a cop or
even a Middleman, youre all set.) Another solution, touched on
Of course, you could always introduce a characteristically in Chapter Four, is to have the heroes make peace with the law
seventies downer plot twist, and have the patron betray the team by handing over vital information on one or more of the big bad

5
(or, indeed, have the patron represent one of the enemy powers). guys. The government big shots will recognize that the heroes can
But the best idea is to make the patron a white hat for the be a valuable asseteven if they dont trust the team entirelyso
heroesthe one contact they know they can rely on in a world of they give the group immunity for any crimes they commit in
liars and backstabbers. defense of the Earth.

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- Chapter Five: Looking Down On Creation -
On the other hand, you could decide to keep the team in just to help out when youre stuck for ideas. But what if the

5
constant peril, establishing up front that theyre operating one heroes start abusing the privilege, and constantly turn to Trestle
step ahead of the law. In practice, this means that they can do for hints and tips? Dont worryyoure still in control. They still
whatever they want, but they have to be wary about staying in have to rely on you to convey the information in the quatrains.
one town too long, they have to use assumed names, they have That means you can control the ow of hints and visionsand

5
to switch license plates and repaint the van every few days. If can point the heroes in any direction that you want.
they work smart, law enforcement will remain nothing more Thats why this book doesnt go into detail about the content
than a threat in the background. If they get careless, they will of Trestles predictions: theyre intended to t the twists and
face the consequences. In short, theyre in the same position

5
emphases of your campaign, not the other way around.
as The Fugitive or The A-Team. (The Incredible Hulk is a better
match for the era, of course, but Dr. Banner had the media on
his back, not Johnny Law.) Do I Need to Include
Everything?
5 How Do I Keep
the Heroes on Target?
Absolutely not. Focus on any of the villains you want, and leave
out any that dont interest you. The great prophet can mention as

5
many or as few bad guys as youd like. If you decide to limit the
In ction, tension between characters makes for great number, however, its probably a good idea not to categorically
storytelling. In a roleplaying session, if you have one hero whos rule out any other enemy factions, in case you want to start a
a maverick cop and another whos a smash-the-system Militant, new campaign or take the existing one in a new direction.
it can make for endless arguments that stall the game and have

5
the other heroes watching the clock. Even if the character types Probably the easiest way to run a campaign with just one or two
arent oil and water, they might be disparate enough to make big villains (while still keeping the overall avor of the setting)
things complicated. Why exactly is an Omegaball player going is to reduce the other bad guys to the level of Wandering
out on adventures with a scientist, a priest and a Special Forces Monsters: they show up occasionally to harass the heroes or

5
soldier? throw them a curveball, but dont have any big plans for taking
over or destroying the world. You might, for example, say that
In Chapter Two, we gave players some advice for handling their the Dervos are the last of their race, attacking Earth just for
characters motivation: however else they roleplay, they should kicks. Or just a handful of Kreelak survived the long winter,

5
assume their character recognizes the threat to the planet and and their only goal is to cause mischief among the hated human
wants to stop it. Likewise, even loners should realize that the race before they die o. Likewise, Humboldt Suede might not
team is best venue for their eortsif for no other reason than be destined to end the world; he could simply want to spread
Abednego Trestle predicted it. Failing that, the heroes should the Church of the Damned, or peddle his subliminal-seduction

5
give their characters some personal stake in the campaign: movies and backwards-masked music to a broader market.
money, glory, what have you.
Another approach: keep the secondary threats at their original
The best course of action is to talk all this out with your players level of menace, but assume that the authorities have things in
beforehand. Tell them they should go into the game ready to hand. So, Stanton Spobecks forces are gaining ground against

5
make two leaps of faith: saving the world and sticking with the Brotherhood, and all thats left for the heroes are mop-
the party. From there, they can do whatever they want with up operations or the occasional bit of espionage (recovering a
their characters. You might gently enforce that line by asking kidnapped scientist, rescuing Terrapin Vole, etc.). Or perhaps
the peacemaker in your group to be party leader, as well as the good guys are on the verge of stopping the villain in question,

5
putting polar-opposite party members in situations where they and just need the heroes help for the nal push, such as a daring
conspicuously help each other out. (You may be a street punk raid to assassinate Ampersand Vole. Using these approaches,
and a lousy Redbut youre OK in my book!) you could probably wreck a conspiracy in a session or two.
Of course, if your group wants to run a tense, combative game

5 What if I Want to Use Them All?


where it takes many sessions for them to trust each other (if
they ever do), then by all means go for it. Just be aware that a
little of that goes a very long way, and can seriously slow down Go sequentially. If you try to crosscut between ten dierent plots
a game. and counterplots, the heroesand youwill get confused very

5
quickly. At most, juggle one or two at a time, and only do that

How Do I Handle Trestle? with bad guys who dovetail naturally, such as Humboldt Suede
and the Monday Men, or the Dervos and Nature Gone Wild.
Abednego Trestle, like the Omega Ray, is intended to be a plot For example, while investigating the Son of the Damned, the

5
device. His prophecies are a convenient motivation for the heroes might stumble across a Monday Man whos digging for
heroes to stick together and stay on target: the team knows that dirt to scuttle Suedes presidential campaign. Or an expedition
the world will end unless they keep ghting because Trestle says to stop a rampaging pack of Sasquatch might lead the heroes to
so, and hes been right about so much else up to now. a Dervos survey team hidden in the hills.

5 For instance, if you were stuck for a good opening for an


adventure, or desperately wanted to call the heroes attention
to a clue, you could simply have your Trestle expert tell the
Then, when one or more story lines are about to wrap up, drop a clue
identifying the next set of bad guys. For instance, one of the devil-
worshipers on Suedes sta might try to buy his life by warning the

5
team, These kidnappings in the paper sound an awful lot like heroes about the Dervos. Or one of the Monday Men might try to
something in quatrain 567. Id check it out if I were you. stay out of prison by telling the heroes what he knows about Nyet.
Of course, the prophecies arent meant to replace solid storytelling, If that routine gets tired, you could always just let Abednego Trestle
or to give the heroes an easy escape from investigative legwork point the heroes toward the next assignment.

- 130 -
- Chapter Five: Looking Down On Creation -

What Do the Bad Guys


Know About Each Other? 5
5
Essentially, as much or as little as you want. Some of the villains
have extensive spy networks, and some have knowledge of the
other conspiracies built into their background. But you could
easily tweak all that and not aect the substance of the game. Lets

5
say the heroes capture Fedo Malese, and they know all about the
snoops he has placed around the world. The team gures it has a
golden opportunity to pump the dictator for information about
the other factions of bad guys. Since this could derail the game,

5
you might decide that Maleses moles only know about scientic
secrets and political intrigue, not otherworldly schemes. (Or he
might just crack his poisoned tooth before he says anything too
revealing.)
Same with the Monday Men: if your team cracks Naught, you
might decide that its data banks have vast information on the
Bloc and Sphere, but almost nothing on the supernatural threats
(apart from Ampersand Vole, of course, who was under heavy 5
surveillance).
On the other hand, you could use a huge trove of secrets as the
jumping-o point of your campaign. Lets say the heroes are
5
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disparate types who get trapped by a Brotherhood assault, and
band together to battle their way to freedom. On the way out of
town, they discover a dead Zassat agent whos carrying a dossier
on all the villains working their voodoo on the world. They

5
realize theyre in a ght thats much bigger than just a handful
of zombiesso they decide to rise to the challenge and save the
planet.

Do I Need the Doomsday Clock?


Not necessarily. If youd rather just run an open-ended
investigative campaign, or a series of isolated adventures, thats
5
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ne. Instead of having Abednego Trestle set a specic date for
the end of the world, have him warn readers more generally that
signs and portents are swirling, and no good will come of them.
But be sure to tell your heroes that youre taking this approach at

5
the start of the game, since the New Years Eve deadline features
prominently in their section of the book.

What Happens if the Players


Read the GMs Section?
Inevitably, some or all of the secrets in this part of the book are
5
5
going to leak to your players. They might even start the game
knowing as much as you do about the big picture.
One way to approach the problem is to let the players take on roles
where they have been given extensive background information

5
about the bad guys. They might be government agents or a super-
soldier strike team nanced by a wealthy patron who has spent
millions accumulating rsthand reports of the otherworldly. In
these types of games, the challenge isnt necessarily guring out

5
secrets or piecing together connections but rather overcoming
obstacles and hunting down the villains at the top of the heap
while the clock is running.
So, for instance, the heroes wouldnt have to spend Act One of an
adventure gathering clues to learn that Humboldt Suede is the
Son of the Damned. They would know that up front, and could
immediately set about getting the Daggers of Aleph.
5
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- Chapter Five: Looking Down On Creation -
Another possibility: just proceed as normal. Even if the players There are two basic approaches. Either tack on one nal

5
have read all the secrets in this section, they still wont know which assignment that lets them redeem themselves and stop the
bad guy is lurking in the shadows of a specic adventure. Beyond apocalypseor play things out and let them deal with the
that, even if they realize early on that the big blue creatures in consequences. (Actually, those are the two approaches if you want
the woods are Nagathrite, they still have to nd a way to defeat to keep playing. If everyone has had their ll of the game, you

5
the old mastersand solve whatever secondary mysteries youve could simply have the bad guys win and end the campaign on a
cooked up. huge downer. This is the seventies, after all!)
If you want to give the heroes one last shot at saving the world,
Who Should Win
5
you might simply insert a technological glitch between the bad
guys and their goal. Lets say the heroes storm Humboldt Suedes
the Presidential Election? inner sanctum, but cant hit him to save their lives. So His Satanic
Majesty has a ne Witness the glory of the Damned! moment
For the good of the planet, the best-case scenario would have

5
and pushes the Big Red Button.
Spobecks vice president, LeHigh Gort (no relation), ending up
End of the world, right? Maybe, maybe not. If you were in a
in charge of the country. He has no hidden agenda, and wont
generous mood, you might say that a freak electrical storm has
cause the end of the world. If the Bloc, Sphere or Consortium
cut o the power supply to the missile silos. You might try the
collapse, or even show inordinate weakness, hell take sensible

5
same approach if the heroes fall just short of killing Ampersand
measures.
Vole before he res up his generator; likewise Fulton Gort and
For the good of your campaign, however, almost any of the his extermination centers. The heroes should realize theyve been
candidates present interesting possibilities. Under Spobeck, given a second chance and can either renew their attack against

5
radicals will start vanishing like ies and Naught will ramp up the big bad guy or try to rush to the source of the problem (say, a
his plans to turn the world into one big panopticon. If Biscuit balky power plant) before the bad guys agents can get the wheels
takes the day, he will accede to basically anything the Council grinding again.
of Nations and Man Last demand. To enforce all those new
Then theres a riskier option: call in the Old God. With all

5
diktats, he will create an enforcement squadstaed by Council
the focus on Abednego Trestle, the heroes may forget a very
peacekeepersto rival the Monday Men. Suede, meanwhile, will
important distinction: the bad guys are trying to end the
create as much sensual chaos as he can at home (legalizing drugs,
world prematurely. Not even Trestle knew when the world was
mandating pornography, etc.) and bring the world to the brink of
supposed to endthe date the Old God had penciled into his

5
nuclear war abroad. On New Years Eve, 1979, everything goes
daily planner. And its doubtful that the Big Guy would let
boom.
anything as piddling as a swarm of aliens or a horde of hellions
During the campaign, Suede and Spobeck will do whatever they throw o his schedule.
can to undermine their opponentssning out secrets, planting

5
So, if one or more of the heroes is a Fightin Acolyte (or at least
incriminating evidence, rigging vote machines and registering
a Believer) and the Man Upstairs has been a running theme in
the dead. (Biscuit will rise above all that, but his allies wont.)
your campaign, you might be able to drop in a divine messenger
And after the results are tallied, the losers will ght rearguard
who tells the heroes: The missiles are yingbut if you perform
actions. Biscuit, his pride wounded, will use whatever political

5
the rare and dangerous Rite of Ultimate Justication at mission
pull he has to push his allies agenda. Suede will try to have the
control in the next twenty minutes, all the bombs will change
votes thrown out on the grounds that Spobeck cheated, and call
course and head o into space. On the other hand, if your
for a new contest: Suede vs. Biscuit. Spobeck, of course, has the
campaign has steered clear of religion, this approach might seem
Monday Men: even if hes kicked out of oce, he and Naught

5
like the worst kind of deus ex machina.
will continue ghting their vigilante war to restore law and order
to Americo. The Old God also presents lots of possibilities if you decide to
end the world. Lets say Humboldt Suede starts a nuclear winter,
Remember that the outcome of all this is really up to you and
or the android death factories grind to life and humanity is
your players, and should t the ow of your campaign. If you

5
powerless to resist, or the Nagathrite start broadcasting hypnotic
dont want to focus on the election, and the bad guys involved
commands from the rooftops, or legions of Dervos start swarming
in it, keep it in the background of your sessionsa kind of
across the planet, or Ampersand Vole starts mutating whole cities
running gag that GM characters keep mentioning. Then gure
at once, or the Kreelak head back in time and chuck the human
out, for your purposes, which villain has the most potential in the

5
race into the dustbin of history.
Octagonal Oce. (That might be a good adventure to spring on
the heroes as the climax of a campaign: theyve walloped space While the heroes are scrambling to stay alive, one of them has
aliens, dinosaur men, androidsbut now theyve only got six a vision that tells them all is not lost. They must nd a sacred
hours to stab the president with these knives nobodys ever heard artifact of incomparable power (such as a drinking cup used by

5
of.) an avatar of the Old God, or the tree under which he meditated
and received enlightenment) and launch it into the heart of the
What Happens if the Heroes Fail? enemys war machine. It might cost the team their lives, but their
sacrice will save the world and set history back on track.

5
Everybody blows rolls. Everybody misses clues, even if you give On the other hand, you could also just swing your campaign into
them the broadest hints imaginable. Everybody can get so far gritty postapocalyptic mode, with the heroes battling mutant
o course that you cant set them on the right path without an biker gangs and rallying the remnants of the human race to
intrusive GM at.

5
rebuild civilization. Those possibilities will be covered in the
So, what if the heroes botch the big nale, even after youve given forthcoming sequels to this game, Fun City Warriors: 1990 and
them every break and bonus you can think ofand the world, by Damnation Decade 3-D: Adventures in the Forbidden Zone.
all rights, has to come to an end?

- 132 -
- Appendix I: Inspirations -

Appendix I: Inspirations
In the 1970s, the genre became more diagnostic and didactic than Damnation Alley
ever before. With the world reeling from riot, revolution and war,
( Jack Smight, 1977)
and the best minds of the time predicting an even uglier future,
sci- lms became lunatic prophets, hammering audiences with Ahem. This sturdy picaresque gives a good idea of life in the
social criticism and visions of a godless apocalypse. In other mutant-haunted Southwest and could serve as a template for
words, souped-up versions of the high-ber fare that mainstream cross-country adventures. Mad Max (George Miller, 1979) and
movies were dishing out at the time. its sequels are also good on this score (and, of course, provide a
peek at conditions in the island nation of Agaland).
Heres a look at some of the sci- lms that inspired this game,
and some thoughts on how they can help you run a campaign.
Also included are some of the best mainstream icks of the time,
Dark Star
for lessons in seventies manners and moresand a general funky ( John Carpenter, 1974)
good time. If Americo ever sends crews into deep space, they will look
exactly like this: a bunch of slackers who hate each others guts.
The Andromeda Strain Viva Boiler!
(Robert Wise, 1971)
A good thumbnail of what seventies Field Scientists might look like,
Dawn of the Dead
and the kinds of mysteries they would face. The climactic countdown (George A. Romero, 1978)
scene is just begging to be played out in combat rounds. As scary and hilarious as real life. Romeros Pittsburgh is what
most cities overrun by the Brotherhood look like.
A Boy and His Dog
(L.Q. Jones, 1975) Enter the Dragon
Interesting for its take on psychic powers and postapocalyptic (Robert Clouse, 1973)
mores. An iconic cult movie but uncomfortable viewing. The badass to end all badasses. Bruce Lee and his buddies are
models for 1970s Martial Artists: fast, funky and fearless. See also
The Boys From Brazil countless others, including Black Belt Jones (Robert Clouse, 1974)
(Franklin J. Schaner, 1978) and Fists of Fury (Wei Lo, 1971).
Along with Marathon Man ( John Schlesinger, 1976), the best
of the Nazis walk among us crowd. Boys is a great guide for
The Exorcist
handling Suramerican intrigue. (William Friedkin, 1973)
An absolutely perfect take on traditional religion in an ambivalent
Capricorn One time. For a more specic look at the King of the Damned, The
(Peter Hyams, 1978) Omen (Richard Donner, 1976) and its cousins are a great resource.
Darren McGavins TV series The Night Stalker is always good for
Stanton Spobecks space program laid bare. Also includes the
a supernatural laugh, as is Land of the Lost, a critical inspiration
ultimate 1970s cast: Elliott Gould, Brenda Vaccaro, James Brolin,
for this games largely implausible prehistory.
Hal Holbrook, Karen Black, Telly Savalas and O.J. Simpson.
Remember: these wonderful schlubs are what your heroes will
look likenot the skate-punk techno-hipsters who dominate
The Final Programme
most gaming handbooks these days. (Robert Fuest, 1973)
A groovy movie about the end of the world. Lots of mystical
Carrie nonsense, half-explained science and A-bombs going o across
(Brian De Palma, 1976) the planet. And dont miss the trippy set design, which makes the
future look like a psychedelic pinball machine.
A huge inspiration for this games treatment of psychic
phenomena. See also Eyes of Laura Mars (Irvin Kershner, 1978)
and Escape to Witch Mountain ( John Hough, 1975).
The French Connection
(William Friedkin, 1971)
A Clockwork Orange Gene Hackmans Popeye Doyle is the ultimate Damnation
(Stanley Kubrick, 1971) Decade hero: driven to do right in a world without a moral
compass. Plus one of the best car chases in movie history
A useful look at the social disintegration in the nation of
essential viewing for Drivers. See also the automotive classics
Hardcastle as it tries to hold o the Bloc. On the whole, gross.
The Driver (Walter Hill, 1978), The Gauntlet (Clint Eastwood,
1977) and The Seven-Ups (Philip DAntoni, 1973). (Bullitt,
Colossus: The Forbin Project released in 1968, just misses the cut.) For more maverick-cop
( Joseph Sargent, 1970) action, you cant go wrong with the many moods of Dirty Harry.
Now thats what computers are supposed to be: a room-size body If you like your detectives a little more subtle, check out Peter
and world-class ambition. Falks deathless Columbo.

- 133 -
- Appendix I: Inspirations -
In Search of the Historic Jesus through any number of hardships. See also Earthquake (Mark
Robson, 1974), Meteor (Ronald Neame, 1979), The Towering
(Henning Schellerup, 1979)
Inferno (Irwin Allen/John Guillermin, 1974) and about ve
thousand others.
In Search of Noahs Ark
( James L. Conway, 1976) Quintet
A mother lode of ideas for how to present sacred relics (and, indeed, (Robert Altman, 1979)
religion) in a world that is giving up on its traditional beliefs: make
If you see only one Altman movie about Paul Newman hunting
the subject seem as weird and alien to everyday human experience as
seals and playing oddball board games after the apocalypse, this
possible. In the mind-set of the times, the mysteries of religion are
is the one to go with.
reduced to the level of the unexplained, like crystal skulls, ancient
astronauts and the Hope Diamond. For these and other oddities
see the Leonard Nimoy television series In Search Ofa direct
Rollerball
inspiration, obviously, for Beyond the Barrier With Herman Purvis. (Norman Jewison, 1975)
James Caan and his buddies are archetypal Strong and Tough
Invasion of the Body Snatchers Heroes in a funky futureand o to the side youll nd baed
(Philip Kaufman, 1978) Techies and a Delphic mainframe. Not to mention the eponymous
sport, which was, of course, a big inspiration for Omegaball.
Nails the creepiness of 1970s self-help culture perfectly. Forget
the legendary Vulcan: this is the role of Nimoys career, and
maybe Je Goldblums too. The movie is also a great source for
Shaft
Psychobabble lingo, and a dead-on model for the wheels-within- (Gordon Parks, 1971)
wheels structure of investigative adventures. For even freakier In a decade obsessed with ethnic identity, Richard Roundtree was
aliens, see Laserblast (Michael Rae, 1978). the archetype of a race-conscious hero. See also Avenging Disco
Godfather ( J. Robert Wagoner, 1979), Foxy Brown ( Jack Hill,
Jaws 1974) and Supery (Gordon Parks, 1972), as well as less-obvious
(Steven Spielberg, 1975) ethnic entries like Saturday Night Fever ( John Badham, 1977)
and King of the Gypsies (Frank Pierson, 1978).
Shows how to deploy natural horrors with tension, wit and solid
character development. See also any number of others, including
The Deep (Peter Yates, 1977), Frogs (George McCowan, 1972),
Silent Running
Empire of the Ants (Bert I. Gordon, 1977), Night of the Lepus (Douglas Trumbull, 1972)
(William F. Claxton, 1972) featuring DeForest Kelley ghting A good crash course in the enviro-doom mind-set, with neat
a bunch of mutant rabbits, Prophecy ( John Frankenheimer, 1979) robots besides. The soundtrack is not a plus.
and The Swarm (Irwin Allen, 1978).
Sleeper
Logans Run (Woody Allen, 1973)
(Michael Anderson, 1976)
Maybe the most enjoyable of all of these movies. It hits every last
The most fabulous future ever. This is the society that will grow mark in the genre, right down to the architecture and artifacts, and
out of the ruins if the heroes dont save the world, with Naught or is easily one of Allens funniest lms. For other good comedic takes
Nyet playing the big Mommy mainframe. The Monday Men, of on a cataclysmic future, see Americathon (Neal Israel, 1979) and
course, eventually turn into Michael York and pals. Richard Benjamins sublime television series Quark.

The Man Who Fell to Earth Smokey and the Bandit


(Nicolas Roeg, 1976) (Hal Needham, 1977)
Starring David Bowie as himself. Trucker culture in a nutshell. See also the various iterations of
Every Which Way but Loose ( James Fargo, 1978), as well as the
The Omega Man television series B.J. and the Bear, featuring a pre-TekWar Greg
(Boris Sagal, 1971) Evigan and a monkey in overalls. (Cannonball Run, released in
1981, just misses the cut.)
Charlton Heston is the perfect Survivalistthe last of his kind,
a bulwark against the chaos of the new era, a collector of artifacts
and memories. The bad guys, meanwhile, are a ne template for
Soylent Green
the Brotherhood mutants: ower-power fascists who want to (Richard Fleischer, 1973)
corrupt every last vestige of the old world. Creates a pitch-perfect atmosphere of dwindling religion, corporate
malfeasance and faltering conscience. Ignore the dopey, dated
The Poseidon Adventure misogyny and enjoy Charlton Heston playing wildly against type.
(Ronald Neame, 1972)
Stuck for an adventure idea? Trap the heroes in a disaster
Star Wars
movie. This lm is a textbook on how to ratchet up skill tests (George Lucas, 1977)
and character conicts while the clock is ticking. Once again, A cult hit that got buried by The Goodbye Girl at the box oce.
Gene Hackman provides an archetype for a Damnation Decade Hard to nd on DVD, but it occasionally makes the rounds on
hero: a tough, brainy cleric who leads a party with diverse skills the midnight-movie circuit.

- 134 -
- Appendix I: Inspirations -
The Taking of Pelham One Two Three
( Joseph Sargent, 1974)
Youll never see a truer picture of New York in the 1970s: a city
held together by grati and pigeon droppings, overrun by thugs
and managed by a mayor whos afraid to show his face in public.
Hilarious, fast-paced, perfectly acted. Walter Matthau and Robert
Shaw are kings among men. For more on Fun City, see Dog Day
Afternoon (Sidney Lumet, 1975), Klute (Alan J. Pakula, 1971) and
Serpico (Sidney Lumet, 1973). (Prince of the City, which is almost a
sequel to Serpicosame corruption investigations, but a few years
further oncame out in 1981, so just misses the cut.)

The Three Days of the Condor


(Sydney Pollack, 1975)
The gold standard for stories about government intelligence
services gone mad. Anyone who tangles with the Monday Men
will end up getting the Robert Redford treatment. For big-scale
corporate conspiracies, check out The Parallax View (Alan J. Pakula,
1974), and for a closer look inside the heads of crazed loners, theres
the old standby Taxi Driver (Martin Scorsese, 1976).

Two-Lane Blacktop
(Monte Hellman, 1971)
Big-time road-movie existentialism, with James Taylor, Dennis
Wilson and the man of the century, Warren Oates. Good viewing
for tonal purposes but probably not the best story to adapt for a
roleplaying game. Like the man said, This is competition! I got
no time for sidetracks.
inuence on this game world. Everything he wrote is worth
The Warriors reading, but his 1971 novel Love in the Ruins is the most useful
(Walter Hill, 1979) for our purposes here. As the world falls to pieces, Percys cranky
hero invents a machine that can stabilize the human soul and
Come out and play. just might save the world. But rst he has to juggle his love life,
solve the mysteries of race, religion and national identity, and
Westworld gure out whos been trying to kill him all week.
(Michael Crichton, 1973) Meanwhile, the work of Philip K. Dick just gets better with
All you need to know about the operation and proclivities of time. In the 1960s he created many of the sci- tropes we
androids. See also the sequel, Futureworld (Richard T. Heron, take as commonplace today, such as realer than real virtual-
1976), as well as the epochal television series The Six Million reality nightmares and memory manipulation. As with Percy,
Dollar Man and The Bionic Woman. just about all of Dicks novels are worth reading. Compact and
comical, theyre like nothing else in the genre, with schlubby
Who? heroes, talking appliances and omnipotent, but eminently
( Jack Gold, 1973) sympathetic, alien gods. Most useful for source material are The
Three Stigmata of Palmer Eldritch (our hero battles a villainous
Tagline: The kill machine with the megaton mind. A good corporate boss with a terrible secret) and the autobiographical
source of ideas for running a sci- cold war adventure. Valis (on a fateful day in 1974, an ordinary man gets a message
from God, who turns out to be a satellite).
Zardoz Finally, for sociological notes, consult the over-titled but incisive
( John Boorman, 1974) How We Got Here: The 70s: The Decade That Brought You Modern
Immensely lovable, even if it doesnt really t the Damnation LifeFor Better or Worse by former White House speechwriter
Decade world. David Frum. (He invented two-thirds of the phrase Axis of Evil.
Hint: one-third was of.) He shows that the 1970s werent just

Read More About It!


As you can tell from the quotations throughout the book,
a whimper after the bang of the sixtiesif anything, the later
decade was even more revolutionary. Why? In the seventies, the
radical movements of the sixties were absorbed into the broader
culture and codied into lawfor better or worse.
the work of novelist and philosopher Walker Percy had a big

- 135 -
- Appendix II: True20 Conversion -

Appendix II: True20 Conversion


Players of Green Ronins True20 Adventure Roleplaying can also On A Roll: Replace this feat with Move-by Action (which
use the world of Damnation Decade as a backdrop for stories and applies to skating as well as normal movement).
adventures. This Appendix provides notes on each chapter of this Repair Bionics: This feat applies to the Medicine or Craft
book and how to use its content in conjunction with the True20 (mechanical) skills in True20 rather than Treat Injury or
game rules. Repair, but otherwise works the same.
Talk to Machines: This feat applies to True20 Computers skill,
Chapter Two
This chapter has material on hero creation. Consult Chapters One
the equivalent of Computer Use, but otherwise works the
same.

through Three of True20 for details on creating heroic characters


in that game. Occupations
True20 does not use Occupations, and so this section is not
New and Revised Skills relevant to the creation of True20 Damnation Decade heroes.
If desired, True20 Narrators can use the occupations as guidelines
The new and modied skills in this section can work largely as-is
for creating True20 backgrounds suitable for Damnation Decade,
in True20, with the following adjustments.
using the bonus skills and feats given for the occupation as the
Speak Language (jive): This is a specialization of the Language bonuses provided by the background. Keep in mind that True20
skill. Damnation Decade heroes can apply a rank of Language does not have the concept of class skills (all skills are equally
to learn to speak jive, the same with speaking trucker lingo and available to all roles).
similar codes.
You can also simply allow players to create their own backgrounds,
Skate: This new skill works as described in True20. Wearing using the guidelines given in True20 Adventure Roleplaying, with
skates adds +2 to kicking damage. the Damnation Decade occupations as inspiration.
Computer Use: The modications to Computer Use in this
chapter apply equally to the True20 Computers skill.
Advanced Classes
New Feats True20 does not make use of advanced classes like d20 Modern, so
the classes described in this section are not available in a True20
Modify the feats in this section as follows to make them suitable Damnation Decade game. However, the Narrator may wish to
for use with True20 Adventure Roleplaying. If a feat is not detailed, turn some or all of the advanced class abilities in this section into
assume that it works as described in Chapter Two. new True20 feats available to Damnation Decade heroes to help
capture the vibe of the setting.
New Feats As a general rule, these new feats are chained and must be
Feat Type acquired in order, with previous feat(s) on the list as prerequisites
for the later feats. The Narrator may waive or alter this requirement
Alien Language Anity General
as desired to suit the game.
Alien Medicine Expert
Believer General Driver
Bustin General All driver feats are general feats.
Dancing Fool General Critical Crash: As described, except Drive (6 ranks) is a
prerequisite, and the additional damage is a +4 bonus.
Double Blu Expert
Riding Shotgun: As described.
Improved Dancing Fool General
Hell on Wheels: As described, except the 8th level ability
Improved Power to Will General becomes a separate feat called Improved Hell on Wheels (with
Life of the Party General the same eect).
Power to Will General Roadhog: As described.
Psychobabble Expert Everybody Walks Away: As described.
Repair Bionics Expert
Executive
Sensualist General
All executive feats are expert feats.
Talk to Machines General
Sizing Up: As described except Profession (7 ranks) and one
Alien Medicine: This feat applies to Medicine rather than Treat interaction skill (7 ranks) are prerequisites.
Injury, but otherwise works the same.
Money Is No Object: As described.
Double Blu: Change the prerequisite to Skill Focus or Talented
Corporate Resources: This ability is replaced by the Contacts
(one or more Charisma-based skills).
feat from True20.
Improved Dancing Fool: Change the prerequisite to Dancing
Sales Pitch: As described, except it uses the characters Expert
Fool and Dex +2.

- 136 -
- Appendix II: True20 Conversion -
level in place of Executive level. Omegaballer
Life of Leisure: As described. All Omegaballer feats are general feats.
Friends in High Places: As described. Welcome to the Majors: This feat can be renamed Omegaballer
in True20, and is the entry level feat for a pro-Omegaball
Fighting Acolyte player. Prerequisites are Combat +3 and 6 ranks in Acrobatics
All ghting acolyte feats are martial feats. and Jump. Otherwise, it is as described.
Holy Terror: The smite ability of this feat works like the Smite Team Player: As described.
Opponent feat from True20. Its prerequisites are Combat +2 Brick House: As described. The ability to add Strength to
and Knowledge (theology and philosophy, 6 ranks). Defense supercedes the normal parry defense in that it applies
Confession: As described, except it uses half the heros warrior to all attacks.
level in place of ghting acolyte level. Go-To Guy: As described.
Thy Will Be Done: As described, except it grants both the 4th Adrenaline Rush: This ability costs a point of Conviction (rather
and 8th level abilities at once. than an action point) and improves the chosen ability score by
Not of This Earth: As described. +2, lasting for a number of rounds equal to half the characters
level, and leaving the character fatigued for 5 rounds thereafter.
Miracle: As described, plus the hero can spend a point of
This feat can be taken twice, in which case the character can
Conviction to use this feat an additional time (over the number
improve two ability scores at once, but is fatigued for 8 rounds
of uses granted by Charisma score).
afterward.
Groover Delay Damage: As described, except the delay is half the
characters level, rounded down.
All groover feats are expert feats.
Combat Charm: This grants the 1st level ability (add half Parapsychologist
Perform rank to attack rolls) but not the 5th level ability. It has
All parapsychologist feats are supernatural feats.
the groover class requirements as prerequisites.
Rumors and Echoes: This feat has the parapsychologist class
Enough About Me: This ability is two feats, the 2nd level ability,
requirements as prerequisites. Add half the characters adept
and the 7th level ability (Improved Enough About Me),
level to the Knowledge check, otherwise as described.
otherwise as described.
Little Green Thoughts: Remove this ability; True20 characters
Thinking With the Hips: This ability is two feats, the 4th level
can acquire the individual feats included in it as desired.
ability, and the 8th level ability (Improved Thinking With the
Hips), otherwise as described. Cloak of Weirdness: As described.
Cant Stop the Music: As described. Minor Visitation: As described.
Legendary Weapon: As described.
Middleman Major Visitation: As described.
All middleman feats are expert feats.
The Grapevine: As described, except it requires Blu, Diplomacy, Psychic
and Gather Information (6 ranks each), Language (jive), and The psychic class in Damnation Decade is best handled in True20
Contacts as prerequisites and grants all of the listed abilities by the adept role and the appropriate powers with a psychic
at once. origin. Consider psychics adepts of the appropriate level with
Friend of a Friend: As described, except it becomes two feats, associated powers.
the 2nd level ability, and the 5th level ability (Improved Friend True20 powers suitable for Damnation Decade psychics include:
of a Friend). Calm, Energy Shaping, Heart Shaping, Manipulate Object,
Whos Your Daddy: As described. Mind Probe, Mind Reading, Mind Touch, Move Object, Psychic
Blast, Scrying, and Visions.
Smooth Talker: As described.

Militant Trucker
All trucker feats are general feats.
All militant feats are martial feats.
Breaker Breaker: As described. Drive (4 ranks) and Vehicular
Go to Ground: This feat uses half warrior level in place of militant
Combat are prerequisites.
level and applies to Stealth and Search, but is otherwise as
described. Combat +2 and the militant class requirements are Pit Stop: As described.
its prerequisites. Good Buddy: This is the same as the Familiar feat in True20.
Attention Getter: This feat is essentially the same as the Fascinate King of the Road: Replace this with Skill Focus (Drive).
feat from True20, which should be used in its place.
Big Rig: As described except the ability grants a +2 bonus to
Winging It: As described. collision and ramming damage.
Indoctrinate: As described, except broken into two feats: the Convoy: As described.
5th level ability, and the 8th and 10th level abilities (which are
combined into Improved Indoctrinate). Urban Cowboy
Contacts: Renamed Militant Contacts, but otherwise as All urban cowboy feats are general feats.
described.

- 137 -
- Appendix II: True20 Conversion -
Aw, Shucks: As described, except the feat can be taken up to three provided solely at the Narrators discretion, usually with the
times, improving the bonus by +2 each time (+2, +4, and +6). appropriate strings attached.
The Urban Cowboy class requirements are the prerequisites,
except Animal Empathy replaces Animal Anity.
Comforts of Home: As described.
Drugs
The drugs from Chapter Three work essentially as described in
Urban Jungle: As described, except that the ability to improve True20. Modify their skill eects as appropriate (mainly using
the attitudes of animals is absent (since it is already a part of Notice in place of Listen and Spot). For durations, either roll
Animal Empathy). them as given, or take the average (dividing the die value in half
Home on the Range: As described, except the character gains and multiplying by the number of dice, so 3d6 minutes becomes
the +2 bonus on Toughness saves as well (and does not gain hit half 6, or 3, times 3 for a duration of 9 minutes).
points, since there are none in True20).

Chapter Three Chapter Four


Chapter Four of Damnation Decade describes the major players of
Most of the existing equipment in True20 is available in the the setting, particularly adversaries for the heroes to confront.
1970s of Damnation Decade, with the exception of far-future
super-science (and even that stu shows up in the handsor
other appendagesof aliens and such).
Converting Characters
For the most part, you can use the d20 Modern character stats as-is

Weapons in your True20 game for the sake of simplicity; just determine the
characters appropriate Toughness score and modify attack bonus
Use the guidelines in True20 to convert weapon damage dice by Dexterity rather than Strength, keeping in mind that high-
to a damage bonus for use with Toughness saving throws. level True20 characters are somewhat more vulnerable to damage
Otherwise, weapons from Chapter Three work as given in their than high-level Modern characters with lots of hit points.
descriptions. Character skills, feats, and equipment can remain essentially as-
is. You can convert class levels to the appropriate True20 roles if
Armor desired. Generally, strong and tough hero levels become warriors
levels, class levels involving supernatural powers (such as the
Use the True20 guidelines to convert armor bonuses to the psychic advanced class) become adept levels, and all other class
appropriate Toughness save bonus, using existing True20 armor levels become expert levels.
as examples.

Bionics Omegaball: True20 Style


The rules for Omegaball given in Appendix I work essentially
The bionics from Chapter Three operate much the same in
True20: halve any ability score bonuses they provide (rounding the same for True20 Damnation Decade games. In place of
down) to get the True20 modier. Bionic arms and legs grant a +1 Omegaballer class level, use half the total levels of players with
Toughness bonus, while a bionic torso grants +2, except against the Omegaballer feat (described in the previous section) with all
electric or magnetic attacks. other players on the team adding 1 level each to determine the
teams total modier.
Instead of massive damage (which does not exist as such in
True20), the Narrator may choose to check for bionic damage after Since there are no attacks of opportunity in True20, ignore
a critical hit that successfully inicts damage on the character. these rules for Omegaball games (unless you specically want to
add them). Getting past a blocker still requires a Diculty 15
As in standard Damnation Decade, bionics are considered beyond
Acrobatics check. Substitute Acrobatics for all uses of Tumble in
the Wealth and resources of any individual character and are
the Omegaball rules.

- 138 -
- Index -

Index
A Consortium 6, 12, 13, 16, 17, 70, 71, 76, Talk to Machines 25
79, 120, 124, 125, 126 Feta, Bellow 12, 16, 99, 100
Aboriginal Nations 11, 12, 31 Council of Nations 12, 99, 101 Fitzgerald, Edmund 12
Agaland 8, 11, 17, 122, 123 Cozy Cola 12 Fleur 12, 119
Ahitken I 11, 109, 110 Crawfoot, Tony Joe 57 Fontana 12, 17, 30
Alamo 6, 11, 16, 17, 68, 71, 91, 98, 120, Cult of the Damned 90 Freak, Charlie 72
125 Custer, Bunkham 12 Fun City 11, 12, 13, 17, 28, 89, 99, 126
Aleph 6, 9, 11, 13, 16, 124, 125, 126, 127 Custerdome 13
Americo 6, 8, 9, 11, 12, 13, 16, 17, 18, 28, G
29, 31, 34, 48, 75, 118, 119, 120, D
121, 122, 123, 127 Gank 104, 106
Android 74, 75, 80 Daggers of Aleph 90, 91, 95, 99, 119, 120 Glorious Reproduction Engine 122, 124
Arcitan 11, 119 Daijong 12, 121, 124 Gort, Fulton 12, 16, 29, 71, 74, 75, 76, 77,
Armor 62 Dao Hong 6, 12, 13, 16, 100, 117, 118, 78, 79, 82, 127
Arpad 11, 16, 118 120, 121, 122, 123, 124, 127 Gort, Huxley 77
Artifacts 66 Dj You 12, 109, 110 Gort, LeHigh 12, 16, 100, 120, 124
Delusiac-13 83, 87 Gort, Miranda 12, 16, 17, 77
B Demon Worshipers 95 Gort Motor Corporation 12, 76, 77, 89
Dervos 104, 105, 106, 107, 120 Grays 104, 106
Bando, Mackey 11, 26, 59 Dervos 1 104 Great Inland Oceans 12, 29, 31
Barrier Mountains 11, 48 Desert Clarion 125, 126, 127 Great Otherworldly Kingdom 121
Baseball Uglies 28 District One 6, 12, 34, 119 Green Abundance 122, 123, 124
Basta 11, 119 Dixon 11, 12, 34, 84 Guess My Name 12
Bedfellows 11, 16, 21, 28, 89, 91 Doctor Feelgood 88
Beyond The Barrier With Herman Purvis Drugs 10, 65 H
43
Bionics 65 E Halfway to a Threeway 12
Biscuit, Quantrill 9, 11, 17, 34, 90, 91, 99, Hapworthy, Fosdick DuMont 75
101, 117, 120, 123, 124 Earthly Father 11, 12, 119 Hardcastle 8, 11, 12, 13, 16, 119, 121,
Blatt, Mandrake 11, 101 Eden Atoll 12, 13, 109, 112 122, 124
Bloc 6, 9, 11, 12, 13, 16, 17, 26, 75, 76, 85, Ekumen Games 12, 16, 26 HARM 12, 90, 91
90, 91, 97, 101, 117, 118, 119, 120, Elatic Ocean 6, 12 Heide, Wotan 75, 78, 118
121, 122, 124, 127 El Gordo 12, 48 Herzog 118
BootyDome 9, 12, 13, 17, 21, 78, 90, 91, Equipment 63 Hewland 12, 31
95 Esperanto 6, 8, 11, 12, 13, 109, 110, 117, Hiko 12, 121, 122, 123, 124
BootyDome 57 12, 13, 17, 21, 28, 32, 59 118, 119, 121, 123, 124 HOP. See Hunker Obliterative Process-
Booty and Bugaboos 29 ing
Bosco, Whelk 57 F Howes Chasm 11, 12, 31
Brotherhood 68, 71, 72, 73, 80, 120 Hunker, Theramin 12, 16, 34, 82, 83, 84,
Falconer, Mitch 13, 27
Brtzmann, Kander 75, 76, 77, 78, 82 85, 88, 89, 112, 127
Fascists 12
HunkerDome 12, 34, 83, 84, 85, 87
Fat, Horselover 12
C Fat City 48
Hunker Obliterative Processing 9, 12, 83,
84, 87
Cartagh 16 Faust 11, 12, 16, 75, 76, 78, 98, 118
Chin, Billy 122, 123, 124 Fausto 112
Feats 23
J
Classes 35
Driver 35 Alien Language Anity 23 Jencia 12, 85, 118
Executive 36 Alien Medicine 23 Jockey Boys 28
Fightin Acolyte 37 Believer 23
Groover 39 Bustin 23 K
Middleman 40 Dancing Fool 23
Double Blu 23 Kaveat Vendor Alliance (KVA) 12, 16,
Militant 41
Improved Dancing Fool 24 17, 77
Omegaballer 42
Improved Power to Will 24 Kelly, Jim 122
Parapsychologist 42
Life of the Party 24 King of the Damned 89, 90, 91, 92
Psychic 45
On a Roll 24 Kirbograd 13, 90, 91, 99, 119
Trucker 45
Power to Will 24 Kish 8, 13, 122
Urban Cowboy 47
Psychobabble 24 Kontan 8, 13, 121, 124
Clear Thought Brigades 121, 122
Repair Bionics 24 Kreelak 109, 110, 111, 112
Cobleskill, Anders 13, 27
Sensualist 25 Kronstadt 11, 13, 97, 118, 119, 120
Computer Use 20

- 139 -
- Index -
KVA. See Kaveat Vendor Alliance Survivalist 33 Sphere 6, 8, 9, 12, 13, 16, 17, 26, 79, 118,
Technician 34 120, 123, 124, 127
L White Collar 34 Spobeck, Stanton Morango 6, 9, 11, 12,
Old God 10, 11, 12, 13, 18, 83, 90, 92, 13, 16, 17, 34, 70, 71, 72, 73, 78,
Lake Monsters 110, 111, 113, 114, 117 119 89, 90, 91, 97, 98, 99, 100, 101,
Leap Toward Tomorrow 121, 122 Omegaball 9, 11, 12, 13, 16, 17, 26, 29, 56 103, 118, 120, 124
Legions of the Damned 92, 93, 94 Omega Ray 68, 70, 71, 72, 73, 74, 82, 83, Stanard 8, 11, 16, 17, 26
Lemuric Ocean 11, 12, 13 84, 89, 91, 97, 101, 112, 113, 114, Stillson & Fink 16
Leng 13 115, 116, 117, 118, 121, 124, 127, Stronghold 78
Lobstermen 13, 119, 120 130 Suede, Humboldt 9, 11, 12, 13, 16, 17, 21,
Lomack, H.D. 13 28, 89, 90, 91, 92, 96, 99, 101, 117,
P 120, 124
M Suet, Nero 16, 106
Pratt, Ethel Ambrose 13, 100 Summit City 48
Maddamar 6, 11, 12, 13, 16, 84, 85, 110, Prosperity Sphere 121
118, 124, 125, 126, 127 Sunkitt, Medlow Mudbug 57
Psychic Powers 50 Suramerico 11, 12, 16, 17, 48, 71, 78, 98,
Malese, Fedo 6, 12, 13, 16, 17, 70, 76, Alien Language Anity 55
124, 125, 126, 127 109, 118, 126
Audible Thoughts 50 Swelt 11, 16, 118, 122
Mango 6, 9, 11, 13, 16, 17, 97, 117, 118, Brain Trace 55
119, 120, 121, 122, 123, 124 Group Think 55
Man Last 9, 13, 106, 113, 117 T
Mood Swing 51
Maxi, Richard 13 Psychic Shove 51 Tang 8, 13, 16, 121
Memory & Law 100, 102, 119 Pushing the Envelope 55 Tasa 13
Memory & Law Corporation 97 Pyrokinesis 52 Tasha. See Gort, Miranda
Middle West 9, 13, 17, 20, 29, 30, 31, 46, Talk to Machines 56 Tasmadar 11, 13, 16, 124, 126
48, 71, 72, 74, 78 Telekinesis 53 Taza 11, 16, 109
Monday Men 90, 91, 97, 98, 99, 100, 102 Translator 56 Trestle, Abednego 9, 10, 16, 17, 18, 125,
Motor City 12, 13, 16, 29, 76, 78 Vibes 53 127
Motor State 76 Voices in My Head 54 Tweedler Daze 88
Mount Kazakar 85, 118 Purity Wall 6, 13, 90, 118, 119, 120
Mudack 13, 118 Purvis, Herman 8, 9, 13, 17, 18, 30, 43 V
Muswife, Maurice T. 13, 17
R V-8s 16, 29
N Vehicles 63
Race 10 Vigorous Petroleum Corporation 16, 68,
Nagathara 82, 83, 84, 85, 88, 99, 118, 119 Relics 66 70, 71, 74, 125
Naught. See Obstat, T. Nestor Religion 10 Vole, Ampersand, IV 16, 68, 71, 72, 74,
Nyet 101, 117, 119, 120, 122 83, 91, 97, 120, 125
S Vole, Terrapin 16, 71, 91
O Vyking Funeral 16, 90
Sala du Mango 118
Obelisks of the Elders 13 Sasquatch 54, 109, 113, 114, 117, 130
Obstat, T. Nestor 13, 97, 98, 99, 100, 101, Savarin, Escobar 12, 13, 112
W
102, 119, 120 Seawall Peaks 13 Weapons 60
Occupations 25 Seed of Sirius 9, 13, 104 Western Wall 48
Academic 25 Sex 10 Whats in My Pocket? 16
Adventurer 25 Shels Rock Pile 13 Wheeltown Records 29
Athlete 26 Simoni 13, 109, 110 Wild Americo. See Sound & Visions
Blue Collar 26 Sina 6, 12, 13, 16, 17, 117, 118, 120, 121, Wild Americo
Celebrity 27 123
Creative 27 Sinews of the Earth 85 Y
Criminal 27 Skate 18
Dilettante 28 Skills 18 Yobar, Gogol 6, 11, 12, 13, 16, 76, 90, 91,
Doctor 29 Computer Use 20 100, 117, 118, 119, 120, 121, 123,
Emergency Services 29 Skate 18 124, 127
Entrepreneur 30 Speak Language (jive) 18
Guru 30 Speak Language (trucker) 18 Z
Investigative 30 Skyliners 13, 17
Law Enforcement 31 Zassat 16, 78, 84, 99, 117, 118, 119, 120
Sound & Visions Wild Americo 13, 27
Military 31 Zerbe, Zoltan 16, 92
Sound & Vision Corporation 12, 13, 16,
Red Collar 32 17, 21, 27, 28, 90, 91
Religious 32 Southwest 16
Rural 33 Speak Language (jive) 18
Student 33 Speak Language (trucker) 18

- 140 -
- License -

OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and or co-adaptability with any Trademark or Registered Trademark in
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