Professional Documents
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$15.00 (U.S.)
EDN5500
ISBN 1-891153-94-3
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Buffy the Vampire Slayer & 2004, ANGEL & 2004. Twentieth Century Fox Film Corporation. All Rights Reserved.
The Unisystem Game System 2004 CJ Carella. The Unisystem is used under exclusive license.
2004 Eden Studios. All Rights Reserved.
Eden Studios
Presents
Volume 1
23
26
Slay-worthy: New Monsters for Buffy the Vampire Slayer and Angel
by David F. Chapman, with additional writing by Derek Stoelting
45
49
Archetypes
All Flesh Must Be Eaten by Andrew Ferguson
WitchCraft Armageddon by Derek Stoelting
56
Buffy the Vampire Slayer & 2004, ANGEL & 2004. Twentieth Century Fox Film Corporation. All Rights Reserved.
The Unisystem Game System 2004 CJ Carella. The Unisystem is used under exclusive license.
2004 Eden Studios. All Rights Reserved.
No part of this book may be reproduced without written permission from the publisher, except for review purposes.
Any similarity to characters, situations, institutions, corporations, etc. (without satirical intent) is strictly fictional
or coincidental. This book uses settings, characters and themes of a supernatural nature. All elements, mystical and
supernatural, are fiction and intended for entertainment purposes only.
Comments and questions can be directed via the Internet at www.edenstudios.net.
via e-mail to eden@edenstudios.net or via letter with a self-addressed stamped envelope.
First Printing, May 2004
Stock EDN5500
Volume 1
ISBN 1-891153-67-6
Printed in USA
Volume 1
Bathsha
Strength: 5
Dexterity: 5
Constitution: 6
Intelligence: 4
Perception: 6
Willpower: 5
Vital Essence: 54
Energy Essence: 51
Life Points (when manifested): 105
Spiritus: 5
Interview with a
Zombie Master
I recently had a chance to sit down and talk to
Jason Vey about his upcoming book Dungeons &
Zombies, working with Eden Studios, over-zealous
playtesters, and future work.
Tell me about D&Z. What were you trying to do
with it? Were you trying to emulate any particular aspect of fantasy roleplaying? Were you trying to avoid anything in fantasy roleplaying?
Settle in, because this is going to be a long answer.
D&Z actually came about in a strange way. Id done
up a piece for my website that contained fantasy
rules for the cinematic Unisystem, and they started
rolling really well. So well, in fact, that I started to
wonder if I could pitch them. Obviously, at the time,
there wasnt a non-licensed core book for the cinematic rules, so that wouldnt work. But, WitchCraft
seemed ideal for handling it. I e-mailed Alex Jurkat
asking if there was interest. His response was positive, but less-than-enthusiastic. He noted that trying
to compete with D&D was suicide unless you had a
really good gimmick. He was right.
Then, a couple of days later, I got another e-mail.
Seemed George Vasilakos had seen my rules online
and they wanted me to do a sourcebook for AFMBE.
Eden came up with the title Dungeons and Zombies.
It seemed comically appropriate. So, we set to work.
I wrote an outline, proposing four Deadworlds based
on themes that Alex suggested: Pulp (Conanesque),
Literary (Tolkienesque), Arthurian, and Oriental.
The Oriental one proved the most difficult, as I was
unable to access Enter the Zombie, due to Edens
desire to have people be able to play the supplement
if they owned only the core book.
When we started out, the mission statement was
pretty simple, though very difficult in the long run to
effectively achieve. This was not the definitive
Unisystem Fantasy Roleplaying Game. It was
another genre book for AFMBE, and had to be treated as such, while still filling the gap to satisfy those
whod been clamoring for Unisystem fantasy rules.
A tall order, but I think we pulled it off.
As for what we were and werent trying to emulate, I dont think we had any aspirations to make
this the Unisystem version of [insert roleplaying
game]. Other than the Deadworlds (whose influences are obvious), we mostly just tried not to make
it a direct D&D rip-off. It had to have its own flavor
and style, and had to be as open and customizable as
the rest of the Unisystem products. D&D influences
are there, to be sure. D&D set the standard, and was
the first fantasy roleplaying game. In any given fantasy game there are always going to be some elements that hearken back to that origin. But, overall I
think D&Z has a pretty unique feel.
I was in on the playtest of this book. It was very
hot and heavy at times. Do you think that affected the book?
Boy, thats an understatement. There were some
knock-down-drag-outs during playtest. But, in the
end it happened because everyone was so passionate
about the book. Everyone wanted it to be the best it
could be, and you cant go wrong with that kind of
enthusiasm. There were some requests for reprinted
material and details that there just isnt room for in a
sourcebook. I started to wish I had a whole core
book worth of space to work with after awhile! But,
in the end, it was those arguments, debates, and such
Volume 1
Several recent television series have caused resurgence in the desire for a sci-fi game with a western
feel to it. Farscape and Firefly are two shows that
immediately come to mind. Inspired by these shows,
you may be wondering how to create a similar campaign world for yourself. Luckily, Eden Studios
Unisystem books are more than up to the task. This
article is a mixed bag of odds and ends that
Directors can utilize to create their own adventures
on the frontier of space.
For those of you unfamiliar with the science fictionwestern genre, we should take a moment to
paint you a picture of this campaign world style.
After all, how do you mix the low-tech world of the
western with the high-tech world of science fiction?
The best way to do it is by using supply and
demand. In such a world, technology is the preserve
of the rich and the privileged. This is not really
because it is expensive, but because owning it gives
you power. After all, if you and your people have
the laser guns and the others are using clubs, you
are going to win. So in the worlds ruled by the rich
and powerful, technology is plentiful and inexpensive. However, the further you are from civilization,
the more difficult such things become to acquire.
On the frontier of space, things look little different
from a frontier town in the 1800s. Moreover, just
like a frontier town, these places on the edge of civilization arent so law abiding. The rule of the gun
applies in most cases. If you have a ship you can get
work, but plenty of people will want to steal from
you.
Characters, Attributes,
and Skills
In an atmosphere of betrayal and mistrust, there
are very few champions, and most folk start out with
the same chances in life. Therefore, we suggest the
following as a Character Type template. There is one
change to the usual rule though . . . points from
Drawbacks can be added to Attributes and Drama
Points, not just Qualities and Skills.
Volume 1
Cinematic Unisystem
Attributes
15
Qualities
15
Drawbacks
Up to 15
Skills
15
Drama Points 15
For those using classic Unisystem rules,
the following Character Type can be used.
Classic Unisystem
Attributes
20
Qualities
15
Drawbacks
Up to 10
Skills
30
Metaphysics
purchased with
Quality/Drawback
points
Cinematic Unisystem
Skill Suggestions
Adjust the Crime Skill to cover electronic
lockpicking and security systems.
Change Getting Medieval to Old Style.
Change Gun Fu to Gun Play.
Change Kung Fu to Getting Personal.
You may also wish to add the following
Skills to your Wild Card Skill list.
Scripture Learning the holy books can be
mighty helpful to some folk.
Many of the Qualities and Drawbacks from published books work just fine for this genre. Some (like
Military Rank) may need a little adjustment for the
specifics of your world, but are otherwise the same.
Languages
Depending on your style, the languages in the setting can vary dramatically. You may wish to have
everyone speak the same language, say English.
Other Directors may prefer to have a larger variety
of spoken languages. For them, we recommend
using languages that were pseudo-common in the
Old West English, Chinese, and Spanish. We realize there are a whole slew of dialects associated with
Chinese and Spanish. Dont go worrying your pretty
head about that, its not worth fretting over. If you
need more than three languages, throw in French,
German, and Russian. That should cover it!
Class Arrogance
2- or 4-point Drawback
You are bigoted about social class in some manner. If you are rich, everything on the frontier seems
primitive and worthless to you. If you are poor, anyone with money is a wastrel and a loser. For two
points, this bigotry shows up in small and annoying
ways, which occasionally drops you into trouble.
For four points, your friends regularly drag you out
of bar fights.
Courtesan
9-point Quality
You trained as a courtesan, a high class and in
some parts, a well-respected form of prostitution.
You gain +1 to Dexterity and +2 to Perception. You
add +2 to rolls to influence folks. You also gain Wild
Card (Love Play) at +4. This represents your skill in
etiquette, ritual, and sensual arts. Your name may be
known to a variety of well-respected clients. These
clients may be happy to assist a lady in trouble or in
need of business. You may wish to take the
Attractiveness Quality as well. However, it is not
essential, as a courtesan is an educated entertainer,
and much more than a pretty face.
Dazed and Confused
2- or 6-point Drawback
The world is not the same for you as it is for
everyone else. Maybe you were born that way, or
suffered from terrible mental trauma as a child. For
two points, you are rather shy and withdrawn. You
suffer a 2 penalty to all social rolls. For six points,
you are almost in another world entirely. You suffer
4 to all social rolls and 2 to all perception rolls.
You tend to say strange things at odd moments, due
to your odd means of reasoning. In addition, at any
time the Director may tell you something completely different from what the Director tells the other
players. This represents how the world looks
Volume 1
Holy Man/Woman
4-point Quality
You are a priest, maybe a nun, or a missionary,
trained in the ways of your religion, and part of a
greater religious organization. It is your job to help
the souls of the needy in the universe, and out in the
frontier there are a lot of needy. You may also be
able to count on the help of the church organization
to which you belong, but the frontier is often further
away than their reach. You gain +1 Perception and
+3 total levels to any social-, knowledge-, or language-related skill. You suffer from the two-point
Non-combatant Drawback (for which you dont get
any points back). You gain only four character points
if you take the six-point version of that Drawback.
Most will treat you with a little more respect if you
advertise the fact you are a holy man. Then again,
some folks might take offense.
Hunted
2-point/level Drawback
Bad people want you. Maybe you are a criminal, or
perhaps a runaway indentured worker. It could also
be that bad people want a quiet word with you. The
higher the Drawback the more time and effort they
will expend, or the more powerful they are, or both.
Mercenary
5-point Quality
You are a mercenary, always looking for a way to
earn more money. You might have some kind of
ethic you follow (which would make the Honorable
Drawback a good choice) or you might walk over
dead bodies, even your friends, to get what you want
(in which case the Covetous (Greed) Drawback
would be a good choice). You receive two free
points to place in any of your physical Attributes,
one point in a crime-related skill and two points to
your ability to use firearms.
Natural Leader
Reputation Good/Bad
5-point Quality
10
Talented
5-point/skill Quality
You are unnaturally good at a certain skill. You
gain a +1 bonus when you use it. In addition, you
can always make a roll for anything that may apply
to the skill, even if it is something you have no experience in doing. Your natural talent grants you a better intuition than most. You may also improve your
skill level to greater than any usual maximum your
Director may apply with experience points.
Technology
1- to 5-point Quality
Psychic Abilities
Another set of abilities you may wish to include in
your game is psychic powers. They are a staple of science fiction, but not so much with the western. There
are plenty of ways this can work. You may decide that
psychic powers are common. In this case, you can
allow players to pick psychic qualities like Telepathy
and Telekinesis. On the other hand, if you decide such
powers are very rare, you could add a few points to
the cost or simply disallow certain powers and limit
the amount of levels the players may purchase.
However, psychic abilities need not be something
you are born with. You could assume anyone blessed
with such psychic power has had someone messing
about inside her brain. Likely candidates to perform
this insidious activity include the government and
corporations. Religious groups or fringe scientists
are other choices for developing psychic powers. If
this is the case, the experimental victims should have
a high Intelligence or Willpower Attribute. You may
allow them to use Quality points to raise their
Volume 1
Cinematic Unisystem
Psychic Notes
If you are going with the rare and/or brain
rewired theory, you may wish to give psychics a
bit of extra luck now and again. You can do this
by letting them spend more than the usual number of Drama Points on mental actions, or by
giving them random bonuses whenever you see
fit. This is not too much of a bonus, as you can
apply random penalties and freeze their power
at any time within the dictates of your storyline
(or personal vindictiveness). Psychic power is a
capricious and little understood thing, never an
exact science. There may be other powers and
flaws that the character discovers because of the
rewiring in his brain, but well let you surprise
him with that!
11
Spacecraft
Current Unisystem rules for spacecraft do not
exist, and full rules for them could fill an entire
tome. However, as sci-fi just is not the same without
them, these basic rules should suffice. We are
assuming that for this game the Cast Members own
a ship. Probably nothing fancy, and even then it cost
them all they had. The ship is their lifeline and home
all in one. Without it they cannot work, without
work they starve. Each job they do must also take
into account that the ship needs upkeep and supplies.
Feel free to use the ship as a plot device whenever
you like. If you want them to go to a certain planet,
make sure a part of the engine blows out, a part that
can only be replaced where you want them to go.
Parts can also make great adventure hooks. They
may try to steal an upgrade from a technological
planet, or trade for what they want. Some people
may offer expensive parts as payment for services
rendered. Often a rare part is worth more than any
cash settlement. Parts are expensive after all, so feel
free to charge them a vast percentage of their profits
for supplies and repairs as well. However, do let
them hit pay dirt occasionally, otherwise, theyll all
settle down to a life of farming.
Spacecraft are created with space ship character
points, through the Spacecraft Quality. The total levels the players purchase in this Quality represent the
number of points they may spend on their ship. If a
character did not take the Spacecraft Quality, he has
no points to add and theoretically no say in where
they are spent. He also has no share in ownership of
the craft. The Spacecraft Quality points represent the
12
Ship Size
The first thing to spend points on is the size of the
ship. The size rating is (obviously) how big your
ship is. It also establishes a base number for many
other calculations about the ship, such as the crew
required and cargo space.
For every two full points of size the ship has, it
requires one Crew Unit. Each unit consists of one
operational crewman and one technical crewman.
Simply put, this means one pilot and one engineer.
On larger ships, the operational crew may also be
navigators, damage control officers, or operations
managers. Additional technical crew are usually just
more engineers. Ship Size 0 or below requires just
one crewman skilled in both disciplines. When
assigning points to the ships size, ensure that the
ship is small enough so that the players have enough
crew to fly it, and that it is big enough for them all
to live in it.
Any ship can comfortably house five people for
each point of the size rating. Housing means giving
everyone a room and carrying enough food for a
long trip for everyone. If things are desperate, a ship
can carry twice that many people if folks can stand
to double up, and eat a lot less. However, that will be
a very long trip for everyone involved.
Spaceship Equipment
Weapons
5-, 10-, or 15-point Quality
5
10
15
-1
0
1
4
5
Stuff works
+4 Excellent Stuff
Engine
Variable Quality or Drawback
2
Normal Engine
+3
Fast Engine
7
8
+2 Good Stuff
(Jubal Earlys ship on Firefly;
Slave 1 from Star Wars)
2
3
9
10
Hiding Places
3- or 7-point Quality
You have secret places to store cargo. For three
points, you can hide one unit of cargo. For seven
points, you can store two units of cargo.
Volume 1
13
Medical Bay
Variable Quality or Drawback
2
+2
+4
+8
Stealth Technology
10-point Quality
You are not cloaked, but you can fool most sensors that your ship is not there. You are fine as long
as no one looks out of the window.
Emergency Measures
Variable Quality or Drawback
None
+2
Medical Facilities.
+4
7-8
10
Space Combat
A full system for actual space combat is again
beyond the scope of this article. The detail we have
provided for spacecraft is mainly to allow you to
describe the vehicle the characters use to get where
they are going. However, eventually they are going
to run into trouble.
During space combat, the pilot uses his Wild Card
(Pilot) skill to attempt evasive maneuvers. Gunners
use the appropriate skill (Gun Play or Wild Card
(Heavy Weapons)) to fire the ships weapons (if it
14
Life Support.
Engines.
Once a ship has taken twice its size points in damage, it is no more than debris. At that point, the characters had better have space suits on.
Damage: 22
New Weapons
We could list all manner of equipment and
weapons. However, just a few will have to do you.
There are plenty of high tech devices in the Slayers
Handbook (for the Buffy the Vampire Slayer roleplaying game), Armageddon, and the Terra Primate
Apeopolis Apeworld that youll find useful. These
things should remain rare and valuable; you can create them as you need for plot devices and goodies for
villains. However, do remember that villains toys
have a habit of being stolen by Cast Members.
Consider yourself forewarned.
To keep you going, here are some quick suggestion for the sort of weapons you may allow in your
game. Damage is how much they hurt. Clip is the
number of shots they fire before needing to be
reloaded. Range is whether they use the pistol or
rifle distances.
Hand Laser/Blaster: This high-tech weapon sees
common use on rich planets. The weapon has only a
few shots but the ones it fires count. It essentially
fires explosive plasma, which packs quite a punch.
However, the range is short and it gets mighty hot if
damaged.
Damage: 18
Clip: 6
Range: Pistol
Happy Trails
So, there you have it, partner. While we could go
on for a lot longer, this should get you started on your
own wild west in space campaign. From here, there
is a wealth of adventure ideas if you know where to
look. Almost any science fiction game should generate ideas for adventure hooks that involve travelling
to other worlds. Once the characters get to those
other worlds, you can find things to keep them occupied in any good western game. Try to give every
aspect of life in the universe a western theme. Plates
and mugs are plain and functional, often made of
cheap metals like tin. Folks gather to eat at wooden
tables, even in a spacecraft. People in frontier worlds
are often prejudiced against outsiders who do not
share their ways. Community is important to everyone, whether a ships crew or a group of settlers.
Finally, hardship comes as standard in all but the
most privileged lives. Rich folk are somehow different and above the commoners. Those born into frontier life live in a world where people die of hunger
and want when crops fail or medicines are scarce.
Heavy Pistol: Some folks just got to have a bigger gun than anyone else.
Volume 1
15
Useful Resources
Roleplaying Games
Any Unisystem Corebook - for rules, equipment,
and a whole lot more.
Fistful O Zombies for genre, lingo, style, and
rules.
Slayers Handbook for its invaluable Wild West
background.
Deadlands full of western adventure ideas.
GURPS Wild West and GURPS Space good general source material for both aspects of the game.
Traveller (in all its various forms) a good low
tech space game.
Films & TV
Any western film will supply style that you can
apply to your game. Some (like Outland) are space
versions of old westerns, which help show how to
mix the two. Definitely watch Stagecoach, the John
Ford version with John Wayne! Actually, anything
directed by John Ford is good, as are most John
Wayne films. You may also want to look at anything
directed by Akira Kurasawa. Even though he made
Samurai films, he was heavily influenced by the
Hollywood western. His films Yojimbo and The
Seven Samurai became A Fistful of Dollars and The
Magnificent Seven respectively. Another film,
Rashomon, was made into a western staring William
Shatner! A look at Kurasawas films shows how to
use western themes in a very non-western story.
16
3
5
2
Attractiveness +3 (3)
Courtesan (8)
Reputation (Good) 2 (4)
Resources (Wealthy) (3)
Drawbacks
Class Arrogance (2)
Covetous (Mild Conspicuousness) (1)
Non-combatant (2)
Skills
Acrobatics 3
Art 2
Computer 1
Crime 0
Drive 0
Getting Personal 0
Gun Play 0
Influence 5
Knowledge 3
Languages 2
Medical 2
Mr. Fix-it 0
Notice 2
Old Style 1
Pilot 0
Science 0
Wild Card (Barter) 3
Wild Card (Love Play) 4
Quote
How dare you! No whore could charge the
sort of prices I do, or be worth every penny.
Roleplaying the
Courtesan
People come to you for the company of
a beautiful and educated companion. Sex
isnt always what is important, as you
offer an intimate way for a person to relax.
While you very much wish to fall in
love, you have been hurt before. One day,
you may learn that honor, honesty, and
bravery are just as attractive qualities, perhaps, more so.
Courtesan
Combat Maneuvers
Maneuver
Dodge
Knife
Punch
Volume 1
5
4
4
4
Notes
Defense action
Stash, slab
Bash
17
Mercenary Gunslinger
Life Points 51 Drama Points 10
Str 4
Int
Dex 5
Per
Con 4
Wil
Qualities
2
3
3
Background on the
Mercenary Gunslinger
Artist (2)
Hard to Kill 3 (3)
Mercenary (5)
Nerves of Steel (3)
Situational Awareness (2)
Drawbacks
Cant Back Down (4)
Covetous (Serious Greed) (2)
Mental Problems (Mild Cruelty) (1)
Ornery (3)
Skills
Acrobatics 3
Art 4
Computer 1
Crime 4
Drive 1
Getting Personal 4
Gun Play 5
Influence 0
Knowledge 0
Languages 0
Medical 1
Mr. Fix-it 1
Notice 4
Old Style 1
Science 0
Wild Card (Barter) 1
Wild Card (Pilot) 1
Quote
Im not all bad; I do good deeds
if the moneys right.
Combat Maneuvers
Maneuver
Bonus Base Damage
Dodge
9
Knife
6
8
Peacemaker
10
14
Punch
9
8
Hunting Rifle
10
20
18
Notes
Defense action
Slash/stab
Bullet
Bash
Bullet
Str 2
Int
Dex 4
Per
Con 2
Wil
Qualities
3
3
2
Flight school was amazing, but the people were horrible. The rich kids didnt
liked being beaten by a farm girl. I qualified as a fighter pilot well ahead of the
others, but didnt take up the position
the military offered me. I knew the people
would be the same as those in flight
school, all money and fancy ways.
Drawbacks
Honorable 2 (2)
Skills
Acrobatics 1
Art 0
Computer 2
Crime 0
Drive 3
Getting Personal 1
Gun Play 1
Influence 0
Knowledge 0
Languages 2
Medical 0
Mr. Fix-it 2
Notice 3
Old Style 0
Science 1
Wild Card (Pilot) 4
Quote
Sorry its a bumpy ride, Captain,
but asteroid storms on full burn are
tricky.
Roleplaying the
Pilot
Combat Maneuvers
Maneuver
Dodge
Hand Blaster
Punch
Volume 1
Pilot
Life Points 26 Drama Points 10
Notes
Defense action
Bash
Bash
19
Preacher Engineer
Life Points 30 Drama Points 10
Str 2
Int
Dex 2
Per
Con 3
Wil
Qualities
3
4
4
Contacts (2)
Good Luck (2)
Holy Man (4)
Honorable (2)
Talented (Mr. Fix-it) (5)
Drawbacks
Non-combatant (6)
Skills
Acrobatics 0
Art 0
Computer 2
Crime 0
Drive 2
Getting Personal 1
Gun Play 0
Influence 2
Knowledge 3
Languages 2
Medical 0
Mr. Fix-it 4
Notice 3
Old Style 0
Science 1
Wild Card (Barter) 1
Wild Card (Pilot) 1
Wild Card (Scripture Learning) 3
Quote
No, prayer wont fix the engine; I
can do that without God. Im saving
my prayers for this ridiculous plan.
Roleplaying the
Preacher Engineer
You are not the typical preacher, or technician. You see people and engines in the same
light. You followed
what you thought God
wanted of you, and
things worked out.
Combat Maneuvers
God left you when
Bonus Base Damage Notes
Maneuver
you needed him
Dodge
3
3
4
4
Attractiveness +2 (2)
Criminal (2)
Eidetic Memory (2)
Good Luck 5 (5)
Resources (Middle Class) (2)
Situational Awareness (2)
Drawbacks
Covetous (Serious Greed) (2)
Covetous
Conspicuousness) (2)
Mental Problems
Recklessness) (2)
Skills
Acrobatics 3
Art 1
Computer 1
Crime 4
Drive 1
Getting Personal 1
Gun Play 1
Influence 2
Knowledge 0
Languages 0
Medical 0
Mr Fix-it 0
Notice 3
Old Style 0
Science 0
Wild Card
(Barter) 2
Wild Card
(Card Games) 4
Wild Card
(Pilot) 1
Volume 1
(Serious
(Serious
Quote
Surely you kind gentlemen have
space in your game for me. Ive
always wanted to learn poker.
Roleplaying the
Saloon Girl
You are a bit of a wild child.
You love to dance and scam.
Life is out there for the taking,
and you want it all. You could
join a ship just to get to the
next job or stay to fleece
them of their cash. As
long as they can take you
somewhere new
Combat Maneuvers
and show you
Maneuver
Bonus Base Damage Notes
something you
havent experiDodge
5
Defense action
enced, you may
12
Bullet
5
Holdout Gun
just stay and help
Punch
5
4
Bash
them out.
Kick
4
6
Bash
Spin Kick
2
8
Bash
Saloon Girl
21
Space Captain
Life Points 35 Drama Points 10
Str 2
Int
Dex 3
Per
Con 2
Wil
Qualities
Contacts (5)
Hard to Kill 3 (3)
Natural Leader (5)
Situational Awareness (2)
Spacecraft 5 (10)
Drawbacks
One time I did my part, but the government didnt do theirs. It seems
that extraction was a bit too expensive for them to do right then. They
left us on a barren rock with only a
few rations and no medical aid.
When they finally arrived there
were only ten of us left, out of the
seventy that survived the fighting.
Skills
Acrobatics 0
Art 0
Computer 0
Crime 3
Drive 0
Getting Personal 2
Gun Play 2
Influence 2
Knowledge 1
Languages 0
Medical 0
Mr Fix-it 2
Notice 3
Old Style 0
Science 0
Wild Card
(Barter) 3
Wild Card
(Pilot) 2
22
3
3
2
Quote
Heres the deal. Youre on my
crew and you do what I say. In return,
I make sure you come home.
Combat Maneuvers
Maneuver
Big Knife
Dodge
Punch
Winchester Rifle
Shotgun
Six-Shooter
3
4
5
5
5
5
4
18
20
15
Notes
Slash/stab
Defense action
Bash
Bullet
Bullet
Bullet
Conspiracy X Interview
Volume 1
23
Conspiracy X Interview
24
thing that had been put into print, and I approached Eden
about a possible Conspiracy X comic series. However,
the independent comics market was on a decline and my
company went on hiatus. I maintained my contact with
Eden and started submitting material which lead to my
helping on Buffy, Fistful o Zombies and eventually project editing <Terra Primate>. Always in the back of my
mind was the world of Conspiracy X. There was just
something about it that seemed to ring so true. The
background was so detailed, I started to doubt its claims
as a work of fiction.
Conspiracy X Interview
<end transcript>
Volume 1
25
Tiger Eye
A Scenario for Conspiracy X
by Jason Little
Introduction
Adventure Background
The agents are contacted by their parent Cell within Aegis to investigate rumors that a newer medical
research facility, the Asklepios Corporation, made a
major medical breakthrough. They claim to have a
new nanotechnology-based project that cures cancer.
Asklepios Corporation is a UK company that has
American lawyers brokering a deal for FDA
approval and nationwide testing to get their product
into the market as quickly as possible. The agents
soon learn that other powers are interested in this
technology, as well, and will stop at nothing to
acquire the cure. Can the agents keep the cure from
falling into the wrong handsand is this miracle
cure just too good to be true?
The agents discover a conspiracy brewing around
this medical breakthroughdubbed Project
Panacea. One of the American lawyers has been
approached with a business propositionsteal a
sample of Panacea and turn it over to Takei
Industries, a Japanese medical research facility, in
exchange for several million dollars. The Yakuza, a
Japanese organized crime syndicate, is secretly
behind the attempts to obtain Project Panacea. The
Yakuza have sent one of their own men to the United
States to keep an eye on things, a biologically
enhanced assassin known as Tiger Eye.
Ultimately, the agents learn that the Yakuza have a
large interest in Takei Industries. They have secretly
been developing a cancer-causing agent they intend
to use in their criminal enterprise. The discovery of
the Panacea technology spurred the Yakuza to
actionif they can control both the cause and the
cure for their biologically engineered strain of cancer, the potential for worldwide extortion and terrorism is overwhelming. The agents must discover the
conspiracy and stop those involved before a cancer
epidemic is unleashed upon an unsuspecting world.
This module uses New York City as the hub of
activity. Game Masters should feel free to adjust the
setting to fit the area where their campaign is set. A
26
Chapter One:
Mission Briefing
While enjoying some time off after their previous
mission, the agents are contacted by their parent Cell
with instructions to travel to New York City to learn
more about a task Aegis would like them to perform.
Each agent is contacted secretly, with instructions to
meet this coming Friday at a large office building in
downtown Manhattan. Let the characters roleplay
briefly to make their plans for the trip or to make
excuses with their real life jobs for the sudden
departure.
Regardless, on Friday the agents enter a large
building in the center of the hustle and bustle of
Manhattan. They arrive on the 30th floor, speak
briefly with a secretary, and enter a meeting room
through a metal detector and down several long,
twisting corridors. If any of the agents are carrying
weapons, security guards politely ask them to turn
them over for the time being.
Volume 1
27
Research Topics
There are several topics for the agents to pursue. If
the agents head down a path not covered here, feel
free to either rein them in by revealing nothing relevant, or create red herrings by planting rumors about
possible links to Alien technology, former villains or
organizations they may have run into or other imaginary threats.
28
Df4 Information
Df2 Information
Volume 1
29
Chapter Two:
Long Arm of the Law Firm
After conducting research, the agents should
begin their plans to infiltrate the Davis, Davis &
Goldstein law firm and plant the surveillance equipment. If the group does not have the proper surveillance equipment, Agent Fetters provides the group
with the following equipment:
One micro-transmitter. This small device is the
size of a videotape. It has a 100-hour battery life.
Place this within 100 meters of the surveillance
bugs to amplify their output and broadcast.
Six electronic ears. Each of these audio bugs is
slightly smaller than a dime. They are simple
microphone components with an internal battery
life of 100 hours. They collect a wide range of
audio frequencies, and can generally capture any
sound louder than a whisper within 10 meters.
Four electronic eyes. Each of these video bugs
is the size of a cigarette lighter. They are simple
fisheye lens video components with an internal
battery life of 100 hours. They record in full-color
and have an effective visual range of 20 meters.
The agents may contact Agent Fetters with
requests for additional surveillance equipment or
mission-specific gear. Agent Fetters denies all
weaponry requests. Fetters re-iterates the importance of secrecy and maintaining a low profile.
There are numerous methods of gaining entry into
the law firm to plant the bugs. Agents may come up
30
Volume 1
31
32
Chapter Three:
The Junkyard Drop
Once they receive orders from Agent Fetters, the
agents should start preparing for their next mission.
They have access through Agent Fetters to sophisticated surveillance equipment to monitor the drop.
Agent Fetters urges the agents to exercise a degree
of caution, but admits that obtaining the Project
Panacea sample is the single most important aspect
of the mission.
Depending on how long it took the agents to bug
the law offices, they may have nearly a week before
the drop takes place. This allows them to case the
junkyard or obtain a layout of it.
There are several ways to get this map. The agents
can pull up a plot plan online by making a Df3
Computer Use Test, or by going to city hall and asking for the building schematics. They can also simply drive by the facility and make their own observations.
Volume 1
Possible Confrontation
33
The Drop
As long as the agents use some caution to hide out
in the junkyard and wait for the drop, the evening
unfolds as outlined below. Ken Kimuro keeps to the
original plan even if he knows of the agents
involvement.
At 11:45 PM, a black sedan with New York plates
pulls up to the junkyard. Donald Davis, Jr. gets out
of the vehicle and unlocks the front gate. The car
pulls up the path and turns around by the trailer.
Donald Davis, Jr. walks to the rear exit and unlocks
the chained door. He then returns to the car and
lights up a cigarette. The car engine is running and
the headlights shine. Two unfamiliar men are with
Donald Davis, but remain in the car.
At midnight, a dark green sedan with rental plates
pulls into the junkyard. Dr. Alex Summers, Dr. John
Raffert, and Stan Matthewson get out of the car. Dr.
Raffert has a large silver briefcase handcuffed to his
wrist. Dr. Raffert and Donald Davis, Jr. begin to talk.
Shortly after midnight, the blue sedan the agents
saw earlier approaches with its headlights turned off.
The car rolls just inside the front gate and idles there.
Three Japanese men in black trench coats emerge,
and a driver remains in the car. They stick to the
sides of the path, slowly moving up the path until
they are about twenty feet from the green sedan
belonging to the Asklepios Corporation people.
A Df3 Perception Test reveals that the men are
armed. One appears to have a submachine gun of
some sort under his coat, while the other two have
semiautomatic pistols. Df4 Perception Test reveals
the following information about the men:
All three men are missing the last knuckle on the
pinky finger of their right hand
All three men have tattoos covering the backs of
their hands and necks which continue until covered by their trench coats
34
Volume 1
Chapter Four:
Taming the Tiger
Regardless of how the drop goes down, only two
outcomes exist. Either the agents acquired the briefcase or they did not. What happens in this chapter
hinges on who has the briefcase. In addition, now
that the agents have evidence of Yakuza involvement, they can learn more about why the Yakuza
want to obtain Project Panacea.
Yakuza Involvement
If the agents want to learn more about the
Yakuzas interest, their best bet is scouring the
Internet for information and tapping into international crime watch lists and databases. If the agents
have a few clues to cobble together for the search,
this is a Df3 Computer Use or Research Test. If the
agents are not sure what they should be looking for,
adjust this to a Df4 Test.
Government threat and organized crime watch
lists indicate the Yakuza have been involved in
funding the Japanese medical company Takei
Industriesthe same company involved in the
Asklepios Corporation research projects.
Aside from the public information on Takei
Industries and its contract with the Japanese government, sources inside Takei Industries have
allegedly leaked information that Takei has been
developing chemical and biological counter
weapons for the Japanese military for the last
several years.
Conspiracy theorists and terrorist watch lists
believe that Takei Industries has been secretly
developing an airborne pathogen which cause its
victims to develop cancerthe same type of cancer that the Panacea technology cures.
35
36
Chapter Five:
Winding Down
Once the group deals with Tiger Eye, their
involvement near an end. There are several factors to
consider when wrapping up the adventure.
experimental biological weaponryAegis operatives step in to help resolve things. Aegis secretly
works through political and military channels to
ensure Takei Industries will not be able to continue
developingor to releasetheir pathogen.
This is the opportunity for the Game Master to
decide whether or not to tie any loose threads from
the adventure into future plot points. The agents may
have made an enemy of the Yakuza, who could
become a recurring villain. The actions of the agents
link directly to the fates of Donald Davis, Jr. and
other important NPCs who survived this scenario. If
the agents saved the lives of Dr. Allan Summers,
Stan Matthewson, James Kenichi, or Donald Davis,
Jr., they have new contacts.
Volume 1
37
Appendix:
Cast of Characters
Senior Agent Michael Fetters, Aegis Operative
Michael Fetters is a large, intimidating man in his
early 40s. He has closely cropped salt-and-pepper
hair and beard, and a steely gaze. Standing just over
six feet tall, he has a very muscular build. Agent
Fetters is very straightforward and no-nonsense in
his approach. He does not enjoy idle chitchat or joking around. Agent Fetters has been working for
Aegis in one capacity or another for nearly fifteen
years, and has seen things that would make lesser
men crumble.
The group never actually meets Agent Fetters in
this adventure. Agent Fetters handles all interactions
through scrambled video images and remote communications. However, his profile and information
are provided in case Game Masters wish to include
Agent Fetters in future scenarios.
The Yakuza
For the purposes of this adventure, the Yakuza
represent a powerful Japanese crime syndicate, similar in general ways to American organized crime
enterprises. The name evolved from a worthless
hand of cards (an 8, 9 and a 3, or Ya-Ku-Za) in the
Japanese version of Blackjack, called Oicho-Kabu.
The Yakuzas tattoos are well known. Originally, the
tattooing represented a visual record of an individuals achievementscriminal and otherwise.
Eventually, the tattoos became a symbol of patience
and endurance, as well as a designation of membership in a particular Yakuza clan or family.
The Yakuza are fiercely loyal to their clans, and
they exhibit a strong sense of honor within their
ranks. Failure to accomplish goals can have severe
repercussionsit is not unheard of for a Yakuza to
have a portion of a finger cut off because of disobedience or failure.
In the campaign world, the presence of the Yakuza
indicates a new threat to the agents. The Yakuza
organization is a formidable enemy, with inexhaustible resources and dangerous members who
38
Asklepios Corporation
Affiliates
Dr. John Raffert, CEO
Dr. Raffert is a slightly overweight man in his
late 50s. He has graying hair, a thick gray beard,
wears glasses, and walks with a cane. He has a
deep, rumbling voice and a very strong presence. It
is easy to see why he is the spokesperson for
Asklepios Corporation. Dr. Raffert is the winner of
several prestigious medical awards. The medical
community respects him. His intentions are pure
he truly wants to share this medical breakthrough
with the world.
Volume 1
39
40
Volume 1
41
Unisystem Notes
The following notes and materials provide
Unisystem fans a look into the world of Conspiracy
X. These notes and materials will vary from the final
Unisystem version of Conspiracy X.
Unisystem
Task Roll Modifier
0
Df3
-2
Df4
-4
Df5
-6
Df6+
-2 cumulative
42
Tiger Eye
Strength 3
Constitution 3
Dexterity 5
Intelligence 3
Perception 3
Willpower 3
LPS 49/73
Spd 16/22
EPS 32/50
Essence 20/29
Qualities/Drawbacks: Fast Reaction Time,
Hard to Kill 5, Honorable 1, Notoriety,
Situational Awareness
Skills: Acrobatics 3, Demolitions 3, Dodge 4,
Drive (Motorcycle) 2, Guns (Handgun) 3, Guns
(Rifle) 5, Hand Weapon (Knife) 3, Martial Arts
2, Stealth 4, Tracking 4
Gear:
Handgun, Knife, Leather Jacket,
Motorcycle, Sniper Rifle, Tools, Zip Harness
Powers: All physical Attributes may be boosted +3 levels for two minutes two times per day.
If a Task or Test is failed while using any physical Attribute, Tiger Eye loses the raised levels
of that Attribute and suffers a 1 to all actions
using that Attribute. These bonuses affect
Secondary Attributes and are the second number in his stat block.
Strength 2
Constitution 2
Dexterity 2
Intelligence 4
Perception 3
Willpower 2
LPS 26
Spd 8
EPS 23
Essence 15
Skills: Computers 2, Drive (Car) 1, Engineer
(Biological) 3, Engineer (Mechanical) 3,
Medicine 4, Science (Biochemistry) 5, Science
(Biotechnology) 5, Writing (Technical) 1
Stan Matthewson
Strength 4
Constitution 3
Dexterity 4
Intelligence 2
Perception 4
Willpower 3
LPS 48
Spd 10
EPS 35
Essence 20
Qualities/Drawbacks: Fast Reaction Time,
Hard to Kill 5 (5), Nerves of Steel (-3)
Skills: Brawl 4, Bureaucracy 2, Dodge 3, Drive
(Car) 1, Electronic Surveillance 3, Guns
(Handgun) 4, Guns (Rifle) 3, Guns (SMG) 2,
Hand Weapon (Knife) 2, Intimidation 2, Notice
4, Sport (Rugby) 3, Stealth 2
Constitution 2
Dexterity 2
Intelligence 5
Perception 2
Willpower 2
LPS 26
Spd 8
EPS 23
Essence 15
Strength 2
Constitution 2
Dexterity 3
Intelligence 3
Perception 2
Willpower 3
LPS 26
Spd 10
EPS 26
Essence 15
Skills: Bureaucracy 3, Computer Use 3, Drive
(Car) 2, Haggling 2, Humanities (Economics) 4,
Language (English) 5, Language (Italian) 4,
Language (German) 3, Research/Investigation
2, Science (Biology) 2
Volume 1
43
44
The Drahak
(see BtVS Corebook, p. 73)
The Drahak are a parasitic species of insect, tainted with demon presence centuries ago. These
insects can grow between 12-18 inches in length.
They sport four legs ending in small grabbing pincers and wings. Their clear carapaces reveal pale
and translucent innards, and are covered in an oily
residue that, while non-toxic, is really gross. They
inhabit humid areas, preferring swamps, lakeshores
or lagoons, but they happily spread to more inhabited areas if the weather is suitably sticky.
Name: Drahak
Motivation: Feed and reproduce
Critter Type: Demon/Insect hybrid
Attributes: Str 1, Dex 4, Con 2, Int 1, Per 3, Will 2
Ability Scores: Muscle 8, Combat 10, Brains 10
Life Points: 22
Drama Points: 1
Special Abilities: Flight
Maneuvers
Name
Score Damage
Notes
Defense action
10
Dodge
Grapple
12
Resisted by Dodge
Bite
12
5
Must Grapple first
Sting
12
8
Must Grapple first,
if damaged, target is
impregnated with evil
Drahak spawn!
Volume 1
45
Name: Dimangi
Motivation: Stay Dimangi, avoid the weak form
Critter Type: Primal
Attributes: Str 6, Dex 5, Con 5, Int 3, Per 3, Will 4
Ability Scores: Muscle 18, Combat 16, Brains 12
Life Points: 70
Drama Points: 5
Special Abilities: Primal, Horn, Natural Armor
(AV 3)
Maneuvers
Name
Score
Damage
Notes
Dodge
16
Defense action
Grapple
18
Resisted by Dodge
Kick
15
18
Bash
Punch
16
16
Bash
Horn
14
14
Stab/Slash
When in weak form, use Joe School stats from
the BtVS Corebook, p. 154.
Dimangi
(see BtVS Corebook, p. 100)
The Dimangi are a race of Primals, a proud but
violent people heralding from Africa. These Primals
are shape-shifters, whose forms are both human and
a vast upright rhino/humanoid. The curious thing
about the Dimangi is that the rhino-form is their
natural shape. Following a lunar cycle, similar to
the were-wolf, they transform for the three nights
surrounding the new moon into a human form
almost indistinguishable from Joe-average (maybe a
little heavy-set, usually with graying hair). In the
brutal world of the Dimangi, this is a time of great
weakness and vulnerability. At the end of this time
of weakness their skin turns grey and hardens, legs
become thicker, feet huge and heavy, and one or
more horns appear on the creatures transformed
snout, as they revert to their normal form.
Watchers have discovered that, in a similar way
that rituals, meditation, and arcane substances can
control the wolf-change in some Primals, the
Dimangi use a ritual to avoid turning human.
Unfortunately, one of the necessary components of
this ritual is a fresh human skull. The skull is
cleaned and ground into a thick white paste, mixed
46
Cytorrakkian Demon
(see BtVS Corebook, p. 103)
The Cytorrakkian race hails from a volatile helldimensiona land of fiery pits, lava pools, and
burning rocks. Like the salamander of legend, they
were most at home there. They played in the fires,
swam in the lava, and slept on the rocks. That was,
until the fires went out. Whether the flames extinguished the raw fuel, or something put them out, no
one knows. Without their heat, the Cytorrakkian
demons needed to find a new home, and fast.
A few of the elder Cytorrakkians uncovered an
arcane ritual, scorched into the walls of a long forgotten temple. The ritual would open a rift between
worlds. Many saw this as the last hope for their peo-
Defense action
Grapple
11
Resisted by Dodge
Kick
8
6
Bash
Punch
9
4
Bash
Life Drain
11
10/turn
Bash,
must Grapple first
Volume 1
Defense action
Grapple
16
Resisted by Dodge
Kick
13
11
Bash
Punch
14
9
Bash
47
Pus Monsters
(see BtVS Corebook p. 144)
Pus Monsters, for want of a better name, are a side
effect of contact with the dead. A form of sentient and
mobile ectoplasm, they usually resemble a strange dollop of icky goo that has mysteriously sprouted a number of legs. They feed from the life-energy of living
creatures, hoping to gain some semblance of the life
the ectoplasm inherently remembers. Unfortunately, it
does this by landing on a living creature and literally
sucking the life force out of it.
With every ounce of energy it drains, it grows
marginally in size. There are reports of some entities being over seven feet tall in a gelatinous
humanoid form. Being composed of nothing more
than pus-like ectoplasm, they are immune to physical damage. Most physical attacks against Pus
Monsters result in a messy splash that has no effect.
They are dispelled by magic, frozen, or dissolved
and diluted in a vast amount of water (preferably salt
water), or evaporated if subjected to a superheated
environment.
For each 10 Life Points that the Puss Monsters
life-drain power draws from a victim, the creature
gains +1 permanent Life Points. Every 50 Life
Points drained, it gains +1 permanently to a physical
Attribute (Strength, Dexterity or Constitution).
48
by Daniel Proctor with additional writing by Derek Stoelting and Jason Vey
The Visitors
Two years ago, they arrived. They came in ships
several miles long. At first, they made no contact
with us, despite our governments repeated attempts
to engage them. Then, a week after their arrival, they
began broadcasting messages of peace and friendship. The messages arrived in every language spoken on Earth.
Two days later, transport ships began to arrive
planet side. Every major news station in every city
that received a transport ship was there the day they
arrived. They warned us that their appearance was
quite different from our own, but that we would recognize them. Everyone was shocked to discover that
the visitors were apes!
Our trust for the visitors grew with the realization
of our apparent distant relationship. We invited them
into our homes. We put them on our television programs. We even let them into the White House to
meet with the President of the United States of
America.
No one remembers when the line was crossed. No
one remembers when they took over. No one
remembers when we tossed our liberty in the gutter.
Today, the Pithus, as they call themselves, control
the entire planet. Within six months of their arrival,
they began inviting our world leaders to visit their
ships. One by one, the Pithus used an advanced
brainwashing technique on those leaders. Upon their
return home, these leaders began to further the
Pithus cause.
The brainwashed politicians created new laws to
help our civil lives. Guns have become harder to
acquire. Reproducing now requires long hours in
lines, paperwork in triplicate, and a license. The
prices for both owning firearms and reproducing have
escalated three hundred percent. The Pithus are not
ignorant to the ways for money. The punishment is
harsh for those that break these new laws. The Pithus
take babies born without permits and raise them in
controlled communes. Life in prison or labor in the
factories plagues the owners of illegal firearms.
Volume 1
The Enemies of My
Enemy
The Pithus told us an ecological disaster destroyed
their home planet. They found our planet to be similar to their own. They told us that they would trade
their technology for access to knowledge of our
Earth. In truth, they destroyed their planet with
infighting and hatred. The Pithus set out to find new
planets to inhabit. However, they soon discovered
that the universe was empty of other life. Through
their continued scientific endeavors, they discovered
a new form of space travel. They discovered the
secret of moving between parallel universes.
L is for Liberty
A Terra Primate Apeworld
49
Pithus Quality
8-point Quality
Attributes: Pithus add +5 to Strength, +2 to
Dexterity and +2 to Constitution, for a total Attribute
cost of nine points.
Qualities and Drawbacks: Pithus are very xenophobic, especially towards humans, for whom they
have Delusion (Prejudice) (-2). They have Fast
Reaction Time (2), but also cannot swim due to
Negative Buoyancy (-2).
Natural Attacks: Pithus have an innate bite attack
that inflicts one point of stabbing damage per
Strength level, for a cost of one point.
The Humans
Most humans in this Apeworld are just like you
and I. They are created using the Character Types in
Terra Primate. Physically, humans from parallel universes appear exactly as we do.
50
The Apes
5-point Quality
Advanced Humans gain +2 to Intelligence, +2 to
any Computer Skill, and +1 to Running (Distance).
They suffer from the Honorable (-1) Drawback and
Obsession (Destroy Pithus) (-2) Drawback.
Volume 1
Advanced Humans
51
Story Ideas
Terran Federation
L for Liberty!
In this setting, the Cast Members are native to our
Earth. The basics of the setting include setting up a
place to hide, finding weapons, and fighting the
Pithus.
Visiting the Visitors
In this story, the Cast Members decide to infiltrate
a mother ship. They discover that a transport ship is
due to land at a local college to collect students for a
trip to the mother ship. The Cast Members must find
a way to get on the passenger list. Do they fake credentials, kidnap students, and take their place, or
completely sabotage the situation by killed the
Pithus pilots and piloting the transport ship back to
the mother ship? Once on board the mother ship,
they can discover the means of brainwashing that the
Pithus use. They can also discover information about
the parallel universes.
Taking the Fight to Them
In this story, the Cast Members have decided to
infiltrate and destroy one of the factory communities. They must find a way to sneak into one of these
controlled cities. Will they sneak in or sign up for
factory duty? Once inside the city, the Cast Members
may discover what the factories produce. Will they
investigate further to try and discover the reason for
the weapons and machine parts production? Will the
Cast Members try to go public with the information?
How will they escape the heavily guarded city?
Fifth Columnists
In this story, the Cast Members are biotechnologically evolved Pithus who have decided to revolt
against the pure-breed Pithus. The Cast Members
need to gather intelligence, allies, and weapons. If
they can locate human resistance fighters, the Cast
Members may attempt to persuade the humans to
join forces with the Fifth Columnists! How will they
convince the Liberty fighters that the Cast Members
are good guys? After all, the evolved apes look and
act very similar to Pithus.
Bibliography
V (TV Miniseries) (2001) Published by Warner
Video on DVD.
52
Pre-Heroic
Str 3
Dex 2
Con 3
Int
Per
Wil
2
3
2
LPS 49
EPS 29
Speed
Essence
Personality
10
15
Qualities/Drawbacks
Attractiveness -1 (-1)
Hard to Kill 5 (5)
Recurring Nightmares (-1)
Skills
Brawling 1
Demolitions 2
Dodge 2
Drive (Truck) 3
Engineer (Electrical) 3
Engineer (Mechanical) 3
First Aid 2
Hand Weapon (Club) 2
Hand Weapon (Knife) 1
Mechanic 4
Notice 3
Stealth 2
Surveillance 3
Gear
Knife, Pick-up Truck, Safety Glasses,
Steel Toe Boots, Various Tools
Volume 1
Quote
No, no, no. The accelerator rods go in that box there.
Here, let me do it for you.
53
Int
Per
Wil
LPS 62
EPS 53
Speed
Essence
4
4
3
Personality
20
29
Qualities/Drawbacks
Acute Senses (Sight) (2)
Charisma +3 (3)
Contacts (Various) 5 (5)
Fast Reaction Time*
Honorable -1 (-1)
Negative Buoyancy*
Secret (Spy) (-5)
Evolved Gorilla (10)
Skills
Brawling 3
Dodge 2
Drive (Car) 2
Electronic Surveillance 4
Escapism 3
Guns (Rifle) 3
Guns (Pistol) 2
Hand Weapon (Club) 2
Notice 4
Research/Investigation 3
Surveillance 4
Tracking 2
Gear
Handgun, Pithus Security Guard
Outfit, Security Baton, Spy Camera,
Vocal Recorder, Watch Radio
Quote
Quickly, move! I know Im an
ape, but you must trust me. You
humans shouldnt be here when the
sergeant returns from his dinner
meal.
*includes points gained from
Evolved Gorilla template
54
Heroic
Str 3
Dex 5
Con 3
Int
Per
Wil
2
4
3
LPS 49
EPS 41
Speed
Essence
Personality
16
20
Qualities/Drawbacks
Contacts 3 (3)
Fast Reaction Time (2)
Hard to Kill 5 (5)
Nerves of Steel (3)
Reckless (-2)
Secret (Liberty Fighter) (-5)
Situational Awareness (2)
Skills
Dodge 4
Drive (Car) 3
Guns (Assault Rifle) 5
Guns (Pistol) 3
Hand Weapon (Knife) 3
Martial Arts 5
Notice 4
Stealth 3
Streetwise 3
Throwing (Sphere) 2
Gear
Assault Rifle, 3 Defensive Grenades,
Knife, Leather Jacket, Night Ops
Clothing, Night Vision Goggles, 2
Pistols, Sedan
Volume 1
Quote
Take no prisoners! Kill all
apes!
55
AFMBE Archetype
Int
Per
Wil
LPS 43
EPS 32
Speed
Essence
3
3
5
Personality
We were the first in.
12
35
Qualities/Drawbacks
Gift (5)
Hard to Kill 3 (3)
Increased Essence Pool (3)
Inspiration (5)
Recurring Nightmares (-1)
Skills
Brawling 2
Climbing 1
Dodge 2
First Aid 2
Guns (Assault Rifle) 3
Guns (Handgun) 3
Humanities (Theology) 3
Occult 1
Stealth 2
Storytelling 3
Survival 2
Metaphysics
Divine Sight (5)
Visions (5)
Gear
Assault Rifle, Bible, Class III Vest
and Helmet, Handgun, Military
Uniform
Quote
They say that war is hell, but its
nothing. Its nothing compared to
this!
56
Norm
Str 2
Dex 2
Con 2
Int
Per
Wil
LPS 26
EPS 26
Speed
Essence
3
2
3
Personality
8
26
Qualities/Drawbacks
Artistic Talent (Singing) (3)
Contacts (Other Fans) 2 (2)
Delusions (Weird) (-3)
Obsession (Elvis) (-2)
Photographic Memory (2)
Skills
Beautician 2
Computers 2
Dancing 3
Dodge 2
Drive (Car) 2
First Aid 2
Guns (Handgun) 2
Haggling 2
History 1
Instruction 2
Myth & Legend 4
Notice 2
Play Instrument (Guitar) 3
Research/Investigation 1
Singing 3
Surveillance 2
AFMBE Archetype
Elvis Worshipper
Quote
Gear
Car, Clippings Album, Elvis
Biography, Elvis T-shirt, Handgun, Map
of Sightings, Walkman (and many, many
Elvis CDs)
Volume 1
57
Int
Per
Wil
LPS 29
EPS 32
Speed 10
Essence 15
2
2
3
Qualities/Drawbacks
Cruel (-3)
Emotional Problems
of Self-Control) (-1)
Essence Channeling 3 (6)
Gift (5)
Secret
(ex-Nazi SS Officer) (-3)
Zealot (-3)
(Lack
Skills
Brawling 4
Dodge 2
Drive (Truck) 1
Guns (Handgun) 3
Guns (Rifle) 1
Hand Weapon (Knife) 3
Intimidation 4
Language (French) 3
Myth & Legend (Nazi Occult) 2
Notice 3
Occult 2
Research/Investigation 3
Stealth 2
Power
You didnt have to go home disgraced and dishonored, however. The SS stepped in, calling you gifted and special. They
gave you another chance. Training
you in the mystic secrets they had uncovered, you
became one of the elite soldiers of
the Reich, striking down occult threats challenging
the Fatherland.
Slaying demons and stopping
insane magicians from summoning creatures
beyond their control was your life, but as the war
went on, you realized how precious your partner
had become to you. As soon as the war ended, the
two of you married. You now have a
son, gifted with the Sight.
You spend your days continuing to hunt
down rogue wizards left over from the
war. You wife insists on accompanying you, even going so far as to bring
your son along. Youre not sure what
bothers you more, his presence or his growing
power.
Quote
No enemy, living or dead, Amerikaner or
Russen, shall be allowed to hurt the people of my
land.
Gear
Handgun, Necronomicon, Rifle, SS Dagger
Personality
58
Int
Per
Wil
5
4
3
LPS 70
EPS 63
Speed
Essence
Personality
16
54
Qualities/Drawbacks
Acute Senses (Sight) (2)
Attractiveness +2 (2)
Contacts (Various Occult) 5 (5)
Minority (Female) (-1)
Nerves of Steel (3)
Obsession (-2)
Photographic Memory (2)
Recurring Nightmares (-1)
Resistance (Pain) 1 (1)
Secret (ex-Nazi SS
Officer) (-3)
Secret (Nephilim) (-3)
Skills
Bureaucracy 2
Dodge 2
Guns (Handgun) 2
Hand Weapon (Knife) 1
Hand Weapon (Sword) 4
Language (French) 2
Language (Latin) 4
Myth and Legend
(Nazi Occult) 4
Notice 3
Occult 3
Research/Investigation 3
Stealth 2
Power
Nephilim (24)
Quote
The oaffaca demons are
known for hiding amongst
trees. I suggest we check
out the forest on the edge
of town.
Gear
Handgun, Occult Reference Books,
Ritual SS Dagger, Sword
Volume 1
59
Str 4
Dex 4
Con 4
Int
Per
Wil
5
4
3
LPS 26
EPS 32
Speed
Essence
Personality
Your parents never have time for you. They are
always too busy hunting down fairy tales. So, you
act out the stories in your reading books. You fight
off dragons, elves, wendol, and even Loki himself.
Your parents never seem to notice, unless you get
hurt. But, youre tough, just like father.
10
46
Qualities/Drawbacks
Gift (5)
Emotional Problems (Depression) (-2)
Minority (Child) (-1)
Old Soul 2 (8)
Reckless (-2)
Showoff (-2)
Status 2 (-2)
Skills
Acrobatics 2
Acting 2
Brawling 1
Climbing 2
Dodge 3
Notice 3
Language (French) 2
Myth & Legend (Norse) 2
Sleight of Hand 2
Stealth 2
Swimming 1
Throw (Sphere) 1
Quote
With a mighty swing of my axe, I shall
kill Grendel and save the kingdom!
Power
Mindhands Art 2 (4)
Mindhands Strength 2 (6)
Mindtalk Art 2 (4)
Mindtalk Strength 2 (6)
Mindrule Art 3 (6)
Mindrule Strength 3 (9)
Gear
Book of Norse Myths, German Primer, Picture of
Family, Pocketful of Stones
60
Child Psychic
Gifted Solitaire Weird One
NOW AVAILABLE IN
GAME STORES NOT
AFRAID OF STOCKING IT
In The Pit #1
EDN5201
ISBN 1-891153-52-8
$2.99
www.in-the-pit.com