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Terminator: Future

Fate V2.0

This product was nominated for a


Best Campaign Fan Site
ENnie from ENworld

By Michael Tresca

D20 System and D&D is a trademark of Wizards of the Coast, Inc.. T2 and TERMINATOR are trademarks
of Carolco Pictures Inc. and Carolco International N.Y. Copyright 1991 Carolco Pictures Inc. (United States and
Canada); Carolco International N.Y. (all other countries) All Rights Reserved. T2:3D and all associated logos,
images, and videos are the property of Universal Studios. Trademarks and copyrights are cited in this
document without permission. This usage is not meant in any way to challenge the rightful ownership of said
trademarks/copyrights. All copyrights are acknowledged and remain the property of the owners. This game is
for entertainment only. The T-100 Seeker, T-200 Scarecrow, and T-300 Fast Walker, the Campaign in
Brief section, refugee and rogue occupations, and much of the technical specifications on all of the
Terminators, HKs and weapons are property of Christopher T. Shields. Information about the M-25 Pulse
Rifle, M-27 Pulse Rifle, RBS-80 Plasma Rifle, Antitank Plasma Mine, T-70, T-1, T-600, T-700, T-800, T-
1000, T-X, T-1000000, HK Mini-Hunter, HK Silverfish, HK Centurion, HK Tank, HK Aerial Prototype, HK
Aerial, HK Bomber, I-950 Hybrid, Background, Time Travel details and Skynet information is property of
Mark Billen. Special thanks to Shane O'Connor for general edits and cleaning up timeline inconsistencies. This
document utilizes the Terminator Two font.
You can get the latest version of this document at Talien's Tower, under the Freebies section.
This game contains spoilers about Terminator (movies, books, etc.). You have been warned!

2 Terminator: Future Fate


Table of Contents
Table of Contents ........................................................................................................................................3
Introduction..................................................................................................................................................6
Summary...................................................................................................................................................6
Campaign in Brief ....................................................................................................................................6
The Role of the Heroes............................................................................................................................8
Campaign Traits.......................................................................................................................................8
Characters ..................................................................................................................................................12
T-800s as PCs.........................................................................................................................................12
I-950s as PCs..........................................................................................................................................13
Synthetics as PCs..................................................................................................................................14
Occupations ...........................................................................................................................................15
Advanced Classes.....................................................................................................................................17
Tech Com Hierarchy ..............................................................................................................................18
Black Shield............................................................................................................................................19
Canine Support Trainer .........................................................................................................................21
Covert Ops Agent ..................................................................................................................................23
Delta Company Agent............................................................................................................................25
Eagle Watch Member.............................................................................................................................27
Iron Guard...............................................................................................................................................29
Recon/Security.......................................................................................................................................31
Sci/Tech ..................................................................................................................................................33
Equipment ..................................................................................................................................................36
Armor ......................................................................................................................................................36
Weapons .................................................................................................................................................38
Handguns ...............................................................................................................................................38
Longarms................................................................................................................................................39
Melee Weapons ......................................................................................................................................40
Archaic Melee Weapons........................................................................................................................40
Other Ranged Weapons ........................................................................................................................41
Heavy Weapons .....................................................................................................................................41
Grenades and Explosives .....................................................................................................................43
Ammunition ............................................................................................................................................44
Miscellaneous Equipment.....................................................................................................................45
Vehicles ..................................................................................................................................................47
Time Travel.................................................................................................................................................48
Parallel Universe ....................................................................................................................................48
Similar Universe.....................................................................................................................................48

Terminator: Future Fate - 3


Unified Time stream...............................................................................................................................48
How It Works ..........................................................................................................................................48
NPCs ...........................................................................................................................................................50
Connor, John (General).........................................................................................................................50
Luna, Catherine (Lieutenant) ................................................................................................................50
Perry, Justin (Captain)...........................................................................................................................50
Reese, Kyle (Sergeant) ..........................................................................................................................51
Monsters.....................................................................................................................................................52
T-1: Battle Unit .......................................................................................................................................54
T-70: Infantry Unit ..................................................................................................................................54
T-100: Seeker..........................................................................................................................................55
T-200: Scarecrow ...................................................................................................................................56
TS-300: Stealth Infiltrator ......................................................................................................................57
T-300: Fast Walker .................................................................................................................................58
T-400: Endo ............................................................................................................................................58
T-500: Endo ............................................................................................................................................59
T-600: Infiltrator......................................................................................................................................59
T-700: Infiltrator......................................................................................................................................60
T-800: Infiltrator......................................................................................................................................61
T-803: Light Assault Infiltrator..............................................................................................................62
T-804: Tactical Infiltrator .......................................................................................................................62
T-806: Recon Infiltrator..........................................................................................................................63
T-808: Medium Assault Infiltrator (Tank) .............................................................................................63
T-810: Advanced Stealth Infiltrator ......................................................................................................64
T-825: Maintenance Agent ....................................................................................................................64
T-831: Heavy Combat Chassis Unit (Goliath) .....................................................................................65
T-882: Tactical Command Unit .............................................................................................................66
T-1000: Infiltrator....................................................................................................................................67
T-1000000: Guardian..............................................................................................................................68
T-X: Terminatrix .....................................................................................................................................69
HK Aerial (8475) .....................................................................................................................................70
HK: Bomber ............................................................................................................................................70
HK: Centurion.........................................................................................................................................71
HK: Guardian ..........................................................................................................................................71
HK: Loader..............................................................................................................................................72
HK: Mini-Aerial .......................................................................................................................................72
HK: Mini-Hunter......................................................................................................................................73
HK: Scout................................................................................................................................................73
HK: Silverfish .........................................................................................................................................74

4 Terminator: Future Fate


HK: Spider ..............................................................................................................................................74
HK Tank (2953) .......................................................................................................................................75
I-950: Hybrid ...........................................................................................................................................75
Links ...........................................................................................................................................................76
Books ......................................................................................................................................................76
Comics ....................................................................................................................................................76
DVDs........................................................................................................................................................76
Games .....................................................................................................................................................76
Music .......................................................................................................................................................76
Toys.........................................................................................................................................................76
Videos .....................................................................................................................................................76
Web..........................................................................................................................................................76
About the Contributors .............................................................................................................................78
Michael Tresca .......................................................................................................................................78
Christopher T. Shields...........................................................................................................................78
Mark Billen ..............................................................................................................................................78
Open Gaming License Version 1.0a ........................................................................................................79
Open Game Content..................................................................................................................................80

Terminator: Future Fate - 5


Introduction
"There was a war. A few years from now. Nuclear war. The whole thing. All this--everything...is gone.
Just gone. There were survivors. Here. There. Nobody knew who started it. It was the
machinesDefense network computer. New. Powerful. Hooked into everything. Trusted to run it all.
They say it got smart...a new order of intelligence. Then it saw all people as a threat, not just the ones on
the other side. Decided our fate in a microsecond...extermination."
Kyle Reese to Sarah Connor, Terminator

Terminator: Future Fate is a Modern scavenge and do battle when they are able.
campaign supplement. For more information And always, the Machines are waiting
about D20 Modern, see Section 15 of the Open
Skynet rules the air completely and has a
Gaming License.
strangle hold on the ground that is closing ever
The first half of the supplement is suitable for tighter. Killing machines are everywhere,
players and Game Masters. The last half is for complex designs and hardware born of an
Game Masters only. This document's headers intelligence driven mad by its desire to live, each
use the Terminator Two font. model, each individual unit driven by a simple
code; exterminate all humans. Man, woman,
Summary child.
Terminator: Future Fate is a role-playing Wherever.
game set in the post-apocalyptic wasteland
where Machines rule and Man is the Whenever.
endangered species. However.
In 2028 AD, the human race is teetering on
Campaign in Brief the brink of extermination. Only a handful of
The year is 2028 AD. The world as Man heroic people stand between the Machines and
knew it was leveled thirty years ago in a nuclear certain racial extinction. This band of stalwart
war and all of civilization has been cast into ruin. human soldiers, led by the legendary Colonel
Technology has turned against its creators while John Connor, calls itself The Resistance.
mechanization has gone mad. The story behind
Terminator: Future Fate can be drawn as a Starting out slowly, using guerilla tactics and
moral lesson about the dangers of blind faith in hit and run raids to keep them supplied with the
technology, of resolute arrogance and of necessary materials to conduct military
insufferable human pride. operations against the Machines, the Resistance
has managed to slowly blunt the edge of
This tale of a possible future is also a dire Skynets campaign. In a decades long
warning about how close humanity may come to campaign, Connor has managed to unite what
causing its own inadvertent extinction through were once isolated pockets of resistance and
the misuse of barely understood knowledge and guerilla cells into a cohesive fighting force that
the rash impetus to implement such technology operates under a highly organized chain of
before its maturity. command. Connor trained his people well, and
The story of Terminator: Future Fate is as old those that he trained went out to train others.
as mythology, perhaps even older. It draws The chain of knowledge spread, and
upon such myths as the tale of Pandoras box, Humanity began to fight back, first in small
yet the tale is as classic as it is timeless. instances, then in pockets, then in sectors, then
In the year 2028, the surface of the Earth is in entire regions. Connors technicians have not
shrouded in the thick, gray veil of ruin. Once only learned large portions of Skynets advanced
great cities have been laid to waste and rubble, technology base, but in some instances, they
becoming vast impromptu tombs and have also managed to duplicate it and even
graveyards to the millions who died on improve upon it.
Judgment Day all those long years ago. The Connors forces fight in the ruins, in the
Machines rule the surface of the planet, while sewers, and in the labyrinthine underworld that
the humans who have survived now hide in once formed the complex underground that fed
underground shelters, venturing forth to the bustling metropolises above. The

6 Terminator: Future Fate


Resistance has the training as well as the If you do, youre dead.
hardware to smash the Machines, salvaging
Humans prefer to stay underground during
what they can, learning what they can, and
the day, but at night, they emerge from their
denying the enemy what they themselves
bunkers and forts to fight the Machines that
cannot use through a policy of combat lossing.
prowl the ruins. While effective and menacing,
The year of 2028 sees a world still ravaged the various types of Hunter Killers are not very
by famine, starvation, disease, ignorance, smart. Their programming can be fooled. Since
superstition, and the threat of horrible death. they have a limited ability to think and learn on
Sometimes, there are things that live in the ruins their own, certain tactics have become well
that are colder and more merciless than even established as ways to guarantee victory against
the Machines. certain makes and models of Skynets minions.
The Machines are not the only threat to the After over three decades of constant fighting,
Resistance, for human greed has long been its Connors Resistance forces have united and
own self-serving tool and the future is a ripe time started to move against Skynet directly in a
for such greed to blossom. Sad as it may seem, series of highly coordinated campaigns
there are still those members of the human race, designed to smash the super computer and end
individuals and isolated pockets, gangs and the war for all time. Skynet has its own plans,
bands, who do not believe in the Resistance and and has made near simultaneous breakthroughs
its goals of liberating the human race. Rather, in several areas of high technology that the
they believe only in themselves and their humans are not aware of.
continued survival.
These technological breakthroughs will give
Much of the human race lives a hand to the rampant AI an edge in the long weeks ahead
mouth existence. Medicine and even basic and could turn the war back in its favor, possibly
hygiene are in short supply, especially among ensuring its victory. Years of constant research
the refugees. The soldiers of Connors fare into custom tailored symbiotic cybernetic
better, but they fight for what they have. Most organisms, using a variety of techniques and
raids are not only for supplies for the military unwilling test subjects, has resulted in a stable
operations, but also to provide basic supplies form of vat grown pseudo-organic camouflage
and foodstuffs to the refugees that the skins for its humanoid based Terminator units.
Resistance shelters and protects. These camouflage skins can be applied to its
most advanced bipedal units thereby allowing
Vast underground warrens are established
them to easily infiltrate into the human command
for the care and protection of the human
centers and bunkers to carry the fight straight to
refugees. Field hospitals, field kitchens,
the enemy.
bunkers, trauma centers, and a host of other
survivor clearing houses have been established Skynets own mad desire to outlive its
to make sure that the Human race does not creators has resulted in experimentation and
perish. The situation for most people is an odd technological breakthroughs in the realm of
mixture of survival, bits of technology mixed in matter teleportation. A side effect of this
with what amounts to the living conditions found application was that Skynet found that it might
in the Dark Ages of Mans history in many be possible to travel and send material
respects. backwards in time. The power requirements
would be huge, but certainly within capacity of
After Skynet unleashed nuclear weapons
its engineering and construction units to build.
against its creators and the enemies of its
Already Skynet has begun work on not only the
creators, the world became a very simple place
Time Displacement laboratory and TD unit, but
to understand: There are the machines, the
also the massive nuclear fusion plants that
living, and the dead. However, survival on a
would provide power to the installation when it
day-to-day basis became anything but simple.
was completed.
You come out only at night with anything less
The culmination of Skynets technology race
than a full moon. Overcast and cloudy are the
is the advent of nanotechnology, a science that
best conditions. You move all the time; you stay
even Skynet is still experimenting with and only
low, using every bit of rubble and debris to put
barely understands the rudimentary basics of.
something thick and solid between you and any
Machine that might be trying to draw a bead on Its latest and most advanced design of
you. You grab what you can, maybe hide what Terminator is also its most dangerous, the
you cant carry, and you run. You dont stop mimetic poly-alloy based T-1000. The next
until you are back underground. generation of Terminator has a structure that is

Terminator: Future Fate - 7


not physically solid; instead, it is composed of much of normal society has been wiped away,
billions of tiny machines all linked together and making Tech-Com humansless human.
can change shape to a large degree.
Tech-Com members are smart. They think
Production will be extremely limited by the very
on their feet and are capable of being very
nature of the exotic materials and resources
flexible, an attribute that Terminators do not
required for its production, but Skynet is patient.
possess. Indeed, the new cyborg tactic caught
With a core compliment of T-1000s under its
Tech-Com off guard, but they quickly adapted.
command, and possibly an even newer model
Where technology fails, flesh prevails canines
one generation beyond the T-1000, Skynets
act as early-warning systems against disguised
processors have given it favorable odds in the
Terminators.
outcome of the Last War.
Tech-Com members are hopeful. Despite
The humans are slowly learning of Skynets
their pessimistic demeanor, Tech-Com lives on
latest threats. Advanced T-800 units are already
hope. Each victory is another chance at
infiltrating bands of refugees seeking shelter in
survival. There is nothing left for humanity, no
human bases. The hyper-fusion power grid is
other road to take. The machines do not
almost online, the Time Displacement facility is
bargain, do not give mercy, and do not ask for it.
complete, and the first T-1000 advanced
Tech-Com is humanity's shield and its sword.
prototypes are undergoing field-testing against
Its members share a heavy burden of humanity's
remote human settlements and outposts, with
existence on their shoulders.
incredible results.
Unknown to Skynet, the humans are already Campaign Traits
on the move, and will soon strike a critical
The Terminator Future is post-apocalyptic
tactical blow that will cripple the super computer,
horror with a science fiction twist. The horror of
but not before it can send Terminators back in
the machines is everywhere. But humanity has
time to try to change the course of history.
a slim chance of striking at Skynet's coreif
Realizing what the super computer has done,
they can survive.
Humanity will also send guardians to stop the
Terminators and preserve history.
The battle for the future would not be fought Background
in 2028, but across time itself. Miles Bennett Dyson, director of Special
Projects at Cyberdyne Systems Corporation,
The Role of the Heroes created a revolutionary type of microprocessor
"Most of us were rounded up, put in camps... in 1994. Within three years Cyberdyne Systems
for orderly disposal. Some of us were kept became the largest supplier of military computer
alive...to work. Loading bodies. The disposal systems. All Stealth Bombers were upgraded
units ran night and day. We were that close to with Cyberdyne Systems computers, becoming
going out forever... but there was one man...who fully unmanned. Afterwards, the Stealth
taught us to fight. To storm the wire of the Bombers flew with perfect operational records,
camps. To smash those metal mother-fuckers and eventually the Skynet Funding Bill was
into junk. He turned it around...he brought us passed.
back from the brink." The system went online on August 4, 1997.
--Kyle Reese to Sarah Connor, Terminator Human decisions were removed from strategic
defense. Skynet began to learn at a geometric
The heroes are members of Tech-Com, rate. It became self aware on August 29 1997,
warriors in a never-ending battle to stem the tide 2:14 am Eastern Time. In the ensuing panic and
of machines that seek to eliminate humanity. attempts to shut Skynet down, Skynet retaliated
Skynet has never forgotten the attempt to shut it by firing American nuclear missiles at their target
down and the war that has raged for years is sites in Russia. Russia returned fire and three
merely a logical extension of its retaliation. billion human lives ended in the nuclear
Machines know no fear, no regret, and no holocaust. This was what has come to be known
weariness. The war could last a second or a as "Judgment Day".
century Skynet would fight the same.
Cyberdyne Systems Corporation built Skynet
Tech-Com members are tough. They have for SAC-NORAD (Strategic Air Command -
likely seen their relatives die in multitudes. NORth American Air Defense). The SAC-
Many are orphans. Concepts of family are NORAD base is Cheyenne Mountain, Colorado,
loose, disjointed. Love, romance, ambition the world's most heavily armored and defended

8 Terminator: Future Fate


mountain. Hollowed out, reinforced and mechanical oppressors. That man was John
armored, Cheyenne Mountain is capable of Connor.
withstanding a 20 Megaton direct hit. This made
In retrospect, it wasn't that hard. Skynet's
it the perfect installation at which to build
plan was not particularly imaginative. Mentally,
Skynet's mainframe. At some point during the
it was still a child, learning its surroundings. Its
war, after Skynet had launched its missiles at
simply plan was to destroy the threat to its
Russia, Skynet had the mountain around it
existence. The ease with which it succeeded
destroyed, leaving the cold, gleaming structure
meant Skynet didn't have to allow for any
as a display of the supremacy of the machines.
possible defects.
Connor was definitely a defect.
Skynet
John had been trained since he was a child
Skynet was the world's first Automated
for the coming apocalypse. His mother, Sarah
Defense Network. It is the controlling force
Connor, taught him every combat skill, every
behind all of the battle units. It pools data from
military tactic, everything she could about the
battle units, develops tactics and co-ordinates
future that might be. When it came, John was
attacks. Skynet has control over everything that
ready.
contains a Cyberdyne Systems CPU. Using the
blueprints, designs and test models built by Skynet realized very quickly that spreading
Cyberdyne Systems, Skynet has been able to nuclear warfare across the planet was ultimately
manufacture battle units in its vast automated detrimental to itself as well. Raw materials were
factories, occasionally updating them or still needed and blasting the terrain to a sandy
producing more advanced models. radioactive desert was not productive. Even as
Skynet implemented plans to eliminate
Heavily armored and fortified, Skynet's
humanity, humanity fought back.
Central Core Installation at Cheyenne Mountain
is guarded around the clock by squads of T- The Hunter-Killer series or robots were
800's and patrols of Aerial Hunter Killers and developed for the express purpose of eliminating
Hunter Killer Tanks, and is defended from large- humans. Skynet crafted non-humanoid shapes
scale rebel assaults by massive Phased Plasma at first, attempting to track humans down where
Cannons. they laired. Eventually, Skynet realized the most
effective form of destroying humanity was to use
Skynet's Central Core is located deep
its own bipedal form against itself.
underground within Skynet's main complex. It is
hypothesize that this Central Core is a form of Thus the Terminators were created. The
cold fusion reactor, needed to supply Skynet humanoid Terminators were set loose on the
with its tremendous energy requirements. This humans to great success. But the Terminators
Central Core is the key to Skynet's ability to were modeled after humans, and they had to be
operate; without it Skynet would be rendered outfitted with weapons just like humans. When
disabled. It has therefore become the main Skynet produced a portable weapon for its
target for the most skilled Tech-Com strike Terminators, John led a Tech Com force in a
teams. The Central Core is, however, protected raid on one of the factories.
by the T-1000000, and thus there have, as of
Humanity has just gained the weapons
yet, been no successful strikes against it.
necessary to fight the Terminators and Hunter-
Killers on their own terms. The future of
Tech-Com humanity contains a flicker of hope.
Dazed and battered by a sudden nuclear
strike, the few survivors were systematically Timeline
rounded up into death camps. Each prisoner
1955: Ellis Ruggles arrives from the future to
was identified with a laser burn into his or her
watch over Sarah Conors birth (One Shot).
arm, a bar code of death. Prisoners were read
into a machine like some kind of insane 1965: Sarah Connor is born; Corporal
supermarket. They never came out of the other Graves materializes to protect Sarah Connor but
end. is hit by a produce truck (One Shot).
During those dark moments, humanity 1984, May 12: Cyberdyne systems Model
became nearly extinct. But one man stormed 101 series 800 arrives in Griffith Park, CA, via
the barbed wire fences, fought back, rallying time displacement sphere. Its mission:
what was left of humanity to rise up against their terminate Sarah Connor. Kyle Reese, Sgt.

Terminator: Future Fate - 9


Tech/Com DN38416, arrives in Los Angeles via bomb shelter at Crystal Peak Mountain
time displacement sphere. (Terminator 3).
1984, May 13: John Connor is conceived by 2004: Mir, a Russian artificial intelligence
Kyle Reese and Sarah Connor. Kyle Reese linked to an extensive strategic network, is
dies, but the T-800 is destroyed (Terminator). A elevated to consciousness by Skynet (Hunters
T-803 is sent after Sarah Lang Connor, but is and Killers).
foiled by Ruggles (One Shot). John Connor is
2016: T-600 series produced by Skynet
born (Terminator 2).
(Terminator).
1991: 2000.M fails in its mission, destroyed
2020: T-700 series produced by Skynet
by a reprogrammed T-800 (Secondary
(Christopher T. Shields).
Objectives).
2020*: A T-803, model number 200.M, is
1995, June 8: T-1000 and T-800 arrive via
sent back to 1991 (Secondary Objectives).
time displacement sphere. The T-1000's
mission: terminate John Connor. The T-800's 2021: Reese begins service with Captain
mission: protect John Connor. Sarah Connor is Perry in the One Thirty Second Tech-Com
released from Pescadero State Hospital by the regiment (Terminator).
T-800 (Terminator 2).
2025: The only remaining humans after Mir's
1995, June 9: Sarah Connor attempts to attack are in Eastern Siberia it is at this time
assassinate Miles Bennett Dyson, director of the Iron Guard (Spetsnaz) forces are created
Special Projects at Cyberdyne Systems (Hunters and Killers).
Corporation, but fails. He is instead convinced to
2026: T-800 series produced by Skynet
destroy his own creation. Dyson dies in the
attempt. The T-1000 is destroyed and the T-800 (Terminator).
is assisted in self-termination (Terminator 2). 2027: Reese assigned to Recon/Security
1997, August 4*: Skynet goes online under John Connor (Terminator). Connor knocks
out the LBJ Space Command Center in
(Terminator).
Houston. This single act turns the tide because
1997, August 29*: Skynet becomes self- it knocks out half of Skynet's offensive grid
aware at 2:14 a.m. and, when threatened with (NOW Comic Series).
shutdown, fires nuclear weapons at Russia.
2028: T-1000 series produced by Skynet
Russia's defense system (Mir) retaliates,
(Terminator 2). A "baby factory" is established in
initiating World War III (Terminator).
Orlando, FL to propagate the human race (NOW
1997*: Sarah Connor dies of leukemia comic series).
(Terminator 3).
2029, July 11: At the advent of Skynet's
1998*: Michael Jackson would be 40-years- destruction, a T-800 and Reese go back in time
old if he had survived World War III to 1984 (All My Futures Past).
(Terminator). The UN begins construction of a
2029, Spring*: Mir develops the TS-300 and
lunar station titled "Li'l Houston" (NOW comic
rebels against Skynet (Hunters and Killers).
series).
1999*: T-70 series produced by Skynet. 2029: T-1000 and T-800 go back in time to
1994; T-X built; Colonel Mary Randall and her
2000, January 1: Another Terminator team travel back in time to stop Cyberdyne
attempts to assassinate young John Connor, Systems Corporation from developing Skynet
only to be destroyed by a fall from the Empire technology. Four Terminators pursue them,
State Building (The Dark Years). The UN including a half-human/half-Terminator cyborg
completes construction of "Li'l Houston" and (Tempest).
populates it with 17 scientists/mission specialists
2031, January*: Johnnie-O and the Synth-
who create an ecosphere on the moon (NOW
Slashers and Sarahs Slammers wage war
comic series).
against Skynet. (NOW comic series).
2003, July 4: Skynet propagates itself as a
2031, April: HALO KH-1300, United States
virus across the Internet, launching nuclear
weapons at 6:03 p.m. all over the globe at key Air Force reconnaissance satellite codenamed
military targets. The T-800 sent back in time Hi-Tom, is hit by an asteroid, foiling Skynets
attempt to eradicate the ozone layer. Over 1,500
successfully protects John Connor and Kate
clones have been hatched at the Orlando "baby
Brewster by leading them into the President's
factory" (NOW comic series).

10 Terminator: Future Fate


2032, July 4: John Connor is terminated by a movie is considered the "main" timeline,
T-800 series. Kate Connor sends that same T- according to what "really happened" in
800 back to 2003 to protect John and Kate Terminator 3. Note that this actually makes
Connor in the past (Terminator 3). some events in Terminator 2 an alternate
timeline.
2041*: John Connor and the human
resistance stop Skynet from using its nuclear
stockpile to finally annihilate the human race.
(The Burning Earth).
Entries marked with a * are alternate
timelines. Any event that does not compromise
or otherwise conflict with the events from the

Terminator: Future Fate - 11


Characters
"The Terminator would never stop, it would never leave him... it would always be there. And it would
never hurt him, never shout at him or get drunk and hit him, or say it couldn't spend time with him
because it was too busy. And it would die to protect him. Of all the would-be fathers who came and went
over the years, this thing, this machine, was the only one who measured up. In an insane world, it was
the sanest choice."
--Sarah Connor, Terminator 2

In the Terminator universe, Tech-Com is the social programming makes them poor
last remnants of resistance against the rise of conversationalists.
the machines. The weak, slow, and stupid have
Base Hit Points: T-800s are Medium-size
long since been weeded out. Tech-Com
and gain 2d10 base hit points from their
members are the toughest, savviest, and fastest
endoskeleton. The result of the dice roll is
humanity has to offer. As a result, all Tech-Com
added to the characters' maximum hit points for
members have access to combat feats.
their first class level.
T-800s as PCs Medium-size: As Medium-size creatures, T-
Terminators are occasionally reprogrammed 800s have no special bonuses or penalties due
to fight for Tech-Com. The more intelligent and to their size.
advanced Terminators can even be played as Base speed 40 feet: Axial drive motors and
PCs. For obvious reasons, only the T-800 clavicular trailing links control its limbs. This
Terminators are suitable for this task Tech- allows the T-800 to maneuver faster than the T-
Com shoots anything with pistons and gears 600, at bursts of speed of up to 22 mph no
first, asks questions later. longer threaten the joint assemblies.
Skynet controls its battle units using direct Infravision: The T-800's optical sensors can
link command. This operating mode is known as sample an extended range of visible
"Hive", where the battle units are hooked directly frequencies, including both active (red eyes, unit
into Skynet and share a collective conscious. emits infrared radiation that is detectible and
However, there are hundreds of autonomous T- visible to other units using IR viewers or
800s that are not under Skynet's direct control. detectors) and passive infrared (does not appear
This is the second form of operating mode and visible to other IR using units). The unit is also
is known as "Rogue". In this mode, battle units equipped with thermal imaging capacity (which
are independent of Skynet but are programmed can allow it to see heated bodies behind walls).
to return and download information. When using both eyes to track two different
These "Rogue" T-800's have achieved this targets moving in different directions, depth
level of autonomy by having their CPU set to perception is created artificially by creating a
"read-and-write" shortly after factory production. computer-generated off-angle ghost image. The
The CPU can be manually switched (this T-800 is capable of motion tracking, search
ensures that the switch is not activated by a modes, facial identification and recognition and
virus or programming glitch) from "read-only" to has extensive vision enhancement capabilities
"read-and-write" enabling it to learn from its including long range "zoom" (the T-800 can
contact with humans, thus allowing it to conceal snap-magnify an image by around x15), motion
itself more effectively. PCs have this switch analysis and "night vision" (low-light or light
flipped on. amplification of ambient star light). T-800s can
see in the dark up to 60 feet.
Alternately, T-800s could work for Skynet,
actively tracking down Tech-Com installations. Two-Weapon Fighting: Due to their artificial
T-800s might work in unison or with I-950s. brains and robotic bodies, T-800s do not favor
one hand like organic beings. T-800s receive
+2 Strength, +2 Intelligence, -2 Dexterity, - the Two-Weapon Fighting feat for free.
2 Charisma: T-800s are incredibly strong and
have a calculating intelligence. They aren't -4 racial penalty on Swim checks: T-800s
particularly agile, due in part to their heavily do not have significant air pockets in their
armored endoskeletons. Their complete lack of robotic bodies and they lack buoyancy as a

12 Terminator: Future Fate


result. They may, however, exist underwater to +2 racial bonus to Listen checks: The T-
extreme depths without difficulty. 800's auditory sensors are located upon either
side of its head, where human ears would be.
No lungs or stomach: T-800s have no
One ear records the full range of external
sense of smell or taste, they do not eat or drink,
sounds, while the other can automatically filter
do not breathe, and cannot ingest drugs.
signals to within a narrow range for a specific
Scent: Thanks to their highly advanced auditory signal. They can also hear ultrasonic /
scanning systems, T-800s receive the Scent subsonic, and hypersonic ranges of the
special ability as a free feat. spectrum.
Construct: As constructs, T-800s are Hydrogen Cells: The T-800 has two
immune to poison, stunning, disease, subdual hydrogen power cells that power its system.
damage, and damage or drain to physical ability They cannot be set to discharge, but if a
scores. They are subject to critical hits but do Terminator suffers significant damage (on a
not have minds per se and cannot be affected successful critical hit) it must make a Fortitude
by mental abilities. save (DC 10) or it will explode in 1d10 rounds. It
can also intentionally set one of the hydrogen
Endoskeleton: T-800s are immune to any
cells off, but to do so it must take 1 round to
effect that requires a Fortitude save, unless it
remove it from its chassis and activate it. A
also works on objects. They last for 120 years
single cell inflicts 10d8 points of damage in a
on power cells, although the cell can be
100-foot radius, Reflex save (DC 18) for half
replaced. If a T-800 suffers more than 10 points
damage. If both cells go off, it inflicts 20d8 points
of damage from a single attack, its endoskeleton of damage in a 100-foot radius (Reflex save (DC
is revealed in that location. 18) for half damage. It utterly obliterates the T-
Healing: Though it does not need nutrient or 800.
blood flow, the T-800 has a circulatory system Alternate Power Source: If disabled, the T-
that is controlled by a tiny pneumatic pump that
800 is able to re-route its systems to its
maintains a constant pressure. This allows the secondary hydrogen cell, thus bypassing any
T-800 to bleed convincingly when wounded. severed connections, damaged circuits or
However, the living tissue of the T-800's is still
internal impairment. The T-800 Series also has
prone to necrotizing after a period. Terminators
redundant backup hydraulic systems. A
can heal their own flesh. Their physical ability
Terminator can go to 20 hit points before
scores cannot be increased as they advance in
ceasing to function. Once a Terminator reaches
level, although their mental ability scores 0 hit points, roll 1d6 and note the result. This is
(Intelligence, Wisdom, and under special the number of minutes that must pass before the
circumstances, Charisma) can increase.
internal systems bring on the APS and repower
+1 racial bonus to Gather Information, the Terminator.
Investigate, Navigate, Search, Sense Motive,
ECL: 6. It is certainly possible to play a
and Spot checks: The T-800 is capable of
preprogrammed T-800, but that makes it very
running internal systems checks; calculating the powerful (approximately ECL 16). Like any
distance of objects relative to itself; making piece of equipment, T-800s can be damaged.
detailed kinetic studies of trajectories; sampling
Perhaps a PC T-800 suffers enough trauma that
and analyzing the atmosphere, weather patterns
it loses some of its programming in essence, it
and wind velocity; analyzing human emotional
is rebooted. This scenario explains why a T-800
states (in order to assess possible hostility); character would start out without any previous
analyzing body language and direction of knowledge beyond the bonuses listed above.
muscle contraction; calculating the force of
gravity; analyzing texture and temperature of
materials; and sensing radar scans. It is fitted
I-950s as PCs
with an internal chronometer. The I-950's are born and brought up at a
small, discreet underground facility, tended by
+2 racial bonus to Disguise checks (voice captive human caretakers. Grown from
only): The T-800 Series is also equipped with genetically altered human DNA, the I-950's are
vocals that enable it to replicate any human implanted with cybernetic technology straight
speech pattern of which it has heard an from birth. The only outward signs of this
adequate specimen. It does this by recording alteration are ugly wounds on the sides of the
and storing syllables of the subject's voice, infant's head, which heal rapidly and are totally
which it then replays and uses to digitally invisible after a year.
synthesize their speech pattern.

Terminator: Future Fate - 13


The mechanical adaptations of the I-950 training and hand-to-hand combat as well as
Series are surgically grafted to the infant's being further educated.
glands, senses and vital organs, including a
Internal Bomb: The I-950 is fitted with an
neural net processor that is attached to the
internal bomb. Twitching an internal muscle
child's brain. Like the organic brain of the child,
activates the bomb. A countdown and sidebar
this neural net computer is also in its infancy.
displays this information in the I-950's vision.
While the child is at an early age the implanted
The bomb inflicts 10d8 points of damage in a
computer technology concentrates on regulating
20-foot radius, Reflex save (DC 18) for half
the baby's physical functions, giving the impetus
damage. It utterly obliterates the I-950.
to cry at need. The neural net computer learns
and grows, and as inorganic meets organic brain ECL: 4. Unlike T-800s, I-950s as PCs can be
matter a greater whole is formed in a feedback- younger versions that were released prior to
exchange of data and stimulus. having their full training. They may even be
mistakenly "liberated" from their supposed
From an early age the infant I-950's are
mechanical overlords by Tech-Com.
brought together so that they can learn from one
another by imitation. Their function is to deceive
humans at a level below consciousness, and Synthetics as PCs
that requires some semblance of human Synthetics are essentially robots that are
socialization. human in appearance. The scientists of Li'l
Houston created them to withstand the rigors of
In a campaign where the PCs play the role of
the moon. As such, Synthetics are mild-
Skynet and its allies, I-950s make for the perfect
mannered and helpful. They are capable of
characters. They are outwardly human, so
violence and are only too happy to take on a
much so that even canines cannot detect them.
Terminator. They are distinguishable from
And yet, they possess cybernetic components
humans by a silver band of skin across their
that ensure they are slavishly loyal to Skynet
eyes and nose and their lack of ears (which are
from womb to grave.
replaced by round metal discs).
+2 Intelligence, -2 Charisma: I-950s are
+2 Strength, +2 Dexterity, +2 Wisdom, -2
intelligent, competitive, and aggressive. Their
Charisma: Synthetics are structurally more
progress is rapid.
fragile than humans, but are stronger, faster,
Medium-size: As Medium-size creatures, I- smarter, and more knowledgeable. Their single
950s have no special bonuses or penalties due greatest weakness when traveling with others is
to their size. their passive behavior and lack of self-
awareness.
Base speed 30 feet: I-950s move at the
same speed of humans. Base Hit Points: Synthetics are Medium-
size and gain 2d10 base hit points from their
Infravision: The I-950 Series have sensors endoskeleton. The result of the dice roll is
implanted in their eyes that can be brought up added to the characters' maximum hit points for
by blinking. The I-950's eyes can also be used their first class level.
as screens to allow Skynet to convey visual
information. I-950s can see in the dark up to 60 Medium-size: As Medium-size creatures,
feet. Synthetics have no special bonuses or penalties
due to their size.
+2 racial bonus to Sense Motive checks:
The I-950s sensors are capable of thermal heat Base speed 30 feet: Synthetics move at the
scans that can indicate certain emotional states same speed of humans.
such as anger.
Infravision: A Synthetic can see in the dark
Educated Feat: The I-950's receive up to 60 feet.
enhancements to their neural net computer
Low-Light Vision: A Synthetic can see twice
implants. This allows them to freely access
as far as a human in starlight, moonlight,
Skynet's data systems or any other system that
torchlight, and similar conditions of poor
Skynet has ever interfaced with or recorded, or,
illumination. They retain the ability to distinguish
given a little time, virtually any system complex
color and detail under these conditions.
enough to have an operating code.
Two-Weapon Fighting: Due to their artificial
Personal Firearms and Combat Martial
brains and robotic bodies, Synthetics do not
Arts Feat: After the first period of accelerated
favor one hand like organic beings. Synthetics
growth, the young I-950's are taught weapons
receive the Two-Weapon Fighting feat for free.

14 Terminator: Future Fate


No lungs or stomach: Synthetics have no already a class skill, you receive a +1
sense of smell or taste, they do not eat, do not competence bonus on checks using that skill:
breathe, and cannot ingest drugs. Synthetics do Disable Device, Gamble, Hide, Knowledge
have a glycerol-based capillary system that must (streetwise), Move Silently, And Sleight Of
be freshened on a regular basis with water. Hand.
No Mind: Synthetics cannot be affected by Bonus Feat: Brawl.
any F/X that affect the mind. Although they are
Scrounge Bonus Increase: +3.
capable of independent thought, the
psychological attacks of Aliens do not affect
them. Synthetics are immune to fear and Tech-Com Medic
morale effects.
Compared to the nigh-indestructible
Construct: As constructs, Synthetics are Terminators, humans are fragile as glass. Tech-
immune to poison, stunning, disease, subdual Com medics patch them together as best they
damage, and damage or drain to physical ability can, but it is a losing battle. Medics are drawn
scores. They are subject to critical hits but do to their occupation out of a need to help their
not have minds per se and cannot be affected fellow humans in the most direct fashion
by mental abilities. possible, but many quit as the corpses pile up.
+2 racial bonus to Jump, Knowledge, and Skills: Choose two of the following skills as
Research checks: Synthetics are programmed permanent class skills. If a skill you select is
as walking databases and work with other already a class skill, you receive a +1
computers to get answers on anything and competence bonus on checks using that skill:
everything. Craft (pharmaceutical), Computer Use,
ECL: 5. Synthetics make for interesting Knowledge (earth and life sciences, technology),
characters. Although they are technically Search, and Treat Injury.
artificial life forms, they are very similar to Bonus Feat: Select one of the following:
humans in a lot of ways. Brawl, Combat Martial Arts, Light Armor
Proficiency, or Personal Firearms Proficiency.
Occupations Scrounge Bonus Increase: +2.

Refugee
Tech-Com Scientist
These poor dregs of humanity are what
Connor pulls his recruits from. They are largely Tech-Com scientists specialize in
ignorant, superstitious, wary, untrained, and assimilating and understanding Skynet's
inexperienced with military procedures. technology. They are scavengers by nature,
learning from the machine that seeks to destroy
Skills: Choose two of the following skills as them. The best scientists can reprogram
permanent class skills. If a skill you select is terminators to defend rather than attack
already a class skill, you receive a +1 humans.
competence bonus on checks using that skill:
Climb, Escape Artist, Gather Information, Hide, Skills: Choose two of the following skills as
Jump, Listen, Move Silently, Navigate, Search, permanent class skills. If a skill you select is
and Survival. already a class skill, you receive a +1
competence bonus on checks using that skill:
Bonus Feat: Stealthy. Computer Use, Craft (chemical, electronic,
Scrounge Bonus Increase: +0 mechanical, or structural), Knowledge (earth and
life sciences, physical sciences, or technology),
Repair, and Research.
Rogue Bonus Feat: Select one of the following:
Stronger versions of refugees, these people Brawl, Combat Martial Arts, Light Armor
constitute the thugs, punks, gangs, and even Proficiency, or Personal Firearms Proficiency.
cannibals that roam the wasteland that was
once civilization. They live by their wits, taking Scrounge Bonus Increase: +3.
what they need from people and land without
any regard to human decency.
Skills: Choose two of the following skills as
permanent class skills. If a skill you select is
Terminator: Future Fate - 15
Tech-Com Scout Tech-Com Soldier
Sometimes, Tech-Com needs more than just Tech-Com soldiers are the toughest breed of
firepower and brains. When a Skynet base Tech-Com humans alive. They face extinction
needs to be taken by stealth, the scouts answer at every term, battling Terminators and grim
the call. Scouts combine the rare talents of odds. Tech-Com soldiers tend to be nihilistic
quick-wits and incredible reflexes, making them about their survival chances; one out of three
highly desired and coveted by Tech-Com dies each day.
generals.
Skills: Choose two of the following skills as
Skills: Choose two of the following skills as permanent class skills. If a skill you select is
permanent class skills. If a skill you select is already a class skill, you receive a +1
already a class skill, you receive a +1 competence bonus on checks using that skill:
competence bonus on checks using that skill: Climb, Demolitions, Drive, Hide, Knowledge
Computer Use, Decipher Script, Disable Device, (tactics), Move Silently, Navigate, Pilot, Survival.
Forgery, Gather Information, Hide, Investigate,
Bonus Feat: Select one of the following:
Knowledge (streetwise), Move Silently, Search,
Brawl, Combat Martial Arts, Light Armor
Sense Motive, Sleight of Hand.
Proficiency, or Personal Firearms Proficiency.
Bonus Feat: Select one of the following:
Scrounge Bonus Increase: +1.
Brawl, Combat Martial Arts, Light Armor
Proficiency, or Personal Firearms Proficiency.
Scrounge Bonus Increase: +2.

16 Terminator: Future Fate


Advanced Classes
"So. You're a soldier. Fighting for whom?"
"With the One Thirty Second under Perry, from '21 to '27"
"The year 2027?"
"That's right. Then I was assigned Recon/Security, last two years, under John Connor."
Kyle Reese to Silberman, Terminator

There are a variety of organizations that Tech Com Ranks


make up Tech-Com. Not all members of Tech-
Com are part of these advanced classes. Private
Rather, they are organizations first, classes Private 2
second. Statistics are presented for typical
Private First Class
ordinaries who might be allies or, alternately if
the PCs are Terminators, enemies. Specialist
Tech-Com is made up of the very best Corporal
humanity has to offer. Cultural, racial, and Sergeant
lingual barriers have broken down, united in their
efforts to defeat the machine. Ironically, the Staff Sergeant
dream of a united human front that so many Sergeant First Class
people dreamed of for so long is finally a reality.
Master Sergeant
But at a terrible price.
First Sergeant
John Connor leads Tech-Com. Connor is a
brilliant strategist, tactician, and extremely Sergeant Major
charismatic leader. John leads the Eagle Watch Command Sergeant Major
division, which constitutes the leaders of Tech-
Com around the globe. Covert Ops and Sergeant Major of Tech Com
Recon/Security work outside the boundaries of Warrant Officer One
Eagle Watch. Covert Ops operates under
Chief Warrant Officer Two
complete secrecy and without the normal
restrictions placed on it, allowing the Covert Ops Chief Warrant Officer Three
division the freedom necessary to beat Skynet at Chief Warrant Officer Four
its own game. Recon/Security is burdened with
the awesome task of keeping critical Tech-Com Master Warrant Officer Five
members alive, which can range from a crack Second Lieutenant
sniper in the Black Shield division to a key
First Lieutenant
Sci/Tech scientist, to a Delta Company agent
who has seen key Skynet documents. All other Captain
divisions report up to Eagle Watch, although Major
Sci/Tech is not a combat-ready division. All told,
these various divisions constitute humanity's Lieutenant Colonel
last, best hope. Colonel
Brigadier General
Major General
Lieutenant General
General

Terminator: Future Fate - 17


Tech Com Hierarchy

18 Terminator: Future Fate


Black Shield
Masters of the way of the gun, these snipers
and scouts are the experts in their craft. They Class Information
move in pairs, dodging from wreckage to
wreckage. Their precision nearly matches the
cold efficiency of the machines. One Black Hit Die: 1d10
Shield can take out even the most dangerous Action Points: 6 + one-half character level,
Hunter-Killers with a well-aimed shot. Their rounded down, every time the Black Shield
deadly skills also makes them envied and attains a new level in this class.
feared, even by the other regiments of Tech-
Com.
Class Skills
The Black Shields class skills (and the key
Requirements ability for each skill) are: Bluff (Cha), Demolitions
To qualify to become a Black Shield, a (Int), Drive (Dex), Escape Artist (Dex), Gamble
character must fulfill the following criteria. (Wis), Intimidate (Cha), Knowledge (current
Base Attack Bonus: +2. events, popular culture, streetwise) (Int), Move
Silently (Dex), Occupation (Wis), Read/Write
Skills: Sleight of Hand 6 ranks, Tumble 6 Language (none), Ride (Dex), Sleight of Hand
ranks. (Dex), Speak Language (none), Spot (Wis),
Survival (Wis), Tumble (Dex).
Feat: Personal Firearms Proficiency.
Skill Points at Each Level: 5 + Int modifier.

Table: The Black Shield


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +1 +1 Close combat +1 +0
2nd +1 +0 +2 +2 Weapon focus +1 +0
3rd +2 +1 +2 +2 Bonus feat +2 +0
4th +3 +1 +2 +2 Defensive position +2 +1 +0
5th +3 +1 +3 +3 Lightning shot +3 +1
6th +4 +2 +3 +3 Bonus feat +3 +1
7th +5 +2 +4 +4 Sharp-shooting +4 +1
8th +6 +2 +4 +4 Greater weapon +4 +1
9th +6 +3 +4 +4 Bonus feat +5 +2
10th +7 +3 +5 +5 Bullseye +5 +2
Bonus Feats
Class Features At 3rd, 6th, and 9th level, the Black Shield
The following features pertain to the Black gets a bonus feat. The bonus feat must be
Shield advanced class. selected from the following list, and the Black
Shield must meet all the prerequisites of the feat
Close Combat Shot to select it.
At 1st level, a Black Shield gains the ability to Advanced Firearms Proficiency, Advanced
make a ranged attack with a Medium-size or Two-Weapon Fighting, Burst Fire, Dead Aim,
smaller firearm while in a threatened area Double Tap, Far Shot, Improved Two-Weapon
without provoking an attack of opportunity. Fighting, Precise Shot, Quick Draw, Quick
Weapon Focus Reload, Shot on the Run, Skip Shot, Strafe,
Two-Weapon Fighting.
At 2nd level, a Black Shield gains the
Weapon Focus class feature, providing the Defensive Position
benefit of the feat with the same name. The Starting at 4th level, the Black Shield gains
Black Shield must choose a specific personal an additional +2 cover bonus to Defense and an
firearm. additional +2 cover bonus on Reflex saves
The Black Shield adds +1 to all attack rolls whenever he or she has one-quarter, one-half,
you make using the selected personal firearm. three-quarters, or nine-tenths cover.

Terminator: Future Fate - 19


Lightning Shot At 10th level, a Black Shield becomes so
adept at using the firearm to which he or she
Starting at 5th level, a Black Shield can make
has applied Weapon Focus and Greater
a flurry of ranged attacks with a personal firearm
Weapon Focus that the Black Shields attacks
at the expense of accuracy. With a lightning
with that firearm can deal extra damage. With a
shot, the Black Shield may make one extra
successful attack, before damage is rolled, the
ranged attack with a personal firearm in a round
Black Shield can spend 1 action point to deal
at his or her highest base attack bonus. This
+3d6 points of damage.
attack and each other attack made in the round
take a 2 penalty. Using lightning shot is a full-
round action. The Black Shield cant take more Black Shield Ordinary
than a 5-foot step and use lightning shot in the
same round. Fast Ordinary 3/Tough Ordinary 3: CR 5;
Medium-size human; HD 3d8+6 + 3d0+6; hp 42;
Sharp-Shooting Init +2; Spd 25 ft.; Defense 24 (+2 Dex, +6 class,
+6 bullet-proof vest); Atk +6 melee (1d6+1/19-20
At 7th level, if the Black Shield uses a
plasma baton) or +6 ranged (4d10, M-27 plasma
personal firearm to attack a target, the cover
rifle); SV Fort +5, Ref +5, Will +3; Rep +2; Str
bonus to the targets Defense for one-quarter,
13, Dex 15, Cont 15, Int 8, Wis 12, Cha 10.
one-half, three-quarters, or nine-tenths cover is
reduced by 2. Skills: Drive +6, Hide +5, Intimidate +4,
Greater Weapon Focus Knowledge (tactics) +4, Move Silently +5,
Sleight of Hand +6, Survival +3.
At 8th level, a Black Shield receives a +1
Feats: Personal Firearms Proficiency, Point
competence bonus on attack rolls made with the
Blank Shot, Quick Reload, Simple Weapons
firearm selected for the Weapon Focus ability at
Proficiency, Advanced Firearms Proficiency,
2nd level. This bonus stacks with the earlier
Strafe.
bonus.
Bullseye

20 Terminator: Future Fate


Canine Support Trainer
While Skynet puts together complex
algorithms to try to map the human thought Class Information
process and outwit its enemies, Tech-Com has
found a much simpler solution to the infiltrator Hit Die: 1d8
series of Terminators: dogs. The best Action Points: 6 + one-half character level,
Terminators have yet to fool the sensitive nose rounded down, every time the character attains
of a canine. The Canine Support Trainers live a new level in this class.
and die together, relying on an almost pack-level
existence to root out Infiltrators. They are the
first and last early warning defense system Class Skills
against the new tactics of Skynet. The Canine Support Trainers class skills
(and the key ability for each skill) are: Climb
(Str), Concentration (Con), Craft (Int), Handle
Requirements Animal (Cha), Heal (Wis), Hide (Dex), Intuit
To qualify to become a Canine Support Direction (Wis), Jump (Str), Knowledge (nature)
Trainer, a character must fulfill the following (Int), Listen (Wis), Move Silently (Dex),
criteria. Occupation (Wis), Ride (Dex), Search (Int), Spot
Skill: Handle Animal 5 ranks. (Wis), Swim (Str), Use Rope (Dex), and
Wilderness Lore (Wis).
Skill Points at Each Level: 5 + Int modifier.

Table: The Canine Support Trainer


Base
Class Fort Ref Will Defense
Attack Special Reputation Bonus
Level Save Save Save Bonus
Bonus
1st +0 +1 +1 +0 Canine companion +1 +1
2nd +1 +2 +2 +0 Canine specialist +1 +1
3rd +2 +2 +2 +1 Bonus feat +2 +1
4th +3 +2 +2 +1 Training mastery +2 +2
5th +3 +3 +3 +1 Canine empathy +3 +2
6th +4 +3 +3 +2 Bonus feat +3 +2
7th +5 +4 +4 +2 Canine morale +4 +3
8th +6 +4 +4 +2 Detect Terminator +4 +3
9th +6 +4 +4 +3 Bonus feat +5 +3
10th +7 +5 +5 +3 Canine aid +5 +4
Canine Support Trainer must meet all the
Class Features prerequisites of the feat to select it.
The following features pertain to the Canine Advanced Firearms Proficiency, Archaic
Support Trainer advanced class. Weapons Proficiency, Armor Proficiency (light),
Armor Proficiency (medium), Armor Proficiency
Canine Companion (heavy), Brawl, Burst Fire, Cleave, Combat
st
At 1 level, a Canine Support Trainer begins Reflexes, Exotic Firearms Proficiency, Exotic
play with a canine companion, a Medium-size Melee Weapon Proficiency, Far Shot, Great
dog. Cleave, Improved Brawl, Improved Knockout
Punch, Knockout Punch, Power Attack.
Canine Specialist
Training Mastery
The Canine Support Trainer receives a
competence bonus on Handle Animal checks When making a Handle Animal skill check, a
nd
involving canines. At 2 level, the bonus is +1. It Canine Support Trainer of 4th level or higher
th th
increases to +2 at 6 level, and to +3 at 10 may take 10 even if stress and distractions
level. would normally prevent him or her from doing
so.
Bonus Feats
Canine Empathy
At 3rd, 6th, and 9th level, the Canine Support th
Trainer gets a bonus feat. The bonus feat must At 5 level, a Canine Support Trainer gains
be selected from the following list, and the can improve the attitude of a canine with a

Terminator: Future Fate - 21


successful Handle Animal check. To use the Intelligence modifier (minimum +1), and it lasts
skill, the character and the canine must be able for a number of rounds equal to one-half of the
to study each other, noting each other's body Canine Support Trainers level in the advanced
language, vocalizations, and general demeanor. class, rounded down.
This means that the character must be within 30
feet under normal conditions. Generally,
influencing a canine in this way takes 1 minute, Canine Support Trainer Ordinary
but, as with influencing people, it might take Strong Ordinary 3/Charismatic Ordinary 3:
more or less time. This skill works on animals. CR 5; Medium-size human; HD 3d8+4 + 3d6+3;
The character can use it with a 4 penalty on hp 28; Init +1; Spd 25 ft.; Defense 20 (+1 Dex,
beasts and magical beasts. +3 class, +6 bullet-proof vest); Atk +7 melee
Detect Terminator (1d6+1/19-20 plasma baton) or +5 ranged (2d6,
.44 AutoMag); SV Fort +5, Ref +4, Will +2; Rep
Canines trained by the Canine Support +2; Str 15, Dex 13, Cont 12, Int 8, Wis 10, Cha
Trainer receive a +2 competence bonus on 15.
Sense Motive, Spot, and Survival checks when
detecting disguised Terminators. Skills: Bluff +7, Climb +4, Disable Device +6,
Drive +3, Intimidate +8, Jump +3, Knowledge
Canine Morale (tactics) +3, Handle Animal +6, Sleight of Hand
+7.
The Canine Support Trainer can provide a
morale bonus equal to his Will save to all Feats: Personal Firearms Proficiency, Point
canines within 60-feet. This ability is always in Blank Shot, Quick Reload, Simple Weapons
effect so long as the Canine Support Trainer is Proficiency, Advanced Firearms Proficiency,
conscious. Strafe.
Canine Aid
As an attack action, the Canine Support Canine
Trainer provides tactical aid to any single canine Medium-Size Dog: CR 1; Medium-size
(but not him or herself) within sight and voice animal; HD 2d8+4; hp 13; Mas 15; Init +2; Spd
range of the Canine Support Trainers position. 40 ft.; Defense 13, touch 12, flat-footed 11 (+2
As a full-round action, the Canine Support Dex, +1 natural); BAB +1; Grap +3; Atk +3
Trainer provides tactical aid to all of his or her melee (1d6+3, bite); Full Atk +3 melee (1d6+3,
canines (including him or herself) within sight bite); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ scent; AL
and voice range of the Canine Support Trainers none or owner; SV Fort +5, Ref +5, Will +1; AP
position. 0; Rep +0; Str 15, Dex 15, Con 15, Int 2, Wis 12,
Cha 6.
This aid provides either a competence bonus
on attack rolls or a dodge bonus to Defense Skills: Jump +4, Listen +5, Spot +5, Survival
(Canine Support Trainers choice). This bonus is +1 (+5 when tracking by scent), Swim +5.
equal to the Canine Support Trainers

22 Terminator: Future Fate


Covert Ops Agent
Just as the Terminators have turned to Hit Die: 1d8
wearing flesh to penetrate Tech-Com defenses,
Action Points: 6 + one-half character level,
Covert Ops Agents remind Skynet at every turn
rounded down, every time the Covert Ops Agent
that humans invented deception first. They are
attains a new level in this class.
expert hackers, capable of breaking through the
most secure defense systems. Tech-Com has
taken over several factories thanks to the Covert Class Skills
Ops efforts. And yet, Covert Opts agents are
particularly secretive bordering on the paranoid, The Covert Ops Agents class skills (and the
using code-names and chess-like tactics. They key ability for each skill) are: Balance (Dex),
get the best technology and die the most Climb (Str), Disguise (Cha), Disable Device (Int),
horrible deaths when captured. As John likes to Escape Artist (Dex), Hide (Dex), Investigate
say: No sane man chooses to become a Covert (Int), Jump (Str), Knowledge (art, business,
Ops Agent, we choose him for it. current events, popular culture, streetwise) (Int),
Listen (Wis), Move Silently (Dex), Occupation
(Wis), Read/Write Language (none), Search
Requirements (Int), Sleight of Hand (Dex), Speak Language
(none), Tumble (Dex).
To qualify to become a Covert Ops Agent, a
character must fulfill the following criteria. Skill Points at Each Level: 7 + Int modifier.
Base Attack Bonus: +2.
Skills: Hide 6 ranks, Move Silently 6 ranks. Class Features
The following features pertain to the Covert
Ops Agent advanced class.
Class Information
The following information pertains to the
Covert Ops Agent advanced class.

Table: The Covert Ops Agent


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Sweep +1 +1
2nd +1 +0 +3 +0 Improvised +2 +1
3rd +1 +1 +3 +1 Bonus feat +2 +1
4th +2 +1 +4 +1 Improved evasion +3 +2
5th +2 +1 +4 +1 Skill mastery +4 +2
6th +3 +2 +5 +2 Bonus feat +4 +2
7th +3 +2 +5 +2 Improvised weapon +5 +3
8th +4 +2 +6 +2 Improved sweep +6 +3
9th +4 +3 +6 +3 Bonus feat +6 +3
10th +5 +3 +7 +3 Without a trace +7 +4

Sweep Improvised Implements


A Covert Ops Agent knows how to size up an At 2nd level, a Covert Ops Agent no longer
area and get the lay of the land in a single takes a 4 penalty when wielding an improvised
sweep of his or her eyes. This sweep provides a weapon. Also, the Covert Ops Agent is able to
+4 circumstance bonus on Spot checks and make do without proper equipment in certain
covers an area out to 30 feet away from the circumstances: the Covert Ops Agent no longer
Covert Ops Agent (but not behind him or her). takes a 4 penalty when using the Climb and
The Covert Ops Agent can use this bonus at the Disable Device skills without the proper tools.
start of an encounter.
Bonus Feats
Anything not concealed can be spotted in a
At 3rd, 6th, and 9th level, the Covert Ops
sweep with a successful check (DC 10). The DC
Agent gets a bonus feat. The bonus feat must
for concealed or less obvious threats is equal to
be selected from the following list, and the
their Hide check result.

Terminator: Future Fate - 23


Covert Ops Agent must meet all the At 8th level, a Covert Ops Agents ability to
prerequisites of the feat to select it. get the lay of the land improves. Now the Covert
Ops Agent not only spots potential perils with a
Acrobatic, Alertness, Armor Proficiency
successful check, he or she can determine the
(light), Athletic, Attentive, Brawl, Cautious,
relative strength of these dangers. A successful
Defensive Martial Arts, Dodge, Elusive Target,
check relates the dangers strength compared to
Meticulous, Mobility, Nimble, Renown, Run,
the Covert Ops Agent: stronger (higher level or
Stealthy.
Hit Dice), on par (same level or HD), or weaker
Improved Evasion (lower level or HD).
If a Covert Ops Agent of 4th level or higher is Without a Trace
exposed to any effect that normally allows a
At 10th level, when a Covert Ops Agent uses
character to attempt a Reflex saving throw for
any of the following skills: Balance, Climb,
half damage, the Covert Ops Agent suffers no
Disable Device, Escape Artist, Hide, Move
damage if he or she makes a successful saving
Silently, and Sleight of Hand, those using
throw and only half damage on a failed save.
Investigate, Listen, Search, or Spot to detect the
Improved evasion can only be used when
Covert Ops Agents activity take a 4 penalty.
wearing light armor or no armor.
For a Covert Ops Agent who does not have
evasion (see the Fast hero class description), Covert Ops Ordinary
improved evasion counts as evasion for the Strong Ordinary 3/Fast Ordinary 3: CR 5;
purpose of meeting the prerequisites on the Fast Medium-size human; HD 3d8+3 + 3d8+3; hp 33;
heros defensive talent tree. Init +2; Spd 30 ft.; Defense 21 (+2 Dex, +6 class,
Skill Mastery +3 refractive cloaking armor); Atk +7 melee
(1d6+1/19-20 plasma baton) or +7 ranged
At 5th level, a Covert Ops Agent selects a (1d12, AP50); SV Fort +4, Ref +5, Will +1; Rep
number of skills from his or her class list equal to +1; Str 15, Dex 15, Cont 12, Int 13, Wis 8, Cha
3 + his or her Intelligence modifier. When 10.
making a check using one of these skills, the
Skills: Climb +4, Craft (mechanical) +4,
Covert Ops Agent may take 10 even if stress
Drive +7, Gather Information +5, Hide +6,
and distractions would normally prevent him or
Investigate +5, Knowledge (current events) +4,
her from doing so.
Knowledge (streetwise) +4, Knowledge (tactics)
Improvised Weapon Damage +3, Listen +4, Move Silently +6, Repair +3,
Sleight of Hand +7, Swim +4.
At 7th level, a Covert Ops Agents attacks
with improvised weapons deal more damage. Feats: Personal Firearms Proficiency, Point
The Covert Ops Agent treats an improvised Blank Shot, Quick Reload, Simple Weapons
weapon as one size category larger than it is for Proficiency, Advanced Firearms Proficiency,
the purpose of determining the damage it deals. Strafe.
Improved Sweep

24 Terminator: Future Fate


Delta Company Agent
It's not easy, blowing stuff up. Delta Hit Die: 1d8
Company does just that. There's so much to
Action Points: 6 + one-half character level,
blow up too some Hunter-Killers are practically
rounded down, every time the Delta Company
indestructible without the help of an explosive or
Agent attains a new level in this class.
three. Delta company soldiers are fearless
bordering on reckless. They charge into the
heart of the enemy, bypassing a multitude of Class Skills
electronic sensors and defenses to plant their
explosives. If the Black Shields are the sword The Delta Company Agents class skills (and
that strikes with precision, Delta Company is the the key ability for each skill) are: Balance (Dex),
hammer that indiscriminately batters aside all Climb (Str), Craft (chemical) (Int), Disguise
that stands in its path. (Cha), Demolitions (Int), Disable Device (Int),
Escape Artist (Dex), Hide (Dex), Investigate
(Int), Jump (Str), Listen (Wis), Move Silently
Requirements (Dex), Occupation (Wis), Read/Write Language
(none), Search (Int), Sleight of Hand (Dex),
To qualify to become a Delta Company
Speak Language (none), Tumble (Dex).
Agent, a character must fulfill the following
criteria. Skill Points at Each Level: 7 + Int modifier.
Base Attack Bonus: +2.
Skills: Demolitions 6 ranks, Move Silently 6 Class Features
ranks. The following features pertain to the Delta
Company Agent advanced class.
Class Information
The following information pertains to the
Delta Company Agent advanced class.

Table: The Delta Company Agent


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Sweep +1 +1
2nd +1 +0 +3 +0 Explosives specialist +2 +1
3rd +1 +1 +3 +1 Fast bomber +2 +1
4th +2 +1 +4 +1 Expert throw +3 +2
5th +2 +1 +4 +1 Long throw +4 +2
6th +3 +2 +5 +2 Bigger burst +4 +2
7th +3 +2 +5 +2 Improvise +5 +3
8th +4 +2 +6 +2 Hunter-Killer Explosives +6 +3
9th +4 +3 +6 +3 Explosive Weapon +6 +3
10th +5 +3 +7 +3 Without a trace +7 +4

Sweep Explosives Specialist


A Delta Company Agent knows how to size At 2nd level, a Delta Company Agent no
up an area and get the lay of the land in a single longer causes explosives to detonate on a Craft
sweep of his or her eyes. This sweep provides a (chemical) check failure of 5 or more.
+4 circumstance bonus on Spot checks and
Fast Bomber
covers an area out to 30 feet away from the
rd
Delta Company Agent (but not behind him or At 3 level, a Delta Company Agent can
her). The Delta Company Agent can use this halve the time it takes to build a scratch-built
bonus at the start of an encounter. explosive using the Craft (chemical) skill.
Anything not concealed can be spotted in a Expert Throw
sweep with a successful check (DC 10). The DC
At the Delta Company Agent's option, if he
for concealed or less obvious threats is equal to
their Hide check result. misses a throw with an explosive, the Agent can

Terminator: Future Fate - 25


choose to use a smaller deviation radius to A Delta Company Agent can use a weapon
determine the random direction. Thus a as a makeshift explosive. Any weapon with a
deviation that would normally require a 1d12 roll power cell can be set to overload itself, inflict
can be a 1d8 roll instead, and a deviation that double its damage in a 10 feet radius with a
would normally require a 1d8 rolls can be a 1d4 Reflex DC of 12. Obviously, the weapon is
roll instead. destroyed in the explosion.
Long Throw Without a Trace
The range increment for any explosive At 10th level, when a Delta Company Agent
thrown by a Delta Company Agent is doubled to uses any of the following skills: Balance, Climb,
20 ft. Disable Device, Escape Artist, Hide, Move
Silently, and Sleight of Hand, those using
Bigger Burst
Investigate, Listen, Search, or Spot to detect the
The Delta Company Agent's explosives have Delta Company Agents activity take a 4
double the amount of burst radius. penalty.
Improvise
A Delta Company Agent can set off an Delta Company Ordinary
explosive from a distance even if he does not Fast Ordinary 3/Smart Ordinary 3: CR 5;
have a detonator. It can be as simple as tossing Medium-size human; HD 3d8 + 3d6; hp 24; Init
a match on the explosive, ricocheting a piece of +2; Spd 25 ft.; Defense 23 (+2 Dex, +5 class, +6
metal to create a spark, or causing a chemical bullet-proof vest); Atk +4 melee (1d6+1/19-20
reaction. Whatever the circumstances, on a plasma baton) or +6 ranged (1d12, AP50); SV
successful Demolitions check (DC 20), the Delta Fort +2, Ref +5, Will +2; Rep +2; Str 13, Dex 15,
Company Agent can set it off with a grenade Con 10, Int 15, Wis 8, Cha 12.
attack.
Skills: Balance +8, Computer Use +6, Craft
Hunter-Killer Explosives (chemical) +12, Craft (electronic) +4, Craft
(mechanical) +6, Craft (pharmaceutical) +4,
Delta Company Agents are experts at
Demolitions +12, Disable Device +11, Drive +8,
blowing Hunter-Killers to smithereens. By
Escape Artist +6, Hide +10, Knowledge (tactics)
succeeding on a Knowledge (tactics) check, the
+7, Knowledge (current events) +6, Move
Delta Company Agent attaches an explosive to
Silently +10, Research +4, Search +5, Sleight of
a Hunter-Killer's vulnerable spot. The Hunter-
Hand +6.
Killer is not allowed a Reflex save against the
explosive damage. Feats: Cautious, Nimble, Personal Firearms
Proficiency, Point Blank Shot, Simple Weapons
Explosive Weapon
Proficiency, Stealthy.

26 Terminator: Future Fate


Eagle Watch Member
nd
The members of the 132 Eagle Watch are
the best of the best. There aren't many of them, Class Information
and for good reason. They are the tactical
experts, both valuable and autonomous. Each The following information pertains to the
Eagle Watch member carries entire plans in his Eagle Watch Member advanced class.
head. Nothing can be written down, nothing Hit Die: 1d8
handed off, nothing the machines might analyze.
The Eagle Watch is an oral tradition of the best Action Points: 6 + one-half character level,
military tactics, from Sun Tzu to Napoleon. It is rounded down, every time the Eagle Watch
they who order men to their deaths with the Member attains a new level in this class.
knowledge that their sacrifices will not be in vain.
Class Skills
Requirements The Eagle Watch Members class skills (and
To qualify to become an Eagle Watch the key ability for each skill) are: Bluff (Cha),
Member, a character must fulfill the following Computer Use (Int), Diplomacy (Cha), Drive
criteria. (Dex), Gamble (Wis), Gather Information (Cha),
Intimidate (Cha), Investigate (Int), Knowledge
Skills: Bluff 6 ranks, Diplomacy 6 ranks. (behavioral sciences, business, civics, current
Feat: Alertness. events, popular culture, streetwise) (Int),
Occupation (Wis), Read/Write Language (none),
Sense Motive (Wis), Speak Language (none),
Spot (Wis).
Skill Points at Each Level: 5 + Int modifier.

Table: Eagle Watch Member


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +0 +2 Conceal motive +0 +1
2nd +1 +2 +0 +3 React first +1 +1
3rd +2 +2 +1 +3 Bonus feat +1 +1
4th +3 +2 +1 +4 Talk down one opponent +1 +2
5th +3 +3 +1 +4 No sweat +2 +2
6th +4 +3 +2 +5 Bonus feat +2 +2
7th +5 +4 +2 +5 Talk down several opponents +2 +3
8th +6 +4 +2 +6 Sow distrust +3 +3
9th +6 +4 +3 +6 Bonus feat +3 +3
10th +7 +5 +3 +7 Talk down all opponents +3 +4

combat. If he or she does this, he or she gains a


Class Features free readied action that allows the Eagle Watch
Member to make either a move or attack action
All of the following are features of the Eagle if either side in the negotiation (other than the
Watch Member advanced class. Eagle Watch Member) decides to start
Conceal Motive hostilities. The Eagle Watch Member gets to act
before any initiative checks are made, in effect
An Eagle Watch Member gets to add a giving him or her the benefit of surprise.
bonus equal to his or her Eagle Watch Member
level whenever he or she opposes a Sense Bonus Feats
Motive check. At 3rd, 6th, and 9th level, the Eagle Watch
React First Member gets a bonus feat. The bonus feat must
be selected from the following list, and the Eagle
Starting at 2nd level, an Eagle Watch Watch Member must meet all the prerequisites
Member gains the ability to react first when of the feat to select it.
trying to make a deal or mediate a settlement.
The Eagle Watch Member must make contact Advanced Firearms Proficiency, Armor
and speak to the participants prior to the start of Proficiency (light), Armor Proficiency (medium),

Terminator: Future Fate - 27


Attentive, Confident, Dead Aim, Deceptive, point that he or she can arouse a single emotion
Educated, Far Shot, Iron Will, Personal Firearms of his or her choicehope, or ragein a target.
Proficiency, Trustworthy. To use this ability, the Eagle Watch Member
must spend 1 action point. The emotion he or
Talk Down
she arouses affects one target (a GM character)
An Eagle Watch Member of 4th level or within 15 feet of the Eagle Watch Member (or
higher can talk his or her way out of trouble. within 15 feet of a television, radio, or telephone
Either prior to the start of hostilities or during that broadcasts the Eagle Watch Members
combat, the Eagle Watch Member can talk down performance). The performance requires a full-
a single opponent within 15 feet of his or her round action, and its effects on the target last for
position or otherwise able to hear the Eagle 1d4+1 rounds.
Watch Members voice. The target must be able
The target makes a Will saving throw. The
to understand the Eagle Watch Member. That
DC is 10 + Eagle Watch Members class level +
opponent immediately stops fighting and reverts
Eagle Watch Members Charisma bonus. If the
to an indifferent attitude regarding the Eagle
target succeeds at the saving throw, he or she is
Watch Member and the situation in general. Any
immune to the compulsion of this performance.
hostile action by the Eagle Watch Member or by
If the target fails, he or she reacts to the emotion
one of the Eagle Watch Members allies directed
as described below.
at the opponent allows the opponent to act as he
or she sees fit. Hope: The target gains a +2 morale bonus
on saving throws, attack rolls, ability checks, skill
To initiate this talent, the Eagle Watch
checks, and weapon damage rolls.
Member must spend a full-round action talking
to his or her opponent. The opponent makes a Rage: The target gains a +2 morale bonus to
Will saving throw. The DC is equal to 10 + Eagle Strength and Constitution, a +1 morale bonus on
Watch Members class level + Eagle Watch Will saves, and a 1 penalty to Defense. In a
Members Charisma bonus. If the save fails, the dramatic situation, the target is compelled to
opponent stops fighting. If the save succeeds, fight, regardless of the danger.
the opponent continues as normal.
At 7th level, an Eagle Watch Member can Eagle Watch Ordinary
talk down a number of opponents equal to his or
her Charisma bonus within 15 feet of his or her Dedicated Ordinary 3/Charismatic
position or within 15 feet of a television, radio, or Ordinary 3: CR 5; Medium-size human; HD 3d6
telephone broadcasting the Eagle Watch + 3d6; hp 21; Init +1; Spd 20 ft.; Defense 22 (+2
Members message. At 10th level, the range Dex, +3 class, +7 composite body armor); Atk
extends to 30 feet and covers all opponents who +2 melee (1d6+1/19-20 plasma baton) or +4
can hear and understand the Eagle Watch ranged (2d6, Beretta 92F); SV Fort +4, Ref +4,
Members voice. This power is useless against Will +5; Rep +3; Str 8, Dex 12, Con 10, Int 13,
Terminators but can be very effective in calming Wis 14, Cha 16.
jittery humans. Skills: Bluff +7, Craft (electronic) +5,
No Sweat Diplomacy +9, Gather Information +10,
Investigate +8, Knowledge (civics) +4,
Starting at 5th level, whenever an Eagle Knowledge (current events) +6, Knowledge
Watch Member spends 1 action point to improve (history) +7, Knowledge (tactics) +9, Knowledge
the result of a die roll, he or she rolls an (streetwise) +6, Listen +7, Research +6, Sense
additional 1d6. The Eagle Watch Member can Motive +7, Spot +7.
then select the highest die roll to add to his or
her d20 roll. Feats: Alertness, Attentive, Dodge, Personal
Firearms Proficiency, Point Blank Shot, Simple
Lead Weapons Proficiency, Trustworthy.
At 10th level, an Eagle Watch Members
force of personal magnetism increases to the

28 Terminator: Future Fate


Iron Guard
The Iron Guard, also known as the Spestnaz, Feat: Personal Firearms Proficiency.
are the elite soldiers of Mother Russia. They are
inured to the horrors that Mir (Russia's
equivalent of Skynet) has brought down upon Class Information
them. To many Russians, Mir is merely another Hit Die: 1d10
mad tyrant continuing a longstanding tradition of
oppression and violence. Their fatalistic attitude Action Points: 6 + one-half character level,
serves them well in the face of a tireless enemy. rounded down, every time the character attains
The Iron Guard knows no fear, no hunger, no a new level in this class.
sleep. The Iron Guard is bred for war. They are Class Skills
experts at trench warfare and have successfully
defended outposts from Terminators that no The Iron Guards class skills (and the key
Tech-Com force could hold. ability for each skill) are: Demolitions (Int), Drive
(Dex), Intimidate (Cha), Jump (Str), Knowledge
(current events, history, popular culture, tactics)
Requirements (Int), Listen (Wis), Navigate (Int), Occupation
(Wis), Read/_Write Language (none), Speak
To qualify to become an Iron Guard, a
Language (none), Spot (Wis), Survival (Wis),
character must fulfill the following criteria.
Swim (Str).
Base Attack Bonus: +3.
Skill Points at Each Level: 5 + Int modifier.
Skill: Knowledge (tactics) 3 ranks.

Table: The Iron Guard


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Weapon Focus +1 +0
2nd +1 +2 +2 +0 Weapon specialization +1 +0
3rd +2 +2 +2 +1 Bonus feat +2 +0
4th +3 +2 +2 +1 Tactical aid +2 +0
5th +3 +3 +3 +1 Improved critical +3 +1
6th +4 +3 +3 +2 Bonus feat +3 +1
7th +5 +4 +4 +2 Improved reaction +4 +1
Greater weapon
8th +6 +4 +4 +2 +4 +1
specialization
9th +6 +4 +4 +3 Bonus feat +5 +2
10th +7 +5 +5 +3 Critical strike +5 +2
Weapon Focus feat or class feature to. The Iron
Class Features Guard gets a +2 bonus on damage rolls with the
chosen weapon.
The following features pertain to the Iron
Guard advanced class. Bonus Feats
Weapon Focus At 3rd, 6th, and 9th level, the Iron Guard gets
a bonus feat. The bonus feat must be selected
At 1st level, an Iron Guard gains the Weapon from the following list, and the Iron Guard must
Focus class feature, providing the benefit of the meet all the prerequisites of the feat to select it.
feat with the same name. The Iron Guard
chooses a specific weapon. The Iron Guard can Advanced Firearms Proficiency, Archaic
choose unarmed strike or grapple as the Weapons Proficiency, Armor Proficiency (light),
weapon. The Iron Guard must be proficient with Armor Proficiency (medium), Armor Proficiency
the chosen weapon. (heavy), Brawl, Burst Fire, Cleave, Combat
Reflexes, Exotic Firearms Proficiency, Exotic
The Iron Guard adds +1 to all attack rolls Melee Weapon Proficiency, Far Shot, Great
made using the selected weapon. Cleave, Improved Brawl, Improved Knockout
Weapon Specialization Punch, Knockout Punch, Power Attack.
At 2nd level, an Iron Guard gains weapon Tactical Aid
specialization with a specific melee or ranged
weapon that he or she also has applied the
Terminator: Future Fate - 29
As an attack action, the Iron Guard provides she selected at 2nd level. This ability increases
tactical aid to any single ally (but not him or the bonus on damage rolls to +4 when using the
herself) within sight and voice range of the Iron selected weapon.
Guards position.
Critical Strike
As a full-round action, the Iron Guard
At 10th level, an Iron Guard gains the ability
provides tactical aid to all of his or her allies
to automatically confirm a threat as a critical hit
(including him or herself) within sight and voice
when attacking with the weapon he or she has
range of the Iron Guards position.
applied weapon specialization to, eliminating the
This aid provides either a competence bonus need to make a roll to confirm the critical hit.
on attack rolls or a dodge bonus to Defense
(Iron Guards choice). This bonus is equal to the
Iron Guards Intelligence modifier (minimum +1), Iron Guard Ordinary
and it lasts for a number of rounds equal to one- Strong Ordinary 3/Tough Ordinary 3: CR
half of the Iron Guards level in the advanced 5; Medium-size human; HD 3d8+6 + 3d10+6; hp
class, rounded down. 45; Init +1; Spd 20 ft.; Defense 24 (+1 Dex, +4
Improved Critical class, +9 kevlar body armor); Atk +9 melee
(1d6+1/19-20 plasma baton) or +6 ranged
For the weapon the Iron Guard has applied (5d10, M-40 plasma rifle); SV Fort +6, Ref +3,
weapon specialization to the Iron Guards threat Will +2; Rep +3; Str 15, Dex 12, Con 15, Int 13,
range increases by one. Wis 10, Cha 8.
Improved Reaction Skills: Climb +5, Craft (mechanical) +6,
Drive +7, Intimidate +5, Jump +4, Knowledge
At 7th level, an Iron Guard gains a +2
(tactics) +5, Listen +5, Repair +4, Spot +3, Swim
competence bonus on initiative checks.
+3.
Greater Weapon Specialization
Feats: Brawl, Improved Brawl, Personal
At 8th level, an Iron Guard gains greater Firearms Proficiency, Point Blank Shot, Simple
weapon specialization with the weapon he or Weapons Proficiency.

30 Terminator: Future Fate


Recon/Security
The Tech-Com members of Recon/Security
are a very special force. Their job is to preserve Class Information
important personnel, eradicate hidden threats,
and keep the brain trust that is humanity alive. The following information pertains to the
They are usually dedicated to protecting Recon/Security Member advanced class.
Sci/Techs, but with the advent of the Infiltrator Hit Die: 1d12
series of Terminators, Recon/Security members
must face potential threats from within. John Action Points: 6 + one-half character level,
Connor heads this force he is realistic enough rounded down, every time the Recon/Security
to realize that Sci/Tech is the brains of the Member attains a new level in this class.
operation. Without Sci/Tech, Tech-Com doesn't
have a chance.
Class Skills
The Recon/Security Members class skills
Requirements (and the key ability for each skill) are:
To qualify to become a Recon/Security Concentrate (Con), Disguise (Cha), Drive (Dex),
Member, a character must fulfill the following Forgery (Int), Gather Information (Cha),
criteria. Intimidate (Cha), Knowledge (behavioral
sciences, civics, current events, streetwise) (Int),
Base Attack Bonus: +2. Listen (Wis), Occupation (Wis), Read/Write
Skills: Concentrate 6 ranks, Intimidate 6 Language (none), Search (Int), Sense Motive
ranks. (Wis), Speak Language (none), Spot (Wis).

Feat: Personal Firearms Proficiency. Skill Points at Each Level: 3 + Int modifier.

Table: The Recon/Security Member


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +2 +0 Harms way +1 +0
2nd +1 +2 +3 +0 Combat sense +1 +1 +0
3rd +2 +2 +3 +1 Bonus feat +2 +1
4th +3 +2 +4 +1 Sudden action +2 +1
5th +3 +3 +4 +1 Improved charge +3 +1
6th +4 +3 +5 +2 Bonus feat +3 +2
7th +5 +4 +5 +2 Defensive strike +4 +2
8th +6 +4 +6 +2 Combat sense +2 +4 +2
9th +6 +4 +6 +3 Bonus feat +5 +3
10th +7 +5 +7 +3 Blanket protection +5 +3 +3
either prior to combat or immediately after the
Class Features Recon/Security Member makes his or her
initiative check. The Recon/Security Member
The following features pertain to the cant change his or her ally for the duration of
Recon/Security Member advanced class. the combat.
Harms Way Combat Sense
Once per round, if the Recon/Security This ability allows a Recon/Security Member
Member is adjacent to an ally who is targeted by of 2nd level or higher to designate a single
a direct melee or ranged attack (but not an area opponent during his or her action and receive a
effect), the Recon/Security Member can subject +1 competence bonus on attacks against that
him or herself to the attack in the allys stead. If opponent. The Recon/Security Member can
the attack hits the Recon/Security Member, he select a new opponent on any action.
or her takes damage normally. If it misses, it
also misses the ally. At 8th level, the competence bonus
increases to +2.
The Recon/Security Member must declare
his or her intention to place him or herself in Bonus Feats
harms way before the attack roll is made. The
At 3rd, 6th, and 9th level, the Recon/Security
Recon/Security Member selects his or her ally
Member gets a bonus feat. The bonus feat must

Terminator: Future Fate - 31


be selected from the following list, and the Recon/Security Member can attack that
Recon/Security Member must meet all the opponent on his or her next turn (as an attack
prerequisites of the feat to select it. action) with a +4 bonus on his or her attack roll.
The Recon/Security Member gains no bonus
Advanced Firearms Proficiency, Armor
against an opponent who doesnt attack the
Proficiency (light), Armor Proficiency (medium),
Recon/Security Member or against an opponent
Attentive, Combat Expertise, Combat Reflexes,
who makes a successful attack.
Double Tap, Improved Brawl, Improved Feint,
Improved Knockout Punch, Knockout Punch, Blanket Protection
Precise Shot, Quick Draw, Quick Reload,
At 10th level, a Recon/Security Member can
Streetfighting, Vehicle Expert.
use his or her expertise to provide protection for
Sudden Action up to six allies (not including him or herself). The
Recon/Security Member spends 1 action point
Once per day, a Recon/Security Member of
and takes a full-round action to issue orders and
4th level or higher can focus his or her effort to
directions. Doing this provides the
burst into sudden action when the situation calls
Recon/Security Members allies with a +1 insight
for it. The Recon/Security Member can change
bonus to Defense for 3 rounds.
his or her place in the initiative order, moving
higher in the count by a number less than or
equal to his or her class level, as the Recon/Security Ordinary
Recon/Security Member sees fit. The
Recon/Security Member can declare the use of Strong Ordinary 3/Dedicated Ordinary 3:
this ability at the start of any round, before CR 5; Medium-size human; HD 3d8+6 + 3d6+6;
anyone else takes an action. hp 34; Init +1; Spd 25 ft.; Defense 21 (+1 Dex,
+4 class, +6 bullet proof vest); Atk +7 melee
Improved Charge (1d6+1/19-20 plasma baton) or +6 ranged
(1d12, AP50); SV Fort +6, Ref +3, Will +5; Rep
A Recon/Security Member of 5th level or
+1; Str 15, Dex 12, Con 14, Int 10, Wis 14, Cha
higher can make a charge without having to
8.
move in a straight line. All other charge rules
apply, but the Recon/Security Member can alter Skills: Climb 1, Drive +7, Intimidate +4,
his or her direction when making a charge to Investigate +5, Knowledge (current events) +2,
avoid obstacles. Knowledge (streetwise) +3, Knowledge (tactics)
Defensive Strike +3, Listen +5, Sense Motive +5, Spot +5, Swim
+3, Treat Injury +5.
At 7th level, if an opponent makes a melee
Feats: Armor Proficiency (light), Brawl,
attack against the Recon/Security Member and
Improved Brawl, Personal Firearms Proficiency,
misses while the Recon/Security Member is
Point Blank Shot, Simple Weapons Proficiency.
using the total defense option, the

32 Terminator: Future Fate


Sci/Tech
Sci/Techs are the one way humanity keeps Hit Die: 1d6
up with Skynet's technology. Much of
Action Points: 6 + one-half character level,
humankind has already fallen behind in the way
rounded down, every time the Sci/Tech attains a
of the hard sciences, but through Sci/Tech
new level in this class.
engineers, humans assimilate the technology
they can salvage and use it for their own ends.
Thanks to the Sci/Techs, Tech-Com has learned Class Skills
to use pulse weapons, force fields, even time
travel technology. The Sci/Techs class skills (and the key
ability for each skill) are: Computer Use (Int),
Craft (electronic, mechanical) (Int), Demolitions
Requirements (Int), Disable Device (Int), Drive (Dex),
Knowledge (behavioral sciences, earth and life
To qualify to become a Sci/Tech, a character
sciences, physical sciences, popular culture,
must fulfill the following criteria.
technology) (Int), Navigate (Int), Occupation
Skills: Computer Use 6 ranks, either Craft (Wis), Read/Write Language (none), Repair
(electronic) 6 ranks or Craft (mechanical) 6 (Int), Research (Int), Speak Language (none),
ranks, and Disable Device 6 ranks. Spot (Wis).
Skill Points at Each Level: 7 + Int modifier.
Class Information
The following information pertains to the
Sci/Tech advanced class.

Table: The Sci/Tech


Base
Class Fort Ref Defense Reputation
Attack Will Save Special
Level Save Save Bonus Bonus
Bonus
1st +0 +0 +0 +2 Jury-rig +2 +1 +0
2nd +1 +0 +0 +3 Extreme machine +1 +0
3rd +1 +1 +1 +3 Bonus feat +2 +1
Reprogram
4th +2 +1 +1 +4 +2 +1
Terminator
5th +2 +1 +1 +4 Mastercraft +3 +1
6th +3 +2 +2 +5 Bonus feat +3 +2
7th +3 +2 +2 +5 Jury-rig +4 +4 +2
8th +4 +2 +2 +6 Mastercraft +4 +2
9th +4 +3 +3 +6 Bonus feat +5 +3
10th +5 +3 +3 +7 Mastercraft +5 +3
By spending 1 action point and making either
Class Features a Craft (electronic) or Craft (mechanical) check
(whichever is appropriate for the machine in
The following features pertain to the Sci/Tech question), the Sci/Tech can temporarily improve
advanced class. a machines performanceat the risk of causing
Jury-Rig the machine to need repairs later. The DC for
the Craft check depends on the type of
A Sci/Tech gains a +2 competence bonus on improvement being made, as shown on the table
Repair skill checks made to attempt temporary below.
or jury-rigged repairs. See the Repair skill for
details on jury-rigging.
At 7th level, this competence bonus
increases to +4.
Extreme Machine
If it has mechanical or electronic
components, a Sci/Tech of 2nd level or higher
can get maximum performance out of it.

Terminator: Future Fate - 33


The Sci/Tech must have at least 1 rank in the
Repair Chance
skill that he wants to program into the
Improvement Craft DC Terminator. The Sci/Tech can only control one
(d%)
Terminator at a time, and only one of his
Ranged Weapons
Terminators can be active at any time.
+1 to damage 15 0125
Program the Terminator: Decide how many
+2 to damage 20 0150 ranks of the appropriate skill to program into the
+3 to damage 25 0175 Terminator, up to the number of ranks the
Sci/Tech has in the skill. A Sci/Techs
+5 ft. to range increment 15 0125
Terminator can only contain programming for
+10 ft. to range one skill. Make the Computer Use check to
25 0150
increment program the Terminator.
Electronic Devices
The DC for the Computer Use check is 20,
+1 equipment bonus 15 0125 modified by the number of ranks the Sci/Tech
+2 equipment bonus 20 0150 wants to program into the Terminator (+1 to the
DC for each rank). It takes 1 hour to program the
+3 equipment bonus 25 0175
Terminator.
Vehicles
Reprogramming: A Terminator can be
+1 on initiative checks 20 0125 reprogrammed at any time. Doing this requires 1
+1 to maneuver 25 0150 hour of work and a Computer Use check (DC 20
+ the number of ranks programmed into the
+2 to maneuver 30 0175
Terminator).
Mastercraft
The Sci/Tech performs the extreme
At 5th level, the Sci/Tech becomes adept at
modifications in 1 hour. The Sci/Tech cant take
creating mastercraft objects. He of she applies
10 or take 20 on this check. If the check
the mastercraft ability to one of his or her Craft
succeeds, the effect of the improvement lasts for
skills (electronic or mechanical). From this point
a number of minutes equal to his or her Sci/Tech
on, he or she can build mastercraft objects using
class level, beginning when the object is first put
that skill.
into use. The Sci/Tech selects the single
improvement he or she wants to make prior to With Craft (electronic), the Sci/Tech can build
making the check. After the duration of the effect electronic devices. With Craft (mechanical), the
ends, the machine reverts to its previous state Sci/Tech can build mechanical devices,
and a repair chance percentile roll is made. The including weapons.
result of this roll indicates whether the machine
On average, it takes twice as long to build a
requires repairs before it can be used again.
mastercraft object as it does to build an ordinary
Bonus Feats object of the same type. The cost to build a
mastercraft object is equal to the purchase DC
At 3rd, 6th, and 9th level, the Sci/Tech gets a
for the components (see the appropriate Craft
bonus feat. The bonus feat must be selected
skill description) + the bonus provided by the
from the following list, and the Sci/Tech must
mastercraft feature. A Sci/Tech can add the
meet all the prerequisites of the feat to select it.
mastercraft feature to an existing ordinary object
Builder, Cautious, Combat Expertise, by making the Wealth check and then making
Educated, Gearhead, Personal Firearms the Craft check as though he or she were
Proficiency, Point Blank Shot, Studious. constructing the object from scratch.
Reprogram Terminator In addition to the Wealth check, the Sci/Tech
must also pay a cost in experience points equal
A Sci/Tech of 4th level or higher can to 25 x his or her Sci/Tech level x the bonus
reprogram Terminators. These Terminators provided by the mastercraft feature. The XP
serve as the Sci/Techs eyes, ears, or hands out must be paid before making the Craft check. If
to a predetermined distance away from the the expenditure of these XP would drop the
character when the Sci/Tech wants to use one Sci/Tech to below the minimum needed for his
of the following skills: Computer Use, or her current level, then the XP cant be paid
Demolitions, Disable Device, Listen, Repair, or and the Sci/Tech cant use the mastercraft ability
Spot. until he or she gains enough additional XP to

34 Terminator: Future Fate


remain at his or her current level after the modification: For a +1 object, add +3 to the Craft
expenditure is made. DC; for a +2 object, add +5 to the Craft DC; and
for a +3 object, add +10 to the Craft DC.
When successfully completed, a mastercraft
object provides a +1 bonus to its quality
compared to an ordinary object of the same Sci/Tech Ordinary
type. All weapons and armor, and certain other
types of equipment, such as computers and Tough Ordinary 3/Smart Ordinary 3: CR 5;
electronic devices, can be constructed as Medium-size human; HD 3d10+6 + 3d6+6; hp
mastercraft objects. 39; Init +1; Spd 30 ft.; Defense 20 (+1 Dex, +3
class, +6 bullet-proof vest); Atk +4 melee
At 8th level, the Sci/Tech can add the (1d6+1/19-20 plasma baton) or +4 ranged (2d8,
mastercraft ability to another Craft skill, or he or .44 AutoMag); SV Fort +5, Ref +3, Will +3; Rep
she can improve his or her ability in the skill +2; Str 12, Dex 13, Con 15, Int 15, Wis 10, Cha
selected at 5th level, so that his or her 8.
mastercraft objects provide a +2 bonus.
Skills: Bluff +3, Computer Use +5, Craft
At 10th level, the Sci/Tech adds another +1 (chemical) +7, Craft (electronic) +7, Craft
bonus to his or her mastercraft ability. If the (mechanical) +7, Craft (structural) +7,
Sci/Tech focuses his or her ability on one Craft Demolitions +6, Drive +4, Gather Information +4,
skill, his or her mastercraft objects now provide Knowledge (earth and life sciences) +6,
a +3 bonus. If the Sci/Tech already has the Knowledge (physical sciences) +6, Knowledge
ability for both Craft skills, he or she chooses (technology) +6, Navigate +4, Pilot +4, Repair
which one to improve to a +2 bonus. +4, Research +7, Search +4.
The Craft DC for a mastercraft object is the Feats: Advanced Firearms Proficiency,
same as for a normal object of the same type, Educated, Studious, Personal Firearms
as described in the Craft skill, with the following Proficiency, Simple Weapons Proficiency.

Terminator: Future Fate - 35


Equipment
"Can you stop it?"
"Maybe. With these weaponsI don't know."
Kyle Reese to Sarah Connor, Terminator

In Terminator: Future Fate, there is no such


thing as currency. At best, a primitive barter Armor
system is in place. But for the most part, it's all "Sarah, this is body armor. Our TAC guys
about scrounging for what once was. To find wear it. It'll stop a 12 gauge round. This other
any particular item requires a Survival check individual must've had one under his coat."
rather than a Wealth check. -- Vukovich to Sarah Connor, Terminator.

Equipment Nonprof. Maximum Armor Speed (30 Purchase


Armor Type Weight
Bonus Bonus Dex Bonus Penalty ft.) DC
Light Armor
Portable Force
Tactical +10 +10 +5 0 30 2 lb. 24
Field
Refractive
Tactical +3 +1 +5 -2 30 3 lb. 23
Cloaking Armor
Medium Armor
Bullet-Proof Vest Tactical +6 +2 +2 -5 25 10 lb. 17
Heavy Armor
Composite Body
Tactical +7 +3 +1 -6 20 15 lb. 18
Armor
Kevlar Body
Tactical +9 +3 +0 -8 20 20 lb. 19
Armor
Power Armor
Metal Man Tactical +16 +5 +0 0 30 600 lb. 25

Bullet-Proof Vest Metal Man Power Armor


The standard body armor for police tactical Metal Man power armor encompasses a
units, this vest provides full-torso protection in humanoid from head to toe. The scientists at
the toughest flexible protective materials Haven created the armor. It has a visor that
available. masks the wearer's face.
This power armor is a hydraulically assisted
Composite Body Armor steel exoskeleton that combines all the features
of a spacesuit with a power loader. The armor
Built like the tactical vest, but incorporating offers an effective Strength of 22. When
groin and neck protection as well as a ceramic traveling overland, it allows the wearer to hustle
plate over the chest, this armor provides for up to 12 hours straight.
additional protection in battles against heavily
armed opponents. Metal Man Armor is covered with titanium
plate. It provides the user with damage reduction
10. Standard armament for Metal Man Armor
Kevlar Body Armor includes two laser gauntlets.
The most powerful protection available is Metal Man Armor functions in all forms of
built into this suit, which consists of a heavy atmosphere, even deep space. It grants a +10
torso jacket with ceramic plates over the chest equipment bonus to Fortitude saves to resist the
and back, neck and groin guards, arm harmful effects of radiation.
protection, and a helmet. Heavy and
cumbersome, this armor is generally only The armor itself connects to the wearer's
donned by tactical officers heading into a brain via 15 electrodes and is run by alpha
dangerous assault. waves. Each round, the wearer must make a
Will save (DC 15) at a cumulative penalty of 1.
Failure means the wearer loses 1 temporary

36 Terminator: Future Fate


point of Constitution. Wearers who use the by a single drop of plutonium creates the force
armor for a prolonged period have died as a field.
result.

Refractive Cloaking Armor


Portable Force Field Perfect for combat operations, this armor
The portable force field is a recent invention, refracts light. It renders the wearer virtually
created by the scientists of Haven in South undetectable and bestows a +10 circumstance
America. The device is a belt worn about the bonus on Hide checks.
waist and is activated by depressing a button on
the buckle. The field will last for one hour before
it must be recharged. A mini-generator powered

Terminator: Future Fate - 37


Weapons
Rate
Damage Range Scrounge
Weapon Damage Critical of Magazine Size Weight
Type Increment DC
Fire
Handguns (require the Personal Firearms Proficiency feat)
.357 Magnum 2d6 20 Ballistic 40 ft. S 6 cyl. Med 3 lb. 15
.44 Desert Eagle 2d6 20 Ballistic 40 ft. S 9 box Med 4 lb. 18
AP50 1d12 20 Ballistic 200 ft. S, A 150 box Small 7 lb. 17
Beretta 92F 2d6 20 Ballistic 40 ft. S 15 box Small 3 lb. 16
Colt M1911 2d6 20 Ballistic 30 ft. S 7 box Small 3 lb. 15
Laser Gauntlet 1d10 20 Fire 30 ft. S 20 cell Small 2 lb. 16
R-6 PAK 5d6 20 Ballistic 150 ft. 1 6 int. Small 7 lb. 20
Longarms (require the Personal Firearms Proficiency feat)
.50 Barrett M-82A1 2d12 20 Ballistic 120 ft. S 11 box Huge 35 lb. 22
12-Gauge Auto-
2d10 20 Ballistic 50 ft. S 10 int. Large 4 lb. 15
Loader
AR510 1d12 20 Ballistic 250 ft. S, A 300 box Large 12 lb. 21
HK MP5 2d6 20 Ballistic 50 ft. S, A 30 box Large 7 lb. 20
Lunargun 3d6 - Electricity 100 ft. S 20 cell Large 15 lb. 16
M16 A1 2d8 20 Ballistic 90 ft. S, A 30 box Large 8 lb. 16
Plasma Rifle, 1-X
2d12 20 Fire 120 ft. S 11 box Huge 35 lb. 22
Regulator
Plasma Rifle, M-404 7d10 20 Fire 100 ft. S, A 200 cell Large 30 lb. 25
Plasma Rifle, M-100 6d10 20 Fire 100 ft. S, A 200 cell Large 20 lb. 24
Plasma Rifle, M-20 2d10 20 Fire 100 ft. S, A 20 cell Large 14 lb. 20
Plasma Rifle, M-25 3d10 20 Fire 100 ft. S, A 50 cell Large 14 lb. 21
Plasma Rifle, M-27 4d10 20 Fire 100 ft. S, A 100 cell Large 14 lb. 22
Plasma Rifle, M-40 5d10 20 Fire 100 ft. S, A 200 cell Large 14 lb. 23
Plasma Shotgun 2d10 20 Fire 50 ft. S 10 int. Large 4 lb. 16
Remington 870 2d10 20 Ballistic 80 ft. Single 5 int. Large 8 lb. 17
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
Gatling Gun 3d6 20 Ballistic 400 ft. A 100 box Huge 20 lb. 20
Grenade Launcher 6d6 20 Ballistic 200 ft. S 5 box Large 12 lb. 14
Mini-Jack 10d8 - - 400 ft. 1 1 int. Huge 24 lb. 18
MOB-M Launcher 10d6 20 Ballistic 150 ft. 1 12 int. Large 5 lb. 15
Plasma Cannon, Unl.
10d10 20 Fire 750 ft. S, A Huge 80 lb. 24
RBS-80 generator
Mobile Charge Unl.
20d10 20 Fire 1000 ft. S Huge 200 lb. 30
Plasma Cannon generator
Plasma Unl.
2d8 20 Ballistic 200 ft. A Huge 22 lb. 21
Machinegun, M-40 generator
Plasma Unl.
2d12 20 Ballistic 250 ft. A Huge 75 lb. 22
Machinegun, M-100 generator
Heavy Plasma Rifle, Unl.
3d12 20 Ballistic 300 ft. A Huge 60 lb. 23
GE-380 generator
Heavy Plasma Rifle, Unl.
4d12 20 Ballistic 400 ft. A Huge 70 lb. 24
GE-506 generator
Simple Weapons (require the Simple Weapons Proficiency feat)
Club 1d6 20 Bludgeoning 10 ft. - - Med 3 lb. 5
Knife 1d4 19-20 Piercing 10 ft. - - Tiny 1 lb. 7
Bludgeoning
Plasma Baton 1d6 19-20 - - 40 cell Med. 2 lb. 16
Electricity
Archaic Weapons (require the Archaic Weapons Proficiency feat)
Hatchet 1d6 20 Slashing 10 ft. - - Small 4 lb. 4
Machete 1d4 19-20 Slashing - - - Small 2 lb. 5
Other Ranged Weapons (Weapon Proficiency feat needed given in parenthesis)
EMP Generator
1d4 - Electricity 50 ft. 1 1 int. Large 50 lb. 25
(Simple)
Flamethrower
3d6 - Fire - 1 10 int. Large 50 lb. 17
(none)
Multi-caster (none) 3d6 - Electricity 30 ft. 1 1 int. Med. 25 lb. 17

Handguns
of manufacture, the .357 Magnum is always
.357 Magnum considered a mastercraft weapon. As such, it
grants a +1 bonus on attack rolls.
The .357 Magnum has a well-deserved
reputation for accuracy. Due to its high quality

38 Terminator: Future Fate


.44 Desert Eagle has a maximum capacity of 30 rockets, which
inflict damaged by exploding on contact. When
Manufactured by Israeli Military Industries,
the R-6 hits its target, it explodes like a grenade
the Desert Eagle is the king of large-frame,
or other explosive, dealing its 5d6 points of
heavy-caliber autoloaders.
damage to all creatures within a 5-foot radius
(Reflex save DC 18 for half damage). Because
AP50 its explosive features a shaped charge designed
to penetrate the armor of military vehicles, the
The AP50 is the standard issue sidearm R-6 ignores up to 10 points of hardness if it
across the ranks. The dual auto-pistols shoot 50 strikes a vehicle, building, or object. However,
caliber rounds formed of depleted uranium for this only applies to the target struck, not to other
maximum impact to metallic bodies. objects within the burst radius.

Beretta 92F Longarms


The standard service pistol of the United
States military and many American law .50 cal Barrett M-82A1
enforcement agencies. It replaced the Colt The heavy but rugged Light Fifty is an
M1911 in the 1980s as the standard service incredibly powerful weapon for its size. Although
sidearm. its a sniper rifle, it fires a .50-caliber machine
gun bullet, a round much more powerful than
any other rifle ammunition.
Colt M1911
This .45 semiautomatic pistol was used by
the United States military for decades until it was 12-Gauge Auto-Loader
recently replaced by the Beretta 92F. This Italian-made shotgun is considered by
Manufactured at three locations in the United many Tech-Com soldiers to be the best tactical
States alone, the M1911 can be found all over shotgun made.
the world, and is still in use in several other
military forces.
AR510 Assault Rifle
This assault rifle is an improvement on the
HK MP5 older AR series of American rifles. It is Tech-
The Heckler & Koch MP5 family of weapons Com's standard assault-style machine gun.
is among the most recognizable in the world.
Many different designs exist; described here is
the most basic model. Due to its high quality of Lunargun
manufacture, the MP5 is always considered a The lunargun is a weapon developed at Li'l
mastercraft weapon. As such, it grants a +1 Houston for dealing with hostiles. It fires a bolt
bonus on attack rolls. This weapon features a of electricity rather than plasma, which is much
three-round burst setting. When used with the more effective on the moon.
Burst Fire feat, it fires only three bullets instead
of five and can be used with only three bullets in
the weapon. This setting does not grant the M-16A1 Standard Issue
ability to make burst fire attacks without the
Typical of the assault rifles used by militaries
Burst Fire feat; if a character uses the setting
around the world, the M16A1 is the current
without the feat, he or she makes a normal
service rifle of the United States military, and is
attack, and the extra two bullets are wasted.
common with other armies and in the civilian
world. This weapon features a three-round burst
Laser Gauntlet setting. When used with the Burst Fire feat, it
fires only three bullets instead of five and can be
Laser gauntlets are typically part of the Metal used with only three bullets in the weapon. This
Man power armor. They fire an intense green setting does not grant the ability to make burst
beam from the wearer's palm. fire attacks without the Burst Fire feat; if a
character uses the setting without the feat, he or
she makes a normal attack, and the extra two
R6-PAK bullets are wasted.
The R6-PAK is a projectile weapon that fires
six miniature rockets from a rotating cylinder. It
Terminator: Future Fate - 39
Plasma Rifle, 1-X Regulator Plasma Rifle, Westinghouse M-27
The heavy but rugged Regulator is an Built by Westinghouse Inc, the M-27 Battle
incredibly powerful weapon for its size. Although Rifle is the general issue weapon of the T-600,
its a sniper rifle, it fires a plasma bullet, a round T-700 and T-800 Series'. Larger and more
much more powerful than any other rifle powerful than the M-25, the M-27 is a
ammunition. devastating weapon.
The Regulator comes with a standard scope.
Due to its high quality of manufacture, the Plasma Shotgun
Regulator is always considered a mastercraft
weapon. As such, it grants a +1 bonus on attack The plasma shotgun is a multiple beam
th
rolls. weapon that acts quite similar to a 20 century
shotgun. Only it shoots burning hot plasma
instead.
Plasma Rifle, General Dynamics
M-20 Remington 870
This is another standard issue weapon of A bolt-action rifle with a reputation for
Skynet forces. Over the years, many have fallen accuracy, the Remington has been popular with
into Tech-Com hands. hunters and target shooters since its introduction
in the 1940s.
Plasma Rifle, General Dynamics
Melee Weapons
M-40
Plasma rifles in the 40-watt range were
adapted years ago from salvaged enemy rifles. Club
These heavy-duty weapons have evolved into Almost anything can be used as a club. This
the primary weapon for Tech-Com infantry. includes everything from baseball bats to lead
pipes.

Plasma Rifle, General Dynamics


M-404 Knife
The M-404 plasma rifle is an extremely A character can select the Weapon Finesse
powerful, firing a full 200 megawatts. It's strong feat to apply his or her Dexterity modifier instead
enough to melt a Terminator with a single blast. of Strength modifier to attack rolls with a knife.

Plasma Rifle, General Dynamics Plasma Baton


M-100 Plasma batons are advanced hand-to-hand
weapons created by skilled fighters. The
The 100-watt plasma rifle is easily telescoping baton is made of titanium and fitted
recognized by its size it's much larger than its with a plasma emitter. Batons trigger an
predecessors. This plasma rifle is very effective aggressive electrical discharge when enemies
against terminators and hunter-killers. Since are struck. A target hit by a plasma baton takes
humans captured Skynet manufacturing facilities normal bludgeoning damage and must make a
that produced the M-100, it is could just be the Fortitude saving throw (DC 15) or be stunned for
man-portable weapon that might change the tide 1 round.
of the war in favor of Tech-Com.
Archaic Melee Weapons
Plasma Rifle, Westinghouse M-25
Built by Westinghouse Inc, the M-25 Pulse Hatchet
Rifle is the mainstay of Tech-Com. A traditional This light axe is a chopping tool that deals
rifle design, the M-25 incorporates a "Pulse slashing damage when employed as a weapon.
Remaining" level indicator and a flip-up flexy
sight with CRT scope.
Machete
This long-bladed tool looks much like a short,
lightweight sword.

40 Terminator: Future Fate


Other Ranged Weapons Multi-caster
The multi-caster fires a cohesive energy
EMP Generator beam that seeks out nearby targets. It will roast
flesh and course through endoskeletons, even
The EMP Generator fires an electromagnetic frying several of them in a row. It shoots a 1-
pulse in a wave that discharges in the direction foot-wide, 30-foot-long line of electricity that
that the weapon is pointed. Any mechanical deals 3d6 points of electricity damage to all
devices in the wave's path are briefly paralyzed. creatures and objects in its path. No attack roll
EMP generators work on a charge and must is necessary, and thus no feat is needed to
recharge each time they are used. On a operate the weapon effectively. Any creature
successful hit, the EMP generator deals 1d4 caught in the line of electricity can make a
points of electricity damage and all constructs in Reflex save (DC 15) to take half damage.
range must make a Fortitude saving throw (DC Creatures with cover get a bonus on their Reflex
15) or be paralyzed for 1d6 rounds. The EMP save. The multi-caster takes one full round to
generator takes one round to recharge. recharge itself.
The EMP generator does not work against
the highly advanced units, including the T-1000, Heavy Weapons
T-X, and T-1000000.
Gatling Gun
Flamethrower This awesome weapon is more intimidating
A flamethrower consists of a pressurized than accurate. It usually requires a heavy tripod
backpack containing fuel, connected to a tube for a human to use it. Gatling guns do not fire
with a nozzle. It shoots a 5-foot-wide, 30-foot- single shots. Calibers of gatling guns include
long line of flame that deals 3d6 points of fire 5.56mm, 7.62mm, and 12.7mm (.50). Larger
damage to all creatures and objects in its path. weapons are integral parts of vehicles (such as
No attack roll is necessary, and thus no feat is the Vulcan cannon) or on a towed chassis (such
needed to operate the weapon effectively. Any as the Vulcan 20mm PIVAD area defense
creature caught in the line of flame can make a system). The 5.56mm and 7.62mm weapons
Reflex save (DC 15) to take half damage. are also referred to as miniguns.
Creatures with cover get a bonus on their Reflex
save.
Grenade Launcher
A flamethrowers backpack has hardness 5 This simple weapon is a single-shot grenade
and 5 hit points. When worn, the backpack has a launcher. It fires 40mm grenades (see under
Defense equal to 9 + the wearers Dexterity Grenades and Explosives, below). These
modifier + the wearers class bonus. A backpack grenades look like huge bullets an inch and a
reduced to 0 hit points ruptures and explodes, half across; they cant be used as hand
dealing 6d6 points of fire damage to the wearer grenades, and the M79 cant shoot hand
(no save allowed) and 3d6 points of splash grenades. Attacking with an M79 is identical to
damage to creatures and objects in adjacent 5- throwing an explosive: you make a ranged
foot squares (Reflex save, DC 15, for half attack against a specific 5-foot square (instead
damage). of targeting a person or creature). The
Any creature or flammable object that takes differences between using the M79 and throwing
damage from a flamethrower catches on fire, an explosive lie in the range of the weapon
taking 1d6 points of fire damage each (which far exceeds the distance a hand grenade
subsequent round until the flames are can be thrown) and the fact that the M79
extinguished. A fire engulfing a single creature requires a weapon proficiency to operate without
or object can be doused or smothered as a full- penalty. The Exotic Firearms Proficiency
round action. Discharging a fire extinguisher is a (grenade launchers) feat applies to this weapon.
move action and instantly smothers flames in a
10-foot-by-10-foot area.
Heavy Plasma Rifle, GE-380
A flamethrower can shoot 10 times before The first of its kind, the GE heavy plasma rifle
the fuel supply is depleted. Refilling or replacing was built to be carried by human troops, unlike
a fuel pack has a purchase DC of 13. its General Dynamics competitor. It is a 200-watt
blaster.

Terminator: Future Fate - 41


Heavy Plasma Rifle, GE-506 has ten times the range and ten times the
damage capacity of normal cannons.
This heavy plasma rifle, the first of its kind,
was a competitor to the General Dynamics
weapons. It was the successor to the GE-380 Plasma Cannon, General
and ultimately proved to be more effective.
Similar to the General Dynamics cannon, it is a
Dynamics RBS-80
250-watt blaster. Built by General Dynamics, the RBS-80 is a
300-watt blaster and one of the largest infantry
weapons used by Skynet. Traditionally
Mini-Jack supported by a tripod, the RBS-80 is too heavy
The mini-jack is a heavy rocket launcher that to be carried by humans for sustained periods of
must be carried by at least two men. It requires time. However, the weight of this weapon is no
three men to assemble. The mini-jack acts as problem for the hydraulics and reinforced
the R-6 in all other respects. structure of the T-600, T-700 and T-800 Series'.
Its large size and subsequent powerful payload
makes this weapon devastatingly effective. It
MOB-M Launcher inflicts 10d10 points of fire damage. It is also
This rocket launcher holds one rocket and known as a turret gun.
can be launched by one person. It comes as a
short, telescoped fiberglass and aluminum tube. Plasma Machinegun, M-40
When the MOB-M hits its target, it explodes like
a grenade or other explosive, dealing its 10d6 This weapon is a modification of the standard
points of damage to all creatures within a 10-foot 40-watt plasma rifle, but it is fitted with a power
radius (Reflex save DC 18 for half damage). amplifier to make it capable of fully automatic
Because its explosive features a shaped charge fire. In Termiantors, the power amplifier is
designed to penetrate the armor of military usually built into the Terminator's chassis, so in
vehicles, the MOB-M ignores up to 10 points of the hands of a Terminator it is practically
hardness if it strikes a vehicle, building, or impossible to tell whether the weapon is a
object. However, this only applies to the target plasma rifle or plasma machinegun. Tech-Com
struck, not to other objects within the burst has stripped the power amplifier from disabled
radius. The M72 has a minimum range of 30 Terminators and adapted them to backpacks.
feet. If fired against a target closer than 30 feet
away, it does not arm and will not explode. The
Exotic Firearms Proficiency (rocket launchers)
Plasma Machinegun, M-100
feat applies to this weapon. Like the 40-watt machinegun, this awesome
weapon is nearly indistinguishable from a 40-
watt rifle. It is one of the most effective weapons
Mobile Charge Plasma Cannon Skynet has used against humans.
The Mobile Charge Plasma Cannon (MCPC)
is the most powerful plasma cannon to date. It

42 Terminator: Future Fate


Grenades and Explosives
"Nitroglycerin, basically. Bit more stable. I learned how to make it when I was a kid."
--Kyle Reese to Sarah Connor, Terminator.
Damage Burst Reflex Range Scrounge
Weapon Damage Critical Size Weight
Type Radius DC Increment DC
Antitank Plasma
10d8 - Fire 5 ft. 18 - Small 4 lb. 20
Mine
C4 Explosive 4d6 - Concussion 10 ft. 18 - Small 1 lb. 12
Canister bomb 6d6 - Fire 20 ft. 12 10 ft. Small 2 lb. 17
Grenade Bola 3d6 - Concussion 10 ft. 12 10 ft. Small 2 lb. 13
M31A
Phosphorus 2d6 - Fire 20 ft. 12 10 ft. Small 2 lb. 15
Grenade
Pipe bomb 1d6 - Concussion 5 ft. 12 - Small 2 lb. 6
for the purpose of using a Craft (chemical) check
Antitank Plasma Mine to manufacture it.
Used primarily against Skynet's largest battle
units, the Antitank Plasma Mine has proved Grenade Bola
essential in many Tech-Com attacks. To arm the
A bola is normally two weights attached at
Antitank Plasma Mine, first the dust plug must
opposite ends of a rope. When properly thrown,
be removed. The circuit is then tested and the
the two weights spin the bola with centrifugal
safety ball disengaged. The handle is then
force, causing it to wrap around the target. Then
twisted clockwise from 'Safe' to 'Armed' and the
the grenade goes off.
ring around the top half of the mine lights up.
Once activated, there is a set period of time in A grenade bola is an archaic weapon. Throw
which to dispose of the mine before it explodes. as a normal ranged weapon. If it hits the target
Capable of destroying a Hunter Killer Tank with (even on the armor), there is a 25% chance the
one well-placed hit, the Antitank Plasma Mine target is entangled. A 2 penalty can be taken
has helped bring humanity back from the brink. to the attack roll to increase the entangle chance
to 50%. An entangled creature is a 2 on attack
rolls, and a 4 penalty on effective Dexterity.
Canister Bomb The entangled creature can only move at half
Canister Bombs are thrown explosives with a speed and cannot charge or run. Flying
shaped charge built to do huge damage to a creatures so entangled will automatically fall to
wide area. They are triggered to detonate on the ground (taking falling damage where
contact. The scrounge DC given is for a box of 6 applicable) and may not fly until disentangled. If
bombs. an entangled creature attempts to cast a spell, it
must succeed at a Concentration check (DC 15)
or be unable to cast the spell.
C4 Explosive
The entangled creature can escape with an
So-called plastic explosives resemble slabs Escape Artist check (DC 15) that is a full-round
of wax. Hard and translucent when cold, these action. Alternately, the victim can attack the
explosives warm up when kneaded, and then bola, attempting to cut it apart. Slashing
can be coaxed to take various shapes. C4 weapons damage divides the damage threshold
explosives must be set on a wall or floor, then of the bola in half. A bola can be burst with a
remotely triggered. The information on the table Strength check (DC 20, also a full-round action).
represents a 1-pound block. Additional blocks
can be wired together, increasing the damage A bola is only useful against creatures
and burst radius; each additional block between Tiny and Large size, inclusive. It can
increases the damage by +2d6 and the burst be used in melee, as a flail-like weapon, but
radius by 2 feet, and requires a Demolitions since it was not designed for such, all characters
check (DC 15) to link them. Although the are treated as non-proficient, conveying a 4 to
damage statistics on the table represent a 1- all melee rolls.
pound block, C4 is sold in 4-block packages.
The purchase DC given represents a package of
4 blocks. C4/Semtex requires a detonator to set M31A - Phosphorous Grenade
off. It is considered to be a moderate explosive M31A phosphorus grenades use an
explosive charge to distribute burning

Terminator: Future Fate - 43


phosphorus across the burst radius. Any target Armor Piercing Rounds
that takes damage from a M31A Phosphorus
Armor piercing rounds increase the damage
grenade is dealt an additional 1d6 points of fire
of the weapon by +1. It cannot be reduced by
damage in the following round and risks
armor.
catching on fire. In addition, a M31A grenade
creates a cloud of smoke. Treat a white
phosphorus grenade as a smoke grenade (see Electromagnetic Rounds
above), except that it only fills squares within 5
feet of the explosion point. The scrounge DC This ammunition is an electromagnetic pulse
given is for a box of 6 grenades. caged in a titanium-rifled steel housing. They
can knock even the toughest Terminator offline.
It inflicts electricity damage and stuns constructs
Pipe Bomb for 2 rounds.
In a pinch, pipe bombs can be made to take
out Terminators. When a Tech-Com soldier has Hollow-Point Rounds
nothing else, these bombs are better than
nothing. Hollow-point rounds inflict +2 damage again
unarmored opponents. Against armored
Ammunition opponents, its damaged is reduced by 2.

Ammunition Type (Quantity) Scrounge DC Manstopper Rounds


Armor Piercing Rounds (20) 5
Electromagnetic Rounds (20) 8 This round, which can only be used in a
Hollow-Point Rounds (20) 7 shotgun, inflicts +2 damage.
Manstopper Rounds (20) 6

44 Terminator: Future Fate


Miscellaneous Equipment
Object Size Weight Scrounge DC
Biofilter Generator Med 10 lb. 20
First Aid Kit Small 3 lb. 5
Flashlight Tiny 1 lb. 4
LS-81 Laser Sight Tiny 0.5 lb. 15
M41- Range Finder Scope Tiny 0.5 lb. 11
M45 Thermal Imaging Scope Small 3 lb. 18
M71 Armored Tactical Helmet Small 3 lb. 17
MD301 Bio Spray Small 3 lb. 6
MD304 Burn Kit Small 3 lb. 7
Pressure Suit Medium 10 lb. 15
Sunglasses Tiny 2 lb. 4
30 feet away. However, a laser sight cant be
Biofilter Generator used outdoors during the daytime.
Biofilter generators keep out all life. A
biofilter generator erects a blue screen, 10 feet M41 - Range Finder Scope
wide by 10 feet high directly above the
A scope is a sighting device that makes it
generator. They draw energy from surrounding
easier to hit targets at long range. However,
mechanicals. If enough Terminators leave the
although a scope magnifies the image of the
area or are deactivated, the biofilter will
target, it has a very limited field of view, making
collapse. Touching a biofilter causes no
it difficult to use. The M41 increases the range
damage but stuns the being touching it for 1
increment for a ranged weapon by one-half
round. Terminators use biofilter generators to
(multiply by 1.5). However, to use a scope a
hold important prisoners and to block off escape
character must spend an attack action acquiring
routes.
his or her target. If the character changes
targets or otherwise lose sight of the target, he
First Aid Kit or she must reacquire the target to gain the
benefit of the scope.
Available at most drugstores and camping
supply stores, this kit contains enough supplies
(and simple instructions for their use) to treat an M45 - Thermal Imaging Scope
injury before transporting the injured person to a
A scope is a sighting device that makes it easier
medical occupational. A first aid kit can be used
to hit targets at long range. However, although a
to help a dazed, unconscious, or stunned
scope magnifies the image of the target, it has a
character by making a Treat Injury check (DC
very limited field of view, making it difficult to
15). A first aid kit can be used only once at
use. The M45 scope functions the same as a
maximum capacity. Each use thereafter causes
standard scope in normal light. In darkness,
a 1 cumulative penalty, until it reaches 4 at
however, the user sees through it as if he or she
which point the first aid kit is depleted. Skill
had the darkvision ability granted by night vision
checks made without a first aid kit incur a 4
goggles.
penalty.

M71 - Armored Tactical Helmet


Flashlight The M71 helmet comes with goggles that use
This heavy metal flashlight projects a beam passive light gathering to improve vision in near-
30 feet long and 15 feet across at its end. Those dark conditions. They grant the user the ability to
covered here are occupational, heavy-duty see in darkness, also called darkvisionbut
models, rugged enough to withstand the rigors because of the restricted field of view and lack of
of modern adventuring. Flashlights negate depth perception these goggles provide, they
penalties for darkness within their illuminated impose a 4 penalty on all Spot and Search
areas. checks made by someone wearing them. The
M71 must have at least a little light to operate. A
cloudy night provides sufficient ambient light, but
LS-81 Laser Sight a pitch-black cave or a sealed room doesnt. For
This small laser mounts on a firearm, and situations of total darkness, the helmet comes
projects a tiny red dot on the weapons target. A with an infrared illuminator that, when switched
laser sight grants a +1 equipment bonus on all on, operates like a flashlight whose light is
attack rolls made against targets no farther than

Terminator: Future Fate - 45


visible only to the wearer (or anyone else used only once. Skill checks made without a
wearing night vision goggles). burn kit incur a 4 penalty.

MD301 Bio Spray Pressure Suit


Bio Sprays are powerful first-aid kits that use Pressure suits are designed for operations
stolen Skynet nanite technology to repair flesh on planets with hostile atmospheres or extreme
and bone. A bio spray can be used to help a temperatures, including deep space. They have
dazed, unconscious, or stunned character by durable thermal control systems that can
making a Treat Injury check (DC 10). A bio withstand temperatures of up to 500 degrees
spray can be used only once. Skill checks made Fahrenheit. A pressure suit is designed to
without a bio spray incur a 4 penalty. support the wearer for up to 8 hours, but can last
up to 24 hours in an emergency.

MD304 Burn Kit


Burn kits act like first aid kits but can only be Sunglasses
used to help a dazed, unconscious, or stunned These eye coverings provide protection
character suffering from fire damage by making against blinding light.
a Treat Injury check (DC 15). A burn kit can be

46 Terminator: Future Fate


Vehicles
Top Hit Scrounge
Name Crew Pass Cargo Init Maneuver Defense Hardness Size
Speed Points DC
Armored
1,700 175
Pick-Up 1 2 2 2 8 10 36 H 34
lb. (17)
Truck
Cruise 3,600 275
1 3 2 +1 8 20 64 H 50
Crusher lb. (27)
105
Hovercraft 1 1 60 lb. 1 +1 9 5 22 L 24
(10)
300 265
Gun Car 1 1 2 1 8 5 34 H 29
lb. (26)
Lunar 4,000 2,200
1 20 -4 -4 6 (16) 30 160 G 35
Transport lb. (220)
Pick-Up 1,600 185
1 3 2 2 8 5 34 H 27
Truck lb. (18)

Armored Pick-Up Truck Hovercraft


An armored pick-up truck is a standard truck This one-man hovercraft is powered by a large
that has had metal plates fastened around the turbofan. It is used by Terminators to quickly
bed and the cab. Although it provides move through swampy areas, especially in
significantly more protection to its crew, the Florida. Skynet has modified the hovercraft with
armored pick-up truck trades defense for a a GE 380 heavy plasma rifle that can be
slower speed and acceleration. The armored controlled by the pilot.
pick-up truck is two squares wide and four
squares long. It provides nine-tenths cover for its Lunar Transport
occupants. It is equipped with puncture-resistant
tires. The lunar transport is a ship used to
transport "plankton farmers" between Li'l
Houston and Earth. A crew of scientists,
Cruise Crusher accompanied by a synthetic, descends into the
Earth's atmosphere while cloaked and
Developed by John Connor's techs, this
accumulate the sea life they need to sustain
armored truck combines the speed and mobility
their biosphere on the moon. The ship is
of a racecar with the strength and power of a
unwieldy and only capable of moving between
tank. It is armed with a single RBS-80 plasma
Earth and the lunar colony. When its shields are
cannon, mounted on the hood.
up, it bestows a +10 defense bonus and is a
force effect.
Gun Car The ship can also cloak by becoming
th
A gun car is a 20 century four door invisible, vanishing from sight, even from
automobile, modified for combat. The windows darkvision. Anything not directly connected to
have been removed and a large hole cut into the the ship that extends more than 10 feet from it
roof to serve as a firing port. It also has extra becomes visible.
lights added for night operations and reinforced
bumpers. Large, sturdy cars with powerful
engines are the only vehicles that can handle Pick-Up Truck
th
the abuse. This standard 20 century full size pick-up
has an open bed. Pick-up trucks are usually
used to get troops and supplies into position, but
they can be used in combat in an emergency.

Terminator: Future Fate - 47


Time Travel
"Found the...whatever it was called...the time-displacement equipment. The Terminator had already
gone through. They sent two of us to intercept, then zeroed the whole place. Sumner didn't make it."
--Kyle Reese to Silberman, Terminator

It's scary enough to consider that the


Terminators are hell-bent on eradicating human Unified Time stream
life, enough that it churns out metal skeletons by Time takes place across one reality. By
the thousands to that end. Worse, Skynet has killing off someone in the past, you affect the
recently discovered time travel technology, future. This of course can cause paradoxes
making it a perpetual threat that cannot be easily you could kill your own father, which means you
stopped. shouldn't be able to exist to go back in time to
kill your father in the first place. This may very
Of course, time travel adds an element to the well be why Skynet seeks to destroy John
game that not all Game Masters may be Connor by killing him or his mother. But how far
interested in. But certainly, if the campaign back will Skynet go?
starts to get stale, time travel spices it up. Even
better, the inherent compatibility with the d20 This theory has played out in the comics (see
system allows easy conversion between Endgame and Robocop vs. Terminator), where
different genres. If it happened in the past, significant changes in time cause anomalies to
Terminators might just show up to assassinate a pop right out of existence. By all accounts, there
particularly influential person or event. is a momentary rumbling of 1d10 minutes before
reality readjusts itself. This explains how Skynet
There are a few theories on time travel: can race to stop the change in time by sending
back yet another Terminator in that small
Parallel Universe window of opportunity.
One cannot go backwards in time to affect
one's current time stream. At best, a time How It Works
traveler can alter the timeline so that fate doesn't "You go naked. Something about the field
exist in the current reality. That is, the timeline generated by a living organism. Nothing dead
diverges upon time travel happening, creating a will go."
unique timeline. Somewhere, Skynet still wins.
However, in the universe the time traveler is in, "Why?"
it's a new world.
"I didn't build the fucking thing."
This theory of time travel does not make for
--Kyle Reese to Silberman, Terminator
happy endings. It means Skynet can never be
defeated in the past. It may be small comfort to Skynet has recently developed Time
know that Skynet's attempts at pre-time Displacement Equipment (TDE). Located within
assassination are also fruitless. Skynet's main complex, the TDE is reached by a
huge freight elevator that leads deep into the
Similar Universe bowels of the building, descending at a 45-
degree angle into a concrete lined tunnel. At the
This timeline is similar to the parallel universe
bottom of the elevator, huge vault-like doors
theory. There is one caveat, however: time has
open to reveal a chamber that is the size of a
a "set path" that it is expected to follow. It
high-school gym and consists totally of machine
naturally bends events towards the set path,
surfaces. Wafer-circuit terminals are stacked
whatever the Game Master determines that is.
everywhere, stretching from floor to ceiling, and
So if Skynet was defeated due to time travel, complex configurations of cabling run beneath
but Skynet was originally supposed to nearly panels in the floor. Three enormous chrome
wipe out humanity, it will happen. It's not a rings, one inside the other, are suspended in a
matter of if, just a matter of when. circular hole in the center of the room's floor.
These rings float freely in a humming
electromagnetic field.

48 Terminator: Future Fate


Once coordinates are fed into the machine Time travel creates a field around the
and it is set in motion, the rings begin to move, traveler, ensuring that the time traveler doesn't
slowly rotating around each other on different appear in a solid object. This is akin to
axis like some form of complex gyroscope. The disintegration, evaporating all matter in a sphere
floor begins to split open, like wedges in a pie around the traveler. The actual time travel
that then begin to pull back from the center. The sphere is not very large approximately 4-feet
rings begin to spin faster, suspended in space in in diameter. Terminators and humans alike
the middle of the receding floor wedges. The must crouch down to be transported or have
rings then begin to descend, dropping into an their upper torso left behind.
unbelievably vast circular space. This is the
The time traveler's arrival is telegraphed by
biaxial node of the time-field generator. The
explosive electrical energy that arcs from where
rings rotate at a tremendous velocity, blurring
the traveler will appear. This electricity acts as a
from sight, as an energy charge builds up,
lightning bolt each round, randomly striking the
causing small electrical sparks to spit out from
nearest targets. The mini-lightning storm lasts
the generator walls, searing the ionized air.
for 1d4 rounds before the traveler appears in a
Lightning then begins to arc across the vast
sphere of energy.
room, until eventually there is a blinding flash
and space from the two different time periods Objects or beings in the path of the sphere
are displaced - they swap with each other. when it arrives must make a Fortitude save or
lose random 1d100% of their hit points. If the
Whatever the theory, there's only one hard
object or being cannot move out of the way, it is
and fast rule of time travel: only living flesh can
disintegrated.
go through. Non-living matter simply cannot
transport through time. The technology requires For the uninitiated, time travel may seem like
a field generated by a living organism a meaningless issue in the future wars of 2029.
unfortunately, cyborgs (including the T-800 But there are implications to time travel
series) qualify. Likewise, the T-1000000 technology. If you can transport through time,
transports through time by wrapping itself in you can transport through space. Terminators
living flesh. Terminators have even ripped holes can be teleported to anywhere. No shield
in humans, plugged them with ammunition and plating stops them. This means that Skynet's
weapons, and time traveled while the human ability to strike back at Tech-Com is only limited
cargo was still alive. Then they tear the by knowledge of its locations. Even then,
equipment out of the hosts, killing them in the Skynet can afford to randomly teleport troops
process. into suspected areas to see what it turns up. So
long as time travel technology is in Skynet's
Time travel is hard on the body. Human
hands, it is more dangerous than ever.
subjects must be injected with amphetamines,
and smeared with a thick, bluish, sour smelling PCs can also time travel, to either
super-conducting jelly so that the time-field will assassinate Skynet or track one of its
follow the time traveler's outline. Terminators before it's too late. But when you're
traveling the time stream, is it ever too late?
Time travel sucks. Kyle Reese describes
seeing a white light. But what's most noteworthy Just remember, time travel is a one-way trip.
is the pain. It hurts. A lot. It's like being slowly There's no technology to send PCs
ripped inside out. backunless they travel to the future.

Terminator: Future Fate - 49


NPCs
"Sarah, thank you. For your courage through the dark years. I can't help you with what you must
soon face, except to tell you that the future is not set... there is no such thing as Fate, but what we make
for ourselves by our own will. You must be stronger than you imagine you can be. You must survive, or I
will never exist."
--John Connor to Sarah Connor, Terminator

Connor, John (General)


John Connor is a paradox. He was born by a John is well suited to the task. As a teen he
man John sent back into the future to protect was lanky, even awkward. As an adult, he is a
Sarah Connor. That man was Kyle Reese. small, taut man with haggard features and a
long scar that slashes along the left side of his
John is the most burdened with the
face and over his eye. John doesn't like to talk
knowledge of what was and what might have
about where he got the scar. Nobody dares ask.
been. His very existence is indication that,
although the Terminators failed to erase him It was John that created Tech Com, John
from the timeline, no one can stop the slow who taught humanity how to fight back, John
march of fate. John has tried repeatedly to stop used Skynet's own technology against it. John
Skynet from coming into existence, to prevent embodies humanity's last, best hope.
the apocalypse that precipitates World War III
And yet, just as the burden of millions of lives
to no avail. John is a man caught in his own
weigh heavy on John's conscience, he
nightmare, a nightmare his mother whispered to
remembers that Kyle was sent back just as
him before he went to bed, preparing him for the
Skynet was being defeated. John has hope
heavy burden of leadership.
hope that he will be able to fulfill his future fate
as Earth's last great leader of humanity.

Luna, Catherine (Lieutenant)


A dark-skinned, wiry woman, Luna treats on the machines. Luna felt abandoned, but she
Perry like an older brother. Their roots go back filled the void by marrying a young man named
to their former lives at Haven. William. A Hunter-Killer patrol murdered him
within the year. She joined Tech Com soon
Haven, for a little while, was a place where
thereafter, determined to preserve the way of life
humans could pretend there was no war. Deep
she once knew.
underground, it provided an opportunity for
children to play, for the old to rest, and for Luna is one of Delta Company's best and
soldiers to recharge before facing the horrors of brightest. Possessed of seemingly infinite
war again. patience and catlike stealth, she regularly
performs sabotage missions and field recon that
It was not to last.
give other agents pause.
Perry left after his parents were killed,
determined to take slow, methodical vengeance
Perry, Justin (Captain)
Perry is a field commander, in charge of the His opinions about the war were crystallized
One Thirty Second division. A dark skinned, after the death of his parents. They had joined a
bald man with a ritual tattoo on the left side of Haven enclave, hiding from the machines
his face, Perry bristles with hostility. instead of fighting them. Their eventual deaths
at the hands of Hunter-Killer Scouts galvanized
Perry is not a pleasant man, but he is a
Perry into action. He has never looked back.
dedicated, efficient soldier that sees war more
as an art form that he continually perfects. For
Perry, it's not just a war it's a way of life.

50 Terminator: Future Fate


Reese, Kyle (Sergeant)
Kyle Reese is compact and muscular. He is Kyle did not survive, he would not be suited for
just 26 years old, although he looks much older. the harsh task ahead. Kyle had no idea what
His face is hard, his eyes grim. A scar traverses that task was until he was ordered into the time
one side of his face. Other scars, from burns displacement chamber.
and bullets, mar his hard-muscled body.
In 1984, Kyle pursues another Terminator
Kyle was raised against the grim backdrop of sent to assassinate Sarah Connor. He
the future fate that is the apocalyptic landscape succeeded in his mission by thwarting the T-
of the Terminator universe. He is a hardened 800's attempt on her life, but it cost Kyle dearly.
man; all sense of compassion and emotion has At only 26, Kyle was dead. But he left behind a
been whittled away by the horrors of perpetual very important legacy.
war. He is a fighting machine, well suited to
Kyle Reese is John Connor's biological
combat his artificial counterparts.
father.
Connor recruited Kyle with a special purpose
in mind. He eventually had Kyle transferred to
Perry's unit with the understanding that the
Captain would mentor Kyle, imparting important
tactical knowledge to Kyle's formidable survival
skills. Connor regularly pushed Kyle to nigh
suicidal missions, forever testing his limits. If

Terminator: Future Fate - 51


Monsters
"That Terminator is out there. It cant be reasoned with, it can't be bargained with...it doesn't feel pity
or remorse or fear...and it absolutely will not stop. Ever. Until you are dead."
--Kyle Reese to Sarah Connor, Terminator

Terminators come in a wide variety of shapes satellite in orbit above. A backup laser
and sizes. Various artists, writers, and communication system is installed for
producers have envisioned the Terminator secure line of sight communication
universe differently. Presented here are as between units and an alternate physical
many as we could find. For more details about cable plug exists to link two units via
each of the Terminators, see the source entry. high-speed data cable.
All Terminators (excluding the I-950) and Terminators, Hunter Killers and the I-950
Hunter-Killers have the following traits: might have some, all, or none of the
followings upgrades:
Alternate Power Source: If disabled, a
Terminator is able to re-route its systems AI Module: The Terminator can learn,
to a secondary, alternate power source, which allows it to use any skill untrained
thus bypassing any severed connections, that a living being could.
damaged circuits or internal impairment.
A Terminator can go to 20 hit points Biosynthetic Conversion: The
before ceasing to function. Once a Terminator looks like a person with flesh
Terminator reaches 0 hit points, roll 1d6 and skin.
and note the result. This is the number Combat Programming: The Terminator
of minutes that must pass before the can gain the benefits of having a class.
internal systems bring on the APS and
repower the Terminator. Darkvision: The Terminator can see in
the dark up to 60 feet.
Construct: Immune to mind-influencing
effects, poison, disease, and similar Enhanced Dexterity: The Terminator is
effects. Not subject to critical hits, faster than usual and receives a +6 racial
subdual damage, ability damage, energy bonus to Dexterity.
drain, or death from massive damage. If Enhanced Strength: The Terminator
a Terminator is wearing a disguise, more has reinforced servos and musculature to
than 10 points of damage in a single hit increase its strength. It receives a +6
will reveal its true nature. Shapeshifter Strength bonus.
Terminators (the T-X and T-1000) are
also considered constructs. Hoverlift: The Terminator can fly at its
base speed with good maneuverability.
Healing: Constructs cannot heal, they
must be repaired. However, the T-800 Internal Audio Sensors: The
through T-825 series can regenerate like Terminator receives a +2 bonus to Listen
a human due to their cybernetic systems. checks.
Additionally, the T-800 through T-825
Improved Visual Sensors: The
series has internal self-repairing
Terminator receives a +2 bonus to
mechanisms that allow even its non-
Search and Spot checks.
living components to repair themselves.
The T-X, T-1000, and T-1000000 have Integral Laser Sight: The Terminator
fast healing 10. has various sensors and laser precision
optics mounted inside a "head" unit. The
Personal Communicator: The
Terminator receives a +1 bonus on all
Terminator can digitally communicate
ranged attack rolls.
securely and encrypted with any other
Terminator or Skynet up to 10 miles and Integral Weapons: The Terminator's
can receive and relay information to weapons are mounted on the Terminator
Skynet anywhere on the planet provided itself. They cannot be disarmed.
a line of sight can be drawn to a tactical
52 Terminator: Future Fate
Language Module: The Terminator can Reinforced Construction (10/-): The
speak and write a language. Terminator gains damage resistance of
10/-.
Motion Sensors: The Terminator gets a
+2 bonus to Spot checks. Reinforced Construction (5/-): The
Terminator gains damage resistance 5/-.
Multiple Legs: The Terminator receives
a +2 bonus to Climb and Balance Remote Operation Unit: The Terminator
checks. can be operated remotely with a range of
up to 10 miles. When operated remotely,
Multiscanner: The Terminator has a the Terminator attacks with a
Geiger counter that can detect radiation circumstance penalty of 4.
within 500 feet, a chemical sniffer that
can analyze raw materials within 100 Sensory Recorder: The Terminator can
feet, a magnetic/spectromic array that store up to 100 hours of recordings for
can analyze material within 100 feet, and later reference.
an electrical sensor that can identify life
forms within 100 feet. Telescopic Vision: The Terminator
suffers a 1 penalty on Spot checks for
Natural Armor (+2): The Terminator has every 100 feet of distance instead of
extra armor that bestows a +2 bonus to every 10 feet.
Defense.
Tracks: Its tracked multiple wheels give
Natural Armor (+4): The Terminator has the Terminator superior grip and
extra armor that bestows a +4 bonus to maneuverability over loose rubble and
Defense. uneven terrain. The Terminator suffers
no movement penalties for poor surface
Natural Armor (+6): The Terminator has conditions.
extra armor that bestows a +6 bonus to
Defense.

Terminator: Future Fate - 53


T-1: Battle Unit
Large Construct Designed to aid field troops and work in
Hit Dice: 4d10 (22 hp) tandem with the T-70 Series, the T-1 Series was
Initiative: +1 (+1 Dex) created to be able to traverse far more difficult
Speed: 40 ft terrain than the T-70. Mounted on a platform
Defense: 10 (+1 Dex, -1 size) capable of rotating 360 degrees, the T-1 has a
Attacks: 2 gatling guns +4 ranged, slam +7 wide field of attack. Mounted upon either side of
melee the T-1 are "arms" which are capable of
Damage: Gatling gun 3d6, slam 1d8+5 unfolding from its main structure, each fitted with
Face/Reach: 5 ft by 5 ft/10 ft a gatling gun for superior firepower. With its
Special Qualities: enhanced dexterity, rapid, heavy firepower and fast maneuverability,
improved visual sensors, integral laser sight, the T-1 is a very dangerous unit. Though an
integral weapons, reinforced construction (5/-), early model, the T-1 is still produced by Skynet
telescopic vision, tracks, construct, darkvision to this day.
Saves: Fort +1, Ref +2, Will +1
COMBAT
Abilities: Str 20, Dex 12, Con ---, Int 12, Wis 10,
Cha 8 The T-1 is much more mobile than the T-70.
Skills: Spot +2, Search +2 As such, it tracks and locks onto targets, firing
Challenge Rating: 2 with dual gatling guns in a strafing pattern until it
Source: Terminator 3 hits its targets. T-1s are still not smart by
Terminator standards they amble towards a
target, guns blazing, until it is eliminated.

T-70: Infantry Unit


Large Construct model Gatling gun, the T-70 Series was built to
Hit Dice: 4d10 (22 hp) form an imposing sight on the late 20th Century
Initiative: +1 (+1 Dex) battlefield, rather than being designed for
Speed: 30 ft infiltration. Due to their antiquated construction
Defense: 10 (+1 Dex, -1 size) and blueprint, Skynet has not produced T-70s
Attacks: Gatling gun +4 ranged, slam +7 melee for about the past 30 years. However, there are
Damage: Gatling gun 3d6, slam 1d8+5 still rare reports from some of the Outer Rim
Face/Reach: 5 ft by 5 ft/10 ft territories of T-70 activity, and it is alleged that
Special Qualities: enhanced dexterity, integral T-70s are still used as executioners in the
laser sight, remote operation unit, construct, human death camps.
darkvision
COMBAT
Saves: Fort +1, Ref +2, Will +1
Abilities: Str 20, Dex 12, Con ---, Int 12, Wis 10, The T-70 Infantry Unit was originally a
Cha 8 controlled unit. Skynet, using T-70s as its eyes
Challenge Rating: 2 and ears, remotely controls these units. They
Source: T2:3D rarely use their weapons to execute prisoners
and are unaccustomed to complicated tactics.
Standing eight feet tall, more than four feet
wide, and armed with an advanced (for it's time)

54 Terminator: Future Fate


T-100: Seeker
Tiny Construct mine with the ability not only to identify and track
Hit Dice: 0.5d10 (2 hp) its target(s), but also the ability to remain on
Initiative: +1 (+1 Dex) station and loiter in guard mode for weeks or
Speed: 50 ft months on end without maintenance thanks to a
Defense: 13 (+1 Dex, +2 size) small nuclear battery.
Attacks: Slam -1 melee
COMBAT
Damage: Slam 1d3-3
Face/Reach: 2 ft by 2 ft/0 ft Seekers attack by stealth, quietly floating
Special Attacks: explode towards their targets in their primary mode,
Special Qualities: darkvision, construct, hunting at night, skimming the ground silently,
hoverlift, motion sensors, sensory recorder using debris and rubble to mask and hide their
Saves: Fort +0, Ref +1, Will +0 movements. Seekers also 'roost' in tall ruins of
Abilities: Str 4, Dex 12, Con ---, Int 12, Wis 10, buildings, watching the streets below. When a
Cha 8 viable target approaches, the Seeker powers up
Skills: Spot +2 and silently descends from above until the unit is
Challenge Rating: 1 within blast range of the target, usually
Source: Christopher T. Shields exploding above and behind for maximum
lethality in a shower down pattern of
fragmentation, resulting in a superior beaten
The first model of HK, the T100 Seeker was
sheath of fragment dispersal.
the most numerous. Many massed Tech-Com
attacks have been stopped and reversed by Explode: Once humans are sensed to be
lines of Seeker automatic aerodyne mines. within range, the Seeker scuttles out of its hiding
Usually deployed as static guardians of bases, place and self-detonates. The core explosive
to break up Tech-Com charges, or sent down charge consists of 8 kilos of C-4 wrapped
into the ruins and tunnels favored for hiding and around a pre-fragmented alloy rod.
guerilla warfare by the Tech-Com, the Seeker Fragmentation is further enhanced by the actual
has proved to be a very stable design. Based on body of the Terminator that has been designed
a Pre-Sentience design for a cheap, military to allow the charge to pick up a good amount of
aerodyne based RPV which was used for scout additional fragments, as well as any debris in
purposes, Skynet was quick to implement the and around the area. The ensuing explosion
design into the databases of its automated spays the area with razor sharp and sizzling hot
factories, adding a dedicated anti-personnel pre- shrapnel, causing massive injuries to anyone
fragmented explosive charge and a limited within the blast zone. It inflicts concussion
sensor / scanner suite fitted to a low level damage in a burst radius of 24 feet and inflicts
tactical threat computer into the final design. 18d6 points of damage. A Reflex save (DC 18)
reduces the damage.
The result is a spherical shaped, self-
propelled, target seeking guided anti-personnel

Terminator: Future Fate - 55


T-200: Scarecrow
Medium-size Construct/Fast Hero 5/Soldier 3 Hyperalloy materials were just being developed
Hit Dice: 2d10 + 5d8 + 3d10 (50 hp) by Skynet so the T-200 was armored with more
Initiative: +1 (+1 Dex) primitive ceramic materials and even crude
Speed: 30 ft ballistic cloth, giving a tattered, ragged look to
Defense: 18 (+1 Dex, +7 class) the unit which generated an additional name
Attacks: AR510 assault rifle +8 ranged, slam +7 from some of the Tech-Com units; "Scarecrow."
melee
COMBAT
Damage: AR510 assault rifle 1d12, slam 1d6+1
Face/Reach: 5 ft by 5 ft/5 ft The T-200s advantages include mobility,
Special Qualities: combat programming, target following capability, infiltration capacity,
enhanced dexterity, integral laser sight, and the ability to operate and use Tech-com
multiscanner, telescopic vision, construct, equipment and weapons. It has quite a few
darkvision, weakness disadvantages however. A good hit from large
Saves: Fort +3, Ref +6, Will +2 caliber, small arms fire can cripple or destroy a
Abilities: Str 12, Dex 12, Con ---, Int 12, Wis 10, T-200 unit. The sensor array is particularly
Cha 8 vulnerable and Tech-Com units have quickly
Skills (50): Hide +6, Move Silently +6, discovered this weakness, using a variety of
Investigate +6, Knowledge (tactics) +6, Navigate close combat and long ranged sniper based
+6, Search +6, Listen +5, Spot +5, Gather attacks aimed directly at the delicate sensor
Information +4, Intimidate +4 array. T-200 units that have their sensor array
Feats (3): Personal Firearms Proficiency, damaged or destroyed either shut down and
Advanced Firearms Proficiency, Strafe stand in place, or short circuit and walked
Challenge Rating: 10 around, bumping into buildings, debris, etc. until
Source: Christopher T. Shields Tech-Com destroys it or the fourteen day
endurance power cell is depleted. Tech-Com
actively forms hunting groups to venture out
Slow, unbalanced, underpowered, and easily
from the ruins, to hunt T-200 units in order to
defeated, the T-200 soon came to be known to
steal weapons and ammunition, even the crude
Tech-Com as a "Stickman" or "Tin-man" due to
armor. The T-200s are such easy kills that Tech-
its narrow, inhuman shape and large sensor
Com snipers in skyscrapers can destroy a
array atop the shoulders. Armor was light on
patrolling T-200 and in a matter of less than a
such a narrow frame, and redundant systems
minute, street scavengers will pick the unit clean
were almost non-existent ensuring that any
of any usable parts and equipment.
critical damage would cause the combat loss of
the unit. The unit was a quick and cheap Weakness: On a critical hit from any
stopgap measure, a model designed to provide ammunition larger than 5.56mm, a Terminator is
Skynet time to implement more efficient designs. instantly destroyed.

56 Terminator: Future Fate


TS-300: Stealth Infiltrator
Large Construct/Fast Hero 5/Infiltrator 5 Challenge Rating: 14
Hit Dice: 4d10 + 4d8 + 4d8 (66 hp) Source: Hunters and Killers
Initiative: +2 (+2 Dex)
Speed: 30 ft
This stealth infiltrator was developed by Mir
Defense: 22 (+2 Dex, -1 size, +2 natural, +9
to penetrate the highly alert and better-
class)
organized Iron Guard forces. Its bio-
Attacks: M-27 plasma rifle +9 ranged, slam +16
musculature is faster and stronger than the T-
melee
800 series. It has a ceramic endoskeleton that
Damage: M-27 plasma rifle 4d10, slam 1d8+9
imitates the weight and imaging of bone. The
Face/Reach: 5 ft by 5 ft/10 ft
flesh exudes pheromones, making detection by
Special Qualities: AI module, biosynthetic
scent difficult. Thanks to masking microcircuitry,
conversion, combat programming, enhanced
the TS-300 is virtually invulnerable to exposure
dexterity, enhanced strength, improved visual
by external electronic surveillance. It is also
sensors, integral laser sight, language module,
implanted with human personality traits, making
motion sensors, multiscanner, telescopic vision,
it very convincing.
construct, darkvision.
Saves: Fort +3, Ref +9, Will +3 COMBAT
Abilities: Str 28, Dex 14, Con ---, Int 12, Wis 10,
The TS-300 is superior to the T-800 series
Cha 8
Skills (75): Bluff +10, Disguise +17, Gather but, because of the rivalry between Mir and
Information +2, Hide +10, Investigate +4, Skynet, was never put into full production.
Eventually, Skynet analyzed Mir's TS-300 series
Knowledge (earth & life sciences) +3,
and developed the T-810 Advanced Stealth
Knowledge (history) +3, Knowledge (tactics) +3,
Infiltrator. Unlike Mir, Skynet is unwilling to
Knowledge (technology) +3, Move Silently +10,
make its Terminators more vulnerable to
Navigate +3, Search +5, Listen +3, Sense
Motive +3, Spot +5, Intimidate +2. damage at the expense of a more realistic
Feats (3): Personal Firearms Proficiency, faade.
Advanced Firearms Proficiency, Stealthy

Terminator: Future Fate - 57


T-300: Fast Walker
Large Construct combat and for removing cover from Tech-Com
Hit Dice: 4d10 (22 hp) units, but also provides the T-300 with superior
Initiative: +1 (+1 Dex) traction on almost any surface.
Speed: 40 ft
In order to achieve a high volume of units,
Defense: 14 (+1 Dex, -1 size, +4 natural)
Skynet had to retard the electronic self-
Attacks: M25 plasma rifle +3 ranged, slam +7
autonomous capabilities of the T-300. Skynet
melee
imparted a feral, almost animal intelligence into
Damage: M25 plasma rifle 3d10, slam 1d8+5
the T-300, resulting in a obedient soldier with the
Face/Reach: 5 ft by 5 ft/10 ft
intelligence of a rabid guard dog and the single-
Special Qualities: enhanced dexterity, combat
minded dedication of a machine.
programming, mechanical legs, reinforced
construction (5/-), remote operation unit, natural COMBAT
armor (+2), darkvision, construct
Saves: Fort +1, Ref +2, Will +1 The T-300 operates much in the manner of a
Abilities: Str 20, Dex 12, Con ---, Int 2, Wis 10, crazed animal, smelling the kill. The T-300
squats dormant amid the rubble, sensors
Cha 8
Skills: Climb +2, Balance +2\ passive, until a target is acquired. The unit then
Challenge Rating: 2 catapults itself out of its cover gaining speed,
Source: Christopher T. Shields engaging what targets it acquired according to
threat level and capability. T-300s are recorded
by Scout units as actually tearing apart Tech-
The T-300 is a bipedal weapon platform, Com units rather than using energy ranged
mounted on two oversized servo enhanced legs attacks; crushing Tech-Com units with the T-
with large triple claw pads. The design of the 300's claw feet, ripping and tearing other units
legs allows the unit to balance on one leg while apart, or using its own bipedal body to smash
using the other leg for labor-intensive work. The units against debris and building walls, crushing
triple claw footpads cannot only be used in close them.

T-400: Endo
Large Construct /Tough Hero 3/Bodyguard 3 Skills (29): Investigate +6, Navigate +6, Search
Hit Dice: 4d10 + 3d10 + 3d12 (60 hp) +8, Listen +5, Spot +7, Intimidate +3
Initiative: +1 (+1 Dex) Feats (2): Personal Firearms Proficiency,
Speed: 30 ft Advanced Firearms Proficiency
Defense: 18 (+1 Dex, -1 size, +6 natural, +4 Challenge Rating: 10
class) Source: Terminator: Dawn of Fate
Attacks: M-40 pulse rifle +8 ranged, slam +14
melee
The T-400 Endo is an early prototype of the
Damage: M-40 pulse rifle 5d10, slam 1d8+8
humanoid form. Extrapolated from the T-70, it
Face/Reach: 5 ft by 5 ft/10 ft
was used primarily as a guard for prison camps.
Special Qualities: combat programming,
A few rusty T-400s are still in service
enhanced dexterity, enhanced strength,
Terminators are never retired, they continue
improved visual sensors, integral laser sight,
their programming until they collapse.
multiscanner, natural armor (+4), reinforced
construction (5/-), telescopic vision, construct, COMBAT
darkvision
Saves: Fort +5, Ref +6, Will +3 T-400s act as guardians first and foremost,
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, usually protecting T-200s at work or T-70s in the
death camps. They advance slowly towards
Cha 8
their targets, firing until it is eliminated.

58 Terminator: Future Fate


T-500: Endo
Large Construct/Tough Hero 3/Soldier3 Feats (2): Personal Firearms Proficiency,
Hit Dice: 4d10 + 3d10 + 3d10 (52 hp) Advanced Firearms Proficiency
Initiative: +1 (+1 Dex) Challenge Rating: 10
Speed: 30 ft Source: Terminator: Dawn of Fate
Defense: 22 (+1 Dex, -1 size, +8 natural, +4
class)
The T-500 Endo is the perfection of the T-
Attacks: M-40 pulse rifle +8 ranged, slam +14
400. An armored battle chassis makes it far
melee
more durable than the T-400. Enhanced
Damage: M-40 pulse rifle 5d10, slam 1d8+8
weapons are synched with acquisition AI for a
Face/Reach: 5 ft by 5 ft/10 ft
highly dangerous threat.
Special Qualities: AI module, combat
programming, enhanced dexterity, enhanced COMBAT
strength, improved visual sensors, integral laser
sight, multiscanner, natural armor (+6), The T-500 is the premiere ground shock
reinforced construction (10/-), telescopic vision, troop for Skynet. Unlike the more advanced T-
600 series, it is not an infiltrator. It is heavily
construct, darkvision
Saves: Fort +5, Ref +5, Will +3 armored and designed to overcome any
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, obstacle through firepower and brute force. T-
500s are not subtle in their approach and focus
Cha 8
Skills (35): Jump +6, Investigate +6, Navigate solely on their targets.
+6, Search +8, Listen +5, Spot +7, Intimidate +4,
Knowledge (tactics) +6
T-600: Infiltrator
Large Construct/Tough Hero 4/Infiltrator 3 The T-600 series was first produced in 2016.
Hit Dice: 4d10 + 4d10 + 4d8 (59 hp) They were mass produced humanoid battle units
Initiative: +1 (+1 Dex) manufactured by Skynet from the original
Speed: 30 ft designs and test models constructed by
Defense: 17 (+1 Dex, -1 size, +2 natural, +5 Cyberdyne Systems Corporation. Standing
class) almost six feet tall and weighing almost 800 lbs,
Attacks: M-40 plasma rifle +8 ranged, slam +14 the T-600's endoskeleton is very powerful and
melee can lift objects almost five times its own weight
Damage: M-40 plasma rifle 5d10, slam 1d8+8 or punch through concrete and metal with no
Face/Reach: 5 ft by 5 ft/10 ft damage to its reinforced servos. The T-600
Special Qualities: AI module, biosynthetic Series is capable of running at a constant speed
conversion, combat programming, enhanced of almost 60 kph, with short bursts of up to 75
dexterity, enhanced strength, improved visual kph. Due to the lack of technological
sensors, integral laser sight, language module, advancement at the time of their conception and
motion sensors, multiscanner, reinforced the nature of Skynet's logic, the T-600 Series is
construction (10/-), telescopic vision, construct, fabricated with a smooth latex rubber "skin" to
darkvision hide its mechanics. This fact makes the T-600s
Saves: Fort +4, Ref +6, Will +3 easy to recognize and thus disable.
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10,
COMBAT
Cha 8
Skills (42): Investigate +4, Knowledge (earth & The T-600 has three modes of operation:
life sciences) +3, Knowledge (history) +3, direct, automatic, and autonomous. The new T-
Knowledge (tactics) +3, Knowledge (technology) 600 can be directed by Skynet defense
+3, Navigate +3, Search +5, Listen +3, Sense computers like soldiers in a war game, it can
Motive +3, Spot +7, Bluff +2, Disguise +6, react automatically to a wide variety of pre-
Gather Information +2, Intimidate +2 programmed conditions, or the individual units
Feats (3): Advanced Firearms Proficiency, can be relinquished to their own control and act
Personal Firearms Proficiency, Deceptive independently for months on end, combing the
Challenge Rating: 10 ruins on extended search and destroy missions.
Source: Terminator

Terminator: Future Fate - 59


T-700: Infiltrator
Large Construct/Tough Hero 4/Infiltrator 4
Hit Dice: 4d10 + 4d10 +4d8 (63 hp) Due to the relative ease with which the T-
Initiative: +1 (+1 Dex) 600's were identified, Skynet began production
Speed: 30 ft of the T-700 Series in 2020. Unlike the T-600
Defense: 18 (+1 Dex, -1 size, +2 natural, +6 Series, the rubber skin of the T-700 Series is not
class) smooth and is instead incredibly lifelike. Though
Attacks: M-27 plasma rifle +9 ranged, slam +15 still not as advanced as the T-800's real, living
melee human tissue covering, the T-700's skin has
Damage: M-27 plasma rifle 4d10, slam 1d8+8 been laser sculpted to include blemishes,
Face/Reach: 5 ft by 5 ft/10 ft birthmarks, pores, scars, etc. The skin has been
Special Qualities: AI module, biosynthetic painted to almost exactly match that of a
conversion, combat programming, enhanced human's to within a 94% margin of error, with
dexterity, enhanced strength, improved visual special attention paid to the facial features that
sensors, integral laser sight, language module, are correct to within 95.6%. Individual, synthetic,
motion sensors, multiscanner, reinforced latex foam muscles have also been sculpted for
construction (10/-), telescopic vision, construct, the T-700 and are mechanically grafted to the
darkvision underside of the T-700's rubber skin. The
Saves: Fort +4, Ref +7, Will +3 endoskeleton of the T-700 is structurally very
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, similar to that of the T-800 Series. However, T-
Cha 8 700 endoskeletons can be identified by their lack
Skills (49): Investigate +4, Knowledge (earth & of "neck pistons" and "shoulder pistons"; their
life sciences) +3, Knowledge (history) +3, yellow, shoulder axial drive-motor leads; and by
Knowledge (tactics) +3, Knowledge (technology) their thin, non-segmented necks.
+3, Navigate +3, Search +5, Listen +3, Sense
COMBAT
Motive +3, Spot +7, Bluff +5, Disguise +10,
Gather Information +2, Intimidate +2 The T-700 Series, although still slower than
Feats (3): Advanced Firearms Proficiency, the T-800 Series, is approximately 15% faster
Personal Firearms Proficiency, Deceptive than the T-600 Series. It is also more durable,
Challenge Rating: 11 being able to maneuver over more rugged
Source: Terminator terrain; and is approximately 17% stronger.

60 Terminator: Future Fate


T-800: Infiltrator
"The Terminators an infiltration unit. Part man, part machine. Underneath, its a combat chassis,
hyperalloy, fully armored. Very tough. But outside, it's living human tissue. Flesh, skin, hair...blood.
Grown for the cyborgs."
--Kyle Reese to Sarah Connor, Terminator

Large Construct/Tough Hero 5/Infiltrator 5 T-800 Series in 2026. The T-800 Series is a
Hit Dice: 4d10 + 5d10 +5d8 (72 hp) cybernetic organism. It consists of living tissue
Initiative: +1 (+1 Dex) over a metal endoskeleton. The metal
Speed: 30 ft endoskeleton is a microprocessor controlled fully
Defense: 19 (+1 Dex, -1 size, +2 natural, +7 armored hyper-alloy combat chassis. This
class) endoskeleton is constructed with frictionless
Attacks: M-27 plasma rifle +9 ranged, slam +15 bearings in its joints, and a servo-actuated
melee control system. The living tissue, grown
Damage: M-27 plasma rifle 4d10, slam 1d8+8 especially for the T-800s, consists of flesh, skin,
Face/Reach: 5 ft by 5 ft/10 ft hair and blood, and is capable of limited
Special Qualities: AI module, biosynthetic regeneration over time. As this tissue is living it
conversion, combat programming, enhanced is warm to the touch and hence T-800's will not
dexterity, enhanced strength, improved visual show up on thermal scanners as being any
sensors, integral laser sight, language module, different from a real human. The biological
motion sensors, multiscanner, reinforced components are only grafted onto T-800's that
construction (10/-), telescopic vision, construct, are to be used to infiltrate Tech-Com bases; T-
darkvision 800's that are deployed straight onto the
Saves: Fort +5, Ref +7, Will +3 battlefield usually do not possess biological
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, components.
Cha 8
COMBAT
Skills (59): Investigate +4, Knowledge (earth &
life sciences) +3, Knowledge (history) +3, Skynet controls its T-800s using direct link
Knowledge (tactics) +3, Knowledge (technology) command. This operating mode is known as
+3, Navigate +3, Search +5, Listen +3, Sense "Hive", where the battle units are hooked directly
Motive +3, Spot +7, Bluff +10, Disguise +15, into Skynet and share a collective conscious.
Gather Information +2, Intimidate +2 However, there are hundreds of autonomous
Feats (3): Advanced Firearms Proficiency, terminators that are not under Skynet's direct
Personal Firearms Proficiency, Deceptive control. This is the second form of operating
Challenge Rating: 13 mode and is known as "Rogue". In this mode,
Source: Terminator, Terminator 2 battle units are independent of Skynet but are
programmed to return and download
information.
Due to the ease with which Tech-Com could
identify T-600s, Skynet began production of the

Terminator: Future Fate - 61


T-803: Light Assault Infiltrator
Large Construct/Fast Hero 5/Infiltrator Motive +3, Spot +7, Bluff +19, Disguise +15,
3/Martial Artist 2 Gather Information +2, Intimidate +2
Hit Dice: 4d10 + 5d8 +3d8 +2d8 (66 hp) Feats (3): Combat Martial Arts, Improved
Initiative: +1 (+1 Dex) Combat Martial Arts, Deceptive
Speed: 30 ft Challenge Rating: 13
Defense: 21 (+1 Dex, -1 size, +2 natural, +9 Source: Terminator Collectible Card Game
class)
Attacks: M-27 plasma rifle +10 ranged, slam
These infiltrators are similar to the T-800
+16 melee
except they are patterned after females. They
Damage: M-27 plasma rifle 4d10, slam 1d8+8
also have the advantage of retractable claws
Face/Reach: 5 ft by 5 ft/10 ft
that they can pop out of their fingertips at will.
Special Qualities: AI module, biosynthetic
This makes T-803's terrifying close-combat
conversion, combat programming, enhanced
fighters.
dexterity, enhanced strength, improved visual
sensors, integral laser sight, language module, COMBAT
motion sensors, multiscanner, reinforced
The T-803 is a close combat unit. It can
construction (10/-), telescopic vision, construct,
carry weapons but usually refrains from doing
darkvision
Saves: Fort +3, Ref +11, Will +3 so. Instead, the T-803 cries out for help or
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, attempts to look helpless. Skynet quickly
Cha 8 learned the weaknesses of human prejudice
Skills (67): Investigate +4, Knowledge (earth & towards females. T-803s are the most
successful in murdering children by pretending
life sciences) +3, Knowledge (history) +3,
to be concerned females.
Knowledge (tactics) +3, Knowledge (technology)
+3, Navigate +3, Search +5, Listen +3, Sense
T-804: Tactical Infiltrator
Large Construct/Smart Hero 5/Infiltrator Skills (103): Bluff +19, Disguise +15, Gather
3/Soldier 2 Information +6, Intimidate +2, Investigate +4,
Hit Dice: 4d10 + 5d6 + 3d8 + 2d10 (62 hp) Knowledge (earth & life sciences) +8,
Initiative: +1 (+1 Dex) Knowledge (history) +8, Knowledge (tactics)
Speed: 30 ft +20, Knowledge (technology) +8, Navigate +3,
Defense: 17 (+1 Dex, -1 size, +2 natural, +5 Search +5, Listen +3, Sense Motive +3, Spot +7
class) Feats (3): Personal Firearms Proficiency,
Attacks: M-27 plasma rifle +8 ranged, slam +14 Advanced Firearms Proficiency, Strafe
melee Challenge Rating: 13
Damage: M-27 plasma rifle 4d10, slam 1d8+8 Source: Terminator Collectible Card Game
Face/Reach: 5 ft by 5 ft/10 ft
Special Qualities: AI module, biosynthetic Unlike the other Terminators, the T-804 is
conversion, combat programming, enhanced much more tactical and much less interested in
dexterity, enhanced strength, improved visual engaging in direct combat. It acts as a point
sensors, integral laser sight, language module, man for other Terminators and works best in
motion sensors, multiscanner, reinforced groups.
construction (10/-), telescopic vision, construct,
COMBAT
darkvision
Saves: Fort +5, Ref +7, Will +5 T-804s hang back from combat and direct
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, units remotely. They can of course engage in
Cha 8 combat if need be but prefer to let the other
Terminators do the fighting for them.

62 Terminator: Future Fate


T-806: Recon Infiltrator
Small Construct/Fast Hero 5/Negotiator +3, Navigate +3, Search +6, Listen +3, Sense
3/Infiltrator 2 Motive +3, Spot +8, Bluff +19, Disguise +15,
Hit Dice: 1d10 + 5d8 + 3d8 + 2d8 (49 hp) Gather Information +2, Intimidate +2
Initiative: +3 (+3 Dex) Feats (3): Personal Firearms Proficiency,
Speed: 40 ft Advanced Firearms Proficiency, Deceptive
Defense: 23 (+3 Dex, +1 size. +9 class) Challenge Rating: 11
Attacks: Slam +9 melee Source: Terminator Collectible Card Game
Damage: Slam 1d4+3
Face/Reach: 5 ft by 5 ft/5 ft If there was ever any doubt that Skynet is a
Special Qualities: AI module, biosynthetic cold, calculating machine, the T-806 infiltrator is
conversion, combat programming, enhanced proof. Disguised as children, these infiltrators
dexterity, enhanced strength, improved visual work hard to gain the trust of adults and then, in
sensors, integral laser sight, language module, their moments of weakness, murder them all. T-
motion sensors, multiscanner, reinforced 806's are not very large, but they more than
construction (10/-), telescopic vision, construct, make up for it with their stealth.
darkvision
COMBAT
Saves: Fort +3, Ref +10, Will +4
Abilities: Str 14, Dex 16, Con ---, Int 12, Wis 10, T-806s use similar tactics to the T-803: they
Cha 8 pretend to be helpless or wounded and then
Skills (69): Investigate +4, Knowledge (earth & attack with surprise when human prey ventures
life sciences) +3, Knowledge (history) +3, too closely.
Knowledge (tactics) +3, Knowledge (technology)
T-808: Medium Assault Infiltrator (Tank)
Large Construct/Tough Hero 5/Soldier Skills (55): Investigate +4, Knowledge (earth &
3/Infiltrator 2 life sciences) +3, Knowledge (history) +3,
Hit Dice: 4d10 +5d10 + 3d10 + 2d8 (75 hp) Knowledge (tactics) +3, Knowledge (technology)
Initiative: +1 (+1 Dex) +3, Navigate +3, Search +5, Listen +3, Sense
Speed: 30 ft Motive +3, Spot +7, Bluff +8, Disguise +13,
Defense: 19 (+1 Dex, -1 size, +2 natural, +7 Gather Information +2, Intimidate +2
class) Feats (3): Personal Firearms Proficiency,
Attacks: M-27 plasma rifle +10 ranged, slam Advanced Firearms Proficiency, Strafe
+16 melee Challenge Rating: 13
Damage: M-27 plasma rifle 4d10, slam 1d8+8 Source: Terminator Collectible Card Game
Face/Reach: 5 ft by 5 ft/10 ft
Special Qualities: AI module, biosynthetic This infiltrator is designed to shoot first, ask
conversion, combat programming, enhanced questions later. It looks like other Terminators
dexterity, enhanced strength, improved visual but has a more reinforced skeleton for heavier
sensors, integral laser sight, language module, combat.
motion sensors, multiscanner, reinforced
COMBAT
construction (10/-), telescopic vision, construct,
darkvision The T-808 has more in common with a
Saves: Fort +6, Ref +8, Will +3 grenade its disguise is only meant to last long
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, enough until the Terminator enters an area with
Cha 8 five or more people. Then it attacks.

Terminator: Future Fate - 63


T-810: Advanced Stealth Infiltrator
Large Construct/Fast Hero 5/Infiltrator 5 Challenge Rating: 13
Hit Dice: 4d10 + 4d8 + 4d8 (66 hp) Source: Terminator Collectible Card Game
Initiative: +1 (+1 Dex)
Speed: 30 ft
The T-810 is meant to sneak into facilities. It
Defense: 21 (+1 Dex, -1 size, +2 natural, +9
uses its disguise only as a backup to avoid
class)
detection. As such, the T-810 is a more deadly
Attacks: M-27 plasma rifle +9 ranged, slam +15
unit because it intentionally avoids being spotted
melee
and even then, can pass undetected.
Damage: M-27 plasma rifle 4d10, slam 1d8+8
Face/Reach: 5 ft by 5 ft/10 ft COMBAT
Special Qualities: AI module, biosynthetic
The T-810 is one of the few units that actively
conversion, combat programming, enhanced
avoids open combat. It is an assassination unit
dexterity, enhanced strength, improved visual
sensors, integral laser sight, language module, that uses its hypersonic emitter to neutralize
motion sensors, multiscanner, reinforced canine guards. T-810s have one target
designed by Skynet and they will avoid or
construction (10/-), telescopic vision, construct,
minimize combat interaction with all other
darkvision, hypersonic emitter
Saves: Fort +3, Ref +9, Will +3 possible foes to get at their target.
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, Hypersonic Emitter: At will, the T-810 can
Cha 8 emit a hypersonic whine. Any creatures with
Skills (75): Investigate +4, Knowledge (earth & advanced hearing, including canines, in a 60-
life sciences) +3, Knowledge (history) +3, foot radius feel an overpowering urge to leave
Knowledge (tactics) +3, Knowledge (technology) the area. A canine must make a Will save (DC
+3, Navigate +3, Search +5, Listen +3, Sense 20) to stay in the area, but feels very
Motive +3, Spot +7, Bluff +10, Disguise +15, uncomfortable doing so. This distracting
Gather Information +2, Intimidate +2, Hide +9, discomfort reduces the canine's Dexterity score
Move Silently +9 by 4 points.
Feats (3): Personal Firearms Proficiency,
Advanced Firearms Proficiency, Stealthy
T-825: Maintenance Agent
Large Construct/Smart Hero 5/Field Medic 5 +3, Sense Motive +3, Spot +7, Bluff +10,
Hit Dice: 4d10 +3d6 +5d8 (60 hp) Disguise +15, Gather Information +2, Hide +9,
Initiative: +1 (+1 Dex) Move Silently +9, Repair +11, Treat Injury +7
Speed: 30 ft Feats (3): Personal Firearms Proficiency,
Defense: 17 (+1 Dex, -1 size, +2 natural, +5 Stealthy, Medical Expert
class) Challenge Rating: 13
Attacks: M-27 plasma rifle +8 ranged, slam +14 Source: Terminator Comics
melee
Damage: M-27 plasma rifle 4d10, slam 1d8+8 The T-825 is a Terminator covered in skin,
Face/Reach: 5 ft by 5 ft/10 ft similar to the T-800. It serves a different
Special Qualities: AI module, biosynthetic purpose, however. The T-825 serves in the field
conversion, combat programming, enhanced as a maintenance and intelligence agent. Its
dexterity, enhanced strength, improved visual primary function is tissue repair, not combat. It
sensors, integral laser sight, language module, is not designed to withstand extreme stress.
motion sensors, multiscanner, telescopic vision,
COMBAT
construct, darkvision, reconstructive nanites
Saves: Fort +6, Ref +4, Will +7 T-825s are not combat units. As such, they
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, hide in the shadows and communication any
Cha 8 information they perceive to Skynet.
Skills (92): Hide +3, Investigate +4, Knowledge
Reconstructive Nanites: The T-825 can use
(earth & life sciences) +3, Knowledge (history)
the Repair skill or Treat Injury skill to "heal"
+3, Knowledge (tactics) +3, Knowledge
damage on a Terminator, including itself.
(technology) +3, Navigate +3, Search +5, Listen

64 Terminator: Future Fate


T-831: Heavy Combat Chassis Unit (Goliath)
Large Construct/Tough Hero 5/Soldier 5 Knowledge (tactics) +3, Knowledge (technology)
Hit Dice: 4d10 + 5d10 + 5d10 (77 hp) +3, Navigate +3, Search +5, Listen +3, Sense
Initiative: +1 (+1 Dex) Motive +3, Spot +7, Bluff +5, Disguise +5,
Speed: 30 ft Gather Information +2, Intimidate +7
Defense: 24 (+1 Dex, -1 size, +8 natural, +6 Feats (3): Personal Firearms Proficiency,
class) Advanced Firearms Proficiency, Strafe
Attacks: M-27 plasma rifle +10 ranged, slam Challenge Rating: 15
+16 melee Source: Terminator Collectible Card Game
Damage: M-27 plasma rifle 4d10, slam 1d8+8
Face/Reach: 5 ft by 5 ft/10 ft Heavy Combat Chassis, or HCCs, are
Special Qualities: AI module, biosynthetic considered to be more dangerous than even
conversion, combat programming, enhanced Hunter-Killers. In appearance, it looks almost
dexterity, enhanced strength, improved visual like an armored knight. They are feared so much
sensors, integral laser sight, language module, precisely because they combine heavy armor
motion sensors, multiscanner, reinforced with the mobility and intelligence of a
construction (10/-), telescopic vision, construct, Terminator.
darkvision, natural armor (+6), plasma
COMBAT
dampening field
Saves: Fort +7, Ref +6, Will +3 The T-831 is a reinforced combat ready unit,
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, more powerful than even the T-808. It leads
Cha 8 charges and raids into reinforced Tech-Com
Skills (49): Investigate +4, Knowledge (earth & hideouts with heavy firepower.
life sciences) +3, Knowledge (history) +3,

Terminator: Future Fate - 65


T-882: Tactical Command Unit
Large Construct/Smart Hero 5/Soldier 5 T-882s command T-804s in the field. Unlike
Hit Dice: 4d10 + 5d6 + 5d10 (65 hp) other Terminators, they have a high degree of
Initiative: +1 (+1 Dex) self-preservation and actively avoid being
Speed: 30 ft captured or destroyed.
Defense: 20 (+1 Dex, -1 size, +8 natural, +5
Holographic Array: At will, a T-882 can
class)
cause several holographic duplicates of itself to
Attacks: M-27 plasma rifle +6 ranged, slam +12
pop into being, making it difficult for enemies to
melee
know which target to attack. The figments stay
Damage: M-27 plasma rifle 4d10, slam 1d8+8
near the T-882 and disappear when struck. It
Face/Reach: 5 ft by 5 ft/10 ft
creates 1d4 images plus one image per three
Special Qualities: AI module, biosynthetic
caster levels (maximum eight images). These
conversion, combat programming, enhanced
holograms separate from the T-882 and remain
dexterity, enhanced strength, improved visual
in a cluster, each within 5 feet of at least one
sensors, integral laser sight, language module,
other hologram or the T-882. The T-882 can
motion sensors, multiscanner, reinforced
move into and through a holographic array.
construction (10/-), telescopic vision, construct,
When the T-882 and the holographic array
darkvision, holographic array
separate, observers cant use vision or hearing
Saves: Fort +5, Ref +6, Will +5
to tell which one is the T-882 and which the
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10,
image. The holograms may also move through
Cha 8
each other. The holograms mimic the T-882's
Skills (97): Investigate +4, Knowledge (earth &
actions. Enemies attempting to attack the T-882
life sciences) +8, Knowledge (history) +8,
at the T-882 must select from among
Knowledge (tactics) +20, Knowledge
indistinguishable targets. Generally, roll
(technology) +8, Navigate +3, Search +5, Listen
randomly to see whether the selected target is
+3, Sense Motive +3, Spot +7, Bluff +16,
real or a hologram. Any successful attack roll
Disguise +12, Gather Information +6, Intimidate
against a hologram destroys it. A holograms
+2
Defense is 10 + size modifier + Dexterity
Feats (3): Personal Firearms Proficiency,
modifier. Figments seem to react normally to
Advanced Firearms Proficiency, Strafe
area attacks (such as looking like theyre burned
Challenge Rating: 14
or dead after being struck by an explosive).
Source: Terminator Collectible Card Game
While moving, the T-882 can merge with and
split off from holograms so that enemies who
Tactical command units are extremely rare
have learned which hologram is real are again
but justly feared by Tech-Com. T-882s are
confounded. An attacker must be able to see the
capable of changing their programming and
holograms to be fooled. If attacker shuts her
executing flexible commands on the fly, making
eyes, the spell has no effect, though being
them almost the equals of humans in terms of
unable to see carries the same penalties as
tactical strategy.
being blinded.
COMBAT

66 Terminator: Future Fate


T-1000: Infiltrator
"Not like me. A T-1000. Advanced prototype. A mimetic polyalloy."
"What does that mean?"
"Liquid metal."
--Terminator to John Connor, Terminator 2

Medium-size Construct 1000 is also capable of registering its


(Shapechanger)/Tough Hero 10/Infiltrator 5 environment in a dozen subtle ways using its
Hit Dice: 2d10 +10d10 +5d8 (84 hp) entire body, can directly read magnetically
Initiative: +6 (+2 Dex, +4 Improved Initiative) encoded plus-minus information and can run at
Speed: 40 ft a speed of at least 40 mph. The T-1000 is not
Defense: 21 (+2 Dex, +9 class) issued with any weapons, but is capable of
Attacks: M-40 plasma rifle +13/+3 ranged, slam fashioning any solid metal form, such as knifes
+14/+2 melee and stabbing weapons. The T-1000 cannot,
Damage: M-40 plasma rifle 5d10, slam 1d6+4 however, form any complex systems that may
Face/Reach: 5 ft by 5 ft/5 ft have moving parts or chemicals, like guns or
Special Qualities: AI module, biosynthetic explosives.
conversion, combat programming, enhanced
COMBAT
dexterity, enhanced strength, improved visual
sensors, integral laser sight, language module, This highly resilient battle unit is able to
motion sensors, multiscanner, reinforced withstand a wide variety of temperatures,
construction (10/-), telescopic vision, morph, fast ranging up to at least 300C. Extremely low
healing 10, darkvision, immune to bludgeoning temperatures of about -196C (such as those
and piercing, ooze produced by Liquid Nitrogen) can cause damage
Saves: Fort +9, Ref +12, Will +7 to a T-1000, however they will not stop it. The T-
Abilities: Str 18, Dex 14, Con ---, Int 12, Wis 10, 1000 series can, however, be destroyed.
Cha 8 Temperatures in excess of 1535C, such as
Skills (73): Investigate +4, Knowledge (earth & those needed to smelt iron, can physically alters
life sciences) +3, Knowledge (history) +3, the bonding of the Mimetic Polyalloy. The molten
Knowledge (tactics) +3, Knowledge (technology) iron (or any other element) can then mix with the
+3, Navigate +3, Search +6, Listen +3, Sense elements of the alloy and physically alter its
Motive +3, Spot +8, Bluff +19, Disguise +19, molecular structure, thus rendering it
Gather Information +2, Intimidate +2 inoperative. Corrosives, such as concentrated
Feats (6): Improved Initiative, Personal Firearms Hydrochloric Acid are also known to damage T-
Proficiency, Advanced Firearms Proficiency, 1000's.
Run, Strafe, Track
Fast Healing 10: The T-1000 is capable of
Challenge Rating: 15
Source: Terminator 2 extensive regeneration, even being able to
completely recover from a Pulse Rifle blast at
point blank range to the head.
The T-1000, though rarely deployed, is
infamous throughout Tech-Com. It has been Immune to Bludgeoning and Piercing:
seen by only a few surviving Tech-Com fighters, Bludgeoning and piercing weapons deal no
but it has brought fear to them all. First produced damage to a T-10000.
in 2028, the T-1000 does not have any form of
endoskeleton like the T-600 or the T-800, but is Morph: A T-1000 can assume the shape of
instead constructed from a mimetic polyalloy, or any Small or Medium-size humanoid by touching
liquid metal. it. This works like change self as cast by an
18th-level mage, but the T-1000 can remain in
The T-1000 series can lip read and is also the chosen form indefinitely. It can assume a
able to synthesize the speech pattern of any new form or return to its own as a standard
human that it replicates. This does, however, action.
require a sufficiently suitable sample of the
subject's voice. The T-1000's auditory sensors Ooze: Oozes are immune to poison, sleep,
can be situated anywhere upon its body, as paralysis, stunning, and polymorphing. They
every molecule of the T-1000 has the blueprints have no clear front or back and are therefore not
for all needed parts programmed into it. The T- subject to critical hits or flanking

Terminator: Future Fate - 67


T-1000000: Guardian
Gargantuan Construct (Ooze) it is approximately 20 feet high and 50 feet
Hit Dice: 24d10+168 (300 hp) across. The T-1000000 is not capable of
Initiative: -2 (-2 Dex) mimicking subjects as the T-1000 Series can,
Speed: 40 ft but instead transforms from an apparently solid
Defense: 24 (-2 Dex, -4 size, +20 natural part of Skynet's Central Core to a default
defense) arachnid configuration capable of forming
Attacks: 8 slams +23 melee stabbing, slashing weapons from each of its
Damage: Slam 2d8+9 eight legs.
Face/Reach: 20 ft by 20 ft/20 ft
COMBAT
Special Qualities: 360 vision, combat
programming, enhanced dexterity, enhanced The T-1000000 is Skynet's largest and most
strength, improved visual sensors, motion powerful battle unit. The T-1000000 is never
sensors, multiscanner, reinforced construction actually deployed on the battlefield, but is
(10/-), telescopic vision, fast healing 10, instead retained in a state of stasis in Skynet's
regeneration 5, darkvision, ooze, immune to main complex to guard Skynet's Central Core.
bludgeoning and piercing
Regeneration: Due to its "liquid metal"
Saves: Fort +15, Ref +6, Will +8
Abilities: Str 28, Dex 6, Con 24, Int 12, Wis 10, construction, the T-1000000 is capable of
extensive regeneration, even being able to
Cha 8
Challenge Rating: 18 completely recover from a Pulse Rifle blast at
Source: T2:3D point blank range to the head.
Immune to Bludgeoning and Piercing:
The T-1000000, otherwise known as the T- Bludgeoning and piercing weapons deal no
Meg, is Skynet's latest and most feared battle damage to a T-1000000.
unit. Very few Tech-Com members have ever
been witness to the T-1000000 and lived to tell Ooze: Oozes are immune to poison, sleep,
about it. The T-1000000 was built at about the paralysis, stunning, and polymorphing. They
beginning of 2029. The T-1000000 is never have no clear front or back and are therefore not
actually deployed on the battlefield, but is subject to critical hits or flanking.
instead retained in a state of stasis in Skynet's Multiple Attacks: The T-X has the ability to
main complex to guard Skynet's Central Core. form any of its slashing legs into an offensive
The T-1000000, like the T-1000 Series, is weapon, giving it up to 8 attacks in a round.
constructed from a mimetic polyalloy. However,

68 Terminator: Future Fate


T-X: Terminatrix
Medium-size Construct The T-X is highly intelligent, rivaling the T-
(Shapechanger)/Tough Hero 10/Infiltrator 5 1000 in cunning. It understands the concept of
Hit Dice: 2d10 +10d10 +5d8 (84 hp) self-preservation and will commandeer any
Initiative: +2 (+2 Dex) nearby units for its own bidding.
Speed: 40 ft
Morph: A T-X can assume the shape of any
Defense: 21 (+2 Dex, +9 class)
Medium-size humanoid. This works like change
Attacks: Plasma bolt generator +13/+3 ranged,
self as cast by an 18th-level mage, but the T-X
slam +19/+7 melee
can remain in the chosen form indefinitely. It can
Damage: Plasma bolt generator 5d10, slam
assume a new form or return to its own as a
1d6+9
standard action. It must touch the person it
Face/Reach: 5 ft by 5 ft/5 ft
impersonates.
Special Qualities: AI module, biosynthetic
conversion, combat programming, enhanced Utility Hand: By spending 1 action, the T-X
dexterity, enhanced strength, improved visual can turn its right hand into a variety of devices,
sensors, integral laser sight, language module, including a plasma bolt generator, flamethrower,
motion sensors, multiscanner, reinforced buzzsaw, and network connection. When the T-
construction (10/-), telescopic vision, morph, fast X has transformed its hand in this fashion, it
healing 10, morph, utility hand, buzzsaw, can't use the hand for anything else.
flamethrower, network connection, darkvision,
Buzzsaw: An T-X deals 1d8+2 points of
regeneration 5
Saves: Fort +9, Ref +12, Will +7 damage from a successful melee hit with its
Abilities: Str 28, Dex 14, Con ---, Int 14, Wis 10, buzzsaw.
Cha 8 Flamethrower: A T-X can turn its utility hand
Skills (73): Investigate +4, Knowledge (earth & into a flamethrower, as per the Equipment
life sciences) +4, Knowledge (history) +4, chapter.
Knowledge (tactics) +4, Knowledge (technology)
+4, Navigate +3, Search +6, Listen +3, Sense Network Connection: A T-X can animate
Motive +3, Spot +8, Bluff +19, Disguise +19, mechanical devices up to 180 feet away by
Gather Information +2, Intimidate +2 inserting its network connection into the device.
Feats (6): Improved Initiative, Personal Firearms It can control up to four devices at a time in this
Proficiency, Advanced Firearms Proficiency, fashion. It takes a full round for a device to
Run, Strafe, Track animate. Thereafter it moves at its normal speed
Challenge Rating: 16 and fights as an animated object in all respects.
Source: Terminator 3 Animated mechanical devices lose their ability to
move if the T-X who animated them is
This battle unit is constructed from a mimetic incapacitated or moves out of range. This power
polyalloy over a Terminator chassis, making it works on other Terminators if the Terminator
even more deadly than the T-1000 Series. Like fails a Will save (DC 25). If the terminator has
the T-1000, the T-X Series is capable of access to a cell phone or other
morphing into other humans, but it is also telecommunication device, it can exercise this
capable of creating moving parts. Like the T- power through the device.
803, the T-X takes on an attractive female Plasma Bolt Generator: A T-X can create a
appearance to throw its male opponents off plasma bolt that's equal to a M-40 plasma rifle.
guard. The T-X can take control of any
mechanical device - from household appliances Regeneration: Due to its "liquid metal"
to computers to even other battle units. It was construction, the T-1000000 is capable of
specifically created to counter other extensive regeneration, even being able to
Terminators, making it exceptionally deadly. completely recover from a Pulse Rifle blast at
point blank range to the head.
COMBAT

Terminator: Future Fate - 69


HK Aerial (8475)
Huge Construct a very low-level artificial intelligence program.
Hit Dice: 8d10 (44 hp) The Aerial Hunter Killer has an armored hyper-
Initiative: +0 alloy semi-monoque airframe that has a
Speed: 30 ft honeycombed/blown structure, similar in design
Defense: 15 (-2 size, +7 natural) to the skeleton of a bird. The main armament of
Attacks: 2 plasma cannons +4 ranged the Aerial Hunter Killer consists of an
Damage: Plasma cannon 10d10 underslung rapid fire Phased Plasma Cannon
Face/Reach: 10 ft by 10 ft/15 ft mounted in a ventral remote electric drive mount
Special Qualities: combat programming, turret that can retract into the belly nacelle. The
enhanced dexterity, hoverlift, improved visual internal fusion reactor waste feeds this Phased
sensors, integral laser sight, integral weapons, Plasma Cannon and its payload is, therefore, for
motion sensors, natural armor (+4), reinforced all tactical purposes, infinite. However, required
construction (5/-), telescopic vision, construct, periodic refueling of its magazine cell limits the
darkvision operating time of this unit.
Saves: Fort +2, Ref +2, Will +2
COMBAT
Abilities: Str 28, Dex 10, Con ---, Int 12, Wis 10,
Cha 8 Once human activity is located, the Aerial
Challenge Rating: 4 Hunter Killer relays its co-ordinates and any
Source: Terminator other relevant information back to Skynets
central computer system from where available
The Arial Hunter Killer is Skynet's first fully battle units are directed to the relevant location.
automated aerial gunship. It is a semi- The Aerial Hunter Killer can also deploy Flying
autonomous patrol and combat unit used to Mini-Hunters from a compartment in its
locate human Tech-Com fighters. As such, it has underside if it cannot reach its targets directly.

HK: Bomber
Huge Construct The Hunter Killer Bomber is a larger, more
Hit Dice: 10d10 (55 hp) powerful version of the Aerial Hunter Killer.
Initiative: +0 Designed as a Vertical Take Off and Landing
Speed: 30 ft (VTOL) heavy assault platform, the Hunter Killer
Defense: 18 (-2 size, +10 natural) Bomber features two additional engine pods to
Attacks: 4 plasma cannons +5 ranged support its greater size and weight. Also
Damage: Plasma cannon 10d10 featured is a larger, more enhanced gun
Face/Reach: 10 ft by 10 ft/15 ft platform, with more Phased Plasma Cannons
Special Qualities: combat programming, than the Aerial Hunter Killer, and additional
enhanced dexterity, hoverlift, improved visual armor, giving the Hunter Killer Bomber greater
sensors, integral laser sight, integral weapons, resilience to Tech-Com weapons.
motion sensors, natural armor (+6), reinforced
COMBAT
construction (10/-), telescopic vision, construct,
darkvision The primary function of the Hunter Killer
Saves: Fort +3, Ref +3, Will +3 Bomber is to attack Tech-Com installations and
Abilities: Str 28, Dex 10, Con ---, Int 12, Wis 10, fortresses that are heavily armed and well
Cha 8 protected. The larger gun battery and heavy
Challenge Rating: 6 Armour of the Hunter Killer Bomber make it
Source: Terminator 2 DVD ideally suited to this function, rather than the
smaller, lighter Aerial Hunter Killer.

70 Terminator: Future Fate


HK: Centurion
Huge Construct Killer Centurion is the most expensive (in terms
Hit Dice: 8d10 (44 hp) of materials, power and time) Hunter Killer unit
Initiative: +0 produced by Skynet. Due to its large size and
Speed: 40 ft the tenacious defending of its posts, this Hunter
Defense: 15 (-2 size, +7 natural) Killer unit soon gained the nickname "Centurion"
Attacks: 2 plasma cannons +4 ranged from Tech-Com members who had faced it. The
Damage: Plasma cannon 10d10 Hunter Killer Centurion has a central waist unit
Face/Reach: 10 ft by 10 ft/15 ft that houses a miniature high efficiency fusion
Special Qualities: AI module, combat reactor and the transmission systems. The gun
programming, enhanced dexterity, improved pods and body of the Hunter Killer Centurion
visual sensors, integral laser sight, integral have been designed to subliminally form a
weapons, motion sensors, multiple legs, natural demonic face. This is a deliberate feature,
armor (+4), reinforced construction (10/-), implemented by Skynet to induce added
telescopic vision, construct, darkvision psychological threat and fear in any Tech-Com
Saves: Fort +2, Ref +2, Will +2 fighters who face this unit in battle.
Abilities: Str 28, Dex 10, Con ---, Int 12, Wis 10,
COMBAT
Cha 8
Challenge Rating: 4 Four uniquely designed legs provide the HK
Source: Terminator 2 Centurion's locomotion. The 'feet' of these legs
can roll inwards, curling up so that the entire unit
The Hunter Killer Centurion is Skynet's can 'squat' in place, lowering its overall height
largest mobile, walker-style ground Hunter Killer and profile by 66%, maintaining a static
unit. It is an autonomous combination platform defensive posture. In an instant, the Hunter
packing advanced targeting systems, heavy Killer Centurion can rise from its crouch and
armor and heavy firepower. Used primarily in an accelerate away across the battlefield either to
anti-vehicle role or deployed in small squadrons engage a target or move to a tactically superior
to hunt down and terminate humans, the Hunter position.

HK: Guardian
Large Construct crawl about its interior defenses, repairing and
Hit Dice: 4d10 (22 hp) engaging opponents from any angle.
Initiative: +0
COMBAT
Speed: 40 ft, climb 10 ft.
Defense: 9 (-1 size) HK Guardians fight like bulls. They use their
Attacks: 2 claws +7 melee, flamethrower +3 plasma weapon at long range, flamethrower
ranged, plasma cannon +3 ranged against closer opponents, and leap onto
Damage: Claw 1d6+5, flamethrower 3d6 and opponents within 40 feet.
fire, plasma cannon 10d10
Leap: A HK Guardian can leap up to 40 feet
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Charge, leap, forcefield, straight ahead or backwards as a move-
equivalent action. If used against an opponent,
improved grab, constrict
Special Qualities: combat programming, the leap counts as a charge attack for the
enhanced dexterity, integral laser sight, integral Guardian at its full attack bonus in the same
weapons, multiple legs, multiscanner, reinforced round.
construction (5/-), construct, darkvision Improved Grab: When a HK Guardian hits
Saves: Fort +1, Ref +1, Will +1 with its claws, it attempts to start a grapple as a
Abilities: Str 20, Dex 10, Con ---, Int 12, Wis 10, free action without provoking an attack of
Cha 8 opportunity.
Challenge Rating: 2
Source: Terminator: Dawn of Fate Constrict: Due to its spinning claws, the HK
Guardian deals 1d6+2 on a successful grapple
The HK Guardian is a spider-like design that check, in addition to its normal damage.
is distinctly different from other Hunter-Killers of Forcefield: The HK Guardian can erect a
its type. The HK has four legs patterned after an forcefield once a round. This forcefield bestows
insect-like design. This gives the HK Guardian damage reduction 10/- and extends five feet out
incredible mobility at the expense of heavy from the HK Guardian itself.
armor. As Skynet's defenders, HK Guardians
Terminator: Future Fate - 71
HK: Loader
Huge Construct transport. Loading sites are a favorite ambush
Hit Dice: 8d10 (44 hp) zone for Tech-Com, so Skynet quickly upgraded
Initiative: +0 loaders to HK Loaders, which are more than
Speed: 40 ft equipped to deal with the threat. HK Loaders
Defense: 15 (-2 size, +7 natural) are armed with a pulse cannon as well as the
Attacks: 2 grippers +11 melee, plasma cannon ability to crush any foe it catches. By far its
+4 ranged most impressive ability is the forcefield.
Damage: Gripper 1d8+6, plasma cannon 10d10
COMBAT
Face/Reach: 10 ft by 10 ft/15 ft
Special Attacks: improved grab Ever resourceful, Delta Company agents
Special Qualities: combat programming, drop C-4 inside the HK Loader's shield area
enhanced dexterity, enhanced strength, integral before it can put one up, then detonate the
weapons, motion sensors, natural armor (+4), explosives from a distance. HK Loaders are not
reinforced construction (5/-), multiple legs, particularly bright and very single-minded in their
forcefield, construct, darkvision goals, so this tactic is deadly in its effectiveness
Saves: Fort +2, Ref +2, Will +2 against them.
Abilities: Str 34, Dex 10, Con ---, Int 12, Wis 10,
Forcefield: The HK Loader can erect a
Cha 8
Challenge Rating: 6 forcefield once a round. This forcefield bestows
Source: Terminator: Dawn of Fate damage reduction 10/- and extends five feet out
from the HK Loader itself.
The HK Loader is a heavily armed loader Improved Grab (Ex): When the HK Loader
based on the Centurion design. Armed with two hits with its gripper, it attempts to start a grapple
electromagnetic grips, the HK Loader is primarily as a free action without provoking an attack of
responsible for loading cargo onto Aerial HKs for opportunity.

HK: Mini-Aerial
Medium-size Construct
Hit Dice: 2d10 (11 hp) The predecessor to the much larger Hunter-
Initiative: +2 (Dex) Killer Aerials, this mini-aerial has the same
Speed: fly 50 ft VTOL capabilities. It was the logical evolution of
Defense: 12 (+2 Dex) the Predator drone used in the Iraq war of 2003.
Attacks: 2 Phased pulse cannon +6 ranged
COMBAT
Damage: Phased pulse cannon 1d6 and
knockdown HK Mini-Aerials are still quite deadly despite
Face/Reach: 5 ft by 5 ft/5 ft their small size. They carry a fully missile
Special Attacks: Missiles armament as well as two phased pulse cannons
Special Qualities: hoverlift, enhanced dexterity, that hang from beneath the wings.
improved audio sensors, improved visual
Missiles: The HK Mini-Aerial carries a six-
sensors, integral weapons, telescopic vision,
missile armament. These missiles have the
construct, darkvision
Saves: Fort +0, Ref +4, Will +0 range, effect, and damage as a grenade
Abilities: Str 12, Dex 14, Con ---, Int 12, Wis 10, launcher.
Cha 8
Challenge Rating: 2
Source: Terminator 3

72 Terminator: Future Fate


HK: Mini-Hunter
"Heh-heh. Lookit this. Terminators forgot to put out the dog."
-- Tech-Com soldier before dying to a Mini-Hunter, Terminator: Tempest

Tiny Construct levels provides maneuverability. The Flying Mini-


Hit Dice: 0.5d10 (2 hp) Hunter is roughly 1 foot in diameter and is
Initiative: +4 (+4 Dex) normally deployed in groups of four. Flying Mini-
Speed: fly 50 ft Hunters are transported in a compartment in the
Defense: 16 (+4 Dex, +2 size) underside of Aerial Hunter Killers awaiting
Attacks: Phased pulse cannon +6 ranged deployment, however they can also be deployed
Damage: Phased pulse cannon 1d6 and separately. Due to its small size, the Flying Mini-
knockdown Hunter is extremely fast and maneuverable,
Face/Reach: 2 ft by 2 ft/0 ft however it is only capable of covering a short
Special Attacks: pulse range. It utilizes anti-grav technology to move
Special Qualities: hoverlift, enhanced dexterity, through the air and is equipped with a front-
improved audio sensors, improved visual mounted miniature Phased Pulse Cannon.
sensors, integral weapons, telescopic vision,
COMBAT
construct, darkvision
Saves: Fort +0, Ref +4, Will +0 HK Mini-Hunters rarely engage in combat.
Abilities: Str 4, Dex 18, Con ---, Int 12, Wis 10, When they do, they zip in, fire their weapons,
Cha 8 and zip out of range.
Challenge Rating: 1
Pulse: Once every ten rounds, a Flying Mini-
Source: T2:3D, Terminator: Dawn of Fate
Hunter can release a pulse of energy that
knocks down opponents, inflicts 3d6 points of
The Mini-Hunter is an autonomous single
subdual damage with a 20 ft. radius. If the
rotor anti-personnel drone designed to locate
and destroy human Tech-Com fighters. A victim fails a Reflex save (DC 10) he is knocked
compact, high lift aerodyne fan that turns on down.
frictionless bearings in order to reduce noise
HK: Scout
Medium-size Construct further by creating a canine counterpart to its T-
Hit Dice: 2d10 (11 hp) 800 series. The HK Scouts appear as dogs but
Initiative: +2 (+2 Dex) their true forms are beetle-like constructs with
Speed: 40 ft ten tentacles. Two huge mandibles just from its
AC: 12 (+2 Dex) front.
Attacks: Bite +2 melee, 6 tentacles +3 ranged
COMBAT
Damage: Bite 1d6+1, tentacle 1d4
Face/Reach: 5 ft by 5 ft/5 ft HK Scouts typically gather information and
Special Attacks: Buzzsaw, improved grab then relay it to Skynet. If used in combat, the HK
Special Qualities: combat programming, Scout attempts to close in range due to its
enhanced dexterity, integral laser sight, integral innocent appearance. Once in range it explodes
weapons, multiple legs, multiscanner, construct, out of its canine flesh, flailing with its tentacles at
darkvision every living thing in range. It attempts to close
Saves: Fort +0, Ref +2, Will +0 and use its buzzsaw on an opponent.
Abilities: Str 12, Dex 14, Con ---, Int 12, Wis 10,
Improved Grab (Ex): When a HK Scout hits
Cha 8
Challenge Rating: 2 with its tentacle, it attempts to start a grapple as
Source: Robocop vs. Terminator a free action without provoking an attack of
opportunity. If it gets a hold, it can constrict.
Given that dogs are the first line of defense Buzzsaw: An HK Scout deals 1d8+2 points
against Tech-Com, Skynet quickly learned that of damage from the buzzsaw concealed in its
humans trusted people with dogs. So it took the maw on a successful grapple check, in addition
devious deception of the Infiltrators a step to the grappling weapon's normal damage.

Terminator: Future Fate - 73


HK: Silverfish
Medium-size Construct target. This feature also allows the Silverfish to
Hit Dice: 2d10 (11 hp) partially bury itself in the dust and dirt.
Initiative: -1 (-1 Dex)
COMBAT
Speed: 50 ft
Defense: 9 (-1 Dex) The primary function of the Silverfish is to
Attacks: Slam +2 melee track down Tech-Com settlements or gun
Damage: Slam 1d6+1 emplacements and to infiltrate them. However,
Face/Reach: 5 ft by 5 ft/5 ft the Silverfish can also lay in wait in piles of
Special Attacks: explode rubble, maintaining a low-power mode,
Special Qualities: combat programming, conducting low level passive scans for human
improved audio sensors, improved visual activity, and has been known to attack lone
sensors, motion sensors, multiple legs, individuals. When a target comes within range, it
telescopic vision, construct, darkvision will power up and engage the target.
Saves: Fort +0, Ref -1, Will +0
Abilities: Str 12, Dex 8, Con ---, Int 12, Wis 10, Explode: Once humans are sensed to be
within range, the Silverfish scuttles out of its
Cha 8
Challenge Rating: 1 hiding place and self-detonates. The core
Source: Terminator 2 DVD explosive charge consists of 8 kilos of C-4
wrapped around a pre-fragmented alloy rod.
The Hunter Killer Silverfish is a small, fast- Fragmentation is further enhanced by the actual
crawling battle unit that looks like a 5-foot long body of the Silverfish that has been designed to
allow the charge to pick up a good amount of
chrome centipede or trilobite. This unit is
additional fragments, as well as any debris in
extremely quick and maneuverable due to its
and around the area. The ensuing explosion
relatively small size. The Silverfish moves
spays the area with razor sharp and sizzling hot
across terrain on multiple, retractable, reverse
jointed legs that extend from its underside. The shrapnel, causing massive injuries to anyone
number and positioning of its legs allow the within the blast zone. It inflicts concussion
damage in a burst radius of 24 feet and inflicts
Silverfish to cross very rough terrain and "snake"
18d6 points of damage. A Reflex save (DC 18)
through heaps of debris. These legs can retract
reduces the damage.
into the units' underside, allowing the Silverfish
to lower its height, thus making itself a smaller
HK: Spider
Huge Construct Source: Secondary Objectives
Hit Dice: 8d10 (44 hp)
Initiative: +0 Hunter-Killer Spiders are designed to tear
Speed: 40 ft apart buildings and release HK Mini-Hunters into
Defense: 15 (-2 size, +7 natural) them. They are armed with eight arms tipped
Attacks: 2 plasma cannons +4 ranged, 4 claws with crushing pincers, ideal for ripping open
+4 melee doors and snipping spines in half.
Damage: Plasma cannon 10d10; Claws 2d10+9
COMBAT
Face/Reach: 10 ft by 10 ft/15 ft
Special Qualities: AI module, combat Despite its fearsome appearance, a HK
programming, enhanced dexterity, improved Spider is primarily interested in destroying
visual sensors, integral laser sight, integral buildings, not people. Its primary objective is to
weapons, motion sensors, multiple legs, natural release HK Mini-Hunters into the places it
armor (+4), reinforced construction (10/-), cannot reach. If it detects humans, the Spider
telescopic vision, construct, darkvision immediately releases its full payload of 10 HK
Saves: Fort +2, Ref +2, Will +2 Mini-Hunters. The Mini-Hunters relay data back
Abilities: Str 28, Dex 10, Con ---, Int 12, Wis 10, to the Spider, which in turn uploads the data to
Cha 8 Skynet.
Challenge Rating: 4

74 Terminator: Future Fate


HK Tank (2953)
Gargantuan Construct meters in length and 10 meters wide. Housed
Hit Dice: 16d10 (88 hp) within the main body of the Hunter Killer Tank is
Initiative: +0 a compact fusion reactor. This, in conjunction
Speed: 30 ft with the drive train, handles the transmissions
Defense: 16 (-4 size, +10 natural) that drive the four independently suspended all-
Attacks: Flamethrower +8 ranged, 2 claws +12 terrain track assemblies. Each track is two
melee, 2 plasma rifles +8 ranged meters wide, thus allowing superior all-terrain
Damage: Flamethrower 3d8 and Fire, claw mobility. The main pivot of the rear tread carrier
2d6+4, plasma rifle 5d10 is one of the weakest points on the Hunter Killer
Face/Reach: 20 ft by 20 ft/20 ft Tank. As well as its main armaments, the Hunter
Special Qualities: AI module, combat Killer Tank is equipped with two large hydraulic,
programming, enhanced dexterity, improved servo-enhanced, manipulator arms with gripper
visual sensors, integral laser sight, integral extensions. These are housed in front of the
weapons, motion sensors, multiple legs, natural main 'torso' of the tank. These arms are used for
armor (+6), reinforced construction (10/-), manipulating heavy equipment, acquiring hard to
telescopic vision, treads, construct, darkvision reach Tech-Com units, and removing debris
Saves: Fort +5, Ref +5, Will +5 from the unit's path that it could not normally
Abilities: Str 28, Dex 10, Con ---, Int 12, Wis 10, merely roll over.
Cha 8
COMBAT
Challenge Rating: 9
Source: Terminator HK Tanks track all moving targets and shoot
them. Skynet built them with the assumption
The Hunter Killer Tank is an autonomous that there is nothing in Tech-Com's arsenal that
battle unit designed to locate and destroy human can resist a HK Tank assault.
Tech-Com fighters. It is almost 15 meters tall, 20
I-950: Hybrid
Medium-size Monstrous Challenge Rating: 21
Humanoid/Dedicated Hero 10/Infiltrator 10 Source: Terminator: Dawn of Fate, T2: Infiltrator
Hit Dice: 2d8 + 10d6 + 10d8 (85 hp)
Initiative: +4 (+4 Dex) The I-950 Series is a totally new form of
Speed: 30 ft battle unit. Unlike the unfeeling, expressionless,
Defense: 26 (+4 Dex, +12 class) somewhat stilted Terminator Series', the new
Attacks: AR510 +18/+2 ranged, slam +17/+2 Infiltrator Series is designed to mimic humans
melee exactly, being capable of humor, a wide and
Damage: AR510 1d12, slam 1d3+3 varied range of facial expressions, and is even
Face/Reach: 5 ft by 5 ft/5 ft capable of actually feeling emotions. These
Special Qualities: AI module, biosynthetic capabilities, along with its ability to even fool
conversion, combat programming, enhanced trained "sniffer" dogs, make the I-950 Series
dexterity, enhanced strength, improved audio able to integrate seamlessly into human society.
sensors, improved visual sensors, language This new battle unit is not manufactured in
module, sensory recorder, telescopic vision, Skynet's vast automated factories, but is instead
darkvision grown, organically, from a fetus. Created in a
Saves: Fort +10, Ref +19, Will +13 test tube by Skynet's captive human scientists,
Abilities: Str 16, Dex 18, Con 10, Int 12, Wis the I-950 Series represents a new era for Skynet
10, Cha 8 in cyborg technology.
Skills (161): Investigate +8, Knowledge (earth &
COMBAT
life sciences) +10, Knowledge (history) +8,
Knowledge (tactics) +20, Knowledge Although physically superior in every way,
(technology) +10, Navigate +10, Search +10, technically the I-950 Hybrids are more human
Listen +7, Sense Motive +10, Spot +10, Bluff than machine. It is the terrifying integration of
+25, Disguise +20, Gather Information +10, the two that makes them such formidable foes.
Intimidate +9, Swim +4 Despite the fact that I-950s are classified as
Feats (10): Personal Firearms Proficiency, monstrous humanoids, they benefit from the
Advanced Firearms Proficiency, Strafe, advantages unique to other Terminators and
Deceptive, Educated, Iron Will, Toughness, Hunter-Killers as indicated in their Special
Lightning Reflexes, Great Fortitude, Endurance Qualities.

Terminator: Future Fate - 75


Links
The Terminator (Special Edition)
Books
For more information about books that were Games
used to help create this document, see Section Terminator 3: Rise of the Machines
15 of the Open Gaming License. (Gameboy Advance)
T2: Infiltrator Terminator 3: Rise of the Machines
(GameCube)
T2: Rising Storm
Terminator 3: Rise of the Machines
Terminator 2: Judgment Day
(Playstation 2)
Terminator 2: Judgment Day (Movie
Terminator 3: Rise of the Machines (Xbox)
Magazine)
Terminator 3: War of the Machines (PC)
Terminator 2: Judgment Day: The Book of
the Film Terminator: Dawn of Fate (Playstation 2)
Terminator 2: The New John Connor Terminator: Dawn of Fate (Xbox)
Chronicles (Dark Futures) Music
Terminator 2: The New John Connor
The Terminator (Soundtrack)
Chronicles (Times of Trouble)
The Terminator 2: Judgment Day
Terminator 3
(Soundtrack)
Terminator 3: Rise of the Machines
Terminator 3: Rise of the Machines
Terminator 3: Terminator Dreams
(Soundtrack)
The Making of Terminator 2: Judgment
Day/T2 Toys
The Terminator Movie Maniacs V: Terminator-Endoskeleton
The Terminator (British Film Institute Movie Maniacs V: Terminator-Sarah Connor
Modern Classics) Terminator 3: 12" Arnold With Sound
The Terminator (Tales of Terror) Terminator 3: Arnold
The Terminator: Dawn of Fate (Game Terminator 3: Arnold Standing
Guide)
Terminator 3: Deluxe Boxed Set
Time Travel
Terminator 3: Endoskeleton
Comics Terminator 3: Terminatrix as Human
Aliens vs. Predator vs. Terminator Videos
Robocop vs. Terminator
Colossus: The Forbin Project
Superman vs. The Terminator: Death to the
Terminator 2: Judgment Day
Future
The Terminator
Terminator II: Judgment Day
Terminator Series, No 6.: The Checkmate Web
Kill For more information about web sites that
Terminator Series, No. 2: Silicon Valley were used to help create this document, see
Slaughter Section 15 of the Open Gaming License.
Terminator Series, No. 3: The Kill Squad
Terminator Series, No. 4: Crystal Kill Cyberdyne Replicas
Terminator Series, No. 5: Chameleon Kill Resistance HQ
Terminator: Endgame SkynetSite.com
Terminator: One Shot T3Nexus
Terminator: Tempest The Terminator Fan
Terminator: The Burning Earth The Terminator FAQ
The Terminator Series, No. 1 Terminator: 2029
The Terminator: Death Valley Terminator 2:3D
The Terminator: Secondary Objectives Terminator 2 DVD
The Terminator: The Enemy Within Terminator 3
Terminator Collectible Card Game
DVDs Terminator DVD
Terminator 2 Judgment Day (The Ultimate Terminator Two Font
Edition DVD) Terminator Movie Prop Collection

76 Terminator: Future Fate


Terminator: Future Fate - 77
About the Contributors

Michael Tresca
Michael "Talien" Tresca is a writer, communicator, speaker, artist, and gamer. He has an 11-year-old
D&D role-playing campaign, Welstar, which is one of the six worlds in RetroMUD and where many of his
short stories take place. Michael has published three D20 modules: "Tsar Rising", "All the King's Men,"
and "The Dancing Hut" from MonkeyGod Enterprises. He has written numerous supplements, including
"Frost and Fur" and "Abyss," also from MonkeyGod Enterprises, "Mercenaries: Born of Blood" from
Otherworld Creations, and "Combat Missions" from Paradigm Concepts. Michael has also contributed to
"Relics" from AEG and "The Iron Kingdoms Campaign Guide" from Privateer Press. Michael has also
written magazine articles for Spectre Press' Survival Kit series, Dragon Magazine, Scrollworks, and D20
Weekly. He has written a multitude of reviews of role-playing and computer games for RPG.net,
Gamers.com, Allgame.com, and Talien and Maleficent's Bazaar. Michael has presented at various
panels, including Dragon*Con, I-Con, and Bakuretsucon. When he's not writing, Michael can be found as
his alter ego, Talien, on RetroMUD as an administrator. Michael lives in Connecticut with his wife, who is
an editor, and his cat, who is fluent in English.

Christopher T. Shields
Christopher T. Shields, also known as Black Echo, is the creator of the Terminator: 2029 web site.
Christopher divides his time as a police officer and network administrator, combining the unique
experience of applied technology and firearms. Since Chris get to play with real guns like .223
Bushmasters, 12 gauge pumps, and 9mm automatics -- his writing about the Terminator universe comes
from experience. Christopher runs no less than 11 different web sites. You can read more about
Christopher at http://www.goingfaster.com.

Mark Billen
Mark Billen, also known as Commander Billen, is the creator of the Resistance HQ web site. He is in
his second year at University studying, of all things, cybernetics. When Mark writes about Terminators,
he knows what he's talking about.

78 Terminator: Future Fate


Open Gaming License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
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15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Terminator: Future Fate, Copyright 2002, Michael Tresca, Christopher T. Shields, and Mark Billen.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R.
Cordell, John Tynes, Andy Collins, and JD Wiker.
Traps & Treachery Copyright 2001, Fantasy Flight, Inc.
Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
Dragonstar: Starfarer's Handbook Copyright 2001, Fantasy Flight, Inc.

Terminator: Future Fate - 79


Open Game Content
DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product
Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Terminator
logos and identifying marks and trade dress, including all Terminator product and product line names, any
elements of the Terminator setting, including but not limited to capitalized names, organization names,
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and website support materials.
DESIGNATION OF OPEN CONTENT: All stat blocks, new rules, new equipment, and new monster
rules are open content that are not part of the product identity.
Trademarks and copyrights are cited in this document without permission. This usage is not meant in any
way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and
remain the property of the owners. This game is for entertainment only.
D20 System and D&D is a trademark of Wizards of the Coast, Inc..
T2 and TERMINATOR are trademarks of Carolco Pictures Inc. and Carolco International N.Y. Copyright
1991 Carolco Pictures Inc. (United States and Canada); Carolco International N.Y. (all other countries)
All rights reserved.
This document utilizes the Terminator Two font.

80 Terminator: Future Fate


th
Friday the 13
Resurrection
V0.5

By Michael Tresca

D20 System and D&D is a trademark of Wizards of the Coast, Inc.. All original Friday the 13th images and
logos are copyright of their respected companies: 2000/2001 Crystal Lake Entertainment / New Line Cinema.
All Rights Reserved. Trademarks and copyrights are cited in this document without permission. This usage is
not meant in any way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are
acknowledged and remain the property of the owners. Epic Undead Jason Voorhees, Corpse template, and the
Slasher class were created by DarkSoldier's D20 Modern Netbook of Famous Characters. This game is for
th
entertainment only. This document utilizes the Friday the 13 and Ghosttown fonts.
You can get the latest version of this document at Talien's Tower, under the Freebies section.
WARNING: This document contains spoilers of the movies and games. There. You've been
warned!

2 - Friday the 13th: Resurrection


Table of Contents
TABLE OF CONTENTS................................................................................................................................3

INTRODUCTION ...........................................................................................................................................6
SUMMARY ....................................................................................................................................................6
CAMPAIGN IN BRIEF......................................................................................................................................6
THE ROLE OF THE HEROES ...........................................................................................................................6
Department 7..........................................................................................................................................7
Theme ....................................................................................................................................................7
Background ............................................................................................................................................7
TIMELINE ...................................................................................................................................................10
OCCUPATIONS ..........................................................................................................................................12
NEW OCCUPATIONS ...................................................................................................................................12
Mental Patient ......................................................................................................................................12
Jock ......................................................................................................................................................12
Prep ......................................................................................................................................................12
Nerd......................................................................................................................................................12
Cheerleader..........................................................................................................................................13
Stoner ...................................................................................................................................................13
Scream Queen .....................................................................................................................................13
EX-Grunt Organization .........................................................................................................................13
Auxiliary................................................................................................................................................14
EX-Grunt Garrison Infantry ..................................................................................................................14
EX-Grunt Line Infantry .........................................................................................................................14
EX-Grunt Officer...................................................................................................................................15
Staff Officer ..........................................................................................................................................15
SCIENCE ANDROIDS AS PCS .......................................................................................................................15
FEATS AND POWERS ...............................................................................................................................17
NEW FEATS ...............................................................................................................................................17
Awesome Blow [GENERAL] ................................................................................................................17
High-G Maneuvering [GENERAL]........................................................................................................17
Low-G Maneuvering [GENERAL].........................................................................................................17
Improvised Implements [GENERAL]....................................................................................................17
Improvised Weapon Damage [GENERAL] ..........................................................................................17
Virgin [GENERAL] ................................................................................................................................17
Zero-G Maneuvering [GENERAL]........................................................................................................18
POWERS ....................................................................................................................................................18
Awaken the Dead .................................................................................................................................18
Lesser Domination ...............................................................................................................................18
EQUIPMENT ...............................................................................................................................................19
ARMOR ......................................................................................................................................................19
Full Battle Armor...................................................................................................................................19
W EAPONS..................................................................................................................................................19
HANDGUNS ................................................................................................................................................19
Pistol.....................................................................................................................................................19
LONGARMS ................................................................................................................................................20
Grunt-Gun ............................................................................................................................................20
Sniper Rifle...........................................................................................................................................20
MELEE W EAPONS ......................................................................................................................................20
Club ......................................................................................................................................................20
Combat Knife........................................................................................................................................20
HEAVY W EAPONS.......................................................................................................................................20

Friday the 13th: Resurrection - 3


Chain Gun, 20mm ................................................................................................................................20
Grenade Launcher, 30mm ...................................................................................................................20
Laser, Light...........................................................................................................................................20
Machinegun, Medium (Rail Blaster) .....................................................................................................21
Phased Plasma Cannon, Medium (BFG).............................................................................................21
Rocket-Propelled Grenade Launcher ..................................................................................................21
GRENADES, MINES, MISSILES, AND ROCKETS .............................................................................................21
Grenade, High Explosive Fragmentation .............................................................................................21
Rocket, Fragmentation .........................................................................................................................21
IMPROVISED W EAPONS ..............................................................................................................................21
MISCELLANEOUS EQUIPMENT .....................................................................................................................22
Battledress Utility (BDU) ......................................................................................................................22
Etherene...............................................................................................................................................22
Hologram Generator ............................................................................................................................22
Individual EX-Grunt Pack (IMP) ...........................................................................................................23
Nanotech 1000 .....................................................................................................................................23
Nanotech 2000 .....................................................................................................................................23
Pressure Suit........................................................................................................................................23
Skinpatch..............................................................................................................................................23
TNR Lamp ............................................................................................................................................23
VEHICLES ..................................................................................................................................................23
Shuttle, Light ........................................................................................................................................23
Tractor (Mole).......................................................................................................................................23
Transport (Class IV Catamaran) ..........................................................................................................24
ADVANCED CLASSES ..............................................................................................................................25
BOUNTY HUNTER .......................................................................................................................................25
Requirements .......................................................................................................................................25
Class Information .................................................................................................................................25
Table: The Bounty Hunter ....................................................................................................................25
Class Features .....................................................................................................................................25
CLOSE COMBAT SPECIALIST .......................................................................................................................27
Requirements .......................................................................................................................................27
Class Information .................................................................................................................................27
Table: The Close Combat Specialist....................................................................................................27
Class Features .....................................................................................................................................27
ENGINEER..................................................................................................................................................29
Requirements .......................................................................................................................................29
Class Information .................................................................................................................................29
Table: The Engineer.............................................................................................................................29
Class Features .....................................................................................................................................29
FBI AGENT ................................................................................................................................................31
Requirements .......................................................................................................................................31
Class Information .................................................................................................................................31
Table: The FBI Agent ...........................................................................................................................31
Class Features .....................................................................................................................................31
NAVIGATOR................................................................................................................................................33
Requirements .......................................................................................................................................33
Class Information .................................................................................................................................33
Class Skills ...........................................................................................................................................33
Table: The Navigator............................................................................................................................33
Class Features .....................................................................................................................................33
PSYCHOKINETIC .........................................................................................................................................34
Requirements .......................................................................................................................................34
Class Information .................................................................................................................................34
Class Skills ...........................................................................................................................................34
Table: The Psychokinetic .....................................................................................................................34
Class Features .....................................................................................................................................34
SCIENTIST..................................................................................................................................................36

4 - Friday the 13th: Resurrection


Requirements .......................................................................................................................................36
Class Information .................................................................................................................................36
Class Skills ...........................................................................................................................................36
Table: The Scientist .............................................................................................................................36
Class Features .....................................................................................................................................36
SLASHER ...................................................................................................................................................38
Requirements .......................................................................................................................................38
Class Information .................................................................................................................................38
Class Skills ...........................................................................................................................................38
Table: The Slasher ...............................................................................................................................38
Class Features .....................................................................................................................................38
MADNESS...................................................................................................................................................40
MADNESS TRIGGERS ..................................................................................................................................40
MADNESS CHECK .......................................................................................................................................40
FX ITEMS ....................................................................................................................................................42
NEW ITEMS ................................................................................................................................................42
Dagger of Banishment .........................................................................................................................42
SPACE TRAVEL.........................................................................................................................................43
HOW IT W ORKS..........................................................................................................................................43
Landing on Planets ..............................................................................................................................43
PLANETS ...................................................................................................................................................44
Earth .....................................................................................................................................................46
Earth 2..................................................................................................................................................46
Tara ......................................................................................................................................................47
Solaris Station ......................................................................................................................................47
MONSTERS ................................................................................................................................................48
NEW MONSTERS ........................................................................................................................................48
Corpse..................................................................................................................................................48
Demon, Voorhees ................................................................................................................................49
Jason Voorhees, Copycat ....................................................................................................................50
Jason Voorhees, Cybernetic ................................................................................................................51
Jason Voorhees, Demonic ...................................................................................................................53
Jason Voorhees, Human......................................................................................................................55
Jason Voorhees, Undead.....................................................................................................................56
Jason Voorhees, Epic Undead.............................................................................................................58
Pamela Voorhees.................................................................................................................................59
Pamela Voorhees, Undead ..................................................................................................................59
Spider Droid, Subclass B .....................................................................................................................60
LINKS ..........................................................................................................................................................61
BOOKS ......................................................................................................................................................61
DVDS........................................................................................................................................................61
GAMES ......................................................................................................................................................61
TOYS .........................................................................................................................................................61
W EB ..........................................................................................................................................................61
ABOUT THE AUTHORS.............................................................................................................................63
MICHAEL TRESCA .......................................................................................................................................63
DARKSOLDIER ...........................................................................................................................................63
OPEN GAMING LICENSE VERSION 1.0A......................................................................................................... 64

OPEN GAME CONTENT ............................................................................................................................66

Friday the 13th: Resurrection - 5


Introduction
"Did you know a young boy drowned the year before those two others were killed? The counselors
weren't paying any attention...They were making love while that young boy drowned. His name was
Jason. I was working the day that it happened. Preparing meals...here. I was the cook. Jason should've
been watched! Every minute! He was...! He wasn't a very good swimmer. We can go now...dear."
th
Pamela Voorhees, Friday the 13

Friday the 13th: Resurrection is a Modern Teenagers in the 1950s around Crystal Lake
campaign supplement. For more information do what teenagers do get drunk and screw
about D20 Modern, see Section 15 of the Open around. PCs can play the role of teenagers
Gaming License. away at camp who stumble upon Jason. For
teenage PCs, it's more a race to survive than to
The first half of the supplement is suitable for
actually defeat Jason. In this time period, Jason
players and Game Masters. The last half is for
is still mortal and the PCs, without resources or
Game Masters only. This document utilizes the
th weapons, will have to rely on their wits to
Friday the 13 and Ghosttown fonts.
survive.
Summary In 1988, Jason is reanimated. Now an
The best and worst humanity has to offer undead killing machine, Jason's unreasoning
face the stalking terror that is known as Jason murder spree spreads even as far as New York.
Voorhees. Unlike the teenagers of Crystal Lake, Jason
could be met anywhere, by anyone. Adults are
Campaign in Brief only slightly better equipped to deal with a
shambling undead psychotic in a hockey mask.
Jason Voorhees. The quintessential mass Guns don't work very well, but with enough
th
murderer for the 20 century, Jason's psychotic, firepower and luck, the PCs might survive an
hockey-masked persona has slowly evolved encounter.
from crazed killer to an unstoppable cyborg. In
this universe, Jason is real. And he's out for By 1994, society in general has had enough.
blood. The FBI is called in to deal with the menace. In
this setting, the PCs aren't just adults, they're
Jason's racked up more murders than any adults with guns. Big guns. In fact, everyone's
serial killer in history. His attacks have lost their out to get Jason, including bounty hunters and
rhyme or reason, as what little is left of his mind cops. But as they soon find out, Jason's not just
slowly rots to mush. Silent, invincible, undead he's a demon. Killing him is a lot
unstoppable Jason has finally garnered harder than it may seem.
enough attention that humanity decides to fight
back. By 2455, Jason is a new man literally.
Infused with nanite technology, he has been
But no mere mortal can take Jason on alone. rebuilt in a stylized image of his former self. His
Teenagers, psychics, cops, FBI agents, cyborgs brain, further affected by the damage of
all have tried and failed. The PCs have but cryogenic suspension, drugs, undeath, and
one goal stop Jason before he stops them. demonic possession, is perpetually warped into
a murderous rage. His new body has been
The Role of the Heroes technologically enhanced to make him the
Friday the 13th: Resurrection spans the perfect killing machine. It's up to the EX-Grunts,
years from 1958 to 2455. As Jason's murders specialists in dealing with extraterrestrial threats,
become more prevalent, the pressure increases to take him out.
to stop him. The PCs are the best humanity has
to offer at the time in the 1950s, that's not
much.

6 - Friday the 13th: Resurrection


Department 7 the killer seems to be everywhere and nowhere
at once.
Department 7 is in its infancy in the 1950s.
There are rumors of Jason but no concerted Blood. Buckets of blood. Swimming pools
effort to hunt him down. Agents who decide to full of blood. Whole oceans of blood you get
track Jason down do so of their own volition, the idea. It's not a slasher flick if there's not
considered rogues in an X-Files-ish sort of way. plenty of gore as victims are hacked, mulched,
stabbed, grinded, burned, melted, ripped,
In the 1980s, Jason is more than a rumor. shredded, eviscerated, emboweled, decapitated,
After he murders a bunch of people in NYC, smashed, defenestrated, or otherwise mangled
Department 7 kicks into gear to track Jason in a suitably graphic manner.
down. A small task force is formed to
investigate but not to stop Jason. Still, his Jason was one of the first uh, fathers, if you
disappearance in NYC is confusing, forcing will, of the slasher flick. And yet, over time,
Department 7 to work harder. something strange happened: Jason became a
household name.
In the 1990s, Department 7 knows where
Jason's stomping grounds are (it only took 10 It's hard to imagine being scared of the
years!) and helps coordinate an ambush to original Dracula, Frankenstein, or the Wolfman.
eliminate him. At this point, there's an entire Years ago, those three horror icons terrified
division dedicated to containing and controlling teens who saw their movies. Now, all three are
Jason. There is also a super-secret watchdog a staple of Halloween, so common that even
division that wants to keep Jason alive. The young children can easily identify who Dracula is
PCs might get caught up in the politics of these (Count Chocula anyone?).
"counter agents" who seek to study rather than For better or worse, Jason is well on his way
destroy Jason. to joining that hall of fame. And so, Jason has
After 2009, Department 7 doesn't have that been elevated to something more than slasher
much to do. They may go underground as the status he is a cult icon, a character so
war on Earth escalates, only to resurface when progressively awful and yet familiar that we end
Jason reappears 400 years later. up rooting for him. Jason's evolution follows this
path, from creepy serial killer to murdering
zombie to an alien menace that requires heavy
Theme firepower to destroy.
th
Friday the 13 started out as the And don't forget the mask. Never has a
quintessential slasher movie. An offshoot of hockey mask taken on such awful significance.
horror and monster movies, slasher movies Goalies everywhere are jealous.
involve a psychotic killer, melee weapons, and
lots of victims. Not all horror movies are slasher
movies, but all slasher movies are horror Background
movies. It all started at Camp Crystal Lake. A tranquil
Teenagers. The types of teenagers are haven on the water, Camp Crystal Lake had a
awful (but familiar) stereotypes: the nerd, the bright future. It was popular with the kids and,
jock, the virgin, the stoner, etc. And of course, more importantly, it was a great place to make
said teenagers die by the carload. In fact, the out.
victims come and go so often that the killer, not Then one day, a mentally-challenged boy
the victims, are really the star of the show. named Jason Voorhees was teased by the other
Sex. Where there are teenagers, there's kids. Jason's bald, deformed head made him an
sexual tension. Slasher flicks have a lot of easy target. But the teasing went too far. Jason
gratuitous sex and nudity becausewell, fell into the lake and disappeared beneath its
because it makes it more interesting for the inky waters. And the camp counselors? They
teenagers who are watching it. And it also were too busy getting laid.
makes it all the more horrible when people are Things went downhill from there. Pamela
killed at their most vulnerable moments, similar Voorhees, Jason's mother, was infuriated by the
to the shower-stabbing scene from Psycho. lack of concern the counselors displayed for
Boo! Things hop out at the protagonists their charges. She got revenge in a very direct
(usually false alarms, at least the first time), manner: murdering counselors, setting fires and
people are found murdered in horrible ways, and even contaminating the water to ensure that no
other children would ever drown in the lake.

Friday the 13th: Resurrection - 7


One of the surviving camp counselors hallucinating at a halfway house near Crystal
decapitated Pamela, finally halting her murder Lake. Then, one patient at the halfway house
spree. killed another. Soon after, the familiar pattern of
killings began again. Everyone assumed
But that was not the end of Camp Crystal
Tommy was the man behind the hockey mask,
Lake's troubles. Jason Voorhees had not died.
but it was actually a copycat killer known as
Although he suffered further brain damage from
Roy.
the near drowning, he was extremely hardy,
even as a child. When Jason witnessed his Roy, a paramedic and the father of the first
mother's murder, whatever remaining spark of victim, was enacting his revenge by pretending
humanity died along with his mother. the murders were the work of a revived Jason.
But Roy proved to be all too human when he
Years later, Paul Holt opened a new
was shoved out of a barn loft and skewered on a
counselor training camp on Crystal Lake,
combine. Although Tommy was vindicated, he
despite the warnings of the locals. Wearing a
was committed to a mental hospital. Jason
gunnysack on his head, Jason embarked on a
would forever haunt him in his dreams.
bloody rampage, murdering everyone around
Crystal Lake. His ability to reason was lost all The constant bloodshed caused a serious dip
that remained was a burning revenge to kill the in tourism at Crystal Lake, so the locals changed
people who were responsible for his mother's the name to Forest Green. Everyone made a
death. In Jason's damaged mind, every concerted effort to forget about Jason. After all,
teenager was guilty. he had been dead for a few years. The ploy
worked, and teenagers were back at Camp
Ginny Field, discovered Jason's cabin and
Forest Green in no time.
the disembodied head of his mother. It was
around this time that Jason picked up the Tommy, released from the mental hospital,
ubiquitous goalie mask he would be known for. decided it was time for some direct therapy. He
Shortly thereafter, Jason caught up with Ginny. dug up Jason's corpse and, in a fit of rage,
skewered it with a metal pole. Lightning struck
A psychology major, Ginny momentarily
the pole, reanimating Jason as an undead
confused Jason be wearing Pamela Voorhees'
revenant. Seriously pissed off, Jason returned
sweater. Taking advantage of his hesitation,
to what he did best: killing kids.
Ginny stabbed Jason in the throat with a
machete. Ginny and Paul survived the Tommy, with the help of the sheriff's
encounter, but so did Jason. daughter Megan, called Jason out to a final
confrontation on Crystal ahem, Forest Green
The next day, Jason returned to his
Lake. Jason's head had an encounter with an
murderous ways, attacking the Higgins' vacation
outboard motor. That was sufficient to finally
home. Chris Higgins, like Ginny before her, put
stop Jason.
up a fight. The conflict ended with an axe buried
in Jason's skull. Chris fainted after experiencing Chained to a rock, Jason sank to the bottom
a hallucination of Pamela Voorhees' bursting out of the lake. An immediate cover-up ensued. The
of the lake to pull her under the water. The town reinstated Crystal Lake's name. The
paramedics picked up Chris and Jason to take deaths were claimed to have happened at
them to the nearest hospital. But Jason felt just Forest Green, a "nearby town" that nobody
fine could ever place.
Jason hacked his way back to Crystal Lake, It wasn't long before Tina, a psychokinetic,
brutally slaughtering the Jarvis family staying visited Crystal Lake. Her telekinetic abilities had
there. Tommy Jarvis and his young sister faced drowned her father and she had returned to
off against the masked murderer. Tommy used Crystal Lake to fight her inner demons at the
his Disguise skill to make himself look like a behest of her psychologist, Dr. Crews. Tina's
young Jason, which disoriented the homicidal uncontrollable psychic powers accidentally
killer. reanimated Jason, whowell we all know what
happened next.
This time, it was final Tommy killed Jason
with his own machete. Jason was finally dead. Tina retaliated with all the psionics at her
But even an inconvenience like death can't stop disposal. She ultimately reanimates her father
Jason Voorhees. (there's a LOT of bodies in that lake) who took
Jason back down with him to Crystal Lake's
Tommy's life spiraled into madness after his
watery depths. After that, Jason didn't do much
encounter with the serial killer. Obsessed with
Jason and his masks, Tommy began

8 - Friday the 13th: Resurrection


but grow algae at the bottom of Crystal Lake for people everywhere, Freddy thrust Jason back
a year. into the Material Plane.
Eventually, a yacht accidentally pulled a Jason did his job too well. He was killing
power cable onto Jason, jolting him into teens in their sleep before Freddy could claim
animation once more. The yacht in turn their souls. The two fiends engaged in a
rendezvoused with a cruise ship for the "Senior showdown at Crystal Lake. In the end, Freddy
Cruise" bound for Manhattan. After murdering was impaled on his own hand and Jason floated
most of the passengers, the remaining survivors back to his old home: the bottom of Crystal
fled into New York, only to be greeted by more Lake.
apathy and violence. Jason took advantage of
The FBI traced what they believed to be a
the situation to paint the town red. He was
second string of copycat murders to the
finally swept away into the sewers, washing him
remaining teenagers who witnessed the titanic
out into the harbor. Like a homing pigeon,
battle. They immediately dredged Crystal Lake
Jason stumped his way back underwater to
only to face Jason down in a bloody battle that
Crystal Lake.
ended with a lot of dead FBI agents.
By this time, Jason's activities were just too
Classified as a terrorist, Jason Voorhees was
outrageous to ignore. Killing a few camp
given a military trial and sentenced to death at
counselors at some backwoods lake is one thing
Guantanamo, Cuba. The trial and execution
going on a killing spree in New York is another
was held in secret for fear of the public getting
matter entirely. Law enforcement agencies were
wind that Jason was a U.S. citizen and thus
embarrassed. The FBI's Behavioral Sciences
being denied due process.
Unit decided it was time to get involved.
They needn't have worried. Jason was
Psychologists were called in to analyze the
executed by lethal injection. It didn't work. He
case. Armed with this evidence, the FBI set
was gassed. That didn't work. He was
their trap. They inserted Agent Elizabeth
electrocuted. That didn't work either. At one
Marcus to Crystal Lake as bait. Then they
point, an angry sergeant fired a pistol into
waited.
Jason's forehead at point blank range. One
Jason's Psychological Profile dead sergeant later, the military realized they
had someone very special on their hands.
Jason was categorized as a classic mass
murderer, a spree killer whose killings were Determined to study him, Jason was
primarily centered around Crystal Lake. His transferred back to the new Crystal Lake
victims were teenagers and always happened Research Facility. There were theories that the
th
near Friday the 13 . Jason's mother had been water itself was responsible for the problem.
th
beheaded on Friday the 13 by one of the camp Jason was kept sedated for years. When he
counselors. The pattern of murders indicated nearly escaped, emergency cryogenic
Jason was a disorganized violent offender. It procedures were initiated and Jason, along with
was likely he had low intelligence, was socially Project Leader Rowan, slept for a very long
immature, and suffered some form of childhood time.
abuse. He probably lived alone but somewhere Earth went to crap in the intervening 400
near Crystal Lake. years. The planet was bombed into a wasteland
It worked. Jason fell for the trap and was due to petty warfare between smaller states that
shot to pieces. The nightmare was over. But eventually encompassed the entire globe.
Jason had one more trick up his sleeve. Fortunately, Earth 2 was discovered about the
same time and much of humanity relocated.
The demon that had been festering within
Jason's heart took action. It hopped from body Corporations became more powerful than
to body even as a bounty hunter tracked it down governments. The dreaded "Microsoft Wars"
for the last time. He was eventually reborn and placed high-powered technology in the hands of
then finally defeated with a magic dagger at the the colonists of Earth 2.
hands of Jessica Kimble, Jason's niece. Jason Jason and Rowan were unfrozen by an
was yanked down into hell. archaeological field trip. Nanotechnology
He stayed there, for a little while. But then restored Rowan; Jason's undead nature woke
Freddy Krueger, of Elm Street fame, discovered him up on the freighter known as Grendel. It
that the children of Springwood had forgotten wasn't long before Jason hacked up the
him. Determined to strike fear in the hearts of archaeological students and even took out an
entire team of EX-Grunts assigned to the field

Friday the 13th: Resurrection - 9


trip. An android KM unit finally obliterated the murders Steve and eight of the camp
slasher zombie. counselors. The sole survivor, Alice,
th
decapitates Pamela (Friday the 13 ).
But just as technology giveth, technology
Later that year, Alice returns to Crystal
taketh away. Or maybe it's the reverse.
Lake to face her fears. Pamela
Anyway, Jason was rebuilt using
Voorhee's son Jason sneaks into Alice's
nanotechnology in his idealized form thanks to
house and stabs her in the head with an
the FBI records and common myths about
icepick. Alice's body is never found
Jason. He transformed into a cybernetic th
(Friday the 13 , Part 2).
nightmare capable of withstanding the
1983: An unknown assailant attacks
considerable firepower of KM and the EX-
Chris Higgins while at her parents'
Grunts.
summer home. The assailant is never
th
Grendel smashed into the massive Solaris caught (Friday the 13 , Part 3)
space station, setting off a chain reaction that 1984: Paul Holt opens a counselor
destroyed them both. That's right, Jason was training camp adjacent to Camp Crystal
single-handedly responsible for destroying an Lake. Jason murders several counselors
entire space station. and confronts another counselor named
Ginny Field. Jason is wounded, but not
With few options left, Rowan managed to
before killing Paul and ultimately
release Jason into space, but even zero gravity th
escaping (Friday the 13 , Part 2).
is not enough to stop him. EX-Grunt Sergeant
Brodski grappled with Jason in space, 1984: Jason leaves a bloody trail as he
plummeting them both into Earth 2's makes his way towards "Higgins
atmosphere. Haven." Chris Higgins manages to stop
Jason by axing him in the head, only to
But even a little thing like burning up in have her mind snap afterwards (Friday
th
reentry can't stop Jason Voorhees the 13 , Part 3). Jason's body is taken
to the Wessex County Morgue, but he
Timeline escapes. He hacks his way back to
1930: Pamela Voorhees is born (Friday Crystal Lake, only to be killed by 12
the 13th: The Final Chapter) year-old Tommy Jarvis. Like Chris
before him, the encounter with Jason
1935: Camp Crystal Lake is established.
th causes him to go mad and he spends
(Friday the 13 )
the next four years in mental institutions.
1945: Fifteen year-old Pamela becomes
Jason's body is buried in secret at
pregnant by Elias Voorhees.
Eternal Peace Cemetery (Friday the
1946 June 13: Jason Voorhees is born
13th: The Final Chapter).
to sixteen year-old Pamela Voorhees
1984: The National Center for the
(Jason Goes to Hell)
Analysis of Violent Crime is established,
1954: Diana Voorhees is born to Elias
based in Quantico and run by the FBI's
Voorhees and an unknown woman. Behavioral Sciences Unit.
1957: Jason supposedly drowns in 1985: Crystal Lake changes its name to
Crystal Lake; his body is never Forest Green in an attempt to
recovered (Friday the 13th). disassociate itself from Jason Voorhees.
1958: Two camp counselors murdered 1987: Tommy is released from the
at Camp Crystal Lake. The murders go mental institution into a halfway house
unsolved for 21 years. (Friday the 13th) for troubled teenagers near Crystal
1959-1961: Repeated attempts to Lake. The son of ambulance attendant
reopen Camp Crystal Lake are foiled by Roy Burns is killed by one of the
arson. The arsonist is never caught. disturbed teenagers. Roy begins a
(Friday the 13th) string of copycat murders, mimicking
1962: Another attempt to reopen Camp Jason's style of killing. Tommy kills Roy,
Crystal Lake is halted by tainted water further plunging him into insanity and
(Friday the 13th) returning him to a mental institution
1972: Elias Voorhees' daughter, Diana th
(Friday the 13 , Part 5).
Kimble, gives birth to Jessica Kimble. 1988: Tommy, released from the mental
1973: Criminal profiling is used for the institution for the second time, decides
first time by the FBI. to face his demons directly. He digs up
1979: Steve Christy attempts to reopen Jason's grave to cremate the body.
Camp Crystal Lake. Pamela Voorhees Unfortunately, a bolt of lightning
10 - Friday the 13th: Resurrection
reanimates the corpse. Jason returns to unconscious, and during that time Jason
Camp Forest Green (formerly Camp is transported back to Crystal Lake .
Crystal Lake), only to be finally drowned There, Freddy is dragged from the
by Tommy for the last time. The camp Dream Plane back into the Material
is shut down permanently (Friday the Plane, where Jason destroys Freddy's
th
13 , Part 6). corporeal form with his own clawed
1989: Tina Shepard kills her father with hand. Jason floats to the bottom of
telekinesis by collapsing the dock John Crystal Lake (Freddy vs. Jason).
Shepard was standing on. Like Tommy 2009: Crystal Lake is dredged and
before her, Tina is institutionalized Jason Voorhees captured. He is
th
(Friday the 13 , Part 7). sentenced to death but ultimately turned
1993: Jessica Kimble and Steven into a research experiment and sedated.
Freeman conceive a daughter, 2010: The Crystal Lake Research
Stephanie Kimble; Dr. Crews, Tina's Facility is reduced to a skeleton crew in
psychiatrist, brings Tina Shepard back anticipation of the cryogenic suspension
to Forest Green Lake with her mother in of Jason. Jason almost escapes, but is
an attempt to capitalize on her psychic frozen by Project Leader Rowan, who
powers. Tina unintentionally reanimates unintentionally traps herself with him
Jason with her powers, who goes on yet (Jason X).
another rampage. She finally forces 2074: The Earth's oceans stop
th
Jason back into the lake (Friday the 13 , producing life due to too many pollutants
Part 7). The coverage of the murders (Jason X).
catapults Forest Green into newfound 2078: Due to nuclear testing and the
infamy. The residents change the name occasional terrorist bombing, the Earth's
of the town back to Crystal Lake. atmosphere becomes hostile to life
1994: A boat pulls an electrical cable (Jason X).
onto Jason's body, reanimating him yet 2080: Earth is turned into a lifeless
again. He boards the boat, kills its planet (Jason X).
passengers, and then boards the S.S. 2082: Earth's survivors move their
Lazarus. Jason goes on a rampage in facilities underground to escape the
NYC but is eventually swept away into nuclear winter (Jason X).
the sewers. (Friday the 13th Part 8). The 2345: Humanity moves to Earth 2.
FBI later ambushes Jason at Crystal 2420: The Microsoft Conflict begins and
Lake, blowing him to pieces. Jason's ends in a battle over technology;
heart possesses the coroner examining Nanotechnology is invented (Jason X).
the remains, who proceeds to Crystal 2455: Rowan and Jason are discovered
Lake. Bounty hunter Creighton Duke by an archeological field trip to Earth.
declares on "American Casefile" that They are brought back to the Grendel,
Jason is still alive. Jason hops from where the students resuscitate Rowan
body to body, murdering as he goes, and inadvertently wake up Jason. The
until he is finally reborn in a new body. EX-Grunts and students onboard the
Jason is finally dragged into Hell after ship prove little match for Jason - except
being struck in the heart by a magical for the android KM-14, who nearly
dagger wielded by Jason's niece, obliterates him. Unfortunately, nano-
Jessica Kimble (Jason Goes to Hell). technology repairs Jason and he
2002: Construction of Crystal Lake resumes his single-minded quest to kill
Research Facility begins. the remaining students. Brodski, the EX-
2003: Freddy (of Elm Street fame), Grunt Sergeant, sacrifices himself to
weakened because children have carry Jason into Earth 2's atmosphere.
forgotten him, reanimates Jason to (Jason X)
terrorize Elm Street. His ploy works too
well: Jason doesn't just terrorize young
people -- he kills everyone within reach.
Freddy manages to knock Jason

Friday the 13th: Resurrection - 11


Occupations
Occupations
"I doubt Jason would have even known the meaning of death, or at least until that horrible night. He
must've seen the whole thing happen. He must've seen his mother get killed, and all just 'cause she loved
him. Isn't that what her revenge was all about? Her sense of loss, her rage at what she thought
happened? Her love for him? Bizarre isn't it? He must be out there crying for her return. Her resurrection."
th
Ginny, Friday the 13 , Part 2

Reputation Bonus Increase: +1.


New Occupations
Bonus Feat: Athletic.
Mental Patient Campaign: FT13 1-9.
Being a mental patient sucks. It especially
sucks when nobody believes that a psychotic Prep
zombie in a hockey mask was the real killer.
Even the other mental patients make fun of you Preps, or preppies, are rich. They are popular
for your lack of originality. Most mental patients because they're the only ones who can afford
eventually escape, which explains their the beer. Preps make it a point of dressing in a
propensity for criminal skills. Of those, 100% of way that indicates they have lots of money. They
those mental patients seek out Jason, which just are usually quite obnoxious, which is why
goes to prove how crazy they really were in the nobody feels bad when Jason kills them.
first place. Prerequisite: Age 18-.
Prerequisite: Age 18-. Skills: Choose one of the following skills as
Skills: Choose two of the following skills as permanent class skills. If a skill the character
permanent class skills. If a skill the character selects is already a class skill, he or she
selects is already a class skill, he or she receives a +1 competence bonus on checks
receives a +1 competence bonus on checks using that skill. Gamble, Intimidate, Knowledge
using that skill. Disable Device, Disguise, (current events or popular culture), Ride, or add
Forgery, Hide, Knowledge (streetwise), Move a new Speak Language.
Silently, Sleight of Hand. Reputation Bonus Increase: +1.
Bonus Feat: Select Brawl or Stealthy. Wealth Bonus Increase: +3.
Campaign: FT13 1-9. Campaign: FT13 1-9.

Jock Nerd
Jocks are exceptionally good at one sport, Nerds are students who have difficulty fitting
and that's about it. Unless you count abusing in with everyone else. They also happen to be
their girlfriends or having sex as sports. They the most well read of Jason's potential victims,
have physical prowess in their favor, but as which sometimes gives them an edge.
everyone knows, that's useless against Jason. Sometimes. They are particularly fond of role-
Prerequisite: Age 18-, Strength 13 or playing games, which is like a homing beacon
Dexterity 13. for Jason to hack them up into little dice-sized
pieces. Hey, wait a minute
Skills: Choose three of the following skills as
permanent class skills. If a skill the character Prerequisite: Age 18-.
selects is already a class skill, he or she Skills: Choose three of the following skills as
receives a +1 competence bonus on checks permanent class skills. If a skill the character
using that skill. Balance, Climb, Drive, Jump, selects is already a class skill, he or she
Ride, Swim, Tumble.

12 - Friday the 13th: Resurrection


receives a +1 competence bonus on checks Scream Queen
using that skill.
Scream queens have it tough. They are
Computer Use, Craft (writing), Decipher faithful to their boyfriends, traumatized by their
Script, Gather Information, Knowledge (arcane murdered family members, and never quite fit in
lore, art, behavioral sciences, business, civics, despite their hot bodies and tight fitting clothes.
current events, earth and life sciences, history, The horrible incident scars them for life but
physical sciences, popular culture, tactics, makes them true survivors, capable of
technology, or theology and philosophy), withstanding even Jason. For at least one or
Research, or add a new Read/Write Language two sequels, anyway.
or a new Speak Language.
Prerequisite: Age 18-, female, must have
Bonus Feat: Studious. experienced personal trauma.
Campaign: FT13 1-9. Skills: Choose one of the following skills as
permanent class skills. If a skill the character
selects is already a class skill, he or she
Cheerleader receives a +1 competence bonus on checks
Cheerleaders are known for their good looks, using that skill. Computer Use, Gather
loose morals, and tight-fitting clothes. On the Information, Investigate, Knowledge
field, they are known for their acrobatics and the (streetwise), Research, Search, Sense Motive.
ability to shout phrases at the top of their lungs. Bonus Feats: Select either Iron Will or Run.
In the bedroom, they are known for their
acrobatics and the ability to shout phrases at the Campaign: FT13 1-9.
top of their lungs. And oh yeah, cheerleaders
are hot.
EX-Grunt Organization
Prerequisite: Age 18-, female.
The EX-Grunt Corps operates under the
Skills: Choose one of the following skills as direct orders of Space Command, with
permanent class skills. If a skill the character command posts at Earth II. The EX-Grunt
selects is already a class skill, he or she Division is the basic ground element. Two
receives a +1 competence bonus on checks squads, led by a Sergeant make up a section.
using that skill. Bluff, Craft (visual art),
The key component of the EX-Grunt Division
Diplomacy, Disguise, Perform (act, dance, sing).
is the Strike Team. A Strike Team consists of
Reputation Bonus Increase: +2. four EX-Grunts, including a Corporal, a Lance
Corporal, and two Privates/Privates First Class.
Campaign: FT13 1-9.
Each Strike Team divides into two-man
fireteams: the Rifle Team and the Gun Team.
Stoner The Rifle team consists of a pair of riflemen
assigned together on the "buddy" system, both
Stoners are dudes who know how to have a equipped with a grunt-gun. The Gun Team is
good time. And by that, we don't mean sex. We made up of a rifleman with an grunt-gun and a
mean the other good time: drugs. Be it pot or Sniper Specialist carrying the automatic sniper
ecstasy or whatever kids take to get high these gun.
days, stoners do it all. They're popular because
they bring the fun stuff to parties. Unfortunately, Two sections, led by a lieutenant, form a rifle
their favorite hobby makes them useless in a platoon. All told, this constitutes up to 25 EX-
crisis. In their favor, stoners rarely freak out Grunts. Platoons commonly carry one or two
when faced by the supernatural. Androids in a technical or scientific role.
Prerequisite: Age 18- USM EX-Grunt Ranks
Private
Skills: Choose one of the following skills as Corporal
permanent class skills. If a skill the character Sergeant
selects is already a class skill, he or she Staff Sergeant
receives a +1 competence bonus on checks Tech Sergeant
using that skill. Bluff, Knowledge (streetwise), Master Sergeant
Sleight of Hand. Lieutenant
Captain
Reputation Bonus Increase: +1.
Major
Campaign: FT13 1-9. Lieutenant Colonel

Friday the 13th: Resurrection - 13


Colonel Prerequisite: Age 18+.
Commander
Skills: Choose two of the following skills as
permanent class skills. If a skill you select is
Experienced NPCs and PCs will have a already a class skill, you receive a +1
variety of military experiences. To find the type competence bonus on checks using that skill:
of service the character participated in, choose Computer Use, Disable Device, Craft.
or roll on the Type of Service table. Then, roll (electronic), Craft. (mechanical), Craft.
the character's rank on the below table. This (structural), Drive, Knowledge (technology),
table has the potential to unbalance a character Pilot, Repair, Research.
and should be used only at the Game Master's
Bonus Feat: Select one of the following:
discretion.
Aircraft. Operation, Builder, Gearhead, Personal
D100 EX-Grunt Experience Firearms Proficiency, Surface Vehicle
You never really see combat, despite the Operation, or Vehicle Expert.
01-27 supposed adventure inherent in your
occupation. Wealth Bonus Increase: +2.
28-48 You see combat and fight well.
Campaign: Jason X.
You see combat and fight exceptionally well.
49-52
Gain a rank.
53-56
You were captured and imprisoned. Lose one
permanent point of Constitution.
EX-Grunt Garrison Infantry
You gain a reputation for being a great EX- This unit of the EX-Grunt Corps consists of
57-60
Grunt, regardless of whether or not it's actually the lowest-quality troops. As a result, it has the
earned. You gain one permanent point of least demanding missions. The Garrison's
Charisma.
You see action and flee cowardly. You lose one
primary function is security on military bases and
61-64 garrison worlds. When necessary, they act as
permanent point of Charisma.
Everyone in your company but you is backups to the EX-Grunt Line Infantry.
65-68 slaughtered. The image never leaves your
mind. You lose one permanent point of Wisdom. Prerequisite: Age 18+.
Your actions cause you to be demoted. Lose
69-72
one rank.
Skills: Choose two of the following skills as
You are forced to lead after your leader is killed. permanent class skills. If a skill you select is
73-81 Gain one permanent Wisdom point from the already a class skill, you receive a +1
experience. competence bonus on checks using that skill:
Your tour leads you to contract a disease. Roll Listen, Search, Sense Motive, Spot.
82-82 1d6: 1: blinding sickness, 2: cackle fever, 3: filth
fever, 4: mindfire, 5: red ache, 6: the shakes. Bonus Feat: Select one of the following:
Necessity is the mother of invention. Your Alertness, Attentive, Light Armor Proficiency, or
experience on the battlefield teaches you a new
83-84
skill. Gain 1d4 skill points and spend them on Personal Firearms Proficiency.
an appropriate battlefield skill.
Wealth Bonus Increase: +1.
You acquire a masterwork weapon or armor as
85-86
part of your loot. Choose one. Campaign: Jason X.
You see things that would snap the mind of a
87-88
normal man. Gain a +1 to all Will saving throws.
Your experience in battle hardens you. Gain a
89-90
+1 to all Fortitude saving throws.
EX-Grunt Line Infantry
91-92
You are shell-shocked. Lose a 1 to all Will Line Infantry EX-Grunts are what most
saving throws. civilians encounter when they encounter EX-
Your war wounds make you stiff. Lose a 1 to
93-94
all Reflex saving throws.
Grunts. They are deployed in small units called
You have an old war wound that never quite Strike Teams. The Auxiliary Branch supports
95-96 Line Infantry EX-Grunts. Line Infantry EX-
heals. Lose a -1 to all Fortitude saving throws.
97-100 You see a lot of action. Roll twice on this table. Grunts are the first ones in, last ones out, and
have a shorter-than-average lifespan as a result.
Auxiliary Prerequisite: Age 18+.
EX-Grunts wield the latest in weapons Skills: Choose two of the following skills as
technology. In the battlefield, weapons jam, permanent class skills. If a skill you select is
armor cracks, and vehicles break down. That's already a class skill, you receive a +1
where the Auxiliary Branch comes in. Its competence bonus on checks using that skill:
primary purpose is to repair and maintain Balance, Climb, Drive, Intimidate, Jump, Move
weapons and vehicles that support the EX-Grunt Silently, Survival, Swim.
Line Infantry. In a pinch, they can act as infantry.

14 - Friday the 13th: Resurrection


Bonus Feat: Select one of the following: Science Androids as PCs
Brawl, Combat Martial Arts, Light Armor
Proficiency, or Personal Firearms Proficiency. Androids are essentially robots that are
human in appearance. Androids were developed
Wealth Bonus Increase: +2. by the early 22nd century to a degree where
Campaign: Jason X. they were externally indistinguishable from a
normal human being. Internally, the Androids
body is laid out much like a humans, with an
EX-Grunt Officer artificial skeleton, though instead of organs there
are machine parts, and instead of veins there
EX-Grunt Officers are upper class, highly
are wires.
educated tactical strategists. EX-Grunts must
have completed a tour of duty and served in The most recent model is the KM, a science
both the Auxiliary and Infantry. After basic droid that is also built to act as a sexual
training, officers pursue their specialty (see the companion on long voyages. Androids are
Advanced Classes chapter for more details). generally noted as having passive, or neutral
personalities, and also serve the purpose of
Prerequisite: Auxiliary and EX-Grunts Line
morale officer.
Infantry occupations; Age 30+.
The majority of Androids in military service
Skills: Choose two of the following skills as
appear as mature, average females around 20
permanent class skills. If a skill you select is
years of age.
already a class skill, you receive a +1
competence bonus on checks using that skill: +2 Strength, +2 Dexterity, +2 Intelligence, -
Bluff, Diplomacy, Gather Information, 2 Wisdom, +2 Charisma: Androids are faster,
Knowledge (tactics), Sense Motive. stronger, and more capable of withstanding
damage. They do not have a constitution score.
Bonus Feat: Select one of the following:
They are also built to high standards of human
Light Armor Proficiency, Personal Firearms
beauty, which compliments their role as sexual
Proficiency, Renown, or Trustworthy.
companion.
Reputation Bonus Increase: +2.
Base Hit Points: Androids are Medium-size
Wealth Bonus Increase: +2. and gain 2d10 base hit points from their
endoskeleton. The result of the dice roll is
Campaign: Jason X.
added to the characters' maximum hit points for
their first class level.
Staff Officer Medium Size: As Medium sized creatures,
Straight out of Staff College, Staff Officers Androids have no special bonuses or penalties
lead because they paid the entrance fees. They due to their size.
spend 4 years rather than 6 in the field. They are Base Speed 30 feet: Androids move at the
not popular with grunts. same speed of humans.
Prerequisite: Age 28+. Low-Light Vision: An Android can see twice
Skills: Choose two of the following skills as as far as a human in starlight, moonlight,
permanent class skills. If a skill you select is torchlight, and similar conditions of poor
already a class skill, you receive a +1 illumination. They retain the ability to distinguish
competence bonus on checks using that skill: color and detail under these conditions.
Bluff, Diplomacy, Gather Information, Two-Weapon Fighting: Due to their artificial
Knowledge (any), Sense Motive. brains and robotic bodies, Androids do not favor
Bonus Feat: Select one of the following: one hand like organic beings. Androids receive
Educated, Light Armor Proficiency, Personal the Two-Weapon Fighting feat for free.
Firearms Proficiency. No Lungs or Stomach: Androids have no
Reputation Bonus Increase: +1. sense of smell or taste, they do not eat or drink,
do not breathe, and cannot ingest drugs.
Wealth Bonus Increase: +3.
No Mind: Androids cannot be affected by
Campaign: Jason X. any F/X that affect the mind. Although they are
capable of independent thought, psychological
attacks do not affect them. Androids are
immune to fear and morale effects.

Friday the 13th: Resurrection - 15


Construct: As constructs, Androids are ECL: 5. Androids make for interesting party
immune to poison, stunning, disease, subdual members and the later models are programmed
damage, and damage or drain to physical ability with a desire for intimacy that borders on
scores. They are subject to critical hits but do "clingy." They are exceptionally loyal to their
not have minds per se and cannot be affected assigned companions but can be perceived as
by mental abilities. sexually and physically intimidating by other
humans.
+2 racial bonus to Computer Use,
Knowledge, and Research checks: Androids Campaign: Jason X.
are programmed as walking databases and work
with other computers to get answers on anything
and everything.

16 - Friday the 13th: Resurrection


Feats and Powers
Powers
"They coulda danced a jig on it an' fed it to goats -- don't matter. Ya' can't kill Jason by gettin' rid of his
body. He'll come back the way he always do, to drag the kiddies into the darkness and crush their little
skulls -- maybe even your skull, Mr. Campbell."
th
Drake, Friday the 13 , Part 9

New Feats
Low-G Maneuvering [GENERAL]
Low-G, High-G, and Zero-G feats are
appropriate for Jason X campaigns. All other The character is practiced at moving and
feats are appropriate for any other time period. fighting effectively in gravities from .8 to .1 G.
Characters with no special training have a hard
time moving, much less fighting, in low gravity.
Awesome Blow [GENERAL] Effect: The character operates in these
Prerequisites: Str 25, Power Attack, environments with no penalty to Attack or Skill
Improved Bull Rush, size Large or larger. checks, and moves at Full Speed.
Benefit: As a standard action, the creature Normal: Characters without this feat in light
may choose to subtract 4 from its melee attack gravity take a 2 circumstance penalty on attack
roll and deliver an awesome blow. If the creature rolls and Balance, Ride, Swim, and Tumble
hits a corporeal opponent smaller than itself with checks. All items weigh half as much. Projectile
an awesome blow, its opponent must succeed weapon ranges double, and characters gain a
on a Reflex save (DC = damage dealt) or be +2 circumstance bonus on Climb and Jump
knocked flying 10 feet in a direction of the checks.
attacking creatures choice and fall prone. The
attacking creature can only push the opponent in
a straight line, and the opponent cant move Improvised Implements
closer to the attacking creature than the square [GENERAL]
it started in. If an obstacle prevents the
Benefit: The character no longer takes a 4
completion of the opponents move, the
penalty when wielding an improvised weapon.
opponent and the obstacle each take 1d6 points
Also, the character is able to make do without
of damage, and the opponent stops in the space
proper equipment in certain circumstances: the
adjacent to the obstacle.
Infiltrator no longer takes a 4 penalty when
using the Climb and Disable Device skills
High-G Maneuvering [GENERAL] without the proper tools.
The character is practiced at moving and
fighting effectively in gravities from 1.1 G and Improvised Weapon Damage
higher. Characters with no special training have
a hard time moving, much less fighting, in high
[GENERAL]
gravity. Prerequisites: Improvised Implements.
Effect: The character operates in these Benefit: The character's attacks with
environments with no penalty to Attack or Skill improvised weapons deal more damage. The
checks, and moves at Full Speed. character treats an improvised weapon as one
size category larger than it is for the purpose of
Normal: Characters without this feat in light determining the damage it deals.
gravity take a 2 circumstance penalty on attack
rolls and Balance, Ride, Swim, and Tumble
checks. All items weigh half as much. Projectile Virgin [GENERAL]
weapon ranges double, and characters gain a Prerequisites: If you don't know, ask your
+2 circumstance bonus on Climb and Jump parents.
checks.

Friday the 13th: Resurrection - 17


Benefit: So long as the character retains his Power Points: 7
or her virginity, he receives a +2 morale bonus
to all saving throws. Characters who lose their
This power allows the manifester to animate
virginity immediately lose this feat and become
the dead. The manifester can animate one HD
Jason-bait.
of an undead corpse per level. If the corpse has
no body, it reanimates as a ghost. If it has only
Zero-G Maneuvering [GENERAL] bones, it reanimates as a skeleton. If it has
flesh, it reanimates as a zombie.
The character is practiced at moving and
fighting effectively in micro gravity (less than .1 If an undead being was killed but its corpse is
G, also called zero G). The character is still intact, this power reanimates the undead
practiced at moving and fighting effectively in being to full strength. Created undead are not
micro gravity. Characters with no special training automatically under the control of their animator.
will be spending all their time trying to stay If the manifester are capable of commanding
oriented. If a character without experience or undead, the manifester may attempt to
training in micro gravity gets involved in a fight, command the undead creature as it forms.
he doesnt stand much of a chance. Even if his
opponent doesnt kill him, the character could
send him spinning off into infinity by not Lesser Domination
adjusting for the recoil of his weapon. Telepathy (Cha) [Compulsion, Mind-
Affecting, Language-Dependent]
Prerequisites: Dex 13+, Low-G
Level: Psychokinetic 3
Maneuvering
Display: Me
Effect: The character operates in these Manifestation Time: 1 action
environments with no penalty to Attack or Skill Range: Medium (100 ft. + 10 ft./level)
checks, and is able to deal with weapons that Target: One humanoid of Medium-size or
have recoil more effectively. The character must smaller
still make a Reflex Save to use a weapon with Duration: 1 day/level
Recoil, but he suffers only half the normal Recoil Saving Throw: Will negates
penalty to his Save, and is only considered Flat- Power Resistance: Yes
Footed if he fails, not prone. Power Points: 7
Normal: Characters without this feat move at
1/4 Speed, suffer -6 to Attack and Skill checks, The manifester can control the actions of any
modified by their Dex Modifier. Also, if the humanoid of Medium-size or smaller. The
character is using a weapon with a Recoil manifester establishes a telepathic link with the
Rating, he must make a Reflex Save each round subjects mind. The manifester can generally
he attacks with that weapon (DC 15, modified by force the subject to perform as he or she
the weapons Recoil), or be considered prone, desires, within the limits of the subjects abilities.
floating away in a random direction each round The manifester knows what the subject is
until he is able to either grab onto a solid object experiencing but does not receive direct sensory
or make a Balance check (DC as above +5) to input from him or her.
right himself. Also, if the character is forced to
Subjects resist this control, and those forced
make a Reflex save for any reason and fails, he
to take actions against their natures receive a
suffers the above result.
new saving throw with a bonus of +1 to +4,
depending on the type of action required.
Powers Obviously self-destructive orders are not carried
out. Once control is established, the range at
Awaken the Dead which it can be exercised is unlimited, as long as
the manifester and subject are on the same
Psychokinesis (Con)
plane. The manifester need not see the subject
Level: Psychokinetic 5
to control it.
Display: Vi
Manifestation Time: 1 action Protection from evil or a similar spell or
Range: Medium (100 ft. + 10 ft./level) power can prevent the manifester from
Target: One corpse exercising control or using the telepathic link
Duration: Instantaneous while the subject is so warded, but it does not
Saving Throw: None prevent the establishment of domination or
Power Resistance: No negate it.

18 - Friday the 13th: Resurrection


Equipment
"I promised the doc we'd take him alive. So after you've blown him to hell, put one in his knee so we
can say we tried."
-- Brodski to EX-Grunts, Jason X

Armor
Equipment Nonprof. Maximum Armor Speed (30 Wealth
Armor Type Weight
Bonus Bonus Dex Bonus Penalty ft.) DC
Medium Armor
Full Battle Armor Tactical +9 +3 +0 -5 25 20 lb. 19/Mil (+3)
section that covers the front abdomen and groin.
Full Battle Armor The leg armor is a pair of clamshell greaves that
cover the whole of the lower leg from ankle to
This armor, added to the usual Armored knee.
Vest, provides maximum protection for an EX-
Grunt. Below the armored vest is a separate Campaign: Jason X.

Weapons
Rate
Damage Range Wealth
Weapon Damage Critical of Magazine Size Weight
Type Increment DC
Fire
Handguns (require the Personal Firearms Proficiency feat)
18/Mil
Pistol 1d10 X3 Ballistic 100 ft. S 12 mag Small 2 lb.
(+3)
Longarms (require the Personal Firearms Proficiency feat)
16/Mil
Grunt-Gun 2d8+4 18-20 Ballistic 200 ft. S, A 99 box Medium 11 lb.
(+3)
17/Mil
Laser, Light 3d10 X2 Fire 200 ft. S 20 cell Large 8 lb.
(+3)
22/Mil
Sniper Rifle 2d12 20 Ballistic 120 ft. S, A 15 mag Large 9 lb.
(+3)
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
Chain Gun, 21/Mil
3d12 20 Ballistic 150 ft. A 100 box Huge 90 lb.
20mm (+3)
Grenade 18/Mil
Varies - - 60 ft. 1 1 int. Medium 6 lb.
Launcher, 30mm (+3)
Machinegun,
20/Mil
Medium (Rail 2d6 x2 Ballistic 300 ft. A 400 box Large 14 lb.
(+3)
Blaster)
Phase Plasma
26/Mil
Cannon, 9d10 X2 Fire 600 ft. 1/2 3,000 cell Huge 70 lb.
(+3)
Medium (BFG)
RPG Launcher 14/Mil
Varies - - 70 ft. 1 1 int. Large 5 lb.
(M5) (+3)
Simple Weapons (require the Simple Weapons Proficiency feat)
Club 1d6 20 Bludgeoning 10 ft. - - Med 3 lb. 5/Mil (+3)
Combat Knife 1d4 19-20 Piercing 10 ft. - - Tiny 1 lb. 7/Mil (+3)

more than 0.95 kg, with a full magazine of 12


Handguns rounds included.
Campaign: Jason X.
Pistol
The standard sidearm for EX-Grunts, this
9mm automatic, recoil-operated pistol weighs no
Friday the 13th: Resurrection - 19
Longarms sees through it as if he or she had the darkvision
ability granted by night vision goggles.

Grunt-Gun The scope is accompanied by a PARGET


control system, able to connect the rifle into the
The grunt-gun is a 10mm pulse-action air- local sentry gun matrix. It takes one round to
cooled automatic assault rifle, the basic rifle of acquire a new target. Thereafter, PARGET
the EX-Grunt Corps. The standard service bestows a +1 equipment bonus on all attack
variant has an over-and-under configuration that rolls.
incorporates a PN 30mm ump-action grenade
launcher. A 3x power AN/RVS-52 CCD Campaign: Jason X.
television sight can be optionally fitted to the
carrying handle. Melee Weapons
The grunt-gun fires the standard US M309
10mm x 24 round. This ammunition comprises Club
a 210-grain projectile embedded with a Almost anything can be used as a club. This
rectangular caseless propellant block of includes everything from baseball bats to lead
Nitramine 50. The standard ammunition clip pipes.
holds up to 99 M309 rounds in "U" bend
conveyor, which feeds the rounds mechanically Campaign: FT13 1-9, Jason X.
into the rotating breech mechanism. An LED
display just below the receiver indicates the
remaining ammo. A Lithium battery in the Combat Knife
carrying handle provides electrical power for the A character can select the Weapon Finesse
gun's motor mechanism. The battery is good for feat to apply his or her Dexterity modifier instead
10,000 rounds and can be recharged from a rifle of Strength modifier to attack rolls with a knife.
rack or with a portable power clip.
Campaign: FT13 1-9, Jason X.
Campaign: Jason X.
Heavy Weapons
Sniper Rifle
The sniper rifle is a 10mm pulse action semi-
Chain Gun, 20mm
automatic rifle employed as the primary sniper This 20mm chain gun can track and defeat
weapon by the EX-Grunts. It has a high degree even hypervelocity threats up to 1,500 m away
of interchangeability with the grunt-gun, capable by filling the air with high explosive and armor
of using the standard 10mm x 28 caseless penetrating shells.
rounds. Barrel options include a flash Campaign: Jason X.
suppressor or a muzzle brake for long-range
shooting. When using the suppressor, its
difficult to tell where the sound is coming from, Grenade Launcher, 30mm
requiring a Listen check (DC 15) to locate the
This 30mm grenade launcher comprises a
source of the gunfire.
barrel, breech and a four round internal
Ammunition is fed from a 15 round magazine magazine, which is charged by hand pumping
inserted beneath the stock of the rifle. The individual grenade cartridges into the
HEAP round has a maximum effective range of mechanism.
2,950 meters. A combined, multi-spectral
Campaign: Jason X.
twenty-power passive sensor scope is mounted
over the receiver.
The scope display shows a composite image Laser, Light
based on visual, infrared, and electromagnetic This 20-megawatt HF laser is mounted on
emissions. The scope increases the range smaller assault robots. It also comes in a two-
increment by one-half (multiply by 1.5). handed rifle version.
However, to use a scope a character must
spend an attack action acquiring his or her Campaign: Jason X.
target. If the character changes targets or
otherwise lose sight of the target, he or she must
reacquire the target to gain the benefit of the
scope. The scope works in darkness -- the user
20 - Friday the 13th: Resurrection
Machinegun, Medium (Rail Blaster) system firing vaporized Cadmium Telluride
pellets from a 30 round feed. The penetrating
The awesome rail blaster is an automatic
power is such that is it rumored to be able to
squad support weapon that requires a weapon
penetrate a heavy tank at 1,000 m.
harness so one Medium-size mercenary can
carry it. It has a floating breech mechanism Campaign: Jason X.
chambered, and can devastate targets at both
long and short ranges. The smart gun has an
on-board computer that assists in the tracking Rocket-Propelled Grenade
and firing. It selects targets and also uses the Launcher
servos in the harness to aim the weapon. When This rocket propelled grenade system has a
firing a burst with the rail blaster, the EX-Grunt small reloadable shoulder-launcher. Sighted
receives a +1 equipment bonus to the next visually, the system has an accurate range of
attack for each successful hit. Therefore, a rail approximately 400 m and a maximum range of
blaster burst firing three rounds would receive a around 2,000 m.
+1 bonus after the first round hit and a +2 bonus
after the second round hit. This machinegun These grenades look like huge bullets an
fires five-round bursts. A standard drum inch and a half across. Attacking with a RPG is
magazine holds 100 rounds and a propellant identical to throwing an explosive: you make a
cartridge is good for 200 shots. ranged attack against a specific 5-foot square
(instead of targeting a person or creature). The
Campaign: Jason X. differences between using the RPG and
throwing an explosive lie in the range of the
Phased Plasma Cannon, Medium weapon (which far exceeds the distance a hand
grenade can be thrown) and the fact that the
(BFG) RPG requires a weapon proficiency to operate
The phased plasma cannon is a man- without penalty. The Exotic Firearms Proficiency
portable anti-armor weapon. It weighs 15.2 in its (grenade launchers) feat applies to this weapon.
entirety. The BFG is a 15 MW phased plasma
Campaign: Jason X.
Grenades, Mines, Missiles, and Rockets
Damage Burst Reflex Range Wealth
Weapon Damage Critical Size Weight Restriction
Type Radius DC Increment DC
Grenade, HEF
3d6 - Slashing 15 ft. 15 10 ft. Tiny 1 lb. 16 Mil (+3)
(M40)
Rocket,
Fragmentation 4d8 - Slashing 40 ft. 20 - Large 3 lb. 10 Mil (+3)
(M598)

Grenade, High Explosive


Improvised Weapons
Fragmentation
Any portable object can be used as a
This grenade is easily identified by its red
weapon in a pinch. In most cases, an object can
plastic cap. When it explodes, it spreads more
be wielded either as a melee weapon or a
than 300 fragments over a casualty radius of five
ranged weapon.
meters. In a pinch, it can be thrown by flipping
off its plastic cap and twisting the nose cap A character takes a 4 penalty on his or her
clockwise giving it a five-second delay before attack roll when wielding or throwing an
exploding. The purchase DC given is for a box improvised weapon. An improvised weapon is
of 6 grenades. not considered simple, archaic, or exotic, so
weapon proficiency feats cannot offset the 4
Campaign: Jason X.
penalty.
Object Size Examples Damage
Rocket, Fragmentation Ashtray, CD disk
Diminutive case, crystal 1
The grenade is a beehive round for use paperweight
against battlefield targets such as exposed Fist-sized rock,
personnel, soft vehicles, helicopters, and VTOL Tiny
mug, screwdriver,
1d2
platforms. softball, flashlight,
wrench
Campaign: Jason X. Bottle, drill, fire
Small 1d3
extinguisher, flower

Friday the 13th: Resurrection - 21


pot, helmet, metal increment of 10 feet. Increase the range
hubcap, vase increment for creatures of Large size or larger
Bar stool, brick,
briefcase, bowling as follows: Large 15 feet, Huge 30 feet,
Medium-size ball, garbage can 1d4 Gargantuan 60 feet, Colossal 120 feet.
lid, hockey stick,
nail gun Damage: Improvised weapons deal lethal
Empty garbage damage based on their size, although the GM
can, guitar, may adjust the damage of an object that is
Large 1d6
computer monitor,
especially light or heavy for its size. The
office chair, tire iron
10-foot ladder, wielders Strength modifier applies only to
mailbox, oil barrel, damage from Tiny or larger improvised
Huge 1d8
park bench, weapons; do not apply the wielders Strength
sawhorse modifier to damage from Diminutive objects.
Desk, dumpster, file
Gargantuan cabinet, large sofa, 2d6 Improvised weapons threaten a critical hit on a
soda machine natural roll of 20. Improvised weapons of Fine
Junked vehicle, size deal no damage.
Colossal stoplight, telephone 2d8
pole Unlike real weapons, improvised weapons
are not designed to absorb damage. They tend
A character can effectively wield or throw an to shatter, bend, crumple, or fall apart after a few
object of his or her size category or smaller blows. An improvised weapon has a 50%
using one hand. A character can effectively chance of breaking each time it deals damage
wield or throw an object one size category larger or, in the case of thrown objects, strikes a
than him or herself using two hands. An surface (such as a wall) or an object larger than
improvised thrown weapon has a range itself.

Miscellaneous Equipment
Object Size Weight Wealth DC Restriction
Battle Dress Utility (BDU) Medium 3 lb. 9 Mil (+3)
Etherene Small 1 lb. 10 -
Hologram Generator Colossal * 30 Mil (+3)
Individual EX-Grunt Pack (IMP) Medium 3 lb. 12 Mil (+3)
Nanotech 1000 Huge 5,000 lb. 25 Mil (+3)
Nanotech 2000 Huge 5,000 lb. 30 Mil (+3)
Pressure Suit Medium 20 lb. 20 -
Skinpatch Small 1 lb. 12 -
TNR Lamp Small 2 lb. 6 Mil (+3)
Skill checks made without etherene incur a 4
Battledress Utility (BDU) penalty.
Battledress utilities are two-piece, lightweight Campaign: Jason X.
polycotton coveralls with pockets secured by
silent fasteners. They are issued in a variety of
patterns, depending on the deployment to Hologram Generator
temperate, desert, or jungle environments. A hologram generator can create multiple
When worn in an appropriate setting, fatigues figments up to 400 feet away. The visual
grant a +2 bonus on Hide checks. figments cannot extend beyond six 10-ft. cubes.
It requires a Will save (DC 20) to disbelieve.
BDUs are also imprinted with high-
Because figments are unreal, they cannot cause
temperature dyes that break up the wearer's IR
damage to objects or creatures, support weight,
signature. Against thermal detection alone, it
provide nutrition, or provide protection from the
provides a +1 equipment bonus on Hide checks.
elements. Consequently, figments are useful for
Campaign: Jason X. confounding or delaying foes, but useless for
attacking them directly. A figments AC is equal
to 10 + its size modifier. A successful saving
Etherene throw against a figment reveals it to be false, but
Etherene can help a dazed, unconscious, or the figment remains as a translucent outline. A
stunned character by making a Treat Injury failed saving throw indicates that a character
check (DC 15). Etherene can be used only once. fails to notice something is amiss. A character
faced with proof that a figment isnt real needs

22 - Friday the 13th: Resurrection


no saving throw. If any viewer successfully bodies or those who have been reduced to 1 hit
disbelieves a figment and communicates this point or lower. It provides a +10 bonus to Treat
fact to others, each such viewer gains a saving Injury checks to resuscitate a person. The
throw with a +4 bonus. process takes 1d4 hours.
Campaign: Jason X.
Pressure Suit
Individual EX-Grunt Pack (IMP) Pressure suits are designed for operations
on planets with hostile atmospheres or extreme
The IMP is a lightweight medium pack
temperatures, including deep space. They have
designed to carry up to 50 lb. of equipment. It is
durable thermal control systems that can
attached to a carbon fiber A-frame that clips
withstand temperatures of up to 500 degrees
onto armor. The pack is water repellant, but not
Fahrenheit. A pressure suit is designed to
waterproof.
support the wearer for up to 8 hours, but can last
Campaign: Jason X. up to 24 hours in an emergency.
Campaign: Jason X.
Nanotech 1000
Nanotech 1000 machines look similar to Skinpatch
MRIs. A Nanotech 1000 uses small ant-like
Skinpatches stop bleeding immediately. If a
robots ("nanites") to repair damage to any body.
character is suffering from bleeding wounds,
As a result, the Nanotech 1000 heals 1d8 hit
application of a skinpatch stops the flow of
points of damage per round that a living body is
blood. Skinpatches bestow a +2 circumstance
placed within the machine. It can even reattach
bonus to Treat Injury checks.
limbs. The Nanotech 1000 is not equipped to
deal with living bodies that have gone into shock Campaign: Jason X.
that requires the Nanotech 2000. A body must
have at least 1 hit point to be healed by the
Nanotech 1000. TNR Lamp
Campaign: Jason X. Mounted on the armored vest, this high
powered halogen white-light lamp projects a
bright beam 100 feet long and 50 feet across at
Nanotech 2000 its end. It runs off a rechargeable battery and
incorporates a carrying handle so that it may be
Nanotech 2000 machines look similar to
detached and used as a hand lamp.
MRIs. A Nanotech 2000 uses vats of fluid, heat
lamps, robotic tools, and an atmospheric Campaign: Jason X.
processing system to slowly revive bodies. The
machine only revives cryogenically suspended
Vehicles
Hit
Name Crew Pass Cargo Init Maneuver Speed Defense Hardness Size DC Restriction
Points
Shuttle, 2,000 2,200
1 10 -4 -4 6 20 80 G 30 Lic (+1)
Light lb. (220)
Tractor 3,600 175
1 4 2 2 8 10 36 H 34 Mil (+3)
(Mole) lb. (17)
Transport
200 2,200
(Catamaran, 7 0 -4 -4 3 25 220 C 80 Lic (+1)
tons (220
Class IV)

Shuttle, Light Tractor (Mole)


This shuttle, massing 48 metric tons, is This series of tractor is all based around the
configured around a single pressure cabin, with same 4 x 4 wheeled layout, with a 6.59-meter
storage space and lockers for supplies. There wheelbase and a track of 5.86 meters. Road
are three crew stations. speeds for the Mole are around 110 km/hour.
The cabin is fully enclosed and includes a
Campaign: Jason X.
utilitarian space that incorporates life support
capabilities. Forward of the central cabin is the
drier's cab, which can double as an airlock while

Friday the 13th: Resurrection - 23


traveling in hazardous environments. At the rear Campaign: Jason X.
of the tractor is a workstation cab, which
duplicates the driving controls of the forward
cab, allowing the tractor to drive as effectively Transport (Class IV Catamaran)
backwards as it does forwards. It also controls Weighing 63,000 metric tons, the Catamaran
all specialist tools and attachments mounted on is designed to a 6-10-4 layout with three
the tractor. Options for attachments include pressured decks and four main cargo holds. It
mechanical diggers, cutters, crane bore drills, has Jump (Jump Value 5) and Displacement
core samplers, spring stampers, welders, drives. The life systems comprises three decks,
waldoes, and bulldozer blades. In non-ideal including the bridge, crew quarters and mess
climates, it has a one-way travel range of 300 areas, science station, CPU module, medical
miles and cam support four people for four bay, four main cargo bays, stores and
weeks. It has a range of 800 miles and can engineering stations. It only requires a crew of
support its crew of four for 12 weeks on a world seven to operate.
where the air is breathable.
Campaign: Jason X.

24 - Friday the 13th: Resurrection


Advanced Classes
"Amen, bro. I didn't join the Grunt corp to be a friggin' babysitter."

--Briggs, Jason X

Bounty Hunter
Bounty Hunters tack down bounties, earning Action Points: 6 + one-half character level,
their income from the success of their captures. rounded down, every time the character attains
There is no such thing as a bad bounty hunters a new level in this class.
bounty hunters who suck at their jobs end up
Class Skills
very poor or very dead. Because Bounty
Hunters live on the edge, nothing, not even the The Bounty Hunters class skills (and the key
supernatural, phases them. ability for each skill) are: Bluff (Cha), Computer
Use (Int), Disable Device (Dex), Drive (Dex),
Forgery (Int), Gather Information (Cha),
Requirements Intimidate (Cha), Investigate (Int), Knowledge
To qualify to become a Bounty Hunter, a (behavioral sciences, civics, current events,
character must fulfill the following criteria. streetwise) (Int), Listen (Wis), Occupation (Wis),
Read/_Write Language (none), Research (Int),
Base Attack Bonus: +2. Search (Int), Sense Motive (Wis), Speak
Skill: Investigate 6 ranks, Listen 6 ranks, Language (none), Spot (Wis).
Sense Motive 6 ranks. Skill Points at Each Level: 5 + Int modifier.
Campaign: FT13 1-9.
Class Information
Hit Die: 1d6

Table: The Bounty Hunter


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +1 +1 Profile +1 +1
2nd +1 +0 +2 +2 Contact, low-level +1 +1
3rd +2 +1 +2 +2 Bonus feat +2 +1
4th +3 +1 +2 +2 Non-lethal force +2 +2
5th +3 +1 +3 +3 Contact, mid-level +3 +2
6th +4 +2 +3 +3 Bonus feat +3 +2
7th +5 +2 +4 +4 Discern lie +4 +3
8th +6 +2 +4 +4 Contact, high-level +4 +3
9th +6 +3 +4 +4 Bonus feat +5 +3
10th +7 +3 +5 +5 Sixth sense +5 +4
of the suspect. This mental picture provides a
Class Features physical description, including distinguishing
markings and visible mannerisms. Success
The following features pertain to the Bounty makes the profile accurate, at least concerning a
Hunter advanced class. particular suspect as seen by witnesses. (For
Profile this Gather Information check, no money
changes hands.)
By making a Gather Information check (DC
15) when talking to witnesses of a crime, the The Bounty Hunter can expand the profile by
Bounty Hunter compiles a rough mental picture making an Investigate check (DC 15) involving

Friday the 13th: Resurrection - 25


the crime scene or other evidence linked to the At 3rd, 6th, and 9th level, the Bounty Hunter
suspect. If successful, the Bounty Hunter gets a bonus feat. The bonus feat must be
combines eyewitness accounts with forensic selected from the following list, and the Bounty
evidence to develop a profile of the suspects Hunter must meet all the prerequisites of the
method of operation. This provides a +2 feat to select it.
circumstance bonus on any skill checks made to
Advanced Firearms Proficiency, Armor
uncover additional evidence or otherwise locate
Proficiency (light), Armor Proficiency (medium),
and capture the suspect.
Brawl, Defensive Martial Arts, Dodge, Double
Contact Tap, Educated, Knockout Punch, Personal
Firearms Proficiency, Point Blank Shot.
A Bounty Hunter of 2nd level or higher
cultivates associates and informants. Each time Non-lethal Force
the Bounty Hunter gains a contact, the GM
At 4th level, a Bounty Hunter becomes adept
should develop a supporting character to
at using non-lethal force to subdue an opponent.
represent the contact. The player can suggest
From this point on, he or she can deal non-lethal
the type of contact his or her character wants to
damage with a weapon that normally deals
gain, but the contact must be an ordinary
lethal damage (if he or she so chooses) without
character, not a heroic character.
taking the normal 4 penalty on the attack roll.
A contact will not accompany a Bounty
Discern Lie
Hunter on missions or risk his or her life. A
contact can, however, provide information or At 7th level, a Bounty Hunter develops the
render a service (make a specific skill check on ability to gauge whether another character is
the Bounty Hunters behalf). telling the truth by reading facial expressions
and interpreting body language. The Bounty
At 2nd level, the Bounty Hunter gains a low-
Hunter must be able to see and hear (but not
level contact, at 5th level a mid-level contact,
necessarily understand) the individual under
and at 8th level a high-level contact.
scrutiny.
The Bounty Hunter cant call on the same
With a successful Sense Motive check
contact more than once in a week, and when he
opposed by the subjects Bluff check result or
or she does call on a contact, compensation
against DC 10 (whichever is greater), the Bounty
may be required for the assistance the contact
Hunter can tell whether the subject is
renders. In general, a occupational associate
deliberately and knowingly speaking a lie. This
wont be compensated monetarily, but instead
ability doesnt reveal the truth, uncover
will consider that the Bounty Hunter owes him or
unintentional inaccuracies, or necessarily reveal
her a favor. Contacts with underworld or street
omissions in information.
connections usually demand monetary
compensation for the services they render, and Sixth Sense
experts in the use of skills normally want to be
At 10th level, a Bounty Hunter becomes so
paid for the services they provide.
attuned at solving mysteries that he or she finds
For underworld or street contacts, this a way to put two and two together and rarely
expense is represented by a Wealth check misses a clue. Whenever the Bounty Hunter
against a purchase DC of 10 for the low-level spends 1 action point to improve the result of a
contact, 15 for the mid-level contact, or 20 for skill check made using certain skills (see below),
the high-level contact. For skilled experts, the the Bounty Hunter gets to add an additional 1d6
purchase DC is 10 + the ranks the expert has in to the result.
the appropriate skill.
The skills that sixth sense applies to are
Bonus Feats Gather Information, Investigate, Listen,
Research, Search, and Spot.

26 - Friday the 13th: Resurrection


Close Combat Specialist
Close Combat Specialists are the deadliest Action Points: 6 + one-half character level,
soldiers in the EX-Grunt Corps. Their entire rounded down, every time the character attains
focus is combat including melee and firearms. a new level in this class.
Class Skills
Requirements The Close Combat Specialists class skills
To qualify to become a Close Combat (and the key ability for each skill) are: Balance
Specialist, a character must fulfill the following (Dex), Climb (Str), Escape Artist (Dex), Hide
criteria. (Dex), Intimidate (Cha), Jump (Str), Knowledge
(current events, popular culture, theology and
Base Attack Bonus: +3. philosophy) (Int), Move Silently (Dex), Perform
Occupation: EX-Grunt garrison infantry, EX- (dance) (Cha), Occupation (Wis), Read/Write
Grunt line infantry, EX-Grunt officer, or staff Language (none), Speak Language (none), Spot
officer. (Wis), Tumble (Dex).
Skill: Jump 3 ranks. Skill Points at Each Level: 5 + Int modifier.
Feat: Combat Martial Arts, Defensive Martial Campaign: Jason X.
Arts.

Class Information
Hit Die: 1d8

Table: The Close Combat Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +1 +1 +2 +0 Weapon Focus +1 +0
2nd +2 +2 +3 +0 Weapon specialization +1 +0
3rd +3 +2 +3 +1 Bonus feat +2 +0
4th +4 +2 +4 +1 Tactical aid +2 +0
5th +5 +3 +4 +1 Iron fist +3 +1
6th +6 +3 +5 +2 Bonus feat +3 +1
7th +7 +4 +5 +2 Flurry of blows +4 +1
8th +8 +4 +6 +2 Greater weapon +4 +1
specialization
9th +9 +4 +6 +3 Bonus feat +5 +2
10th +10 +5 +7 +3 Critical strike +5 +2
At 2nd level, a Close Combat Specialist
Class Features gains weapon specialization with a specific
melee or ranged weapon that he or she also has
The following features pertain to the Close applied the Weapon Focus feat or class feature
Combat Specialist advanced class. to. The Close Combat Specialist gets a +2
Weapon Focus bonus on damage rolls with the chosen weapon.
A Close Combat Specialist gains the Bonus Feats
Weapon Focus class feature, providing the At 3rd, 6th, and 9th level, the Close Combat
benefit of the feat with the same name. The Specialist gets a bonus feat. The bonus feat
Close Combat Specialist chooses a specific must be selected from the following list, and the
weapon. The Close Combat Specialist can Close Combat Specialist must meet all the
choose unarmed strike or grapple as the prerequisites of the feat to select it.
weapon. The Close Combat Specialist must be
proficient with the chosen weapon. Advanced Firearms Proficiency, Acrobatic,
Advanced Combat Martial Arts, Archaic
The Close Combat Specialist adds +1 to all Weapons Proficiency, Armor Proficiency (light),
attack rolls made using the selected weapon. Armor Proficiency (medium), Armor Proficiency
Weapon Specialization (heavy), Brawl, Burst Fire, Cleave, Combat
Reflexes, Combat Throw, Exotic Firearms
Friday the 13th: Resurrection - 27
Proficiency, Exotic Melee Weapon Proficiency, Critical Strike
Far Shot, Great Cleave, Improved Brawl,
The Close Combat Specialist gains the ability
Improved Combat Throw, Improved Knockout
to automatically confirm a threat as a critical hit
Punch, Knockout Punch, Power Attack,
when attacking with the weapon he or she has
Unbalance Opponent.
applied weapon specialization to, eliminating the
Tactical Aid need to make a roll to confirm the critical hit.
As an attack action, the Close Combat Iron Fist
Specialist provides tactical aid to any single ally
The Close Combat Specialist gains the ability
(but not him or herself) within sight and voice
to spend 1 action point to increase the damage
range of the Close Combat Specialists position.
he or she deals to a single opponent with a
As a full-round action, the Close Combat single unarmed strike. The martial artist declares
Specialist provides tactical aid to all of his or her the use of the action point after making a
allies (including him or herself) within sight and successful unarmed strike. The result of the
voice range of the Close Combat Specialists action point roll is added to the damage roll for
position. that attack.
This aid provides either a competence bonus At 10th level, this ability improves. The Close
on attack rolls or a dodge bonus to Defense Combat Specialist now adds the result of the
(Close Combat Specialists choice). This bonus action point roll to all successful attacks he or
is equal to the Close Combat Specialists she makes in a round.
Intelligence modifier (minimum +1), and it lasts
Flurry of Blows
for a number of rounds equal to one-half of the
Close Combat Specialists level in the advanced The Close Combat Specialist gains the ability
class, rounded down. to strike with a flurry of blows at the expense of
accuracy. The Close Combat Specialist must be
Greater Weapon Specialization
unarmored to use this talent, and he or she must
The Close Combat Specialist gains greater make unarmed strikes to gain the benefit. With a
weapon specialization with the weapon he or flurry of blows, the Close Combat Specialist may
she selected at 2nd level. This ability increases make one extra attack in a round at his or her
the bonus on damage rolls to +4 when using the highest base attack bonus. This attack and each
selected weapon. other attack made in the round take a 2
penalty. Using this ability is a full-round action.

28 - Friday the 13th: Resurrection


Engineer
The Engineer is a specialist in mechanical
sciences. Engineers are the most valued Class Information
member of any ship, the difference between life
and death when a vital piece of equipment Hit Die: 1d6
breaks down, and even more importantly, the Action Points: 6 + one-half character level,
person who knows how to keep all the vital rounded down, every time the character attains
systems of a ship properly maintained so that a new level in this class.
they do not break down in the first place.
Class Skills
The Engineers class skills (and the key
Requirements ability for each skill) are Craft. (chemical,
To qualify to become an Engineer, a electronic, mechanical, and structural) (Int) ,
character must fulfill the following criteria. Computer Use (Int), Demolitions (Int), Disable
Device (Int), Knowledge (Technology) (Int),
Occupation: Auxiliary.
Navigation (Int), Open Lock (Dex), Pilot (Dex),
Skill: Computer Use 6 ranks, either Craft. Occupation (Wis), Repair (Int), and Research
(electronic) 6 ranks or Craft (mechanical) 6 (Int).
ranks, and Repair 6 ranks.
Skill Points at Each Level: 6 + Int modifier.
Campaign: Jason X.

Table: The Engineer


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +0 +2 Grace under pressure +1 +0
2nd +1 +0 +0 +3 Slapped together +1 +0
3rd +1 +1 +1 +3 Bonus feat +2 +0
4th +2 +1 +1 +4 Right tool for the job +2 +0
5th +2 +1 +1 +4 Grace under pressure 2/day +3 +1
6th +3 +2 +2 +5 Bonus feat +3 +1
7th +3 +2 +2 +5 Pack rat +4 +1
8th +4 +2 +2 +6 Slapped together 2/day +4 +1
9th +4 +3 +3 +6 Bonus feat +5 +2
10th +5 +3 +3 +7 Scavenger +5 +2
carefully. An engine repaired through the use of
Class Features this ability wont stay that way for more than a
few hours, after which it will need some serious
The following features pertain to the dry-dock time. The Engineer may initially only
Engineer advanced class. use this ability once per day, but its frequency
Grace under Pressure increases as the character goes up levels.
When manning any ships system, an Bonus Feat
Engineer can stress a system +2, +1 per 5 The Engineer gets a bonus feat from the
levels. This does not count as the one time per following list: Cautious, Combat Expertise,
day that system may be safely stressed. As the Educated, Gearhead, Personal Firearms
Engineer gains levels, he may use this ability Proficiency, Point Blank Shot, Studious.
with increasing frequency.
Right Tool for the Right Job
Slapped Together
As long as he has his toolkit with him, an
At 3rd level and above, the Engineer can take Engineer gains a +1 Circumstance Bonus per 5
20 on a class skill check, even under stress, as levels to any Class Skill Check. For example, a
a Full-Round action. The effects of this ability 10th level Engineer would gain a +2 on any skill
will vary wildly, depending on the skill its applied check as long as had his personal tools with
to, but the application will always be less him.
complete than it would if the Engineer had the
time to go over his solution a little more Pack Rat

Friday the 13th: Resurrection - 29


If the Engineer succeeds at a Repair check Condition for 1-6 rounds, after which the item
(DC 30), he can return any item with a Flaw of melts into slag and is completely destroyed.
01-50 on the Flaw Table (see the Starships
Scavenger
chapter) to like new condition. If the Engineer
uses his Slapped Together ability to take 20 on As above, except that the Engineer may now
this roll, he can return the item to like new repair almost any Flaw. The only Flaws he
cannot repair are 96-100 (Special).

30 - Friday the 13th: Resurrection


FBI Agent
FBI Agents eventually cross paths with the
supernatural. In their line of work, they are the Class Information
first line of defense against the unknown and the
unknowable. Unlike other investigators of the Hit Die: 1d12
occult, FBI Agents aren't afraid to bring along a Action Points: 6 + one-half character level,
lot of backup, including fellow agents, firepower, rounded down, every time the character attains
and the long arm of the law. a new level in this class.
Class Skills
Requirements The FBI Agents class skills (and the key
To qualify to become a FBI Agent, a ability for each skill) are: Climb, Decipher Script,
character must fulfill the following criteria. Demolitions, Disable Device, Drive, Electronic
Warfare, Gather Information, Hide, Intimidate,
Base Attack Bonus: 10+.
Investigate, Knowledge (Current Events,
Skills: Knowledge (Tactics) 8 Ranks, Hide 8 Tactics), Listen, Move Silently, Navigate,
Ranks, Move Silently 8 Ranks, Paradrop 8 Paradrop, Sense Motive, Spot, Survival, Swim,
Ranks. Use Rope.
Feats: Personal Firearms, Advanced Skill Points at Each Level: 7 + Int modifier.
Firearms, Teamwork (U.S. Army).
Campaign: FT13 1-9.

Table: The FBI Agent


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +1 +2 +2 +0 Prepare, counter terrorist +1 +0
+1
2nd +2 +3 +3 +0 Hostage rescue +1 +0
3rd +3 +3 +3 +1 Ambush, counter terrorist +2 +0
+2
4th +4 +4 +4 +1 Bonus feat +2 +1
5th +5 +4 +4 +1 Improvise, counter terrorist +3 +1
+3
6th +6 +5 +5 +2 Hostage rescue (no +3 +1
crossfire), bonus feat
7th +7 +5 +5 +2 Psychological warfare, +4 +2
counter terrorist +4
8th +8 +6 +6 +2 Bonus feat +4 +2
9th +9 +6 +6 +3 Long range +5 +2
reconnaissance, counter
terrorist +5
10th +10 +7 +7 +3 Bonus feat +5 +3
action in the surprise round, as opposed to the
Class Features partial action normally gained, due to the speed
and precision of the attack. Some of the ways
The following features pertain to the FBI this ambush could be achieved are through an
Agent advanced class. aerial insertion (either paradrop or rappelling),
Prepare blending in with a crowd through native dress, or
using cover from which to launch an attack.
This ability increases the bonus gained from
a successful Knowledge (tactics) check by +2. Improvise
Ambush The FBI Agent is skilled at making
adjustments on the fly, using everything around
On a successful Knowledge (tactics) skill him to his advantage. If there is cover on the
check (DC 20), the FBI Agent can set up an current battlefield, the FBI Agent may improve
ambush, gaining a bonus on Hide skill checks that cover by one step with a successful
equal to 1.2 his Knowledge (tactics) skill. If this Knowledge (tactics) skill check (DC 15). If there
Hide check is successful (exceeds the Spot is no cover on the current battlefield, the FBI
check of enemy forces), those forces receive no Agent may make some or use something very

Friday the 13th: Resurrection - 31


unconventional as cover (such as an enemy) on The FBIs other primary mission is the rescue
a Knowledge (tactics) skill check (DC 25). This of hostages. If the FBI Agent is adjacent to a
unconventional cover is 1.4 Cover. hostage who is targeted by a direct melee or
ranged attack (but not an area of effect), the FBI
Psychological Warfare
Agent may subject himself to the attack instead.
Sometimes, the best enemy is a really The FBI Agent must declare his intention to
scared one. This ability can provide a bonus to intervene on behalf of a hostage before the
any intimidate check equal to the FBI Agent attack roll is made. At 6th level and above, FBI
special operations class level, including Agents with this ability never hit innocents by
intimidate checks made for interrogation way of crossfire (see new combat rules for more
purposes. This ability can also allow a FBI Agent information).
to inflict Fatigue on an opponent on a successful
Bonus Feats
Intimidate check (DC 25).
Advanced Firearms Proficiency, Alertness,
Long Range Reconnaissance
Armor Proficiency (heavy), Armor Proficiency
The FBI Agent gains a bonus to Spot checks (light), Armor Proficiency (medium), Athletic,
used for reconnaissance equal to his special Burst Fire, Combat Martial Arts, Combat
operations class levels. Reflexes, Cover Fire, Double Tap, Endurance,
Exotic Firearms Proficiency, Far Shot, Guide,
Counter Terrorist
Improved Damage Threshold, Point Blank Shot,
One of The FBIs primary missions is to find, Precise Shot, Quick Draw, Quick Reload,
deter, or eliminate terrorists. FBI Agents gain the Renown, Stealthy, Strafe, Toughness, Track,
listed bonus to damage rolls and the following Weapon Focus.
skills: Decipher Script, Electronic Warfare, The FBI Agent must meet all prerequisites for
Gather Information, Intimidate, Investigate, any feat taken as a bonus feat.
Knowledge (Tactics).
Hostage Rescue

32 - Friday the 13th: Resurrection


Navigator
Navigators are more disciplined than pilots of Hit Die: 1d6
smaller ships. Navigators tend to fly slow, larger
Action Points: 6 + one-half character level,
vehicles if other pilots are the race card drivers
rounded down, every time the Navigator attains
of space, navigators are the teamsters. It may
a new level in this class.
not be a glamorous job, but space travel would
be impossible without them.
Class Skills
Requirements The Navigators class skills (and the key
ability for each skill) are: Computer Use (Int),
To qualify to become a Navigator, a
Navigation (Int), Navigator (Dex), Occupation
character must fulfill the following criteria.
(Wis), Repair (Int).
Occupation: EX-Grunt Auxiliary.
Skill Points at Each Level: 4 + Int modifier.
Skills: Navigate 6 ranks, Pilot 6 ranks.
Campaign: Jason X.
Feat: Aircraft Operation.

Class Information
The following information pertains to the
Navigator advanced class.

Table: The Navigator


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Bonus feat +1 +0
2nd +1 +0 +3 +0 Dogfighting +1 +0
3rd +2 +1 +3 +1 Bonus feat +2 +1
4th +3 +1 +4 +1 Bonus feat +2 +1
5th +3 +1 +4 +1 Starship evasion +3 +1
6th +4 +2 +5 +2 Bonus feat +3 +2
7th +5 +2 +5 +2 Bonus feat +4 +2
8th +6/+1 +2 +6 +2 Bonus feat +4 +2
9th +6/+1 +3 +6 +3 Bonus feat +5 +3
10th +7/+2 +3 +7 +3 Improved starship evasion +5 +3
The Navigator may make a Reflex Save (DC
Class Features is equal to damage inflicted by the attack) to
reduce any damage to his starship by 1.2. If the
The following features pertain to the Navigator fails this Save, his craft. takes full
Navigator advanced class. damage. The defense modifier of the starship
Dogfighting (positive or negative) is applied to the
Navigators Reflex Save. This ability may not be
Navigators receive this feat for free 1st Level, used by a craft. larger than medium size.
as long as they meet the prerequisites. If the
character does not meet the requirements, he Improved Starship Evasion
may gain this feat at a later level once they are The Navigator can make a Reflex Save (DC
met. is equal to the damage inflicted by the attack) to
Bonus Feats reduce any damage to his starship to zero. If the
Navigator fails this Save, his craft. still only takes
Navigator gets a bonus feat from the 1.2 damage. The Defense modifier of the
following list: Builder, Drive-By Attack, Educated, starship (positive or negative) applies to this
Force Stop, Gearhead, Guide, Improved Reflex Save. This ability may not be used by a
Initiative, Vehicle Dodge, Vehicle Expert. starship larger than Medium size. This ability
Starship Evasion may only be used once per round.

Friday the 13th: Resurrection - 33


Psychokinetic
Psychokinetics are rare human beings who
tap into their raw psychic potential. Class Information
Psychokinetics are usually young women in their
teens that are struggling with feelings of isolation The following information pertains to the
and their awesome powers. Although they may Psychokinetic advanced class.
be uncertain and hesitant in social situations, he Hit Die: 1d4
wrath of a psychokinetic is truly terrible to
behold. Action Points: 6 + one-half character level,
rounded down, every time the Psychokinetic
attains a new level in this class.
Requirements
To qualify to become a Psychokinetic, a Class Skills
character must fulfill the following criteria.
The Psychokinetics class skills (and the key
Occupation: Scream Queen. ability for each skill) are: Concentration (Con),
Skills: Knowledge (psionics) 6. Disable Device (Int), Knowledge (psionics) (Int),
Open Lock (Dex), Pick Pocket (Dex), Sense
Feat: Iron Will. Motive (Wis), and Search (Int).
Skill Points at Each Level: 4 + Int modifier.
Campaign: FT13 1-9, Jason X.

Table: The Psychokinetic


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +0 +2 Psionics +1 +0
2nd +1 +0 +0 +3 +1 +0
3rd +1 +1 +1 +3 +2 +1
4th +2 +1 +1 +4 +2 +1
5th +2 +1 +1 +4 +3 +1
6th +3 +2 +2 +5 +3 +2
7th +3 +2 +2 +5 +4 +2
8th +4 +2 +2 +6 +4 +2
9th +4 +3 +3 +6 +5 +3
10th +5 +3 +3 +7 +5 +3
characters primary discipline for each power
Class Features level known.
The following features pertain to the To manifest a power within a particular
Psychokinetic advanced class. discipline, a Psychokinetic must have a key
ability score of at least 10 + the powers level.
Powers The DC for saving throws to resist a
Level
Power Powers Discovered Psychokinetics powers is 1d20 + the powers
Pts/Day 0 1 2 3 4 5 level + the Psychokinetics key ability modifier.
1 2 3 1 The 1d20 roll is made by the attacking
2 3 3 2
3 4 3 3
Psychokinetic when the power is manifested.
4 7 4 3 1 Certain powers can be enhanced as they are
5 10 4 3 2
6 15 5 3 2 1
manifested, at the cost of additional power
7 20 5 4 3 2 points.
8 27 6 4 3 2 1
9 34 6 4 3 3 2
Note: A Psychokinetic may choose to
10 43 7 4 3 3 2 1 discover a lower-level power in place of a
higher-level power normally granted by level
advancement. If a Psychokinetic chooses to
A Psychokinetic begins play knowing two 0- learn a lower-level power instead of his or her
level powers (also called talents) and zero 1st- first discipline power for a particular level, the
level powers, plus one extra power within the substitute lower-level power must be in the
Psychokinetics primary discipline.

34 - Friday the 13th: Resurrection


Power Points: A Psychokinetic can manifest prescience, concussion, control air,
a certain number of 1st-level and higher powers control body, control flames, intrusive
per day based on his or her available power sense link, sensitivity to psychic
points. The number of available power points impressions, sever the tie.
per day is improved by his or her bonus power 3rd-LEVEL PSYCHOKINETIC
points, if any. POWERS: control sound, danger sense,
false sensory input, greater concussion,
0-Level Powers: Also called talents, 0-level
mindlink, remote viewing.
powers have a special power point cost. A
Psychokinetic can manifest any talent he or she 4th-LEVEL PSYCHOKINETIC
knows for free a number of times per day equal POWERS: aura sight, divination, fate of
to his or her level +3. After exhausting his or her one, force mindlink, inertial barrier,
daily allotment, the Psychokinetic must pay 1 mass concussion, telekinesis
power point per manifestation of a 0-level power 5th-LEVEL PSYCHOKINETIC
for the rest of the day. POWERS: awaken the dead,
clairtangency
0-LEVEL PSYCHOKINETIC POWERS
(Talents): daze, far hand, far punch,
inkling, missive.
1st-LEVEL PSYCHOKINETIC
POWERS: biocurrent, combat
precognition, control light, control object,
create sound, empathy, expanded
vision, identify, know location, lesser
concussion, lesser mindlink, matter
agitation, object reading, sense link.
2nd-LEVEL PSYCHOKINETIC
POWERS: augury,
clairaudience/clairvoyance, combat

Friday the 13th: Resurrection - 35


Scientist
A role often filled by an Android, Scientists Hit Die: 1d8
are a critical component in determining the
Action Points: 6 + one-half character level,
nature of new indigenous wildlife, strange
rounded down, every time the Scientist attains a
climates, and weird atmospheres. Scientists are
new level in this class.
common in both modern times and in the future.

Requirements Class Skills


The Scientists class skills (and the key ability
To qualify to become a Scientist, a character
for each skill) are: Computer Use (Int), Craft.
must fulfill the following criteria.
(chemical, electronic, mechanical,
Skills: 6 ranks in either Craft. (chemical) or pharmaceutical), Decipher Script (Int),
Craft. (electronic), plus 6 ranks in Knowledge Demolitions (Int), Disable Device (Int), Drive
(earth and life sciences), Knowledge (physical (Dex), Investigate (Int), Knowledge (behavioral
sciences), or Knowledge (technology), plus 6 sciences, earth and life sciences, physical
ranks in Research. sciences, technology) (Int), Navigate (Int), Pilot
(Dex), Occupation (Wis), Read/Write Language
(none), Research (Int), Search (Int), Speak
Class Information Language (none).
The following information pertains to the Skill Points at Each Level: 7 + Int modifier.
Scientist advanced class.
Campaign: FT13 1-9, Jason X.

Table: The Scientist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Smart defense +0 +0
2nd +1 +2 +2 +0 Scientific improvisation +1 +0
3rd +2 +2 +2 +1 Bonus feat +1 +1
4th +3 +2 +2 +1 Skill mastery +1 +1
5th +3 +3 +3 +1 Minor breakthrough +2 +1
6th +4 +3 +3 +2 Bonus feat +2 +2
7th +5 +4 +4 +2 Smart survival +2 +2
8th +6 +4 +4 +2 Smart offense +3 +2
9th +6 +4 +4 +3 Bonus feat +3 +3
10th +7 +5 +5 +3 Major breakthrough +3 +3
corresponds to the function desired, the
Class Features Scientist can build a tool or device to deal with
any situation. The DC for the Craft. check is
The following features pertain to the Scientist equal to 5 + the purchase DC of the object that
advanced class. most closely matches the desired function.
Smart Defense Only objects that can normally be used more
A Scientist applies his or her Intelligence than once can be improvised.
bonus and his or her Dexterity bonus to his or Electronic devices, special tools, weapons,
her Defense. Any situation that would deny the mechanical devices, and more can be built with
Scientist his or her Dexterity bonus to Defense scientific improvisation. It takes a full-round
also denies the Intelligence bonus. action to make an object with scientific
Scientific Improvisation improvisation. The object, when put into use,
lasts for a number of rounds equal to the
At 2nd level, a Scientist gains the ability to Scientists class level, or until the end of the
improvise solutions using common objects and current encounter, before it breaks down. It cant
scientific know-how. This ability lets the Scientist be repaired.
create objects in a dramatic situation quickly and
cheaply, but that have a limited duration. Bonus Feats
By spending 1 action point and combining At 3rd, 6th, and 9th level, the Scientist gets a
common objects with a Craft. check that bonus feat. The bonus feat must be selected

36 - Friday the 13th: Resurrection


from the following list, and the Scientist must This minor breakthrough also provides the
meet all the prerequisites of the feat to select it. Scientist with a +3 Wealth bonus increase.
Archaic Weapons Proficiency, Attentive, Smart Survival
Cautious, Combat Expertise, Educated,
A Scientist of 7th level or higher can spend 1
Gearhead, Personal Firearms Proficiency, Point
action point to reduce the damage dealt by a
Blank Shot, Renown, Studious.
single attack or effect by 5 points.
Skill Mastery
Smart Offense
At 4th level, a Scientist selects a number of
At 8th level, the Scientist selects one weapon
skills from his or her class list equal to 3 + his or
that he or she is proficient in and can use with
her Intelligence modifier. When making a skill
one hand. With the selected weapon, the
check using one of these skills, the Scientist
Scientist can use his or her Intelligence modifier
may take 10 even if stress and distractions
instead of Strength or Dexterity modifier on
would normally prevent him or her from doing
attack rolls.
so.
Major Breakthrough
Minor Breakthrough
At 10th level, the Scientist gains a +2 bonus
Upon attaining 5th level, a Scientist receives
on Reputation checks when dealing with
credit for a minor scientific breakthrough that
individuals who have at least 1 rank in any of the
earns him or her the recognition of her peers.
following Knowledge skills: behavioral sciences,
The Scientist chooses one of the following
earth and life sciences, physical sciences, or
Knowledge skills: behavioral sciences, earth and
technology. This bonus stacks with the bonus
life sciences, physical sciences, or technology.
provided by the minor breakthrough ability.
When dealing with others with at least 1 rank in
the same Knowledge skill, the Scientist gains a This major breakthrough also provides the
+2 bonus on Reputation checks. Scientist with a +3 Wealth bonus increase.

Friday the 13th: Resurrection - 37


Slasher
The quintessential B-horror villain is the
Slasher: a twisted monstrosity of a man with no Class Information
conscience, living only to kill. A Slashers
rampages may last for days, leaving a trail of The following information pertains to the
bloody corpses, and all too often they end at the Slasher advanced class.
hands of mere teenagers. Hit Die: 1d12
Action Points: 4 + one-half character level,
Requirements rounded down, every time the Slasher attains a
new level in this class.
To qualify to become a Slasher, a character
must fulfill the following criteria.
Base Attack Bonus: +3. Class Skills
Feat: Improved Critical (any slashing melee The Slashers class skills (and the key ability
weapon). for each skill) are: Climb (Str), Hide (Dex),
Intimidate (Cha), Listen (Wis), Move Silently
Allegiance: Evil. (Dex), Navigate (Int), Spot (Wis), Survival (Wis).
Special: Must have been (apparently) killed Skill Points at Each Level: 4 + Int modifier.
by the direct or indirect action of one or more
teenagers or must have committed a particularly Campaign: FT13 1-9, Jason X.
horrifying and/or gruesome murder.

Table: The Slasher


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Weapon Focus, lethal fists +1 +0
2nd +1 +2 +2 +0 Stalking, smash +1 +0
3rd +2 +2 +2 +1 Bonus feat +2 +0
4th +3 +2 +2 +1 Death flesh +2 +0
5th +3 +3 +3 +1 Augmented critical +3 +1
6th +4 +3 +3 +2 Bonus feat +3 +1
7th +5 +4 +4 +2 Improved reaction +4 +1
8th +6 +4 +4 +2 Weapon Specialization +4 +1
9th +6 +4 +4 +3 Critical strike +5 +2
10th +7 +5 +5 +3 Sequel +5 +2
Beginning at 2nd level, a Slasher can
Class Features relentlessly pursue one creature. The Slasher
simply walks and will be right behind his victim,
The following features pertain to the Slasher no matter how fast the victim can run. Each
advanced class. round, the Slasher can teleport to any location
Weapon Focus between 30 feet and 60 feet from the chosen
victim. This supernatural ability lasts a number
At 1st level, a Slasher gains the Weapon of rounds equal to the Slashers class level, and
Focus class feature, providing the benefit of the can be used up to three times each day.
feat with the same name. The Slasher adds +1
to all attack rolls made using the weapon that he Smash
has applied the Improved Critical feat to. If he Also at 2nd level, a Slasher inflicts double
has more than one Improved Critical feat, the damage when striking objects such as doors,
Slasher must select one as a signature weapon. walls, weapons, etc. In addition, the Slasher
Lethal Fists gains a +4 bonus to all Strength checks
involving the breaking of objects, like breaking
At 1st level, a Slashers unarmed strikes do down a door or snapping chains.
lethal damage. He can choose to inflict non-
lethal damage without penalty. Bonus Feats
Stalking At 3rd and 6th level, the Slasher gets a
bonus feat. The bonus feat must be selected

38 - Friday the 13th: Resurrection


from the following list, and the Slasher must At 8th level, a Slasher gains weapon
meet all the prerequisites of the feat to select it. specialization with the weapon that he has
applied the Weapon Focus class feature to. The
Archaic Weapons Proficiency, Armour
Slasher gets a +2 bonus on damage rolls with
Proficiency (light), Armour Proficiency (medium),
the chosen weapon.
Armour Proficiency (heavy), Brawl, Cleave,
Combat Reflexes, Exotic Melee Weapon Critical Strike
Proficiency, Far Shot, Great Cleave, Improved
At 9th level, a Slasher gains the ability to
Brawl, Improved Knockout Punch, Knockout
automatically confirm a threat as a critical hit
Punch, Power Attack, Stealthy, Track.
when attacking with the weapon he has applied
Death Flesh weapon specialization to, eliminating the need to
make a roll to confirm the critical hit.
At 4th level, the Slashers skin toughens. He
gains a +2 natural armour bonus. If the Slasher Sequel
already has natural armour, this bonus stacks.
At 10th level, a Slasher gains the ability to
Augmented Critical return from apparent destruction; 1d6 years after
the Slasher is destroyed, a chain of events will
At 5th level, the Slashers focused weapons
occur that will either bring him back from death
threat range and critical multiplier increase by
(usually with the corpse template), or make clear
one, for example, from 17-20/x2 to 16-20/x3.
that he was never dead.
Improved Reaction
At 7th level, a Slasher gains a +2
competence bonus on initiative checks.
Weapon Specialization

Friday the 13th: Resurrection - 39


Madness
"I'll tell you where I'm going! I'm going crazy!"
-- Nurse Morgan, Friday the 13th, Part 9

All characters begin with a Madness rating of remove the most recent Madness Effect. The
25 minus their Wisdom. When a character's current Madness Rating of the character
Madness Rating (MR) reaches 25, the character modifies the Madness Check.
goes insane. A rating of 0 is a normal, well-
The ability loss effects of Madness are
adjusted person.
cumulative, but not permanent. All ability losses
last until a character drops a Madness Rating
Madness Triggers rank. Each time a character drops a MR rank,
Injury: Whenever a character loses he regains 1d4 lost ability points. Characters
50% or more of his hit points to a single whose Madness is reduced to zero recover lost
attack. ability points at a rate of one per day of total
Death: Any time a character witnesses rest. If at any time any of a character's abilities
the death of another person. drops to 0 as a result of Madness, he becomes
Supernatural: Any time a character an insane NPC. Extensive treatment from
sees a FX used or encounters a trained medical personnel might heal someone
monster. with a Madness Rating as high as 24. Nothing
short of a miracle (e.g., heal, miracle, wish) can
Madness Check bring a character back from a Madness Rating
A Madness Check consists of a Will Save of 25 or higher.
(DC 6 + MR modifiers). If the character fails the
Madness Check, he suffers a Madness Effect.
Each time a character loses 3 MR, he can
Madness Check
Condition
Modifier
Madness Rating: 0-2 +4
Madness Rating: 3-5 +2
Madness Rating: 6-8 +1
Madness Rating: 9-10 0
Madness Rating: 11-12 -2
Madness Rating: 13-14 -4
Madness Rating: 15-17 -6
Madness Rating: 17-19 -8
Madness Rating: 20-21 -10
Madness Rating: 22-24 -12
Madness Rating: 25+ N/A
Monster +1/CR of monster
FX +1/FX level

40 - Friday the 13th: Resurrection


D100 Madness Ability Drain Effect
The character must make a Will save (DC current
01-10 Combat Shock --
MR) when under stress or be Dazed for 1d4 rounds.
The character must make a Will save (DC current
11-30 Hysteria -1d4 Wisdom MR) when under stress or begin laughing hysterically
as the T's hideous laughter spell.
The character must make a Will save (DC current
31-50 Hemophobia -1d4 Wisdom MR) at the sight of blood or run screaming for 1d4
rounds in a random direction.
The character is randomly affected by figments, as
51-55 Delusions -1d4 Charisma
per the illusion spell.
The character must make a Will save (DC current
56-60 Withdrawal -1d4 Charisma
MR) when under stress or Cower for 1d4 rounds.
-1d4 The character must make a Will save (DC current
61-70 No Sleep
Constitution MR) each day or be Fatigued
Mental The character must make a Will save (DC current
71-75 -1d4 Dexterity
Exhaustion MR) each day or be Exhausted.
The character must make a Will save (DC current
76-85 Lethargy -1d4 Dexterity
MR) or immediately go to Sleep.
The character must make a Will save (DC current
86-90 Panic -1d4 Wisdom MR) during stressful situations or act as per the
confusion spell for one round.
The character must make a Will save (DC current
MR) during stressful situations or lash out at the
91-95 Mania -1d4 Charisma
nearest victim in a rage as per the barbarian rage
ability.
The character must make a Will save (DC current
96-100 Catatonia -1d4 Charisma
MR) or immediately become Unconscious.

Friday the 13th: Resurrection - 41


FX Items
"I've seen enough horror movies to know any weirdo wearing a mask is never friendly."
--Lizabeth, Friday the 13th, Part 6

wearing a ribcage helmet. It deals +2d6 points of


New Items bonus holy (good) damage against all of evil
alignment. If the creature is extraplanar, it must
Dagger of Banishment make a Will save (DC 15) or be banished back
to its home plane.
This +1 dagger's blade is pretty big and
seems to be made of an actual spine. It has a Type: Weapon (magic); Caster Level: 10th;
small skull on the pommel, and it looks like it is Purchase DC: 25; Weight: 2 lb.

42 - Friday the 13th: Resurrection


Space Travel
"It's like this: We live in claustrophobia, a land of steel and concrete, trapped by dark waters. There is
no escape...nor do we want it. We've come to thrive on it, and each other. You can't get the adrenaline
pumping without the terror, good people. I love this town."
th
--Narrator, Friday the 13 , Part 8

Humanity has spread like a disease to the time to recharge its drives and return, feeding
rest of the universe, terraforming, colonizing, the coordinates to their owners. This is a very
and stripping planets for their own purposes, imprecise and costly process probes that are
only to pull up and move on. Most planets have off by a few coordinates can be billions of miles
been disappointing few are made from human off target.
habitation. Although dangerous life forms have
All Jump Drives have a Jump Value ranging
been encountered, none of them are intelligent
from 1 to 5. For each Jump Value, the ship can
enough to pose a threat. So far
Jump 5 light years. In the Planet descriptions
below, all distances are given in the number of 5
How It Works light year Jumps necessary to cover the
There are two kinds of drives that power distance. Thus, a ship with a Jump Value of 5
spacecraft: Displacement Drives and Jump can cover a distance of 50 light years (or a Jump
Drives. Value of 10) with two jumps.
Displacement Drives displace the volume of Spacecraft undergo considerable strain as a
space directly in front of a spacecraft and drawn result of Displacement and Jump travel. They
the ship forward. It is a reactionless process, can only be serviced at bases, and each ship
capable of generating hundreds of G's of takes approximately one month to maintain.
acceleration. Theoretically, the maximum speed Most ships require service after 25 Jumps.
of such a drive is the speed of light. In reality, Pushing a ship further requires a Pilot check
the massive amounts of energy consumed make (DC = 10 + # of weeks beyond 25).
such a speed impossible. Most drives equipped
with Displacement Drives move at one-third the If the Pilot check fails by 5, it is stranded. The
speed of light as a result. As a result, very fast Drive used at the time (Displacement or Jump)
ships have massive engines and little room for a fails and cannot be repaired.
crew. The majority of ships have Displacement If the Pilot check fails by 10, it is powerless.
Drives only and are restricted to their local The vessel cannot use Jump or Displacement
systems. Drives and can only support emergency life
Jump Drives, on the other hand, build on the support.
reaction of Displacement Drives. It can be If the Pilot check fails by 11 or more, the ship
activated when the spacecraft reaches one-fifth explodes in 1d20 rounds.
the speed of light. Instead of distorting space,
the Jump Drive punches through it, allowing the
ship to enter hyperspace and emerge into Landing on Planets
normal space several light years away. The Landing on a planet with an aerodynamic
jump takes approximately 24 hours. Upon craft requires a piloting check of 20, minus the
arrival, the Jump Drive must recharge for six size of the planet (the larger the planet is, the
days. During the six-day period, both Drives are more likely a flat stretch of ground suitable for a
utterly inactive and very vulnerable to attack. landing field will be discovered), minus the AS.
Jump Drives require accurate navigation Unless there are special conditions on the
coordinates. The military had this knowledge planet, such as a tumultuous atmosphere or a
first, but Corporations eventually begged, storm system that make the landing difficult, the
borrowed, and stole the information. In addition, pilot can take 10 on this check.
automated probes can be sent toward a star. If Sometimes a ship will crash while landing. If
it reaches the star's gravity well, the probe has a ship that isnt aerodynamic is forced to land, a

Friday the 13th: Resurrection - 43


crash landing is the only kind of landing it can No gravity causes individuals on a planet
make. When a ship makes a crash landing, it with this trait to merely float in space, unless
takes damage based on its size as follows: other resources are available to provide a
Colossal Ships take 16d6 Hull Points, direction for gravitys pull. Characters without the
Gargantuan Ships 12d6, Huge Ships 9d6, Large Zero-G feat move at 1/4 Speed, suffer -6 to
6d6, Medium 6d6, Small 5d6, Tiny 4d6, and Attack and Skill checks, modified by their Dex
Diminutive 3d6. A Ship also suffers 1-6 Critical Modifier. Also, if the character is using a weapon
Hits, one of which is always a Major Hull critical with a Recoil Rating, he must make a Reflex
from a crash landing. A Piloting check of 25 Save each round he attacks with that weapon
reduces the damage and number of criticals by (DC 15, modified by the weapons Recoil), or be
half. considered prone, floating away in a random
direction each round until he is able to either
Planets grab onto a solid object or make a Balance
The EX-Grunt Corps has conducted military check (DC as above +5) to right himself. Also, if
operations on more than two-dozen worlds and the character is forced to make a Reflex save for
any reason and fails, he suffers the above result.
deployed to trouble spots on many more.
Regardless of the temperature, climate, or Atmospheric Standard: The Atmospheric
atmospheric conditions, EX-Grunts have to be Standard (AS) is the practical measure the EX-
ready to fight. Grunt Corps uses to determine how an EX-
Size: A planet's Size Rating is equal to its Grunt will perform under different planetary
radius in kilometers divided by 1,000. It takes a conditions. The Atmospheric Standard for Earth
ship a number of minutes equal to the planets is 1.
size, minus one minute per five points of the An AS of 1 is what all terraformers aspire to.
ships Acceleration, to clear the atmosphere of a To that end, cone-shaped atmosphere
planet. An aerodynamic ship, fighting an processors are placed on inhospitable planets.
opponent whose ship is not aerodynamic, is Powered by a 1.0 Terawatt fusion reactor, it
unlikely to want to leave the atmosphere of any draws in the planetary atmospheres through a
planet. The size of a planet also determines its series of louvers in the base and sides. This
gravity type. atmosphere is then drawn up through a series of
Heavy gravity causes Balance, Climb, hot mass processors, arranged in a ring around
Jump, Ride, Swim, and Tumble checks incur a the fusion core. Each processor draws in the
2 circumstance penalty, as do all attack rolls. All atmosphere through a battery of turbines, which
compress and accelerate the gas. The gas is
item weights are effectively doubled, which
might affect a characters speed. Weapon passed through a high temperature electrical
ranges are halved. A characters Strength and arc, which heats the gas and ionizes it.
Dexterity scores are not affected. Characters Magnetic coils then heat the gas to near plasma
who fall on a heavy gravity planet take 1d10 temperatures until the molecules are
points of damage for each 10 feet fallen, to a disassociated into their component atoms. The
maximum of 20d10 points of damage. harmful byproducts are separated while the
remaining hydrogen, nitrogen, and oxygen
Light gravity causes creatures to find that atoms are expelled back into the atmosphere.
they can lift more, but their movements tend to
be ungainly. Characters on a planet with the It is possible for a planet to have an
light gravity trait take a 2 circumstance penalty Atmospheric Standard without any specific
notation this means the planet may be
on attack rolls and Balance, Ride, Swim, and
Tumble checks. All items weigh half as much. uncomfortable for human beings but not harmful.
Weapon ranges double, and characters gain a Use Atmospheric Standards as modifiers
+2 circumstance bonus on Climb and Jump whenever a penalty would be accrued due to the
checks. planet's particular environment.
High-pressure atmospheres inflict pressure
Strength and Dexterity dont change as a
damage of 1d6 points per minute for every AS of
result of light gravity, but what you can do with
such scores does change. These advantages the planet's rating. A successful Fortitude save
apply to travelers from other planes as well as (DC 15, +1 for each previous check) means the
natives. EX-Grunt takes no damage in that minute.
Low-pressure atmospheres cause all non-
Falling characters on a light gravity plane
take 1d4 points of damage for each 10 feet of acclimated creatures to struggle for breath.
Characters must succeed on a Fortitude save
the fall (maximum 20d4).

44 - Friday the 13th: Resurrection


each hour (DC 15, +1 per previous check + AS) AS), taking AS points of non-lethal damage on
or be fatigued. The fatigue ends when the each failed save. A character that has the
character is depressurized. Survival skill may receive a bonus on this saving
throw and may be able to apply this bonus to
In extremely low-pressure environments,
other characters as well (see the skill
creatures are subject to both fatigue (as
description). Characters wearing protective
described above) and pressure sickness.
clothing only need check once per hour for cold
Pressure sickness represents long-term oxygen
and exposure damage.
deprivation, and it affects mental and physical
ability scores. For every hour*AS a character A character that takes any non-lethal
spends in the environment, he must succeed on damage from cold or exposure is beset by
a Fortitude save (DC 15, +1 per previous check, frostbite or hypothermia (treat her as fatigued).
+ AS) or take 1 point of damage to all ability These penalties end when the character
scores. Creatures acclimated to the atmosphere recovers the non-lethal damage she took from
receive a +4 competence bonus on their saving the cold and exposure.
throws to resist pressure effects and pressure
A climate of frozen deals the planet's AS in
sickness, but eventually even seasoned EX-
lethal damage per minute (no save). In addition,
Grunts must abandon these dangerous
a character must make a Fortitude save (DC 15,
elevations.
+1 per previous check + AS) or take AS points
A caustic atmosphere is acidic, and of non-lethal damage.
damages any ships or creatures in that
A character in a hot climate (above 90 F)
atmosphere. Characters and ships in a caustic
must make a Fortitude saving throw each hour
atmosphere suffer the AS in damage each
(DC 15, +1 for each previous check + AS) or
minute they remain in the planets atmosphere.
take AS points of non-lethal damage. Characters
The Physical DR of ships and spacesuits resists
wearing heavy clothing or armor of any sort take
acid damage, however, any hull or suit not
a 4 penalty on their saves. A character with the
designed for a caustic environment will lose one
Survival skill may receive a bonus on this saving
DR each round, until the protection is gone.
throw and may be able to apply this bonus to
Breathing a caustic atmosphere causes a
other characters as well (see the skill
character to immediately begin smothering, and
description). Characters reduced to
inflicts 1d6 damage for each point of the planets
unconsciousness begin taking lethal damage
caustic modifier each round. Once the Physical
(1d4 points per hour).
DR of a ship is breached, so is its hull.
In very hot (above 110 F) climates, a
Some planets are irradiated. This radiation
character must make a Fortitude save once
can either be from an outside source, or
every 10 minutes (DC 15, +1 for each previous
internally generated. If a planet is irradiated, a
check + AS) or take AS points of non-lethal
ship or character the AS in radiation damage
damage. Characters wearing heavy clothing or
each minute they are close to the planet (close
armor of any sort take a 4 penalty on their
enough to be within the planets atmosphere, if it
saves. A character with the Survival skill may
had one, is a good way to judge whats close
receive a bonus on this saving throw and may
and what isnt). An unprotected character
be able to apply this bonus to other characters
exposed to the surface of such a world will take
as well. Characters reduced to unconsciousness
1d6 + the planets AS rating points of radiation
begin taking lethal damage (1d4 points per each
damage each round.
10-minute period).
Climate: Planets with frozen climates inflict
A character that takes any non-lethal
cold damage. An unprotected character in a
damage from heat exposure now suffers from
cold climate (below 40 F) must make a
heatstroke and is fatigued. These penalties end
Fortitude save each hour (DC 15, + 1 per
when the character recovers the non-lethal
previous check + AS) or take the planet's AS
damage she took from the heat.
points of non-lethal damage. A character that
has the Survival skill may receive a bonus on Torrid climates (air temperature over 140 F)
this saving throw and may be able to apply this deal lethal damage. Breathing air in these
bonus to other characters as well (see the skill temperatures deals AS points of damage per
Description). minute (no save). In addition, a character must
make a Fortitude save every 5 minutes (DC 15,
A climate of frigid (below 0 F), causes
+1 per previous check + AS) or take AS points
characters to make a Fortitude save once every
of non-lethal damage. Those wearing heavy
10 minutes (DC 15, +1 per previous check +

Friday the 13th: Resurrection - 45


clothing or any sort of armor take a 4 penalty Campaign: All these planets are only
on their saves. appropriate for Jason X campaigns.
Primary Terrain: This is the closest terrain Trade: All Craft, Occupation, and Wealth
that describes the majority of environments a checks receive the Trade Modifier as a bonus or
visiting character is likely to encounter. Planets penalty.
with "various" as their Primary Terrain have as
Closest Jumps: How many light years it
many diverse terrains as Earth.
takes to reach that particular planet. Jump Drive
Natural Resources: Natural resources navigation is a carefully regulated secret; PCs
determine the most common valuable can't just hop to any planet they please. Finding
commodity native to the planet in question. a new route to a planet should be an adventure
Craft or Occupation checks related to the natural in itself. The Jump Distance represents how
resource receive a circumstance bonus many light years (multiplied by 5) a ship must
depending on the Trade Modifier. Jump to reach the next planet.
Indigenous Life Forms: The most
commonly encountered creatures on the planet. Earth
Some creatures are known for their life forms
and these creatures have a higher chance of Size: 12,756 km, average gravity (1g)
being encountered. See the Monsters chapter Atmospheric Standard: 3 (caustic)
for more details. Climate: Cold
Primary Terrain: Desert
Population: Population determines how Natural Resources: None
many people live on the planet. The less people Indigenous Life Forms: None
there are, the harder it is to make a Wealth Population: None
check on that planet. Starports and Bases: Frontier
Government: Military (EX-Grunt)
Population Population Modifier
Campaign: Jason X
None -3
Trade: Archaeological artifacts
Hundreds -2 Closest Jumps: Earth 2 6, Tara 4
Thousands -1
Millions 0 Earth is the home planet of the human race
Billions +1 and the third planet in the Sol system. It rotates
on its axis in 23.93 hours and takes 365.25 days
Conversely, the size of a population to travel once around the sun, which it is
dedicated to a particular type of government 149,600,000 km or 92,960,000 miles away from.
(military) or trade (industrial) can work in PCs It has one moon designated Luna.
favor. By the year 2455, Earth is dead. The trees
Population Trade Modifier are gone, the lakes have dried up. Acrid dust
None -2 devils swirl in the dead air. Lightning crackles
Hundreds -1 overhead in the red, scorched sky.
Thousands 0
Millions +1 Earth 2
Billions +2
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Starports and Bases: Many planets merely Climate: Temperate
have frontier installations, which are just Primary Terrain: Various
enough resources to service ships in and out. Natural Resources: Various
All ship-related checks to repair of looking for Indigenous Life Forms: Diverse
parts suffer a trade modifier as a circumstance Population: Millions (200 million)
penalty. Other planets are considerably more Starports and Bases: Excellent Quality
advanced with starports. Starports do not Government: Military (EX-Grunt)
bestow any penalties. Campaign: Jason X
Trade: Various
Government: Most governments are either
Closest Jumps: Earth 6, Tara 2
run by Corporations or by the military. If the PC
is from the appropriate background, he receives
Orbiting Earth 2 in the 22nd century is Solaris
the Population Modifier as circumstance bonus
Station. The EX-Grunt Corps is based here.
to all Charisma-based skill checks.

46 - Friday the 13th: Resurrection


Tara Solaris Station
Size: asteroid field, low gravity (0.125 g) Solaris Station is a vast space station orbiting
Atmospheric Standard: 5 (extremely low Earth 2 in the late 22nd century. Constructed
pressure) after 2122, the station was a series of large
Climate: None habitable blocks connected by long struts. It also
Primary Terrain: Mountain had a vast communications array. Solaris station
Natural Resources: Minerals was like a city in space, with artificial gravity
Indigenous Life Forms: None generators, and all the commodities and
Population: None amenities to be found in a surface-based
Starports and Bases: Frontier settlement. Primarily, Solaris Station dealt with
Government: Military (EX-Grunt) space travel, so all starships traveling to and
Campaign: Jason X from Earth 2 passed by here. Solaris Station
Trade: Mining also provided well for the people who lived
Closest Jumps: Earth 4, Earth 2 2 there.

Tara is an uninhabitable gas giant. It is most


popular for its asteroid rings, which contain a
few mining colonies.

Friday the 13th: Resurrection - 47


Monsters
"Electrocution, gas, firing squad... we even hung him once. Nothing worked. Finally it was decided if
we couldn't terminate him, at least we could contain him. Cryogenic stasis. Freeze him until we could
figure it out."
-- Rowan, Jason X

New Monsters

Corpse

A corpse is above and beyond a zombie; Challenge Rating: Same as the base
infused with a greater amount of negative creature +1.
energy upon creation, a corpse gains great
Undead: Corpses have the traits and
strength and retains most of its intellect and
immunities common to undead.
cunning. Upon creation, a corpse loses most of
its personality, but its creators rarely have the Hit Dice: Change to d12.
compassion to care about the creatures new
Speed: If the base creature could fly, its
status.
manoeuvrability rating as a corpse drops to
Corpses understand all languages they knew clumsy.
in life, but rarely (if ever) speak.
Defence: The base creature gains a +2
Template Traits natural armour bonus, unless the base creature
already has a natural armour score greater than
Corpse is an acquired template that can be
2.
applied to any living, corporeal, nonplant
creature (referred to hereafter as the base Abilities: Adjust the base creatures abilities
creature). The creatures type changes to as follows: Str +4, Cha -4. As undead creatures,
undead. It uses all the base creatures statistics corpses have no Constitution score.
and special abilities except as noted here.
Allegiances: Change to master (as long as
the master still lives), evil, and chaos.

48 - Friday the 13th: Resurrection


Demon, Voorhees

Tiny Outsider Thrall (Sp): If Jason can get a successful


Hit Dice: 1d8 (5 hp) grapple on a target, he will spit the demon into
Initiative: +4 (+4 Dex) the victim's mouth. The thralled host will carry
Speed: 5 ft. out the orders of the demon, including self-
Defense: 16 (+4 Dex, +2 size) destructive orders. If the demon enters a blood
Attacks: Bite -1 melee relative of Jason Voorhees, the immediately
Damage: Bite 1 transforms into Demonic Jason Voorhees. It
Face/Reach: 0 ft gains an additional 5 Outsider hit dice and
Special Qualities: psionics, thrall, shared host, increases to Large size.
blindsight 60 ft., host protection, immune to
Decaying Host (Ex): Unless the demon
mind-influencing effects, resistance to massive
inhabits the body of a blood relative, the body it
damage
inhabits slowly decays. The body suffers 1 point
Saves: Fort +1, Ref +4, Will +3
of temporary Constitution damage per day, and
Abilities: Str 1, Dex 19, Con 9, Int 8, Wis 16,
a host reduced to 0 Constitution in this fashion
Cha 14
dies.
Skills: Hide +20, Listen +7, Spot +7
Blindsight (Ex): A demon can ascertain
Challenge Rating: 1 creatures by nonvisual means within 60 feet.
Allegiance: Hell The demon confers blindsight upon its host.
Campaign: F13, Part 9
Host Protection (Ex): An attached demon
uses its hosts base saving throw bonuses if
The Voorhees demon is about a foot and a
theyre better than its own. Effects that target
half in length and resembles a skeletal lizard
with only two legs. It normally resides in the outsiders cant affect a demon riding a humanoid
undead Jason's heart. host.
Immunities: Demons are immune to mind-
Combat
influencing effects. This ability is conferred upon
If a Voorhees demon is forced to show itself, the demons host as well.
something has gone terribly wrong. It will
Resistance to Massive Damage (Ex):
attempt to force the first person it is alone with to
eat Jason's heart with its lesser domination Demons gain a +5 species bonus on Fortitude
ability. Upon doing so, the victim immediately saves to negate the effects of massive damage.
This ability is conferred upon the demons host
becomes its thrall. Thereafter, the demon will
as well.
search out a body of Jason's blood relatives
alive or dead. Shared Skills: The demon retains its skills
Psionics (Sp): 3/daylesser domination. when it takes a host. The host gains a +4 bonus
These abilities are as the psionic powers of an on Listen and Spot checks.
8th-level manifester.

Friday the 13th: Resurrection - 49


Jason Voorhees, Copycat

Medium Tough Hero hand, it means copycat killers could be


Hit Dice: 7d10+47 (77 hp) anywhere, in any cityeven next door.
Initiative: +1 (+1 Dex)
Remain Conscious: The copycat can
Speed: 30 ft.
continue to perform actions when he would
Defense: 11 (+1 Dex)
otherwise be considered unconscious and dying.
Attacks: Machete +9 melee
When the copycats hit points reach 1, The
Damage: Machete 1d8+4
copycat can perform as though he were
Face/Reach: 5 ft by 5 ft/10 ft
disabled, making either an attack action or a
Special Attacks: None
move action every round until The copycat
Special Qualities: Remain conscious, robust,
reaches 10 hit points (and dies) or The
second wind, stamina
copycats hit points return to 1 or higher. The
Saves: Fort +9, Ref +3, Will +2
copycat can choose to succumb to
Abilities: Str 18, Dex 12, Con 18, Int 12, Wis
unconsciousness if he thinks that doing so might
10, Cha 10
prevent him or her from taking more damage.
Skills: Disguise +5, Hide +3, Intimidate +6*,
Move Silently +4, Survival +2 Robust: The copycat is especially robust,
Feats: Cleave, Great Cleave, Great Fortitude, gaining a number of hit points equal to his or her
Improved Initiative, Improvised Implements, Tough level as soon as he selects this talent.
Power Attack Thereafter, The copycat gains +1 hit point with
each level of Tough he gains.
Challenge Rating: 5
Second Wind: The copycat can spend 1
Allegiance: Pamela Voorhees
Campaign: F13, Part 5 action point to gain a second wind. When he
does this, he recovers a number of hit points
Jason's murders are legendary. Serial killers equal to his Constitution modifier.
looking to match his "score," psychos trying to Stamina: The copycat recovers twice as fast
cover their tracks, or just plain loonies that as normal. So, The copycat recovers 2 hit points
idolize murderers everyone wants to be Jason per character level per evening of rest, 2 points
Voorhees. of temporary ability damage per evening of rest,
Combat and awakens in half the normal time after being
knocked unconscious.
Copycats are telling in their behavior
Skills: The copycat uses his Strength bonus
because they're smarter and craftier. Jason is
for the Intimidate skill.
nearly mindless, mute, and obsessive.
Copycats tend to react intelligently and are
careful to avoid traps. Generally, if Jason's hard
to find, it's likely a copycat killer. On the other

50 - Friday the 13th: Resurrection


Jason Voorhees, Cybernetic

Large Construct/Outsider/Undead/Tough Damage Reduction (Su): Jason ignores


Hero damage from most weapons and natural
Hit Dice: 5d10+30+5d8+5d12+5d10+5 (235 hp) attacks. The weapon thuds into Jason's flesh but
Initiative: +1 (+1 Dex) does no damage. Jason takes normal damage
Speed: 30 ft. from energy attacks (even non-magical ones),
Defense: 25 (+1 Dex, +14 natural) spells, spell-like abilities, and supernatural
Attacks: Machete +19 melee or slam +19 melee abilities.
Damage: Machete 2d6+10 or slam 1d8+10
Darkvision (Su): Out to 60 feet.
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Constrict, frightful presence, Energy Resistance (Su): An attack that
improved grab, pounce, psionics, thrall deals cold or fire damage slows Jason (as the
Special Qualities: blindsight (60 ft.), damage slow spell) for 2d6 rounds, with no saving throw.
reduction 10/good, darkvision (60 ft.), energy An attack that deals electricity damage breaks
resistance, fast healing 5, flashbacks, any slow effect on Jason and heals 1 point of
immunities, robust, regeneration 1, rejuvenation, damage for every 3 points of damage the attack
robust, undead traits would otherwise deal. If the amount of healing
Saves: Fort +16, Ref +9, Will +8 would cause Jason to exceed his full normal hit
Abilities: Str 25, Dex 12, Con --, Int 8, Wis 10, points, he gains any excess as temporary hit
Cha 5 points. Jason gets no saving throw against
Skills: Balance +9, Climb +10, Hide +15*, attacks that deal electricity damage. In all cases,
Intimidate +14*, Jump +9, Listen +9, Move energy attacks do not deal Jason any damage.
Silently +15*, Spot +10*, Survival +5
Fast Healing (Ex): Jason regains hit points
Feats: Awesome Blow, Cleave, Great Cleave,
Great Fortitude, Improved Bull Rush, Improved at an exceptionally fast rate, at 5 hit points per
Initiative, Improvised Implements, Improvised round, as given in Jasons entry.
Weapons, Power Attack Flashbacks (Ex): Clever opponents can do
something to remind Jason of his almost-
Challenge Rating: 21 forgotten life (e.g., anything that reminds him of
Allegiance: Hell his mother). If this happens, Jason takes no
Campaign: Jason X action for 1 round and thereafter suffers a -2
morale penalty to all attacks directed at that
In this form, Jason has been reconstructed opponent.
using a Nanotech 2000. It rebuilt Jason by
drawing on the myths and legends of his past to Frightful Presence (Ex): This special quality
create an idealized killing machine. One leg and makes Jasons very presence unsettling to foes.
arm are completely made of metal. His clothes It takes effect automatically when Jason
are no longer tattered and are instead made of performs some sort of dramatic action (such as
black fabric. Most importantly, Jason's mask is charging or attacking). Opponents within range
made of chrome. who witness the action may become frightened
or shaken. The range is 30 feet, and the
Combat duration is 5d6 rounds. This ability affects only
Like Jason, his machete has been reformed opponents with fewer Hit Dice or levels than
to become the ultimate killer's blade. It is a +3 Jason has. An affected opponent can resist the
effects with a successful Will save (DC 10 + 1/2
mastercraft greatsword. Similarly, Jason's new
Jason's racial HD + Jason's Cha modifier). An
limbs and armor increase his damage reduction
opponent that succeeds on the saving throw is
to 10 and his defense by +8.
immune to Jason's frightful presence for 24
Blindsight (Ex): A demon can ascertain hours. Frightful presence is a mind-affecting fear
creatures by nonvisual means within 60 feet. effect.
The demon confers blindsight upon its host.
Immunities (Su): To some mind-affecting
Constrict (Ex): Jason can crush an effects (charms, compulsions and patterns),
opponent, dealing 2d8 points of bludgeoning poison, paralysis, stunning, disease, and death
damage, after making a successful grapple effects. Not subject to critical hits, non-lethal
check. Jason deals constriction damage in damage, ability drain, or energy drain. Immune
addition to damage dealt by his slam attack. to damage to its physical ability scores

Friday the 13th: Resurrection - 51


(Strength, Dexterity, and Constitution), as well ignore regeneration. Jason can regrow lost
as to fatigue and exhaustion effects. Immunity to portions of his body and can reattach severed
any effect that requires a Fortitude save (unless limbs or body parts. Severed parts that are not
the effect also works on objects or is harmless). reattached wither and die normally.
Not at risk of death from massive damage.
Rejuvenation (Su): Its difficult to destroy
Jason does not eat.
Jason through simple combat: He will restore
th
Improved Grab (Ex): If Jason hits with his himself on the next Friday the 13 . Even the
slam, he deals normal damage and attempts to most powerful spells are usually only temporary
start a grapple as a free action without provoking solutions. If Jason would otherwise be
an attack of opportunity. No initial touch attack is destroyed, he returns to Crystal Lake with a
required. Improved grab works only against successful level check (1d20 + Jason's HD)
opponents at least one size category smaller against DC 16. The only way to get rid of Jason
than Jason. Jason has the option to conduct the permanently is for him to be killed by a blood
grapple normally, or simply use his hand to hold relative wielding the dagger of banishing.
the opponent. If he chooses to do the latter, he
Resistance to Massive Damage (Ex):
takes a 20 penalty on grapple checks, but is
Demons gain a +5 species bonus on Fortitude
not considered grappled himself; Jason does not
saves to negate the effects of massive damage.
lose his Dexterity bonus to AC, still threatens an
This ability is conferred upon the demons host
area, and can use its remaining attacks against
as well.
other opponents. If Jason does not constrict,
each successful grapple check he makes during Robust: Jason is especially robust, gaining a
successive rounds automatically deals the number of hit points equal to his or her Tough
damage indicated for the attack that established level as soon as he selects this talent.
the hold. Otherwise, Jason deals constriction Thereafter, Jason gains +1 hit point with each
damage as well. When Jason gets a hold after level of Tough he gains.
an improved grab attack, he pulls the opponent
Skills: Jason uses his Strength bonus for
into his space. This act does not provoke attacks
of opportunity. He can even move (possibly Intimidate checks. Jason receives a +4 racial
bonus to Hide and Move Silently checks. On
carrying away the opponent), provided he can th
Friday the 13 , Jason's bonus to Hide and Move
drag the opponents weight.
Silently checks increases to +8. The host gains
Pounce (Ex): When Jason makes a charge, a +4 bonus on Listen and Spot checks.
he can follow with a full attack.
Thrall (Sp): If Jason can get a successful
Psionics (Sp): 3/daylesser domination. grapple on a target, he will spit the demon into
These abilities are as the psionic powers of an the victim's mouth. The thralled host will carry
8th-level manifester. out the orders of the demon, including self-
destructive orders. If the demon enters a blood
Regeneration (Ex): Jason is difficult to kill.
relative of Jason Voorhees, the body
Damage dealt to Jason is treated as non-lethal
immediately transforms into Demonic Jason
damage. Jason automatically heals non-lethal
Voorhees.
damage at a fixed rate of 1 hit point per round.
Attack forms that dont deal hit point damage

52 - Friday the 13th: Resurrection


Jason Voorhees, Demonic

Large Outsider/Undead/Tough Hero attacks. The weapon thuds into Jason's flesh but
Hit Dice: 5d8+5d12+5d10+5 (155 hp) does no damage. Jason takes normal damage
Initiative: +1 (+1 Dex) from energy attacks (even non-magical ones),
Speed: 30 ft. spells, spell-like abilities, and supernatural
Defense: 17 (+1 Dex, +6 natural) abilities.
Attacks: Machete +16 melee or slam +16 melee
Darkvision (Su): Out to 60 feet.
Damage: Machete 1d8+7 or slam 1d8+7
Face/Reach: 5 ft by 5 ft/10 ft Energy Resistance (Su): An attack that
Special Attacks: Constrict, frightful presence, deals cold or fire damage slows Jason (as the
improved grab, pounce, psionics, thrall slow spell) for 2d6 rounds, with no saving throw.
Special Qualities: blindsight (60 ft.), damage An attack that deals electricity damage breaks
reduction 5/good, darkvision (60 ft.), energy any slow effect on Jason and heals 1 point of
resistance, fast healing 5, flashbacks, damage for every 3 points of damage the attack
immunities, robust, regeneration 1, rejuvenation, would otherwise deal. If the amount of healing
robust, undead traits would cause Jason to exceed his full normal hit
Saves: Fort +15, Ref +8, Will +7 points, he gains any excess as temporary hit
Abilities: Str 25, Dex 12, Con --, Int 8, Wis 10, points. Jason gets no saving throw against
Cha 5 attacks that deal electricity damage. In all cases,
Skills: Balance +6, Climb +10, Hide +15*, energy attacks do not deal Jason any damage.
Intimidate +14*, Jump +8, Listen +6, Move
Fast Healing (Ex): Jason regains hit points
Silently +15*, Spot +9*, Survival +5
Feats: Awesome Blow, Cleave, Great Cleave, at an exceptionally fast rate, at 5 hit points per
round, as given in Jasons entry.
Great Fortitude, Improved Bull Rush, Improved
Initiative, Improvised Implements, Improvised Flashbacks (Ex): Clever opponents can do
Weapons, Power Attack something to remind Jason of his almost-
forgotten life (e.g., anything that reminds him of
Challenge Rating: 16 his mother). If this happens, Jason takes no
Allegiance: Hell action for 1 round and thereafter suffers a -2
Campaign: F13, Part 9 morale penalty to all attacks directed at that
opponent.
If Jason has achieved this state, it means the
Voorhees demon has been awakened due to the Frightful Presence (Ex): This special quality
total destruction of his body. This is very bad makes Jasons very presence unsettling to foes.
news for everyone within a ten-mile radius. It takes effect automatically when Jason
performs some sort of dramatic action (such as
Combat charging or attacking). Opponents within range
Jason's become quite skilled at killing people. who witness the action may become frightened
or shaken. The range is 30 feet, and the
He's especially fond of using his Awesome Blow
duration is 5d6 rounds. This ability affects only
feats to knock victims onto sharp objects. He
opponents with fewer Hit Dice or levels than
uses his Improvised Implements and Improvised
Jason has. An affected opponent can resist the
Weapons to throw sharp objects at people with
great effectiveness. He also will pick up effects with a successful Will save (DC 10 + 1/2
anything at hand to murder his victims, although Jason's racial HD + Jason's Cha modifier). An
opponent that succeeds on the saving throw is
Jason prefers the machete most of all.
immune to Jason's frightful presence for 24
Blindsight (Ex): A demon can ascertain hours. Frightful presence is a mind-affecting fear
creatures by nonvisual means within 60 feet. effect.
The demon confers blindsight upon its host.
Immunities (Su): To some mind-affecting
Constrict (Ex): Jason can crush an effects (charms, compulsions and patterns),
opponent, dealing 2d8 points of bludgeoning poison, paralysis, stunning, disease, and death
damage, after making a successful grapple effects. Not subject to critical hits, non-lethal
check. Jason deals constriction damage in damage, ability drain, or energy drain. Immune
addition to damage dealt by his slam attack. to damage to its physical ability scores
(Strength, Dexterity, and Constitution), as well
Damage Reduction (Su): Jason ignores
as to fatigue and exhaustion effects. Immunity to
damage from most weapons and natural

Friday the 13th: Resurrection - 53


any effect that requires a Fortitude save (unless portions of his body and can reattach severed
the effect also works on objects or is harmless). limbs or body parts. Severed parts that are not
Not at risk of death from massive damage. reattached wither and die normally.
Jason does not eat or sleep.
Rejuvenation (Su): Its difficult to destroy
Improved Grab (Ex): If Jason hits with his Jason through simple combat: He will restore
th
slam, he deals normal damage and attempts to himself on the next Friday the 13 . Even the
start a grapple as a free action without provoking most powerful spells are usually only temporary
an attack of opportunity. No initial touch attack is solutions. If Jason would otherwise be
required. Improved grab works only against destroyed, he returns to Crystal Lake with a
opponents at least one size category smaller successful level check (1d20 + Jason's HD)
than Jason. Jason has the option to conduct the against DC 16. The only way to get rid of Jason
grapple normally, or simply use his hand to hold permanently is for him to be killed by a blood
the opponent. If he chooses to do the latter, he relative wielding the dagger of banishing.
takes a 20 penalty on grapple checks, but is
Resistance to Massive Damage (Ex):
not considered grappled himself; Jason does not
Demons gain a +5 species bonus on Fortitude
lose his Dexterity bonus to AC, still threatens an
saves to negate the effects of massive damage.
area, and can use its remaining attacks against
This ability is conferred upon the demons host
other opponents. If Jason does not constrict,
as well.
each successful grapple check he makes during
successive rounds automatically deals the Robust: Jason is especially robust, gaining a
damage indicated for the attack that established number of hit points equal to his or her Tough
the hold. Otherwise, Jason deals constriction level as soon as he selects this talent.
damage as well. When Jason gets a hold after Thereafter, Jason gains +1 hit point with each
an improved grab attack, he pulls the opponent level of Tough he gains.
into its space. This act does not provoke attacks
Skills: Jason uses his Strength bonus for
of opportunity. He can even move (possibly
carrying away the opponent), provided he can Intimidate checks. Jason receives a +4 racial
drag the opponents weight. bonus to Hide and Move Silently checks. On
th
Friday the 13 , Jason's bonus to Hide and Move
Pounce (Ex): When Jason makes a charge, Silently checks increases to +8. The host gains
he can follow with a full attack. a +4 bonus on Listen and Spot checks.
Psionics (Sp): 3/daylesser domination. Thrall (Sp): If Jason can get a successful
These abilities are as the psionic powers of an grapple on a target, he will spit the demon into
8th-level manifester. the victim's mouth. The thralled host will carry
out the orders of the demon, including self-
Regeneration (Ex): Jason is difficult to kill.
destructive orders. If the demon enters a blood
Damage dealt to Jason is treated as non-lethal
relative of Jason Voorhees, the body
damage. Jason automatically heals non-lethal
immediately transforms into Demonic Jason
damage at a fixed rate of 1 hit point per round.
Voorhees.
Attack forms that dont deal hit point damage
ignore regeneration. Jason can regrow lost

54 - Friday the 13th: Resurrection


Jason Voorhees, Human

Medium Tough Hero Young Jason is much wilier because he still


Hit Dice: 5d10+25 (75 hp) has some remnants of intelligence and cunning.
Initiative: +1 (+1 Dex) He reserves his killing fury for teenagers he
Speed: 30 ft. believes he can get alone.
Defense: 11 (+1 Dex)
Remain Conscious: Jason can continue to
Attacks: Machete +7 melee
perform actions when he would otherwise be
Damage: Machete 1d8+4
considered unconscious and dying. When
Face/Reach: 5 ft by 5 ft/10 ft
Jasons hit points reach 1, Jason can perform
Special Attacks: None
as though he were disabled, making either an
Special Qualities: Remain conscious, robust,
attack action or a move action every round until
stamina
Jason reaches 10 hit points (and dies) or
Saves: Fort +8, Ref +2, Will +1
Jasons hit points return to 1 or higher. Jason
Abilities: Str 18, Dex 12, Con 18, Int 8, Wis 10,
can choose to succumb to unconsciousness if
Cha 5
he thinks that doing so might prevent him or her
Skills: Hide +3, Intimidate +6*, Move Silently +4,
from taking more damage.
Survival +2
Feats: Cleave, Great Fortitude, Improved Robust: Jason is especially robust, gaining a
Initiative, Improvised Implements, Power Attack number of hit points equal to his or her Tough
level as soon as he selects this talent.
Challenge Rating: 5 Thereafter, Jason gains +1 hit point with each
Allegiance: Pamela Voorhees level of Tough he gains.
Campaign: F13, Part 2-4
Stamina: Jason recovers twice as fast as
Jason Voorhees is a deranged young man, normal. So, Jason recovers 2 hit points per
gifted with great strength but little else. He is character level per evening of rest, 2 points of
temporary ability damage per evening of rest,
capable of resisting incredible wounds. This is
and awakens in half the normal time after being
the Jason of the early movies, still mortal and
knocked unconscious.
capable of being defeated by teenagers. He is
most appropriate for FT13 1-4. Skills: Jason uses his Strength bonus for the
Combat Intimidate skill.

Friday the 13th: Resurrection - 55


Jason Voorhees, Undead

Large Undead/Tough Hero spells, spell-like abilities, and supernatural


Hit Dice: 5d12+5d10+5 (125 hp) abilities.
Initiative: +1 (+1 Dex)
Darkvision (Su): Out to 60 feet.
Speed: 30 ft.
Defense: 14 (+1 Dex, +3 natural) Energy Resistance (Su): An attack that
Attacks: Machete +11 melee or slam +11 deals cold or fire damage slows Jason (as the
Damage: Machete 1d8+7 or slam 1d8+7 melee slow spell) for 2d6 rounds, with no saving throw.
Face/Reach: 5 ft by 5 ft/10 ft An attack that deals electricity damage breaks
Special Attacks: Constrict, frightful presence, any slow effect on Jason and heals 1 point of
improved grab, pounce, damage for every 3 points of damage the attack
Special Qualities: damage reduction 5/good, would otherwise deal. If the amount of healing
energy resistance, fast healing 5, flashbacks, would cause Jason to exceed his full normal hit
immunities, robust, regeneration 1, rejuvenation, points, he gains any excess as temporary hit
robust, undead traits points. Jason gets no saving throw against
Saves: Fort +10, Ref +4, Will +3 attacks that deal electricity damage. In all cases,
Abilities: Str 25, Dex 12, Con --, Int 8, Wis 10, energy attacks do not deal Jason any damage.
Cha 5
Skills: Hide +10*, Intimidate +9*, Move Silently Fast Healing (Ex): Jason regains hit points
+10*, Survival +5 at an exceptionally fast rate, at 5 hit points per
Feats: Awesome Blow, Cleave, Great Fortitude, round, as given in Jasons entry.
Improved Bull Rush, Improved Initiative, Power Flashbacks (Ex): Clever opponents can do
Attack something to remind Jason of his almost-
forgotten life (e.g., anything that reminds him of
Challenge Rating: 11 his mother). If this happens, Jason takes no
Allegiance: None action for 1 round and thereafter suffers a -2
Campaign: F13, Part 6-8 morale penalty to all attacks directed at that
opponent.
When Tommy accidentally reanimated
Jason, things took a turn for the worse. As an Frightful Presence (Ex): This special quality
undead revenant, Jason is relentless in his makes Jasons very presence unsettling to foes.
single-minded quest to destroy every single It takes effect automatically when Jason
teenager in sight. Although he is eventually performs some sort of dramatic action (such as
drawn back to Crystal Lake, he never passes up charging or attacking). Opponents within range
the opportunity to kill someone. who witness the action may become frightened
or shaken. The range is 30 feet, and the
Combat duration is 5d6 rounds. This ability affects only
Jason isn't subtle. He stumps towards opponents with fewer Hit Dice or levels than
Jason has. An affected opponent can resist the
opponents with a deadly intensity. However, he
effects with a successful Will save (DC 10 + 1/2
can also be quite cunning, stalking opponents
Jason's racial HD + Jason's Cha modifier). An
and disappearing into the shadows until the
opponent that succeeds on the saving throw is
opportune moment strikes. Jason doesn't
understand the concept of defense and will immune to Jason's frightful presence for 24
attack heedless of any physical dangers or hours. Frightful presence is a mind-affecting fear
effect.
traps.
Immunities (Su): To some mind-affecting
Constrict (Ex): Jason can crush an
effects (charms, compulsions and patterns),
opponent, dealing 2d8 points of bludgeoning
poison, paralysis, stunning, disease, and death
damage, after making a successful grapple
check. Jason deals constriction damage in effects. Not subject to critical hits, non-lethal
addition to damage dealt by his slam attack. damage, ability drain, or energy drain. Immune
to damage to its physical ability scores
Damage Reduction (Su): Jason ignores (Strength, Dexterity, and Constitution), as well
damage from most weapons and natural as to fatigue and exhaustion effects. Immunity to
attacks. The weapon thuds into Jason's flesh but any effect that requires a Fortitude save (unless
does no damage. Jason takes normal damage the effect also works on objects or is harmless).
from energy attacks (even non-magical ones),

56 - Friday the 13th: Resurrection


Not at risk of death from massive damage. damage. Jason automatically heals non-lethal
Jason does not eat or sleep. damage at a fixed rate of 1 hit point per round.
Attack forms that dont deal hit point damage
Improved Grab (Ex): If Jason hits with his
ignore regeneration. Jason can regrow lost
slam, he deals normal damage and attempts to
portions of his body and can reattach severed
start a grapple as a free action without provoking
limbs or body parts. Severed parts that are not
an attack of opportunity. No initial touch attack is
reattached wither and die normally.
required. Improved grab works only against
opponents at least one size category smaller Rejuvenation (Su): Its difficult to destroy
than Jason. Jason has the option to conduct the Jason through simple combat: He will restore
th
grapple normally, or simply use his hand to hold himself on the next Friday the 13 . Even the
the opponent. If he chooses to do the latter, he most powerful spells are usually only temporary
takes a 20 penalty on grapple checks, but is solutions. If Jason would otherwise be
not considered grappled himself; Jason does not destroyed, he returns to Crystal Lake with a
lose his Dexterity bonus to AC, still threatens an successful level check (1d20 + Jason's HD)
area, and can use its remaining attacks against against DC 16. If Jason is utterly destroyed, his
other opponents. If Jason does not constrict, heart will survive and the Voorhees demon (q.v.)
each successful grapple check he makes during that resides in his heart will awaken. The only
successive rounds automatically deals the way to get rid of Jason permanently is for him to
damage indicated for the attack that established be killed by a blood relative wielding the dagger
the hold. Otherwise, Jason deals constriction of banishing.
damage as well. When Jason gets a hold after
Robust: Jason is especially robust, gaining a
an improved grab attack, he pulls the opponent
number of hit points equal to his or her Tough
into its space. This act does not provoke attacks
level as soon as he selects this talent.
of opportunity. He can even move (possibly
Thereafter, Jason gains +1 hit point with each
carrying away the opponent), provided he can
level of Tough he gains.
drag the opponents weight.
Skills: Jason uses his Strength bonus for
Pounce (Ex): When Jason makes a charge,
Intimidate checks. Jason receives a +4 racial
he can follow with a full attack.
bonus to Hide and Move Silently checks. On
th
Regeneration (Ex): Jason is difficult to kill. Friday the 13 , Jason's bonus to Hide and Move
Damage dealt to Jason is treated as non-lethal Silently checks increases to +8.

Friday the 13th: Resurrection - 57


Jason Voorhees, Epic Undead

Medium Corpse Tough Hero 10/Slasher 10 times, until she totally snapped and started
Hit Dice: 10d12+10+10d12 (154 hp) murdering the counsellors. She took ten lives
Initiative: +6 (+2 circumstance, +4 Improved before Annie, the last surviving counsellor,
Initative) decapitated her. An unknown assailant
Speed: 30 ft. murdered Annie several months later.
Defense: 24 (+10 class, +4 natural)
The camp was reopened, but the murders
Attacks: Machete +14/+9/+4 melee or slam +19
began again; Jason had somehow come back
Damage: Machete 1d8+8 or slam 1d8+6 melee
from death, wearing a pillowcase over his head.
Face/Reach: 5 ft by 5 ft/10 ft
He killed six before a female counsellor took him
Special Attacks: weapon focus (machete),
down with a machete to the shoulder.
stalking, smash, augmented critical (machete),
improved reaction, weapon specialization It didnt stop him, and Jason came back for
(machete), critical strike more, taking a hockey mask from one of his next
Special Qualities: Robust, DR 1/-, DR 2/-, DR kills and wearing one ever since. An axe to the
3/-, second wind (Slasher) death flesh, sequel head brought him down, but he came back from
Saves: Fort +10, Ref +8, Will +5 death at the morgue, and carved a bloody trail
Abilities: Str 22, Dex 10, Con , Int 10, Wis 8, back to Crystal Lake, where a 12-year old boy,
Cha 3 Tommy Jarvis, brought him down and hacked at
Skills: Climb +12 (6), Hide +7 (5), Intimidate +6 his corpse relentlessly. Jason was buried, and
(10), Listen +10 (11), Move Silently +7 (5), Tommy was sent to a mental institution.
Navigate +12 (10), Spot +10 (11), Survival +16
When Tommy was transferred to Pinehurst,
(15).
Feats: Alertness, Archaic Weapons Proficiency, the killings began again. However, this time,
Jason was the father of one of the Pinehurst
Armour Proficiency (light), Brawl, Cleave, Far
Shot, Great Fortitude, Guide, Improved Brawl, patients who was brutally killed by another.
Tommy, plagued by hallucinations, dug up
Improved Critical (cleaver), Improved Critical
Jasons body and impaled it repeatedly with an
(knife), Improved Critical (machete), Improved
iron spike. Lightning hit the spike, reviving the
Initiative, Power Attack (up to +14), Renown,
killer, and he returned to Crystal Lake (renamed
Simple Weapons Proficiency, Stealthy, Track.
Forest Green), killing many more before Tommy
Challenge Rating: 21 drew him out into the lake and chained him to a
Allegiance: None heavy rock at the bottom.
Campaign: F13, Part 6-8 A psychokinetic woman accidentally brought
him back to the surface, where he killed more
Jason Voorhees (1946-1957) was the son of until he was returned to his watery tomb. A
Pamela Voorhees. Jason was physically passing boats anchor snagged an underwater
hideous, but Pamela loved him nonetheless. He cable and zapped him, restoring him to life. He
died when he drowned in Crystal Lake at the climbed on board and killed the occupants, and
age of 11; the Camp Crystal Lake counsellors boarded another boat carrying vacationing
who should have been on duty were not there. teenagers. The boat arrived in Manhattan, and
he almost killed all of them until he was
Pamela lost her mind and started attacking
the campground. Despite her best attempts to destroyed in the sewers by a flood of toxic
wastes.
keep the camp closed, it reopened several

58 - Friday the 13th: Resurrection


Pamela Voorhees

Medium Tough Hero holds the camp counselors of Crystal Lake


Hit Dice: 3d10+15 (45 hp) responsible and intends to kill every one of
Initiative: +1 (+1 Dex) them.
Speed: 30 ft.
Combat
Defense: 11 (+1 Dex)
Attacks: Machete +5 melee Pamela is smarter than Jason, which makes
Damage: Machete 1d8+3 her deadlier. She will use every piece of terrain
Face/Reach: 5 ft by 5 ft/10 ft to her advantage and is not afraid to retreat, only
Special Attacks: None to turn up later.
Special Qualities: Robust, stamina
Robust: Pamela is especially robust, gaining
Saves: Fort +6, Ref +2, Will +1
Abilities: Str 16, Dex 12, Con 18, Int 12, Wis a number of hit points equal to her or her Tough
10, Cha 5 level as soon as she selects this talent.
Skills: Hide +3, Intimidate +5*, Move Silently +4, Thereafter, Pamela gains +1 hit point with each
level of Tough she gains.
Survival +2
Feats: Cleave, Improved Initiative, Improvised Stamina: Pamela recovers twice as fast as
Implements, Power Attack normal. So, Pamela recovers 2 hit points per
character level per evening of rest, 2 points of
Challenge Rating: 3 temporary ability damage per evening of rest,
Allegiance: Jason Voorhees and awakens in half the normal time after being
Campaign: F13, Part 1 knocked unconscious.

Pamela Voorhees is a madwoman, driven by Skills: Pamela uses her Strength bonus for
the grief of her son's supposed drowning. She the Intimidate skill.

Pamela Voorhees, Undead

Small Undead evil-aligned for the purpose of overcoming


Hit Dice: 1d12+1 (8 hp) damage reduction. Pamela's primary goal is to
Initiative: +1 (+1 Dex) poison victims for Jason. If Pamela's floating
Speed: fly 30 ft. (good) head is around, she can command Jason to do
Defense: 12 (+1 Dex, +1 size) her bidding. Is it any wonder why Jason is so
Attacks: Bite +3 melee screwed up?
Damage: Bite 1d4 plus poison
Shriek (Su): Instead of biting, Pamela can
Face/Reach: 5 ft by 5 ft
open her distended mouth and let out a terrible
Special Attacks: Shriek, poison
shriek. Those within 60 feet (except Jason) who
Special Qualities: Undead, darkvision (60 ft.)
hear the shriek and can clearly see Pamela
Saves: Fort +3, Ref +3, Will +3
must succeed on a DC 12 Fortitude save or be
Abilities: Str 10, Dex 13, Con 12, Int 12, Wis
paralyzed with fear for 2d4 rounds or until she
10, Cha 8
attacks them, goes out of range, or leaves their
Skills: Hide +9, Intimidate +3, Listen +5, Move
sight. A creature that successfully saves cannot
Silently +5, Spot +5
be affected again by Pamelas shriek for 24
hours. The shriek is a mind-affecting fear effect.
Challenge Rating: 2
The save DC is Constitution-based and includes
Allegiance: Hell
a +1 racial bonus.
Campaign: F13, Part 2-X
Poison (Ex): Injury, Fortitude DC 12 or be
Surely, no good could come of chopping off unable to heal Pamelas bite damage naturally
Pamela Voorhees' head. Sure enough, the or magically. A neutralize poison or heal spell
demonic same forces that animate Jason's body removes the effect, while delay poison allows
decided to make Pamela one pissed off head. magical healing. The save DC is Constitution-
based and includes a +1 racial bonus.
Combat
Pamela attacks by biting with her jagged
teeth. Pamelas natural weapons are treated as
Friday the 13th: Resurrection - 59
Spider Droid, Subclass B

Small Construct These three-foot diameter subclass B druids


Hit Dice: d10 (5 hp) are in the shape of spiders, with eight legs
Initiative: +2 (+2 Dex) topped by a light laser.
Speed: 40 ft.
Combat
Defense: 12 (+1 Dex, +1 size)
Attacks: Spike 1 melee or Laser +0 ranged Spider druids have but one mission: to
Damage: Spike 1d4 or Laser 3d10 (fire) destroy Jason. Spider druids make up for their
Face/Reach: 5 ft by 5 ft/10 ft small size with lasers and numbers (up to 12 at
Special Qualities: Construct a time). They have but one program: to destroy
Saves: Fort +0, Ref +1, Will +0 Jason Voorhees. To that end, spider druids
Abilities: Str 6, Dex 12, Con ---, Int ---, Wis 10, move in a straight line, slicing up everything in
Cha 10 their path with lasers. Although they exist to
Skills: Hide +5, Spot +4 protect humanity, they are ultimately there to
destroy Jason and will attack humans who do
Challenge Rating: 2 not immediately get out of the way. Whoever
Allegiance: Humanity programmed these druids knew just how
Campaign: Jason X dangerous Jason really is.

60 - Friday the 13th: Resurrection


Links
"There's a legend around here. A killer buried, but NOT dead. A curse on Crystal Lake, a death curse.
Jason Voorhees curse. They say he died as a boy, but he keeps coming back. You have seen him and
lived. Some have even tried to stop him. NO ONE can."

th
--Narrator, Friday the 13 , Part 7

Books Friday the 13th Part VIII - Jason Takes


For more information about books that were Manhattan
used to help create this document, see Section
Jason Goes to Hell - The Final Friday
15 of the Open Gaming License.
Jason X
Freddy vs. Jason
Jason vs. Freddy

th
Friday the 13
Games

th
Friday the 13 , Part 2
Friday the 13th (Nintendo)

th
Friday the 13 , Part 3

th
Friday the 13 Walkthrough and FAQ

th
Friday the 13 , Part 3 (3-D)
World of Darkness: Jason Voorhees

th
Friday the 13 , Part 6: Jason Lives
Toys

th
Friday the 13 : Book 1 (Mother's Day)

th
Friday the 13 : 18" Jason

th
Friday the 13 : Book 2 (Jason's Curse) Web

th
Friday the 13 : Book 3 (The Carnival) For more information about web sites that
were used to help create this document, see

th
Friday the 13 : Book 4 (Road Trip) Section 15 of the Open Gaming License.

Games of Terror: Halloween, Friday the Camp Blood: The Home of Jason Voorhees
13th, and the Films of the Stalker Cycle
Crystal Lake: 13 Miles
DVDs
Earth's Nightmare/Hell's Dream
Friday the 13th
Freddy vs. Jason
Friday the 13th, Part 2

th
Friday the 13 & A Nightmare on Elm Street
Friday the 13th Part 3 A Dedication

Friday the 13th - The Final Chapter


th
Friday the 13 Online.com

Friday the 13th, Part V - A New Beginning


th
Friday the 13 Web

Friday the 13th, Part VI - Jason Lives


th
Friday the 13 : Pit of Horror

Friday the 13th Part VII - The New Blood


th
Friday the 13 : The Legend of Jason
Voorhees

Friday the 13th: Resurrection - 61



th
Friday the 13 : The Website Jason Voorhees Files


th
Horror Nightmare on Friday the 13


th
Jason Lives UK Why Friday the 13 is Unlucky

62 - Friday the 13th: Resurrection


About the
the Authors
Michael Tresca
Michael Tresca is an author, artist, web designer and editor. He has written reviews for RPG.net,
Gamers.com and Allgame.com. He is the co-creator of Talien and Maleficent's Bookstore. He has three
published D20 adventures, including All the King's Men, Tsar Rising, and The Dancing Hut. Michael has
writing credits in Dragon Magazine, Scrollworks Press, D20 Weekly, and Spectre Press. Two more D20
hardcover supplements are forthcoming, including Mercenaries: Born of Blood by Otherworld Creations,
Frost & Fur by MonkeyGod Enterprises and Combat Missions by Paradigm Concepts. He also contributed
to Relics from AEG. In his spare time, Michael is an administrator for the multi-user dimension known as
RetroMUD, where he can be found as his alter ego, Talien. To learn more about Michael, visit his web
site.

DarkSoldier
DarkSoldier started his D20 Modern Netbook of Famous Characters when he compiled his write-ups for
the M*A*S*H crew, Indiana Jones, and Forrest Gump. In short order, he had added some 40 more pages
of material and opened it up to submissions. There's not a whole lot to know about him; he spends most
of his time on message boards (Wizards.COMmunity, the Kargatane boards, and he makes the
occasional post on the EN boards) when he's not playing computer games or bashing his head in trying to
write a novel.

Friday the 13th: Resurrection - 63


Open Gaming License Version 1.0a
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Rights Reserved.
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Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of
this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Friday the 13th: Resurrection, Copyright 2002, Michael Tresca.
Aliens: Game Over, Copyright 2003, Michael Tresca, Scott Middlebrook, Dan McAllister.
Arms and Armor, Copyright 2001, Bastion Pres, Inc.
Blood and Guts, Copyright 2003, RPGObjects; Author Charles Rice
Blood and Space, Copyright 2003, RPGObjects; Authors Charles Rice and Chris
Broadsides! Naval Adventuring, Copyright 2002, Living Imagination, Inc.
Codex Arcanis, Copyright 2001, Paradigm Concepts, Inc.
Creatures of Rokugan, Copyright 2001, Aledrac Entertainment Group, Inc.
D&D 3e Xenomorph, Copyright 2001, Dan McAllister
D20 Firearm Mechanics, Copyright 2001, Kenneth S. Hood
D20 Grim-n-Gritty Hit Point and Combat Rules, Copyright 2001, Kenneth S. Hood
D20 Skills-n-feats Martial Arts System, Copyright 2001, Kenneth S. Hood
D20 Skills-n-feats Psionics System, Copyright 2001, Kenneth S. Hood

64 - Friday the 13th: Resurrection


Davis.
Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
Diomin, Copyright 2000, OtherWorld Creations, Inc.
Dragons, Copyright 2001, Alderac Entertainment Group, Inc.
Dragonstar: Starfarer's Handbook Copyright 2001, Fantasy Flight, Inc.
Dungeons, Copyright 2001, Alderac Entertainment Group, Inc.
Evil, Copyright 2001, Alderac Entertainment Group, Inc.
Fading Suns d20, Copyright 2001, Holistic Design
Forbidden Kingdoms. Copyright 2001, OtherWorld Creations, Inc.
Gods, Copyright 2002, Alderac Entertainment Group, Inc.
Judge Dredd, Copyright 2002, Mongoose Publishing.
Magic of Rokugan, Copyright 2002, Alderac Entertainment Group, Inc.
Magus, Copyright 2001, Hector Hernandez
Mercenaries, Copyright 2002, Alderac Entertainment Group, Inc.
Mercenaries: Born of Blood, Copyright 2002, OtherWorld Creations, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R.
Cordell, John Tynes, Andy Collins, and JD Wiker.
Monsters, Copyright 2002, Alderac Entertainment Group, Inc.
Relics and Rituals, Copyright 2000, Clark Peterson
Relics, Copyright 2003, Alderac Entertainment Group, Inc.
Rokugan, Copyright 2001, Alderac Entertainment Group, Inc.
Seafarer's Handbook, Copyright 2001, Fantasy Flight, Inc.
Seas of Blood, Copyright 2001, Mongoose Publishing.
Spycraft, Copyright 2002, Alderac Entertainment Group.
Swashbuckler, Copyright 2001, Felix Lim Jr.
Swashbuckling Adventures, Copyright 2002, Alderac Entertainment Group, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax
and Dave Arneson.
T20 The Traveller's Handbook, Copyright 2002, QuikLink Interactive, Inc.
The End: Lost Souls Edition, Copyright 2002, Tyranny Games.
The Quintessential Fighter, Copyright 2001, Mongoose Publishing.
Traps and Treachery, Copyright 2001, Fantasy Flight, Inc.
Vitality and Wound Points, a d20 System Conversion Guide, Copyright 2000 by Bradley D Thompson
Weird Wars, Weird War Two, Copyright 2001, Pinnacle Entertainment Group, Inc.

Friday the 13th: Resurrection - 65


Open
Open Game Content
DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product
Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Friday the
13th logos and identifying marks and trade dress, including all Friday the 13th product and product line
names, any elements of the Friday the 13th setting, including but not limited to capitalized names, planet
names, organization names, characters, equipment, historic events, and organization, and all stories,
storylines, locations, plots, plot synopses, thematic elements, quotes from characters; all artwork,
symbols, designs, depictions, illustrations likenesses, poses, logos, symbols or graphic designs; any
other unspecified incarnations of the Friday the 13th creative property, including elements either derived
or inferred from the Friday the 13th setting, and website support materials.
DESIGNATION OF OPEN CONTENT: All stat blocks, new rules, new equipment, and new monster
rules are open content that are not part of the product identity.
Trademarks and copyrights are cited in this document without permission. This usage is not meant in any
way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and
remain the property of the owners. This game is for entertainment only.
D20 System and D&D is a trademark of Wizards of the Coast, Inc..
th
All original Friday the 13 images and logos are copyright of their respected companies: 2000/2001
Crystal Lake Entertainment / New Line Cinema. All Rights Reserved.
th
This document utilizes the Friday the 13 and Ghosttown fonts.

66 - Friday the 13th: Resurrection


Who Ya Gonna Call?
V0.2

By Michael Tresca

D20 System and D&D is a trademark of Wizards of the Coast, Inc.. All original Ghostbusters images
and logos are copyright of their respected companies: Ghostbusters is (c) 1984 Columbia Pictures. The
Real Ghostbusters is (c) 1986 Columbia Pictures Television and DIC Productions. Ghostbusters 2 is (c)
1989 Columbia Pictures. Extreme Ghostbusters is (c) 1997 Columbia Pictures Television and Adelaide
Productions. All Rights Reserved. Trademarks and copyrights are cited in this document without permission.
This usage is not meant in any way to challenge the rightful ownership of said trademarks/copyrights. All
copyrights are acknowledged and remain the property of the owners. Fritz Baugh contributed to the timeline
and history sections. Matthew Riddle contributed to the equipment and planes chapter. This game is for
entertainment only. This document utilizes the Ghostbusting font.
You can get the latest version of this document at Talien's Tower, under the Freebies section.
WARNING: This document contains spoilers of the movies and games. There. You've been
warned!

2 - Ghostbusters: Who Ya Gonna Call?


Table of Contents
TABLE OF CONTENTS................................................................................................................................3

INTRODUCTION ...........................................................................................................................................6
SUMMARY ....................................................................................................................................................6
CAMPAIGN IN BRIEF......................................................................................................................................6
THE ROLE OF THE HEROES ...........................................................................................................................6
Department 7..........................................................................................................................................7
Theme ....................................................................................................................................................7
Background ............................................................................................................................................8
TIMELINE ...................................................................................................................................................10
ALLEGIANCES...........................................................................................................................................17
PLEDGING ALLEGIANCE ..............................................................................................................................17
NEW ALLEGIANCES .....................................................................................................................................17
Sex .......................................................................................................................................................18
Wealth ..................................................................................................................................................18
Fame ....................................................................................................................................................18
Soulless Science ..................................................................................................................................18
Humanity ..............................................................................................................................................18
ALLEGIANCES AND INFLUENCE ....................................................................................................................18
OCCUPATIONS ..........................................................................................................................................19
NEW OCCUPATIONS ...................................................................................................................................19
Driver ....................................................................................................................................................19
President ..............................................................................................................................................19
Secretary ..............................................................................................................................................19
Tactical Leader.....................................................................................................................................19
Technician ............................................................................................................................................20
Treasurer..............................................................................................................................................20
Vice-President ......................................................................................................................................20
ADVANCED CLASSES ..............................................................................................................................21
ELITE GHOSTBUSTER .................................................................................................................................21
Requirements .......................................................................................................................................21
Class Information .................................................................................................................................21
Table: The Elite Ghostbuster ...............................................................................................................21
Class Features .....................................................................................................................................21
SKILLS ........................................................................................................................................................24
SKILL CHECK EXAMPLES ............................................................................................................................24
Automatic Success...............................................................................................................................24
Easy (DC 5)..........................................................................................................................................24
Average (DC 10) ..................................................................................................................................24
Challenging (DC 20).............................................................................................................................24
Heroic (DC 30) .....................................................................................................................................24
ROUTINES..................................................................................................................................................24
Car Chase or Race Against Time ........................................................................................................25
Request a Government Document.......................................................................................................26
Going to Court ......................................................................................................................................27
SKILL MODIFIERS .......................................................................................................................................28
Bluff (Cha) ............................................................................................................................................28
Craft (mechanical) (Int) ........................................................................................................................28
Diplomacy (Cha)...................................................................................................................................29

Ghostbusters: Who Ya Gonna Call? - 3


FEATS .........................................................................................................................................................30
NEW FEATS ...............................................................................................................................................30
Duct-Tape Engineering [Craft] .............................................................................................................30
Psuedo-Science [General] ...................................................................................................................30
EQUIPMENT ...............................................................................................................................................31
LICENSES ..................................................................................................................................................31
W EAPONS..................................................................................................................................................31
Ghost Trap, Bio-Electric .......................................................................................................................31
Ghost Trap, High Capacity ...................................................................................................................32
Ghost Trap, Standard...........................................................................................................................32
Ghost Trap, Super................................................................................................................................32
Ghost Trap, Tripod ...............................................................................................................................32
Ghost Trap, Vehicle .............................................................................................................................32
Proton Bomb ........................................................................................................................................32
Proton Pack, Bio-Electric .....................................................................................................................33
Proton Pack, Capture Beam ................................................................................................................33
Proton Pack, Hyper Beam....................................................................................................................33
Proton Pack, Standard .........................................................................................................................33
Slime Blower ........................................................................................................................................34
MISCELLANEOUS ........................................................................................................................................35
Alpine Gear ..........................................................................................................................................35
Cellular Phone......................................................................................................................................35
Ecto-Visor.............................................................................................................................................35
Infrared Camera ...................................................................................................................................35
Leon Zundingers Magicians, Martyrs, And Madmen...........................................................................35
PKE Meter ............................................................................................................................................35
The Roylance Guide To Secret Societies And Sects...........................................................................36
Spooks Illustrated.................................................................................................................................36
Super PKE Detector .............................................................................................................................36
Technology Tomorrow .........................................................................................................................36
Tobins Spirit Guide ..............................................................................................................................36
Video Camcorder .................................................................................................................................36
Walkie-Talkie........................................................................................................................................36
Whos Who and Whats That?..............................................................................................................36
VEHICLES ..................................................................................................................................................37
Common Car ........................................................................................................................................37
Economy Car........................................................................................................................................37
ECTO-1 ................................................................................................................................................37
ECTO-2 ................................................................................................................................................37
ECTO-3 ................................................................................................................................................37
ECTO-4 ................................................................................................................................................37
ECTO-500 ............................................................................................................................................37
ACTION POINTS ........................................................................................................................................38
EARNING ACTION POINTS ...........................................................................................................................38
SPENDING ACTION POINTS .........................................................................................................................38
PLANES ......................................................................................................................................................39
ETHEREAL PLANE.......................................................................................................................................39
THE BOOGIEMAN'S REALM ..........................................................................................................................39
FLIPSIDE DIMENSION ..................................................................................................................................40
ECTO-CONTAINMENT UNIT..........................................................................................................................40
MONSTERS ................................................................................................................................................42
CLASSIFICATION .........................................................................................................................................42
Class I ..................................................................................................................................................42
Class II .................................................................................................................................................42

4 - Ghostbusters: Who Ya Gonna Call?


Class III ................................................................................................................................................42
Class IV ................................................................................................................................................42
Class V .................................................................................................................................................42
Class VI ................................................................................................................................................42
Class VII ...............................................................................................................................................42
Focused................................................................................................................................................42
Free Floating ........................................................................................................................................42
Full-Torso .............................................................................................................................................42
Repeater...............................................................................................................................................42
Vapor ....................................................................................................................................................42
NEW MONSTERS ........................................................................................................................................43
Animated Object...................................................................................................................................43
Ghost....................................................................................................................................................45
LINKS ..........................................................................................................................................................49
BOOKS ......................................................................................................................................................49
DVD..........................................................................................................................................................50
VIDEO ........................................................................................................................................................50
GAMES ......................................................................................................................................................50
MUSIC .......................................................................................................................................................50
TOYS .........................................................................................................................................................50
W EB ..........................................................................................................................................................50
ABOUT THE AUTHORS.............................................................................................................................51
MICHAEL TRESCA .......................................................................................................................................51
FRITZ BAUGH .............................................................................................................................................51
MATTHEW D. RIDDLE .................................................................................................................................51
OPEN GAMING LICENSE VERSION 1.0A......................................................................................................... 52

OPEN GAME CONTENT ............................................................................................................................54

Ghostbusters: Who Ya Gonna Call? - 5


In t r o du c t io n
"Are you troubled by strange noises in the night? Do you experience feelings of dread in your
basement or attic? Have you or your family actually seen a spook, specter or ghost? If the answer is yes,
then don't wait another minute. Just pick up the phone and call the professionals -- Ghostbusters."

Ray Stantz, Ghostbusters

Ghostbusters: Who Ya Gonna Call? is a there were entire years that were actually quite
Modern campaign supplement. For more boring. At least, for a Ghostbuster.
information about D20 Modern, see Section 15
As the world changed, so too did the nature
of the Open Gaming License.
of Ghostbusting. With a heightened awareness
The first half of the supplement is suitable for for global terrorism, the psychic energy matrix of
players and Game Masters. The last half is for the Earth is boiling with anger, fear, and hate
Game Masters only. This document's headers ghosts are more common than ever before.
use the Ghostbusting font.
And what do you need when the world is
gripped in fear and suspicious of everything that
Summary moves? You need a Ghostbuster: a man or
woman who, backed by nuclear weapons, blast
Modern heroes battle the supernatural with
a stream of barely harnessed energy at
psuedo-science and humor.
whatever you're afraid of, and do it with a smile
and a small service fee.
Campaign in Brief
What if ghosts aren't really supernatural The Role of the Heroes
concepts, but creatures with their own biology?
There are two corporate entities that carry
And if ghosts have their own biology, then using
the Ghostbusters name: Ghostbusters, Inc., and
scientific principals, they can be thwarted if not
Ghostbusters International. Ghostbusters Inc.,
destroyed, at least captured. And if ghosts can
is the original franchise created in the movie.
be capturedwell, then somebody can get rich
Their territory is Manhattan. Ghosterbusters, Inc.
doing it.
is the parent corporation and majority
Enter the Ghostbusters. Hobbled together by stockholder of Ghostbusters International (GBI).
a group of misfit scientists, they attempted to
Louis Tully, an accountant, runs
use parapsychology for profit and, at least some
Ghostbusters International. The franchise
of the time, succeeded.
contract that enterprising Ghostbusters sign is
In the 80s, Ghostbusting was a novelty. The built around missions. Ghostbusters
end of the world brought on a lot of supernatural International makes a mission request and the
phenomena and, thanks to a lot of strange local franchise receives no payment except
science and the Ghostbusters, was narrowly credit.
averted.
GBI receives payment directly from clients
By the end of the 80s, Ghostbusters were and, after all taking into account all property
dealing less with the supernatural and more with damage, risk of life and limb, ruffled politicians
problems like New York "not giving off a good who need to be bribed, etc., the GBI franchise
vibe." The Ghostbusters were called upon again may (emphasis on MAY) see SOME of that
to do something about it and they moved pieces payment. Most often, the GBI franchise doesn't
of NY's monuments to do it. have to pay GBI for that month to retain the
license.
Life as a Ghostbuster is never predictable.
The wax and wane of supernatural activity Remember in the Middle Ages where
seems to vary without rhyme or reason the peasants had to work their butts off on farmland,
80s was rife with supernatural phenomena but seven days a week, so the local lord would allow

6 - Ghostbusters: Who Ya Gonna Call?


them to live on his land? Ghostbusting is like Occult Railroad). He fought in the "Unearth
that. Only there are ghosts and screaming and War", a secret part of the Vietnam conflict that
running and property damage. had begun when a dimensional gate had
opened in Southeast Asia. The gate was closed
Okay, so it's EXACTLY like the Middle Ages.
years later, but a new one started to open after
The first rule of ghostbusting is this: it ain't the eruption of Mt St. Helens in 1980--and a
cheap. To start off in a franchise, Ghostbusters prototype armored train had gone into the gate
have to sell or mortgage everything they own. and never returned.
This is why most Ghostbusters aren't married.
In short, there's plenty of precedent for
They collectively scrape up enough money to
Department 7, especially as a division of
eat for a week and take out ads. In return,
ARMOR. It's entirely possible that ARMOR may
Ghostbusters become part of the Ghostbuster
co-opt Ghostbuster equipment and develop their
franchise.
own team to deal with the supernatural.
The Ghostbusters who join the franchise
have the following rights:
Theme
1. The right to use the Ghostbuster name.
Ghostbusters: Who Ya Gonna Call? is all
2. The exclusive district right to purchase and about good guys vs. bad guys, only the bad
operate Ghostbusters equipment in their guys tend to be dead, be from another
territory. dimension, or both. They don't have to only be
3. An exclusive territory within which they act ghosts Ghostbusters deal with "something
as representatives for Ghostbusters strange in your neighborhood," and the strict
International. definition of a ghost doesn't always apply.
That's okay, Ghostbusters will fire their proton
In exchange for these rights, the packs at anything that moves.
Ghostbusters must follow a Code of Conduct.
Ghostbusters will: Ghostbusters is cinematic. Coincidences
happen at just the right time. People who the
Offer quality service within its territory. Ghostbusters desperately need to see (or not
see) show up at the last minute. And everything
Promptly attend to consumer complaints.
is wrapped up in a few hours. A session of
Properly contain or otherwise neutralize Ghostbusters: Who Ya Gonna Call? should
supernatural agents. never be boring.
Intelligently utilize and maintain all devices Ghostbusters is humorous. Ghostbusters
patented and sold exclusively by get frightened, they get beaten up, and they run
Ghostbusters, Inc. away screaming for their mommies like anybody
else when confronted with an Evil Man Was Not
Hold Ghostbusters, Inc. and Ghostbusters Meant to Understand or Even Politely Converse
International free from all but reasonable With. But one shot of tequila later and they're
customer complaints. back in action, completely unaffected by their
A Ghostbuster franchise begins with one near-undeath experience.
standard proton pack for each Ghostbuster, one That's the beauty of Ghostbusters. It's
PKE meter, three standard ghost traps per supposed to be scary, it's supposed to be
Ghostbuster, and an ecto-containment unit. horrifying, but the Ghostbusters are too stupid to
really be affected by it.
Department 7 And yet, despite the fact that ghostbusting
involves a bunch of guys playing with proton
The Ghostbusters have worked on
beams, ghostbusting isn't only about blowing
government projects before, including flying on
stuff up. In fact, most ghosts have a history that
the space shuttle and clearing out ghosts in the
needs solving. In this respect, Ghostbusters
Pentagon. Colonel Sullivan has enlisted their
resembles a Scooby Doo mystery, only the bad
help in unlocking Professor Ian Epimetheus'
guy never pulls his mask off at the end because
interdimensional gateway to the Flipside
it's his real face.
Dimension.
Through it all, the Ghostbusters are
General George Armstrong Badge is the
decidedly real people. For every
leader of the top-secret government agency
parapsychologist spouting techno-babble,
known as ARMOR (Advanced Radical Military
there's a Ghostbuster just trying to stop a ghost
Ghostbusters: Who Ya Gonna Call? - 7
from destroying a city block. Ghostbusters get the Ghostbuster's containment unit, they drew
drunk, get horny, and get arrested they're on the psychic turbulence to release their
unlikely heroes, but they're the only ones who master, Gozer the Gozarian, a powerful
have the strength of their convictions to strap on Sumarian deity. Gozer adopted the form of the
a goofy outfit, drive around in a ridiculous- Stay-Puft Marshmallow Man and began
looking vehicle, and zap ghosts with ray guns. destroying downtown New York before a risky
plan by the Ghostbusters thwarted him, sending
his intelligence back to his home dimension,
Background along with Zuul and Vinz Clortho.
Egon Spengler, Peter Venkman, and Ray Five years after her victimization by Gozer,
Stantz investigated a haunting at the New York the supernatural again set its sights on Dana
Public Library; though they had little success in Barrett--and her son Oscar. She consulted with
dealing with the problem, Egon managed to get Egon Spengler, who brought Ray Stantz into the
readings that confirm the ionization properties of case. Venkman found out and also intervened.
ectoplasmic entities he discovered that it was The three former Ghostbusters found a river of
possible to capture a ghost, and contain it pink slime flowing through the lines of the old
indefinitely. Their triumph was short lived as they New York Pneumatic Railway--and big trouble
returned to discover that the Board of Regents with the law.
terminated their grant. Dean Yaeger threw them
off campus with great glee. Louis Tully was hired to defend them in the
court of Judge Steven Wexler, but it was the
Venkman decided that it was fate -- they appearance of the Scoleri brothers that forced
must go into business for themselves. He Wexler to rescind the Ghostbusting injunction
conned Ray into getting three mortgages on his and dismiss the case.
parents' house to start up the world's first
paranormal investigation and elimination The Ghostbusters returned to business, with
agency: Ghostbusters. a new symbol and a new vehicle, the ECTO-1A.
Winston and Janine also returned to the
The new company purchased an abandoned company, and Louis was hired as legal
firehouse to be their headquarters in a run-down consultant. Egon and Ray experimented on the
neighborhood. Using their new discoveries, Ray slime, discovering that it was responsive to
and Egon created the proton packs and the first human emotion---and that its power was
Containment Unit. A plucky Brooklyn girl, Janine building, fed by all of the patented New York
Melnitz, was hired as their secretary and hostility it's soaking up.
immediately set her sights on Egon. Ray
purchased a 1959 Miller Meteor Cadillac Late in the day, some of the pink slime
Hearse/Ambulance, which was modified to emerged from Dana Barrett's bathtub and
become their vehicle, the ECTO-1. attempted to abduct Oscar. Dana fled the
apartment with Oscar, and went to Venkman.
The Ghostbusters' first client was cellist Dana
Barrett, who encountered a terror dog in her Egon and Ray tracked the river of slime to
refrigerator shouting the word "Zuul" at her. the emerging essence of medieval madman
Venkman went to her apartment and checked it, Vigo Von Homborg Deutschendorf, alias Vigo
but there was no sign of the creature. the Carpathian, living in a self-portrait at the
Manhattan Museum of Art. Oscar was
The Ghostbusters' first case involved a call to kidnapped in full sight of Dana, Janine, and
the Sedgewick Hotel, where they successfully Louis by a ghostly clone of Janosz Poha. Poha,
busted a gluttonous, green, potato-shaped Class by the way, was deeply under Vigo's domination.
Five Full Roaming Vapor. After this, there was a Jack Hardemeyer, a mayoral aide, had the
virtual explosion of paranormal activity in the Ghostbusters committed to Parkview.
New York area, so much that the team
advertised for a fourth member: vet Winston A cloud of black energy foretold Vigo's return.
Zeddemore was hired for the job. The The Ghostbusters were freed, and using Vigo's
Ghostbusters also drew the attention of the own weapon--the psychomagnetheric slime--
government, particularly an EPA hatchet man against him, animated the Statue of Liberty and
named Walter Peck. broke the shell around the museum just before
midnight.
Dana and her neighbor, CPA Louis Tully,
were eventually possessed by Zuul ("The The Ghostbusters foiled Vigo's attempt to
Gatekeeper") and Vinz Clortho ("The possess Oscar. He then tried a desperate ploy
Keymaster") respectively. When Peck opened

8 - Ghostbusters: Who Ya Gonna Call?


by dominating Ray, but failed. Vigo was finally Winston started talking about regrouping
defeated and destroyed. permanently; but Egon was caught in the
middle, trying to remind his old friends that "the
After a variety of adventures, the
torch has already been passed." The two teams
Ghostbusters, faced with plummeting profits
of Ghostbusters put their differences behind
from a dearth of supernatural activity, again
them and worked together to defeat a swarm of
ceased business, this time willingly. Janine
"feeder" entities, but Egon's PKE readings
Melnitz and Louis Tully were "downsized" out of
ominously foretold a larger menace to come.
their jobs. Ray Stantz left to do research at
Stanford until an undefined "accident" put him so Peter Venkman's cruise about Hudson Bay
down on his luck that he became a used car was rudely interrupted by something
salesman in Colorado. Winston Zeddemore approaching New York, something big...the
trained as a pilot, and flew a commuter line in Ghostbusters worked with their legendary
Montana. Peter Venkman went to Hollywood, predecessors to stop a massive, power-feeding
becomes a successful agent, and by 1997 was "ingestor."
trying to shop around a concept for
With the success of the new team, the
Ghostbusters 3. Egon Spengler elected to
Ghostbusters (more specifically, Venkman)
remain in New York, living in the firehouse to
realized that they were on to something. What if
keep an eye on the containment unit, and
other Ghostbusting groups around the world
accepted a posting as a parapsychology teacher
could take up the mantle of the original team,
at New York City College, a community college.
busting ghosts in different countries and different
Parapsychology 101, being taught by former languages? And what if each group could start
Ghostbuster Egon Spengler: Kylie Griffin, new up a franchise with the appropriately licensed
age enthusiast; Garrett Miller, paraplegic athlete; Ghostbusting equipment. And what if this idea
Roland Jackson, electronics whiz; and slacker made the Ghostbusters filthy, swim-in-a-vault-of-
Eduardo Rivera. Janine Melnitz surprised Egon money rich?
during their first class. City construction drilled
Louis Tully helped create Ghostbusters, Inc.
into a sealed chamber and releases an entity;
and Ghostbusters International. Ghostbusters,
Spengler's equipment detected the release, but
Inc. is the parent corporation and majority
Mayor McShayne derided him as a fraud. Egon
stockholder of Ghostbusters International (GBI).
tried to confront the entity, but the equipment
GBI licenses all things Ghostbuster and has
was too old and underpowered to be effective,
several lawsuits pending against
and he was infected with a strange disease.
Ghostbusteresque theme parks, cartoons, and
Eduardo, Garrett, Roland, and Janine found him
toys that have capitalized on their fame. In
in the run-down Ghostbuster headquarters.
short, Ghostbusters, Inc. is a corporation the
Garrett, Eduardo, and Roland searched the scariest entity any Ghostbuster will ever face.
city; they found Kylie, acting strange, and
But stillit's a living.
discovered that the spirit possessed her. Again,
the aged Ghostbuster equipment proved Need adventure ideas? Visit the Random
ineffective. Egon identified the spirit as a Tabloid Headline Generator for some
Sumerian disease goddess, Akkyra; he and possibilities. Alternately, pick up a tabloid and
Roland subjected the proton packs and ECTO-1 take everything printed within as utter fact. That
to upgrading, and created a micronized proton alone should keep Ghostbusters busy for
pistol and a radically different ghost trap design. months. 90% of Ghostbuster plots involve
Roland, Garrett, Kylie, and Eduardo took up the putting the Ghostbusters into familiar horror
mantle of Ghostbusters, and using the new troupes. Any movie or horror novel, preferably
equipment apprehended Akkyra easily, clearing one with a weird twist (that's all of them) and
up the infection suffered by Egon and hundred then let the Ghostbusters deal with the outcome.
of others.
Janine took Egon out for his fortieth birthday,
and back at the firehouse there was a big
surprise waiting for him. Or, more accurately,
three surprises: Ray Stantz, Peter Venkman,
and Winston Zeddemore, the original
Ghostbusters! They met the new Ghostbusters
and reminisce about old times, and when a call
came in Venkman fired the old team up and they
went out to kick ghost butt. Venkman, Ray, and

Ghostbusters: Who Ya Gonna Call? - 9


writer HP Lovecraft would use to create
Timeline his Cthulhu mythos (Collect Call of
Cthulhu).
8000 BC: The Undying One, master of
900: The monks of the monastery of St.
the African nation of Tangalla, is
Theophilus bind four spirits that appear
challenged by the wizard one day
to be the Dark Riders, the Four
known as "The Collector". The Collector
Horsemen of the Apocalypse from
fails, and is banished to the land of lost
Christian prophesy. They are contained
objects. The Undying One holds the twin
in the Codex of St. Theophilus, sealed
keys to the realm until his own defeat,
with mystic wax. Peak of the Viking
where they become heirlooms kept by
civilization birthed in the Scandinavian
the descendants of Shima-Buku
peninsula. Their pantheon of warlike
(Brooklyn Triangle, Moaning Stones).
gods includes Odin, Thor, Loki, Surt,
7000 BC: Hob Anagarak, the demonic and many more colorful beings;
creature holding sway over the Arctic, is according to their myth, the world will
imprisoned in a block of black ice. It is one day be destroyed in the great battle
said in Inuit legend that after this, the of Ragnarok ("ApocalypseWhat,
land grew cold (Cold Cash and Hot NOW?!", Ragnarok and Roll, Slimer's
Water). Sacrifice).
3500 BC: The Sumerian civilization 1400: A Renaissance painter--possibly
forms in Mesopotamia. The Sumerians Piero della Francesca or Raphael--
invent writing (cuneiform) and the paints an image of four angels and a
pantheon worshipped by the Sumerians cherub. The figures bear distinct
and their successors, the Babylonians resemblances to five people who would
and Hittites, include many colorful not be born for some five hundred
figures such as Marduk, god of the city; years: Peter Venkman, Ray Stantz,
his nemesis, the great dragon Tiamat; Egon Spengler, Winston Zeddemore,
Gozer the Gozarian, and it's minions and Dana Barrett's son Oscar.
Zuul and Vinscortho; and the elemental Speculation following this revelation in
spirits Anshar and Khishor (I am the 1989 would include that the painter had
City, Very Beast Friend). a psychic premonition (Ghostbusters 2).
3000 BC: Shima-Buku, cheiftain of the 1505, June 25: Birth of Vigo Von
Ibandi people of Tangalla, defeats the Homborg Deutschendorf, who later
Undying One and imprisons him in three terrorizes Eastern Europe as a despot
stones that were scattered throughout and necromancer known most famously
the borders of Tangalla (Moaning as Vigo the Carpathian, but also as Vigo
Stones). the Cruel, Vigo the Despised, Vigo the
1600 BC: An Egyptian chronicle Torturer, Vigo the Unholy, the Scourge
mentions a powerful Hyksos diety of Carpathia, and the Sorrow of
known as "Zuul, the Gatekeeper, minion Moldavia (Ghostbusters 2).
of Gozer" (Ghostbusters). 1598: Vigo the Carpathian paints his
1 AD: The Council of Eight, self- dynamic self-portrait. Following a
proclaimed "Guardians of the Universe", common practice of the time, he paints it
select a thirty-five year old Alexandrian over another, older work depicting four
scribe named Tobin to replace Carthio strange archangels and a cherub.
as the "Chronicler of the Spirits". Tobin Unbeknownst to the world until 1988,
is reputedly the writer of the famous Vigo ensorcelled the painting to contain
occult compendium, Tobin's Spirit Guide his essence after his death
(Real Ghostbusters 3-D Special). (Ghostbusters 2).
738: Death of Arab madman Abdul Al- 1610 AD: Vigo the Carpathian is killed
Hazred (more accurately rendered as by his subjects, having lived 105 years.
"Abd Al-Azrad"), writer of a collection of He is shot, hung, stabbed, and drawn
dark spells and lore related to and quartered. Before finally expiring,
"Khadhulu" and the "Great Old Ones" his severed head delivering the
known as the Kitab Al-Azif. When prophesy "Death is but a Doorway, Time
translated by Western scholars into is But a Window; I'll be back"
Greek and Latin, centuries later, it would (Ghostbusters 2).
become known as the Necronomicon, 1684: Bandits raid the monastery of St.
the source work that 20th century horror Theophilus; among the items stolen is
10 - Ghostbusters: Who Ya Gonna Call?
the Codex of St. Theophilus, in which 1889: The Eiffel Tower is debuted at the
the Dark Riders are mystically World's Fair in Paris. Unknown to the
contained. The order would attempt to world at large, it's creator, Gustav Eiffel,
find the Codex, but fail until it resurfaces was a ghost hunter and the tower his
at a Northby's auction in 1985 containment system (Ghostbusters in
("ApocalypseWhat, NOW?!"). Paris).
1689: Phineus Eventide is born. He 1890: Birth of Howard Phillips Lovecraft,
would grow up to become one of the who in the early 20th century would
most powerful wizards in the world, and write many horror novels in what will be
due to his magic is still quite alive as referred to by some as the "Cthulu
late as 1989, and is regarded as the Mythos" before his death in 1937.
Prince of Warlocks (Real Ghostbusters Unbeknownst to the world at large,
Comic #12). Elias Spengler saves the Lovecraft did not create the Cthulhu
colony town of Lewistown. mythos: he drew it from the ancient
Massachussets from the witch Kestrel, mystic text known as the Necronomicon.
imprisoning her in a crystal containment Ray Stantz would be a voracious reader
unit. Elias's descendants will include of Lovecraft's works, which inspired his
Zediciah, 18th century wizard, and 20th own studies of the supernatural (Collect
century Ghostbuster Egon Spengler (If I Call of Cthulhu). The luxury liner Lady
Were a Witch Man). Anne goes under on August 12, in Lake
1690: Hieronymous, English court Michigan. Over 200 people die in the
wizard, is drawn into the Netherworld of disaster (Real Ghostbusters Comic #27)
Arzun and Tolay (Egon's Ghost). 1897: Bram Stoker's novel Dracula is
1818: Captain John Cleves Symmes released. Count Vostok of Buldavia
becomes an early advocate of the claims that the book is a fictionalized
"Hollow Earth Theory". It wouldn't be and slanted account of his battles with
until 1989 that the Ghostbusters would the fanatical Van Helden family
prove it by visiting the inner-Earth realm (Transylvania Homesick Blues).
of Ceratel (Real Ghostbusters Comic 1904: Birth of Mr. Tummell, who would
#15). become a billionaire industrialist listed at
1840: A witch spirit tries to invade the the top of the Fortune 500. In his later
body of Ginevra Jacobs, intent on years, he would invest much of his
murdering Ginevra's son Aaron to seal fortune in dimensional transit research,
the possession. Two time travelers from hoping to take his fortune with him after
the year 1990--Ghostbusters Egon his death (You Can't Take it With You).
Spengler and Janine Melnitz, the latter a 1910: Ivo Shandor, an Albanian medical
cousin of one of Ginevra's descendants- student, forms a cult dedicated to the
-prevent the possession. Only the two worship of Gozer the Gozarian, an
time travelers know that this creates an ancient Sumerian deity also known as
alternate timeline, as originally Aaron The Destructor and The Traveler.
Jacobs did die and Ginevra's body was Shandor believed that society was too
possessed until 1990. Aaron Jacobs sick to survive, and performed many
would grow up to become the first "unnecessary" surgeries, experimenting
disabled Congressman from New York with the pacification of humans. He also
(Real Ghostbusters Comic #28) branched out into architecture, creating
1870: The New York Pneumatic Rail the design for 550 Central Park West,
Road (NYPRR) is first built, the the 1983 residence of Dana Barrett and
brainchild of Alfred Beach. As Louis Tully. His cult had over one
envisioned by Beach, it serves as a thousand members at the time of his
system of mass transit in Manhattan death (Ghostbusters).
despite early opposition of corrupt 1920: Gangsterism flourishes among
politico Boss Tweed and others. It is the Prohibition. The most notorious
later phased out in favor of the famous crime boss is, of course, Al Capone,
subway system; some parts of the who runs the Chicago underworld with
pneumatic are abandoned; one juncture, an iron fist (The Ghostbusters Live from
Van Horne Station, becomes an Al Capone's Tomb!). Caesar Caldoni
important early part of the return of Vigo runs the New York underworld from the
the Carpathian in 1988 (Ghostbusters Majestic Hotel. Caldoni's main rival is
2). one Webby "The Tractor" McBain--until,
Ghostbusters: Who Ya Gonna Call? - 11
in 1928, Caldoni has McBain "rubbed take revenge on Wexler by the slime of
out" and sealed in the "vault" opened by Vigo the Carpathian in 1988
Julio Ramanajan in 1989 (Real (Ghostbusters 2).
Ghostbusters Comic #4). 1949, December: The Crime Patrol
1928: Walt Fleishman releases the first disbands after their final battle with Fu
cartoon starring Ricky Roach, leading to Fang. The Lunar Avenger, Robert
a dynasty of animated characters like Weinberg, would marry and have at
Conquerer Duck and Winchester Wolf. least two sons, Alan and Matthew.
1939: The World's Fair is held in New Hazzard would retire to research work,
York. The Toad Island amusement park, and annually check the stasis capsule
founded by descendants of Deep containing Fu Fang until the sorcerer's
One/human hybrids, is at the peak of it's escape in late 1985 (Real Ghostbusters
attendance (Real Ghostbusters Comic #7).
#8). 1954: A group of human-appearing
1940: Career of the Crime Patrol. aliens, escaping the tyranny of insectoid
Composed of the Crimson Crimebuster, creatures, hides on Earth in the small
the Lunar Avenger (Robert Weinberg), Florida town of Beachhead. The aliens
Doc Hazzard (Will Murray Hazzard, a live peacefully with the human
scientific genius and minor telepath), inhabitants (Real Ghostbusters Comic
and the Dark Dwarf. Their archnemesis #18).
is a sinister sorcerer named Fu Fang. 1959: The firemen of the Hook and
Hazzard is also a friend to the Ladder #8 repel a ghost invasion. They
grandfather of future Ghostbuster Egon are aided by a team of time travelers
Spengler (Real Ghostbusters Comic from 1989, ironically enough the future
#7). Airplanes on polar exploration inhabitants of their firehouse, the
missions begin to disappear into the Ghostbusters (It's About Time).
geomagnetic disturbance leading the 1960: As part of the "Silver Age" of
inner Earth realm of Ceratel. Over the comics, young comic writer Len
next forty-plus years, four of those pilots Wolfman created the superhero Captain
find each other, learn the dinosaur Steel, an inspired knock-off of
languages, and discover ways of Superman. Disguising himself as mild
fermenting fuel from fruit trees. These mannered CPA Kirk Clint, he fights a
humans become known by the citizens never-ending battle against such villains
of Ceratel as the "Legion of the Lost" as deranged scientist Doctor Destructo
(Real Ghostbusters Comic #20, 22). (Captain Steel Saves the Day).
1944: Walt Fleishman disappears. It 1964: Ray Stantz, during a visit to Toad
wouldn't be learned until years later that Island with his father, gets separated
he was sucked into a pocket realm ruled from him and encounters a mermaid.
by his evil creation Winchester Wolf, The mermaid entertains him with stories
and tortured for the next forty years until David finds him (Real Ghostbusters
(Who're You Calling Two- Comic #19). A dimensional gateway
Dimensional?). Evil wizard Rowen appears in Southeast Asia, and
Schow disappears. He had discovered a supernatural creatures begin to pour out
spell that, over time, would allow human of it, perhaps attracted by the death
imagination and suspension of disbelief forces released by the Vietnam conflict.
to give life to unreal images. That same Over the next four years, US military
year, Schow resurfaces as a character forces battle the paranormal in a secret
in a horror movie, The Deathless Image, conflict dubbed "The Unearth War". An
at the Rialto theatre in New York. The officer named George Armstrong Badge
movie plays constantly at the theatre for rises to prominence and the rank of
nearly a half-century, and Schow and General during this conflict (Real
his monsters slowly grow more powerful Ghostbusters Comic #25).
(Real Ghostbusters Comic #23). 1968:The Unearth War is ended when
1948: Criminals Tony and Nunzio the United States activates atomic
Scoleri are electrocuted. They were bombs on the other side of the
sentenced to death by a young judge dimensional gate. The gate is destroyed
named Steven Wexler in one of the first and the conflict ends. Knowledge of the
cases of his forty-plus year career. They Unearth War is hidden in the most top-
would be summoned back to try and

12 - Ghostbusters: Who Ya Gonna Call?


secret of files (Real Ghostbusters Comic him, sending his intelligence back to his
#25). home dimension, along with Zuul and
1975: A young witch makes a deal with Vinz Clortho (Ghostbusters). Despite
the demon Astorath. Astorath saving the city, possibly the world,
impregnates her in hopes that the lawsuits are filed against the team for
demon half-breed will allow him access their activities in leveling Central Park
to Earth (Real Ghostbusters Comic #9). West (Ghostbusters 2). The
1976: Birth of Shannon Phillips. His Ghostbusters rebuild the firehouse, and
mother is part of a coven dedicated to build a bigger containment unit. A
the demon Astorath, led by the leakage from the containment unit
necromantic sorcerer Nathaniel Blaque, allows Slimer to escape, who starts
who poses as Shannon's tutor (Real hanging around the firehouse (Citizen
Ghostubsters Comic #9). Ghost).
1980: Mount St. Helens erupts. 1984: Digging a new subway tunnel, the
Afterwards, a small dimensional gate transit authority disobeys the door telling
similar to the one found in Southeast them "do not open until doomsday". The
Asia in the Sixties opens. General Ghostbusters close the gateway (Knock,
Badge, the hero of the Unearth War, Knock). Hollywood wants to make a
spearheads the creation of the movie out of the Ghostbusters'
Advanced Radical Military Occult adventure with Gozer. Venkman is
Railroad (ARMOR) charged with convinced Robert Redford wants to play
studying the phenomenon and him, but the parts go to Bill Murray, Dan
preventing a second Unearth War (Real Akyroyd, and Harold Ramis (Take Two).
Ghostbusters Comic #25). Egon and Janine run afoul of Ray
1983: Egon Spengler, Peter Venkman, Cougar, running an unauthorized
and Ray Stantz investigate a haunting at Ghostbuster-themed roller coaster at his
the New York Public Library; though tacky carnival. The coaster ends up
they have little success in dealing with possessed by the combined spectral
the problem, Egon manages to get force of animals from a circus that
reading that confirm the ionization burned down in the spot years before
properties of ectoplasmic entities--it (Roller Ghoster). A rogue sandman,
could be possible to capture a ghost, keeper of dreams, tries to bring peace to
and contain it indefinitely. Their triumph the world by putting everyone to sleep
appears short lived as they return to (Mr. Sandman Dream Me A Dream).
discover that the Board of Regents has Spengler's ecto-bomb traps the
terminated their grant and Dean Yaeger Boogeyman in his home dimension (The
is throwing them off campus. Venkman Boogeyman Cometh).
cons Ray into getting three mortgages 1984, June 8: Ghostbusters, featuring
on his parents' house to start up the Bill Murray, Dan Akyroyd, and Harold
world's first paranormal investigation Ramis as Venkman, Ray, and Egon, is
and elimination agency: Ghostbusters. released by Columbia Pictures. The real
The team advertises for a fourth Ghostbusters attend the New York
member: vet Winston Zeddemore is debut of the picture. A fictionalized
hired for the job. The Ghostbusters also account of the team's formation and
draw the attention of the government, battle with Gozer, it becomes one of the
particularly an EPA hatchet man named top-grossing comedies of all time.
Walter Peck. Dana Barrett, a cellist, and 1984, October 31: Samhaine, the
her neighbor, CPA Louis Tully, are ancient Celtic deity whose legend is at
possessed by Zuul ("The Gatekeeper") the heart of the Halloween celebration,
and Vinz Clortho ("The Keymaster") attempts to invoke perpetual Halloween.
respectively, and when Peck opens the He is defeated and locked in the
Ghostbuster's containment unit, they Ghostbusters' containment unit (When
draw on the psychic turbulence to Halloween Was Forever).
release their master, Gozer the 1985: The Ghostbusters deal with a
Gozarian, a powerful Sumerian diety. drought in supernatural activity by
Gozer adopts the form of the Stay-Puft becoming the Crimebusters, running
Marshmallow Man and begins afoul of a mob boss known only as
destroying midtown Manhattan before a "Crime Lord", who kidnaps Janine in an
risky plan by the Ghostbusters thwarts effort to neutralize the team (Ghost

Ghostbusters: Who Ya Gonna Call? - 13


Busted), Asked to visit by the French resurfaces, announcing his "New
government, the team prevents the advance in spectral elimination": Robo-
Eiffel Tower from exploding Buster X-1, a robot that blasts ghosts to
(Ghostbusters In Paris). Cultists steal a nothing instead of containing them. Over
copy of the Necronomicon and summon the next few weeks the thing steals their
Cthulhu. A risky gambit using an old business. But Robo-Buster X-1 doesn't
H.P. Lovecraft story sends the monster actually destroy ghosts, it blends them
back to his ocean floor dwelling (Collect together into a massive spectral entity.
Call of Cthulhu). An exhibit showcases The entity is eventually defeated,
the three Moaning Stones of Tangalla, destroying Robo-Buster and ruining
supposedly the prison of a demon called Grossjuck Industries and Paul Smart
"The Undying One", bound by the great (Robo-Buster). In the wake of the
Ibandi leader Shima-Buku thousands of disastrous events of the last few
years ago. The museum imprudently months, several protracted lawsuits
puts the three stones together, and sure against the Ghostbusters (some dating
enough the Undying One returns with an back to the Gozer incident of 1983) are
army of skeleton warriors. Winston, the brought to court. Rather than go to trial,
reincarnation of Shima-Buku, re-binds the team is forced to accept a plea
the demon (Moaning Stones). The Four agreement wherein they accept an
Horsemen of the Apocalypse are injunction against acting as paranormal
accidentally released from the Codex of investigator. Having had to give up their
St. Theophilus. With the help of Father lives as Ghostbusters, the team finds
Janosz and the order of St. Theophilus, new ways to get by. Egon Spengler
the Ghostbusters defeat the Dark Riders returns to research, specializing in new
and seal them away again theories on psychomagnetheric
("Apocalypse--What, NOW?"). The resonance in human emotional states.
Ghostbusters are on hand for the latest Peter Venkman becomes host of a
round in the battle between Marduk, cheesy, low budget TV program called
Babylonian God of the City, and his World of the Psychic. Ray Stantz keeps
eternal nemesis Tiamat (I Am The City). busy as the proprietor of an occult
The Ghostbusters go underground and bookstore, and appearing with Winston
discover the "Pillar of New York", a giant Zeddemore in Ghostbuster costume at
gear that keeps Manhattan from sinking. children's parties (Ghostbusters 2).
A bunch of ghosts cause earthquakes in 1988: Five years after her victimization
New York by closing off the flow of by Gozer, the supernatural has again
lubricating ectoplasm. The Ghostbusters set its sights on Dana Barrett--and her
stop them (Beneath these Streets). son Oscar. She consults with Egon
Egon survives a fall off the World Trade Spengler, who brings Ray Stantz and
Center during a bust, but contains his Venkman into the case. The three
emotion; problem is, the Boogeyman is former Ghostbusters find a river of pink
able to feed on the internalized fear of slime flowing through the lines of the old
this former victim of his, and breaks free New York Pneumatic Railway--and big
from his pocket dimension. Egon trouble with the law. Louis Tully is hired
triumph over his fear, and using the to defend them in the court of Judge
destablizer gun renders the Boogeyman Steven Wexler, but it is the appearance
vulnerable to the Ghostbusters' proton of the Scoleri brothers that forces
packs, and he's placed in the Wexler to rescind the Ghostbusting
containment unit (The Boogeyman is injunction and dismiss the case. The
Back). Ghostbusters return to business, with a
1985, Halloween: Samhaine escapes new symbol and a new vehicle, the
the containment unit, once again trying ECTO-1A. Winston and Janine also
to instigate eternal Halloween. Once return to the company, and Louis is
again, he is foiled and contained hired as legal consultant. Egon and Ray
(Halloween II1/2). experiment on the slime, discovering
1986: Paul Smart, President of that it is responsive to human emotion---
Grossjuck Industries, sneaks into the and that it's power is building, fed by all
firehouse, steals a ghost trap, and of the patented New York hostility it's
copies confidential Ghostbuster files, soaking up (Ghostbusters 2).
only to disappear. Weeks later he

14 - Ghostbusters: Who Ya Gonna Call?


1988, December 29: Some of the pink Samhaine's spells. Samhaine is
slime emerges from Dana Barrett's imprisoned in the containment unit (Real
bathtub and attempts to abduct Oscar. Ghostbusters Comic #17). During the
Dana flees the apartment with Oscar, disruption of the containment unit, the
and goes to Venkman (Ghostbusters 2). Boogeyman escapes also; still weak
1988, December 30: Egon and Ray from the destabilizer gun, he hides and
have tracked the river of slime to the bides his time (Real Ghostbusters
emerging essence of medieval madman Comic #26).
Vigo Von Homborg Deutschendorf, alias 1990: Nurtog, the Sleeping Tyrant,
Vigo the Carpathian, living in a self- returns to Ceratel. With the help of the
portrait at the Manhattan Museum of Art. Crime Patrol and a modified ECTO-4
Oscar is kidnapped in full sight of Dana, that can teleport, the Ghostbusters
Janine, and Louis by a ghostly clone of arrive right in the middle of a pitched
Janosz Poha. Poha is deeply under battle between Nurtog's minions and a
Vigo's domination. Jack Hardemeyer, a squadron of old Terran planes flown by
mayoral aide, has the Ghostbusters four humans known as the "Legion of
committed to Parkview (Ghostbusters the Lost." Unfortunately, Nurtog's
2). science goon Bataar turns the
1988, December 31: A cloud of black teleportation technology against the
energy foretells Vigo's return. The Ghostbusters and teleports Nurtog and
Ghostbusters are freed, and using his minions to New York City (Real
Vigo's own weapon--the Ghostbusters Comic #20). Using the
psychomagnetheric slime--against him, remains of the warp drive and the
animate the Statue of Liberty and break Legion's planes, the Ghostbusters
the shell around the museum just before pursue Nurtog, ultimately reversing the
midnight (Ghostbusters 2). teleportation and cutting off Nurtog's
1989, January 1: The Ghostbusters foil power, killing him for good (Real
Vigo's attempt to possess Oscar. He Ghostbusters Comic #22). The
then tries a desperate ploy, dominating Ghostbusters go to Russia, to stop
Ray, but fails. The madman is defeated Vladimir Maximov and Demitri
and destroyed (Ghostbusters 2). The Melyakov's cult from freeing one of the
Ghostbusters defeat Astorath, a major Great Old Ones using another copy of
demon, with the help of the wizard the Necronomicon (Russian About).
Morehemoodus, ultimately destroying The Ghostbusters make first contact
him on his home turf. (The Real with the secret government agency
Ghostbusters Comic #9-11). The known as ARMOR (Advanced Radical
Ghostbusters film a commercial for Military Occult Railroad) and enter a
SuperCard; their fee pays half of the dimensional gate to retrieve an armored
debt to SuperCard, leaving them a debt train and its five-man crew (Real
of $250,000. A red lizard man named Ghostbusters Comic #25). The
Spikorouleusdennum (Spike for short), Bogeyman tries to get his revenge on
Male Heir of Ceratel, enlists the Egon and sucks the Ghostbusters into
Ghostbusters to defeat an evil his realm, only be ghost-trapped yet
tyrannosaurus with psychic powers again (Real Ghostbusters Comic #26).
named Nurtog who lives in the center of 1991: Tobin, chronicler of the Tobin
the earth. It turns out that Nurtog is Spirit Guide, asks for the Ghostbusters
actually a psychic manifestation and that help against "Evil." The Ghostbusters
his withered body beneath Skull enter the dreamscape and move quickly
Mountain (Real Ghostbusters Comic before Tobin ages to death; after a
#15-16). variety of trials the Council of Eight
1989, October 31: The Ghostbusters shows up and confines "Evil" (Real
find New York, as twice before, utterly Ghostbusters Comic V.2 #1-3). The
transformed and enshrouded in Ghostbusters free Professor
darkness by Samhaine. With the Epimetheus from his dimensional
assistance of Phineus Eventide, Prince prison, in the same realm from which
of Warlocks, the Ghostbusters rally the Peoplebusters hail (Real
mystics at the four main ley line nexi Ghostbusters Comic Annual).
(Stonehenge, the Brocken, Blockberg, 1991, October 31: Samhaine has
the forest of Ardennes) to counter escaped AGAIN, and poses as a kindly

Ghostbusters: Who Ya Gonna Call? - 15


old man to pass out toys and candy to Spengler's equipment detects the
kids--that come to life and start attacking release, but Mayor McShayne derides
them! The Ghostbusters find Samhaine, him as a fraud. Egon tries to confront
and utilizing an innovative tactic, cause the entity, but the equipment is too old
him to overload and explode. and underpowered to be effective, and
1992: The Ghostbusters, faced with he's infected with a strange disease.
plummeting profits from a dearth of Egon identifies the spirit as a Sumerian
supernatural activity, again cease disease goddess, Akkyra; he and
business, this time willingly. Janine Roland subject the proton packs and
Melnitz and Louis Tully are "downsized" ECTO-1 to upgrading, and create a
out of their jobs, and Louis's activities micronized proton pistol and a radically
are wholly unknown after this point. Ray different ghost trap design. Roland,
Stantz does research at Stanford until Garrett, Kylie, and Eduardo take up the
an undefined "accident" puts him so mantle of Ghostbusters, and using the
down on his luck he's become a used new equipment apprehend Akkyra
car salesman in Colorado. Winston easily, clearing up the infection suffered
Zeddemore trains as a pilot, and flies a by Egon and hundred of others
commuter line in Montana. Peter (Darkness at Noon). Egon is reunited
Venkman goes to Hollywood, becomes Ray Stantz, Peter Venkman, and
a successful agent, and by 1997 is Winston Zeddemore, the original
trying to shop around a concept for Ghostbusters! The new Ghostbusters
Ghostbusters 3. Egon Spengler elects to work with their legendary predecessors
remain in New York, living in the to stop a massive, power-feeding
firehouse to keep an eye on the "ingestor" (Back In The Saddle).
containment unit, and accepts a posting 2037: In one future that is now invalid,
as a parapsychology teacher at New Dr. Roland Jackson, Kylie Griffin, and
York City College, a community college Eduardo Rivera have become legends
1993: While doing research at a New of Ghostbusting to the people living
York City College, former Ghostbuster under the dominion of the tyrannical
Egon Spengler meets Dr. Edward Tempus (Ghost Apocalyptic Future).
Carrillion, another paranormal 2188: Earth makes first contact with
researcher with "unusual" ideas. In alien life forms (Real Ghostbusters
specific, he believes that three crystal Comic #2).
skulls can be used to enslave 2499: Sl'g, an alien of an unidentified
supernatural entities. Eventually, Egon species, is murdered by his four
decides that Carrillion is too unstable protgs, Turek, Cowan, Gard, and
and ends his relationship with him. Bethany, who steal his technology and
1997: Parapsychology 101, being taught go back to 1985 to try and destroy
by former Ghostbuster Egon Spengler: history (Real Ghostbusters Comic #1-
Kylie Griffin, new age enthusiast; Garrett 2).
Miller, paraplegic athlete; Roland
Jackson, electronics whiz; and slacker
Eduardo Rivera. Janine Melnitz
surprises Egon during their first class.
City construction drills into a sealed
chamber and releases an entity;

16 - Ghostbusters: Who Ya Gonna Call?


A l l e g ia nc e s
"Dr. Venkman, we believe that the purpose of science is to serve mankind. You, however, seem to
regard science as some kind of "dodge" or "hustle." Your theories are the worst kind of popular tripe, your
methods are sloppy and your conclusions are highly questionable. You're a poor scientist, Dr. Venkman,
and you have no place in this department or in this University."
- Dean Yeager, Ghostbusters

A Ghostbuster may have up to three Ghostbusters, a fraternal brotherhood, a


allegiances, listed in order from most important secret society, a branch of the armed forces,
to least important. These allegiances are a local, state, or national government, a
indications of what the Ghostbuster values in university, an employer, or an otherwise
life, and may encompass people, organizations, established authority.
or ideals. A Ghostbuster may have no
allegiances (being either a free spirit or a lone Nation: This may or may not be the nation
wolf) or may change allegiances as he or she that the Ghostbuster currently resides in. It
goes through life. Also, just because the may be where the Ghostbuster was born, or
Ghostbuster fits into a certain category of people where the Ghostbuster resides after
doesnt mean the Ghostbuster has to have that emigrating to a new home.
category as an allegiance. Belief System: This is usually a particular
If the Ghostbuster acts in a way that is faith or religion, but can also be a specific
detrimental to his or her allegiance, the GM may philosophy or school of thought. Belief
choose to strip the Ghostbuster of that systems could also include political beliefs
allegiance (and all its benefits) and assign an or philosophical outlooks.
allegiance more suitable to those actions. Ethical Philosophy: This describes how
one feels about order, as represented by law
Pledging Allegiance and chaos. A Ghostbuster with a lawful
outlook tends to tell the truth, keep his or her
A Ghostbusters allegiance can take the form word, respect authority, and honor tradition,
of loyalty to a person, to an organization, to a and he or she expects others to do likewise.
belief system, to a nation, or to an ethical or A Ghostbuster with a chaotic outlook tends
moral philosophy. In general, a Ghostbuster can to follow his or her instincts and whims,
discard an allegiance at any time, but may only favor new ideas and experiences, and
gain a new allegiance after attaining a new level. behave in a subjective and open manner in
Having an allegiance implies having sufficient dealings with others.
intelligence and wisdom to make a moral or Moral Philosophy: This describes ones
ethical choice. As a result, a character must attitude toward others, as represented by
have Intelligence and Wisdom scores of 3 or good and evil. A Ghostbuster with a good
higher in order to select allegiances. allegiance tends to protect innocent life. This
Allegiances include, but are not limited to, the belief implies altruism, respect for life, and a
following examples. concern for the dignity of other creatures. An
evil allegiance shows a willingness to hurt,
Person or Group: This includes a leader or oppress, and kill others, and to debase or
superior, a family, a group of linked destroy innocent life.
Ghostbusters (such as a band of
adventurers or a cell of secret agents), or a
discrete unit within a larger organization New allegiances
(such as members of the Ghostbusters Ghostbusters have allegiances like
team, or Ghostbusters whose safety the everybody else. They're not as high-minded as
Ghostbuster is responsible for). some people might expect (or as lowbrow as
Organization: This may be a company or everyone figured). Any of these allegiances can
corporation, a gathering of like-minded

Ghostbusters: Who Ya Gonna Call? - 17


also be used as role-playing opportunities to and the paranormal. Identifying quibbles aside,
receive action points at the discretion of the GM. a Ghostbuster with an allegiance to soulless
science is part of how Ghostbusters succeed
they see ghosts as a scientific challenge rather
Sex than a horrifying brush with undeath.
Ghostbusters with this allegiance want to get Ghostbusters who roll a 20 on a Knowledge
it on. All the time. See the Skills chapter for check in behavioral sciences, earth and life
more information about how a Ghostbuster can sciences, physical sciences, or technology
get laid. For each satisfying date (the word receive 1 action point. Rolling a 1 subtracts an
"satisfying" left to the discretion of the GM), the action point.
Ghostbuster receives 1 action point. If the
Ghostbuster fumbles a roll during the date (be it
Bluff or Diplomacy), he loses 1 action point Humanity
instead. The Ghostbuster only receives an Some Ghostbusters don't bust ghosts for the
action point for successfully dating one person money mostly because there's no money to be
the first time. Thereafter, the Ghostbuster made. But other Ghostbusters do it because
doesn't receive any more action points unless he they believe they're genuinely doing the Right
dates a new person or stops dating someone for Thing. For Ghostbusters with noble goals,
six months or longer. This game mechanic beating ghosts has extra rewards: for each time
ensures a Ghostbuster whose allegiance is sex the Ghostbuster defeats a villain whose
plays the field as often as possible. challenge rating is equal to the Ghostbuster's
level or higher, he receives 1 action point. If the
Ghostbuster is defeated (e.g., runs away,
Wealth knocked unconscious, etc.) by a villain of similar
Okay, so most Americans probably have this CR or lower, the Ghostbuster loses 1 action
allegiance. Still, the Ghostbuster who has point.
wealth as an allegiance is greedier than your
average working schmoe. This is a cruel irony,
because Ghostbusters make very little money
Allegiances and Influence
anyway. Every time the Ghostbuster rolls a An allegiance can create an empathic bond
natural 20 on a Wealth check, he receives an with others of the same allegiance. With the
action point. Whenever he rolls a natural 1 on a GMs permission, the character gains a +2
Wealth check, he loses 1 action point. circumstance bonus on Charisma-based skill
checks when dealing with someone of the same
allegianceas long as the character has had
Fame some interaction with the other character to
Ghostbusters with fame as their allegiance discover the connections and bring the bonus
want to get as much publicity as possible. into play.
Famous Ghostbusters will smile for the camera, For the Sex allegiance (man, that sounds
do signings at conventions, and best of all, TV weird), Ghostbusters receive the bonus when
interviews. They embrace paparazzi and dating or attempting to date a member of the
encourage fan clubs. Whenever a Ghostbuster opposite sex. For the Wealth allegiance,
rolls a natural 20 on his Reputation check, he Ghostbusters receive the bonus when dealing
gains 1 action point. Whenever he rolls a with financial negotiations. For the Fame
natural 1 on his Reputation check, he loses 1 allegiance, Ghostbusters receive the bonus
action point. when dealing with members of the media or
fans. For the Souless Science allegiance,
Ghostbusters receive the bonus when dealing
Soulless Science with supernatural beings or other
Science is all. Parapsychology is something parapsychologists. The folks who have
of an unexplored frontier to someone who takes Humanity as their allegiance receive the bonus
it seriously. As a result, the term "soulless when dealing with anyone who has been
science" is perhaps a misnomer, because much harmed or threatened by the supernatural.
of parapsychology involves the study of souls

18 - Ghostbusters: Who Ya Gonna Call?


Oc c u p a t io ns
"Do you know what a patent clerk makes? I liked the University. They gave us money, they gave us
the facilities and we didn't have to produce anything! I've worked in the private sector. They expect
results. You've never been out of college. You don't know what it's like out there."
- Ray Stantz, Ghostbusters

receives a +1 competence bonus on checks


New Occupations using that skill. Bluff, Diplomacy, Gamble,
Knowledge (business, current events, or
Upon creating their Ghostbusters franchise,
technology).
the Ghostbusters themselves must elect officers.
These offices are reflected in their choice of Reputation Bonus Increase: +1.
occupations. There can be only one president
Wealth Bonus Increase: +3.
and treasurer, but all the other positions are
available.
Secretary
Driver The secretary gets the exciting task of sitting
in the office! Every once in awhile, the phone
This poor sap gets to drive ECTO-1. It
rings! If the secretary is extremely dexterous,
wouldn't be so bad if it weren't for the fact that
he/she/it may successfully pick it up and even
ECTO-1 is a 1959 Cadillac ambulance. Keeping
answer the phone without scaring off a client!
it from tipping over is a challenge unto itself. It's
When they're not listening to some kook sound
a thankless job, but somebody's gotta do it.
off about his talking toaster, secretaries hold
Prerequisite: Age 18+. down the fort while the other Ghostbusters are
away. If you haven't figured it out yet, being the
Skills: Choose three of the following skills as
secretary sucks.
permanent class skills. If a skill the Ghostbuster
selects is already a class skill, he or she Prerequisite: Age 23+.
receives a +1 competence bonus on checks
Skills: Choose two of the following skills as
using that skill. Craft (electronic, mechanical, or
permanent class skills. If a skill the Ghostbuster
structural), Climb, Drive, Handle Animal,
selects is already a class skill, he or she
Intimidate, Repair, Ride.
receives a +1 competence bonus on checks
Wealth Bonus Increase: +1. using that skill. Computer Use, Diplomacy,
Knowledge (art, business, civics, earth and life
sciences, history, physical sciences, or
President technology), Research.
Presidents have an obsession about being Wealth Bonus Increase: +1.
their own boss. They believe in themselves,
have an abundance of confidence, and the
ability to acquire the funds necessary to bankroll Tactical Leader
their newest moneymaking venture. These small
Tactical leaders are more common amongst
to large business owners have a knack for
the Ghostbuster franchise than they used to be.
putting together business plans, gathering
These are the guys with military training who
resources, and getting a new venture off the
treat catching ghosts like arresting perps. Most
ground. They rarely want to stick around after
Ghostbusters find tactical leaders a little scary.
the launch, however, as they prefer to put their
So do most ghosts.
energies into the next big thing.
Prerequisite: Age 18+.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as
Skills: Choose two of the following skills as
permanent class skills. If a skill the Ghostbuster
permanent class skills. If a skill the Ghostbuster
selects is already a class skill, he or she
selects is already a class skill, he or she
Ghostbusters: Who Ya Gonna Call? - 19
receives a +1 competence bonus on checks replaces the equipment that tactical leaders
using that skill. Climb, Demolitions, Drive, Hide, completely mangle.
Knowledge (tactics), Move Silently, Navigate,
Prerequisite: Age 23+.
Pilot, Survival, Swim.
Skills: Choose two of the following skills as
Bonus Feat: Select one of the following:
permanent class skills. If a skill the Ghostbuster
Brawl, Combat Martial Arts, Light Armor
selects is already a class skill, he or she
Proficiency, or Personal Firearms Proficiency.
receives a +1 competence bonus on checks
Wealth Bonus Increase: +1. using that skill. Computer Use, Diplomacy,
Knowledge (business, civics), Research.

Technician Wealth Bonus Increase: +3.


Scientists and engineers of all types fit within
the scope of this starting occupation. Vice-President
Ghostbusters tend to attract a lot of "fringe"
Vice-presidents are like presidents, only not
scientists that are generally looked down upon
as good. There are usually a lot of vice-
by the scientific community.
presidents, which tends to devalue the position
Prerequisite: Age 23+. somewhat. Some franchise owners have
pointed to the fact that since anyone can be
Skills: Choose three of the following skills as
vice-president, and nobody listens to the
permanent class skills. If a skill the Ghostbuster
president anyway, this is why most ghost
selects is already a class skill, he or she
busting expeditions end up degrading into
receives a +1 competence bonus on checks
complete chaos.
using that skill. Computer Use, Craft (chemical,
electronic, mechanical, or structural), Knowledge Prerequisite: Age 18+.
(business, earth and life sciences, physical
Skills: Choose two of the following skills as
sciences, or technology), Repair, Research.
permanent class skills. If a skill the Ghostbuster
Wealth Bonus Increase: +2. selects is already a class skill, he or she
receives a +1 competence bonus on checks
using that skill. Bluff, Diplomacy, Gamble,
Treasurer Knowledge (business, current events, or
Similar to the secretary, the more physically technology).
active Ghostbuster professions consider the role Reputation Bonus Increase: +1.
of treasurer to be pretty boring. But they keep it
to themselves, because the treasurer pays their Wealth Bonus Increase: +2.
salaries, bargains with clients, sets fees, and

20 - Ghostbusters: Who Ya Gonna Call?


A dva nc e d C l a sse s
"Back off man! I'm a scientist!"
- Peter Venkman, Ghostbusters

Elite Ghostbuster
Generally, Ghostbusters don't need an Skill: Knowledge (arcane lore) 3 ranks.
advanced class to qualify. However, it's
Feat: Exotic Weapon Proficiency (proton
possible for some Ghostbusters to be so good at
pack).
what they do that it merits an advanced class.
That said, Ghostbusters of this stripe are rare
far too many have part time jobs (talk show Class Information
hosts, paranormal paraphernalia shopkeepers,
parapsychology instructors, etc.) that ultimately Hit Die: 1d8
qualify them for other basic or advanced Action Points: 6 + one-half character level,
classes. rounded down, every time the character attains
For those rare few who are extremely a new level in this class.
dedicated to ghostbusting, this class is for them. Class Skills
Elite Ghostbusters bust better, investigate
better, and are insanely fearless in the face of The Elite Ghostbusters class skills (and the
danger. Since they spend all their time busting key ability for each skill) are: Craft (electronic,
ghosts, they are also dirt poor. And a little weird mechanical), Drive (Dex), Intimidate (Cha),
(even for a Ghostbuster!). Investigate (Wis), Jump (Str), Knowledge
(arcane lore, behavioral sciences, earth and life
sciences, physical sciences, popular culture,
Requirements technology) (Int), Listen (Wis), Navigate (Int),
Profession (Wis), Research, Spot (Wis), Survival
To qualify to become an Elite Ghostbuster, a
(Wis).
character must fulfill the following criteria.
Skill Points at Each Level: 5 + Int modifier.
Base Attack Bonus: +3.

Table: The Elite Ghostbuster


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +1 +1 Favored enemy +1 +0
2nd +1 +0 +2 +2 Weapon Focus +1 +0
3rd +2 +1 +2 +2 Improved trap setting +2 +0
4th +3 +1 +2 +2 Profile ghost +2 +0
5th +3 +1 +3 +3 PKE Reading +3 +1
6th +4 +2 +3 +3 Weapon specialization +3 +1
7th +5 +2 +4 +4 Occult knowledge +4 +1
Psuedo-scientific
8th +6 +2 +4 +4 +4 +1
improvisation
9th +6 +3 +4 +4 Extreme machine +5 +2
10th +7 +3 +5 +5 Ain't Afraid of No Ghost +5 +2
An Elite Ghostbuster gains the Weapon
Class Features Focus class feature, providing the benefit of the
feat with the same name to proton packs. The
The following features pertain to the Elite Elite Ghostbuster adds +1 to all attack rolls
Ghostbuster advanced class. made using the selected weapon.
Weapon Focus Weapon Specialization

Ghostbusters: Who Ya Gonna Call? - 21


An Elite Ghostbuster gains weapon involving the scene of the haunting or other
specialization with a proton pack. The Elite evidence linked to the suspect. If successful, the
Ghostbuster gets a +2 bonus on damage rolls Elite Ghostbuster combines eyewitness
with a proton pack. accounts with ectoplasmic evidence to develop
a profile of the ghost's method of operation. This
Improved Trap Setting
provides a +2 circumstance bonus on any skill
The Elite Ghostbuster no longer provokes an checks made to uncover additional evidence or
attack of opportunity when using a ghost trap. otherwise locate and capture the ghost.
PKE Reading Extreme Machine
The Elite Ghostbusters gains a +1 If it has mechanical or electronic
competence bonus per class level to Computer components, an Elite Ghostbuster higher can
Use checks for the purpose of reading a PKE. get maximum performance out of it.
Occult Knowledge By spending 1 action point and making either
a Craft (electronic) or Craft (mechanical) check
An Elite Ghostbuster gains a +1 competence (whichever is appropriate for the machine in
bonus per character level on Research and question), the Elite Ghostbuster can temporarily
Knowledge (arcane lore) checks.
improve a machines performanceat the risk of
Psuedo-Scientific Improvisation causing the machine to need repairs later. The
DC for the Craft check depends on the type of
An Elite Ghostbuster gains the ability to improvement being made, as shown on the table
improvise solutions using his proton pack and below.
scientific know-how. This ability lets the Elite
Ghostbuster create objects in a dramatic
situation quickly and cheaply, but that have a Repair Chance
Improvement Craft DC
(d%)
limited duration. Ranged Weapons
By spending 1 action point and combining his +1 to damage 15 0125
+2 to damage 20 0150
proton pack and common objects with a Craft
+3 to damage 25 0175
check that corresponds to the function desired, +5 ft. to range
the Elite Ghostbuster can build a tool or device 15 0125
increment
to deal with any situation. The DC for the Craft +10 ft. to range
25 0150
check is equal to 5 + the purchase DC of the increment
Electronic Devices
object that most closely matches the desired +1 equipment bonus 15 0125
function. +2 equipment bonus 20 0150
+3 equipment bonus 25 0175
Only objects that can normally be used more Vehicles
than once can be improvised. +1 on initiative
20 0125
checks
Electronic devices, special tools, weapons, +1 to maneuver 25 0150
mechanical devices, and more can be built with +2 to maneuver 30 0175
scientific improvisation. It takes a full-round
action to make an object with scientific The Elite Ghostbuster performs the extreme
improvisation. The object, when put into use, modifications in 1 hour. The Elite Ghostbuster
lasts for a number of rounds equal to the Elite cant take 10 or take 20 on this check. If the
Ghostbusters class level, or until the end of the check succeeds, the effect of the improvement
current encounter, before it breaks down. It cant lasts for a number of minutes equal to his or her
be repaired. Elite Ghostbuster class level, beginning when
Profile Ghost the object is first put into use. The Elite
Ghostbuster selects the single improvement he
By making a Gather Information check (DC or she wants to make prior to making the check.
15) when talking to witnesses of a haunting, the After the duration of the effect ends, the
Elite Ghostbuster compiles a rough mental machine reverts to its previous state and a
picture of the ghost. This mental picture provides repair chance percentile roll is made. The result
a physical description, including distinguishing of this roll indicates whether the machine re-
markings and visible mannerisms. Success quires repairs before it can be used again.
makes the profile accurate, at least concerning a
particular ghost as seen by witnesses. (For this Favored Enemy
Gather Information check, no money changes An Elite Ghostbuster may select a type of
hands.) creature (aberration, construct, dragon,
The Elite Ghostbuster can expand the profile elemental, fey, ooze, undead). The Elite
by making an Investigate check (DC 15) Ghostbuster gains a +2 bonus on Bluff, Listen,

22 - Ghostbusters: Who Ya Gonna Call?


Sense Motive, Spot, and Survival checks when Ghostbusters bonuses do not stack; he simply
using these skills against creatures of this type. uses whichever bonus is higher.
Likewise, he gets a +2 bonus on weapon
damage rolls against such creatures.
th Ain't Afraid of No Ghost
At 5th level and 10 level, the Elite
Ghostbuster may select an additional favored An Elite Ghostbuster is immune to fear
enemy from those given on the table. In (magical or otherwise). Each ally within 10 feet
addition, at each such interval, the bonus of her gains a +4 morale bonus on saving throws
against any one favored enemy (including the against fear effects. This ability functions while
one just selected, if so desired) increases by 2. the Elite Ghostbuster is conscious, but not if she
is unconscious or dead.
If the Elite Ghostbuster chooses humanoids
or outsiders as a favored enemy, he must also
choose an associated subtype (chaotic or evil).
If a specific creature falls into more than one
category of favored enemy, the Elite

Ghostbusters: Who Ya Gonna Call? - 23


S k il l s
"Very impressive resume. Electronic countermeasures, Strategic Air Command ... Black belt in Karate
... Small arms expert ... Mr. Zeddemore, as you may have heard, we locate ghosts and spirits, trap them
with streams of concentrated quantum energy and remove them from people's homes, offices and places
of worship."
- Ray Stantz, Ghostbusters

Cheating the IRS (Forgery).


Skill Check Examples Understanding an ancient occult book
(Decipher Script).
Automatic Success Picking up an Irish setter (Strength).
Blasting a wall with a proton pack.
Sleeping soundly in your own bed. Challenging (DC 20)
Driving a car. Picking up an off-Broadway actor/actress
(Diplomacy).
Eating a hotdog.
Sleeping soundly on a Manhattan street
Getting into an argument.
corner (Concentration).
Using a pay phone.
Driving along the freeway during rush hour
Paying sales tax. without losing your temper (Drive).
Picking up a toy poodle. Winning an argument about politics (Bluff).
Getting a famous person to talk to you on
Easy (DC 5) the telephone (Bluff).
Picking up someone in a singles bar Paying no taxes (Bluff).
(Diplomacy).
Finding a cheap rental location for a
Sleeping soundly in a swank hotel Ghostbuster franchise (Research).
(Concentration).
Parallel parking a big car (Drive). Heroic (DC 30)
Eating three Big Macs (Constitution). Sleeping through a volcanic eruption
(Concentration).
Getting into an argument (Bluff).
Winning the Indianapolis 500 in a Honda
Remembering a friend's phone number Civic (Drive).
(Intelligence).
Eating a telephone (Constitution).
Figuring out Tax Form 1040EZ (Knowledge).
Winning an argument about religion.
Picking up a Yorkshire terrier (Strength).
Picking up a buffalo (Strength).

Average (DC 10)


Picking up an attractive person (Diplomacy).
Routines
There are a variety of routines that
Sleeping soundly on the job (Concentration). Ghostbusters might experience in their day-to-
Driving in Manhattan without getting lost day activities. These are by no means
(Survival). encounters with the supernatural they are far,
far worse. These are the mundane things, the
Eating a whole pizza by yourself things that bring mighty men low finding your
(Constitution). car keys, getting sued, stuff like that. They don't
seem important until it happens to you, and then
Winning an argument (Bluff).
24 - Ghostbusters: Who Ya Gonna Call?
boy oh boy is it important. Ghostbusters tend to 3. Navigate (DC 15): You take a shortcut.
be in a rush and also to be sued a lot, so these Success: On to Step D. Failure: On to
routines may come up often (that's why they call Step C.
them routines!). 4. Spot (DC 10): Spot a police car and
slow down. Success: Go to Step C.
Roll 1d6 for each step. If a skill or ability is
Failure: Get a ticket. Roll again on to
listed, the step requires a check. The DC is
Step B.
listed in parenthesis skills that should happen
5. Repair (DC 15): Car overheats. Pull
automatically have a difficulty class of 0. Note
over and jury-rig it. Success: Go to
that it's still possible to make a check if
Step C. Failure: Car stalls; Chase ends.
exceptional circumstances warrant, such as
6. Dexterity (DC 10): Gridlock. Run to
attempting to start a car that hasn't been started
catch up with quarry on foot. Success:
in a year.
Go to Step C. Failure: Chase ends.
Where a skill check is required, success and
failure indicates what happens next. In most STEP C
cases a success allows the Ghostbuster to 1. Constitution (DC 5): Passengers are
move to the next section. Depending on each nauseous from the ride. Success:
roll, it can take 1 round, 1 minute, 10 minutes, or Each passenger who succeeds
an hour, at the Game Master's discretion. manages to keep his or her lunch down.
Whatever the choice, all steps should take the On to Step D. Failure: BLEEEEARGH!
same amount of time. On to Step D, it's just nasty in the
vehicle now.
2. Drive (DC 15): Another driver gets
Car Chase or Race Against Time pissed and decides to race/pursue you.
STEP A Success: Shake the tail; Go to step D.
1. Drive (DC 0): Car starts. Success: Go Failure: You hit the moron; chase ends.
to Step B. See Collisions and Ramming for more
2. Drive (DC 0): Car starts, but needs gas. information.
Success: Go to Step B. 3. Wisdom (DC 10): Punks throw stuff at
3. Spot (DC 5): Can't find car keys. the car. Success: Go to step D.
Success: Go to Step B. Failure: You Failure: Lose your cool and go after
can call a taxi to move on to Step B. them. Back to Step B.
4. Drive (DC 5): Car starts, but backfires 4. Bluff (DC 15): Police car tells you to pull
and smokes. Success: Go to Step B. over. Success: Go to step D. Failure:
Failure: Car stalls but can be restarted. Pull over and get a ticket, chase ends.
Roll again on Step A. 5. Dexterity (DC 15): Roadwork blocks the
5. Drive (DC 15): Car starts, but street. Success: Get out and run on
something blocks the exit (vehicle, bag foot. On to Step D. Failure: Chase
lady, stupid dog). Success: Go to Step ends.
B. Failure: You hit the object and suffer 6. Reputation (DC 10): You get
the consequences, which may include recognized as a Ghostbuster and fans
being sued. You can call a taxi to move swarm the vehicle. Success: Explain
on to Step B, if the police don't catch you're on a mission and fans watch in
you first. awe. Failure: Fans turn into an angry
6. Repair (DC 15): Car won't start. mob and attack you with fruit and
Success: Go to Step B. Failure: You garbage (see Ordinaries). End chase.
can't get the car started at all. You can
call a taxi to move on to Step B. STEP D
1. Diplomacy (DC 10): You piss off a burly
STEP B driver in front of you, who gets out of the
1. Drive (DC 15): The light changes car. Success: Arrive at destination or
unexpectedly. Success: Go to Step C. catch quarry. Failure: Get into a fistfight
Failure: Hit another vehicle. See with an ordinary. End chase.
Collisions and Ramming for more 2. Drive (DC 15): Wrong address or route.
information. Success: Arrive at destination or catch
2. Drive (DC 10): Traffic is thick. quarry. Failure: Back to Step C.
Success: Go to Step C. Failure: You 3. Wisdom (DC 5): Park or catch up.
arrive late. Roll again on Step B. Success: Arrive at destination or catch
quarry; you remember to lock the doors.

Ghostbusters: Who Ya Gonna Call? - 25


Failure: Forget to lock your vehicle; it's 4. Gather Information (DC 10): Location
stolen when you get back. has changed in some way that makes it
4. Wisdom (DC 5): No parking, so you difficult to find. Ask someone where the
have to double-park. Success: Catch room is. Failure: Roll again on Step B.
up to quarry or arrive at correct address; Success: On to Step C.
you leave one Ghostbuster in the car. 5. Bluff (DC 10): Line to get in. Failure:
Failure: Forget to lock your vehicle; it's Roll again on Step B. Success: On to
stolen when you get back. Step C.
5. Drive (DC 10): Open manhole! 6. Constitution (DC 10): Location is a
Success: Avoid it and arrive at hard to get to place. Failure: Run out of
destination or catch quarry. Failure: breath trying to get there. Roll again on
You lose control of the vehicle. Step B. Success: On to Step C.
6. No roll necessary; catch up to quarry or STEP C
arrive at correct address. 1. Bluff (DC 10): Determine the office
number. Failure: Stumble into the rest
Request a Government Document room for the wrong gender; security is
called. Back to Step B. Success: Go to
STEP A step D.
1. Knowledge (business) (DC 15): 2. Diplomacy (DC 10): Right floor, but not
Received a certified notice that a sure where the location is; ask someone
business license is needed for the who gets snippy. Failure: Security
franchise. Success: Go to step B. throws you out. Back to Step B.
Failure: Roll again on Step A. Success: On to Step D.
2. Knowledge (business) (DC 10): 3. Wisdom (DC 10): The clerk steps out
Received a certified notice that a for a moment. Failure: Roll again on
business license might be necessary for Step C as you wander the halls looking
the franchise. Success: Go to step B. for someone else to help you. Success:
Failure: Roll again on Step A. The clerk's not coming back. Back to
3. Gather Information (DC 10): Talk to Step B.
another business owner who tells you 4. Wisdom (DC 5): You get really hungry
how to get the document. Success: while searching for the room and stop
Skip remaining steps; get the document. for a snack. Failure: You fail to notice
Failure: On to Step B. the time. Roll again on Step C.
4. Sense Motive (DC 10): An inspector Success: On to Step D.
visits the premises and orders you to 5. Reputation (DC 10): You are accosted
obtain a document. Success: Believe by building security when they recognize
him. On to Step B. Failure: Roll again you as a Ghostbuster. Failure: They
on Step A. throw you out. Roll again on Step C.
5. Search (DC 15): A specific record is Success: On to Step D.
required from your archives. Failure: 6. Navigate (DC 10): You make your way
Roll again on Step A. Success: Find the to your final destination. Failure: Wrong
record; on to Step B. destination. Back to Step B. Success:
6. Bluff (DC 15): A background check is On to Step D.
necessary for the document. Failure: STEP D
You fail, no rerolls allowed. Success: 1. Computer Use (DC 15): Clerk doesn't
On to Step B. know how to operate computer. Failure:
STEP B Roll again on Step D. Success: You
1. Navigate (DC 5): Find the right building show the clerk how to get the document
and room number. Failure: Back to and successfully retrieve it.
Step A. Success: On to Step C. 2. Knowledge (business) (DC 10):
2. Diplomacy (DC 10): Arrive dressed Request the document. Failure:
appropriately for the request. Failure: Document doesn't exist. Success:
Inappropriately dressed; suffer a 2 Document retrieved.
penalty to all Charisma-based checks. 3. Knowledge (business) (DC 10):
On to Step C. Success: On to Step C. Request the document. Failure:
3. Spot (DC 5): The building's entrance is Document misplaced; Back to Step c.
not obvious. Failure: Roll again on Success: Document retrieved.
Step B. Success: On to Step C. 4. Wisdom (DC 10): The clerk's office is
infested with a really scary looking

26 - Ghostbusters: Who Ya Gonna Call?


ghost. Failure: Run away! Back to Step avoid a jury trial. Failure: On to Step C.
C. Success: Bust the ghost and you Success: Judgment requires a Wealth
get your document. Hope you're not check, but you receive a +4
wearing a suit! circumstance bonus. Case Closed.
5. Wealth (DC 10): The document costs 3. Knowledge (civics) (DC 10): Important
money. Failure: You can't afford it. paperwork is missing. Failure: Back to
Success: You pay the charge and Step A. Success: On to Step C.
purchase the document. 4. Reputation (DC 10): A bystander
6. Diplomacy (DC 10): The document slanders the Ghostbusters. Failure:
costs an exorbitant amount of money. You successfully defend yourself; all
Failure: You actually have to pay it; subsequent Knowledge (civic) rolls
Wealth check (DC 20). Success: You receive a +1 circumstance bonus; On to
convince them it's an error and get the Step C. Success: You sound like a
document. whiny idiot; all subsequent Knowledge
(civic) rolls receive a -1 circumstance
Going to Court penalty; On to Step C.
5. Diplomacy (DC 15): You have to get
STEP A your witnesses together. Failure: You
1. Sense Motive (DC 15): You need a can't find anybody reliable and lose the
lawyer. Failure: You hire some shady case. Case closed. Success: On to
lawyers who only want your money. On Step D.
to Step B. Success: You see them for 6. Research (DC 20): You discover that
who they really are; Roll again on Step the opposition has an important piece of
A. information that could end the case.
2. Knowledge (civic) (DC 10): You want a Failure: On to step D. Success: You
lawyer. Failure: You hire some win the case. Case closed.
expensive lawyers. On to Step B. STEP C
Success: You see them for who they 1. Diplomacy (DC 15): You use all your
really are; Roll again on Step A. wit and charm to plead your case.
3. Knowledge (civic) (DC 15): You know Failure: It's not enough; pay a Wealth
a lawyer. Failure: On to Step B. check (DC 15). Case closed. Success:
Success: You solve the case with a The jury loves you. Case closed.
little help from your lawyer friends. 2. Knowledge (arcane lore) (DC 15): The
Case closed. opposition challenges your validity by
4. Knowledge (civic) (DC 15): You demanding you prove ghosts exist.
represent yourself. Failure: You do a Failure: You can't find a ghost in time.
bad job; All subsequent Knowledge Lose the case; pay a Wealth check (DC
(civic) rolls suffer a circumstance 20). Case closed. Success: You
penalty of -2. On to Step B. Success: produce a ghost, which promptly
On to Step B. escapes. Defeat it and win the case, fail
5. Diplomacy (DC 10): You try to and lose. Case closed.
negotiate. Failure: Negotiations break 3. Sense Motive (DC 15): The judge is
down; On to Step B. Success: You acting strange Failure: The verdict is
successfully settle. Case closed. suspiciously harsh. Lose the case; pay
6. Reputation (DC 15): You look for a a Wealth check (DC 25). Case closed.
lawyer who has Ghostbuster interests at Success: The judge is a manifested
heart. Failure: No such luck, roll again ghost! Defeat it and win the case, fail
on Step A. Success: Found a good and lose. Case closed.
one; On to Step B. 4. Knowledge (arcane lore) (DC 20): You
argue the merits of the supernatural.
STEP B Failure: You lose but win on appeal.
1. Charisma (DC 10): You spill something Back to Step A. Success: You win the
on yourself the day of the trial. Failure: argument; Case closed.
You look like an idiot the entire day as 5. Reputation (DC 20): Try to use the
you try to hide the spots; all Charisma- media to win your case. Failure: You
based rolls suffer a 2 penalty. On to embarrass yourself publicly and lose 1
Step C. Success: On to Step C. point of reputation. Success: Your
2. Knowledge (civics) (DC 15): You or media attention wins the case and is
your lawyer convinces the opposition to

Ghostbusters: Who Ya Gonna Call? - 27


lucrative to boot; increase Wealth by 1. A successful Bluff check indicates that the
Case closed. date's attitude is shifted upwards. Really slick
6. Reputation (DC 25): Word of your liars can get women who would normally never
deeds spreads far and wide. Failure: give a Ghostbuster another glance to believe
We didn't say they were good deeds; that they're actually going to win the Nobel Prize
lose the case. Case closed. Success: for proton accelerator technology.
Spiritual leaders speak on your behalf Initial New Attitude
but want you to work on a mission (for Attitude Hostile Unf. Indif. Friendly Helpful
free of course). You win the case; case 19 or
Hostile 20 25 35 45
closed. less
4 or
Skill Modifiers
Unfriendly 5 15 25 35
less
0 or
Indifferent 1 15 25
less
0 or
Friendly 1 15
Bluff (Cha) less
Handsome Ghostbusters use charm and wit Try Again?: Generally, a failed Bluff check
to get dates. Ugly Ghostbusters? Well those makes the date too suspicious for the
aren't gifted with mugs that scream "Kiss me!" Ghostbuster to try another bluff in the same
and just scream instead will resort to every trick circumstances.
in the book to get a woman into bed. And then Special: A Ghostbuster can take 10 when
they'll try some stuff that's not in the book that making a bluff, but cant take 20.
they read on a bathroom wall.
A Ghostbuster with the Deceptive feat gets a
Check: A Bluff check is opposed by the +2 bonus on all Bluff checks.
date's Sense Motive check when trying to con or
mislead. Favorable and unfavorable Time: A bluff takes at least 1 round (and is at
circumstances weigh heavily on the outcome of least a full-round action) but can take much
a bluff. Two circumstances can work against the longer if the Ghostbuster tries something
Ghostbuster: The bluff is hard to believe, or the elaborate.
action that the bluff requires the date to take
goes against the dates personality.
Craft (mechanical) (Int)
If its important, the GM can distinguish Duct-Tape Engineering: Through bursts of
between a bluff that fails because the date unexplainable insight, you can design and build
doesnt believe it and one that fails because it unique gadgets that are more technologically
asks too much of the date. For instance, if the advanced. This ability requires the Duct-Tape
date gets a +10 bonus because the bluff Engineering feat. You make a Craft
demands something risky of the date, and the (mechanical) roll against the devices relative
dates Sense Motive check succeeds by 10 or DC, determined by the Game Master. If the roll
less, then the date didnt so much see through is successful, the item is built in the time
the bluff as prove reluctant to go along with it. If indicated. For every 5 points rolled over the DC,
the dates Sense Motive check succeeds by 11 the construction time is halved.
or more, she has seen through the bluff, and
would have succeeded in doing so even if it had Base
DC Description Item
Time
not placed any demand on her (that is, even 10-60
without the +10 bonus). 10 Repair device Sword
minutes
Slight
A bluff requires interaction between the 15
improvement
Pistol 1-5 hours
Ghostbuster and the date. Dates unaware of the Major
20 Gatling gun 1-10 hours
Ghostbuster cant be bluffed. Especially if the improvement
date pretends to be ignoring him. New use of
25 existing Flamethrower 1-6 days
Example Circumstances Modifier technology
The date wants to believe the New use of
5
Ghostbuster. 30 cutting edge Steam engine 1-4 weeks
The bluff is believable and doesnt technology
affect the date much one way or the +0 New but realistic Tank, 1-6
35
other. technology submersible months
The bluff is a little hard to believe. +5 Proton pack,
The bluff is hard to believe. +10 ecto-
New technology 1-12
The bluff is way out there; its almost 40 containment
+20 that flaunts logic months
too incredible to consider. unit, ghost
trap

28 - Ghostbusters: Who Ya Gonna Call?


Diplomacy (Cha)
A Ghostbuster whose allegiance is Sex (or
who is just horny) can improve interpersonal
relations with a member of the opposite sex with
a successful Diplomacy check.
Check: The GM chooses the character's
initial attitude based on circumstances. Most of Attitude Means Possible Actions
the time, the people the Ghostbusters meet are Thinks you
Screams for help
indifferent toward them, but a specific situation Hostile should be
when you approach
may call for a different initial attitude. The DCs arrested
given in the accompanying table show what it Puts you down in
Thinks you're a the most
takes to change someones attitude with the use Unfriendly
jerk embarrassing way
of the Diplomacy skill. The Ghostbuster doesnt possible
declare a specific outcome he or she is trying Indifferent
Doesnt much Will talk but with
for; instead, make the check and compare the care you, but that's it
Interested in
result to the table below. Friendly
you
Will date you

Try Again?: Generally, trying again doesnt Actively


Helpful interested in Will sleep with you
work. Even if the initial check succeeds, the you
other character can only be persuaded so far. If
the initial check fails, the other character has
probably become more firmly committed to her Initial New Attitude
Attitude Hostile Unf. Indif. Friendly Helpful
position, and trying again is futile. 19 or
Hostile 20 25 35 45
Special: A Ghostbuster can take 10 when less
4 or
making a Diplomacy check, but cant take 20. Unfriendly
less
5 15 25 35
0 or
A Ghostbuster with the Trustworthy feat gets Indifferent
less
1 15 25
a +2 bonus on all Diplomacy checks. 0 or
Friendly 1 15
less
Time: Diplomacy is at least a full-round
action. The GM may determine that some
negotiations require a longer period of time.

Ghostbusters: Who Ya Gonna Call? - 29


Fea ts
"Will you guys relax? We are on the threshold of establishing the indispensable defense science of the
next decade - Professional Paranormal Investigations and Eliminations. The franchise rights alone will
make us wealthy beyond your wildest dreams."
-- Peter Venkman, Ghostbusters

New Feats Psuedo-Science [General]


When you're not bust ghosts, you spend a lot
Duct-Tape Engineering [Craft] of time researching how to build things that
nobody should be able to build.
You manage to do things with mechanical
objects that no sane person should be able to Prerequisites: Builder, Craft (mechanical)
achieve. You can build mechanical prosthetics, skill.
create explosives from detergent and spit, and
Benefit: All Craft (mechanical) check DCs
turn your car into a whirling death machine.
are reduced by your level and take half the time
Prerequisites: Builder, Psuedo-Science to create from scratch.
Craft (mechanical) skill.
Benefit: You can craft insane gizmos using
the Craft (mechanical) skill. See the Skills
chapter for more information.

30 - Ghostbusters: Who Ya Gonna Call?


E q u ip me nt
"You know, it just occurred to me that we really haven't had a successful test of this equipment."
-- Ray Stantz, Ghostbusters
the license is issued to the Ghostbuster after 1
Licenses day from Ghostbusters International. To speed
the process, the hero can make a Knowledge
All weapons listed here are property of
(business) check (DC 10). Success results in the
Ghostbusters International and therefore require
license being issued in 1d6 hours.
a license. Ghost traps requires the Exotic
Weapon Proficiency (ghost trap) feat and proton During the process of Ghostbuster creation,
packs require the Exotic Weapon Proficiency a Ghostbuster just needs to purchase the
(proton pack) feat. license or pay the fee; the time required takes
place before game play begins.
To purchase a license or pay necessary fees,
make a Wealth check (DC 10). With a success,

Weapons
Weapon Damage Critical Type Range ROF Magazine Size Weight DC
Ghost Trap, Bio-
- - - 20-ft. 1 Small 3 lb. 15
Electric*
Ghost Trap, High
- - - 20-ft. 1 Small 3 lb. 25
Capacity
Ghost Trap,
- - - 20-ft. 1 Small 3 lb. 10
Standard
Ghost Trap,
- - - 20-ft. 3 Small 3 lb. 30
Super
Ghost Trap,
- - - 30-ft. 1 Medium 10 lb. 30
Tripod
Ghost Trap,
- - - 10-ft. 1 Large 20 lb. 30
Vehicle
Proton Bomb 3d6 - Electrical 10 ft. 1 Tiny 1 lb. 16
Proton Pack,
- 20 Electrical 90-ft. 1 25 int. Large 10 lb. 15
Bio-Electric*
Proton Pack,
2d6 20 Electrical/Fire 90-ft. 1 25 int. Large 10 lb. 20
Capture Beam
Proton Pack,
4d6 20 Electrical/Fire 90-ft. 1 25 int. Large 10 lb. 30
Hyper Beam
Proton Pack,
3d6 20 Electrical/Fire 90-ft. 1 25 int. Large 10 lb. 25
Standard
Slime Blower - - - - 1 10 int. Large 50 lb. 35
Weapons with a * require the Duct-Tape case the trap automatically fails. The target can
Engineering feat. resist being sucked into the trap with a
successful Reflex save against a DC of 10 + 1
for every round the target spends in the traps'
Ghost Trap, Bio-Electric radius of effect. Teleportation and other forms of
This trap is a modified ghost trap, but instead astral travel provide a means of escape.
of capturing ectoplasmic entities, it throws up an The bands are a half-inch wide, with half-inch
electric field around living beings. Setting a trap gaps between them. Any creature capable of
is a move action that provokes an attack of passing through such a small space can escape;
opportunity. others are confined. You cant attack a creature
After the trap is set, it must be sprung, which in a barred cage with a weapon unless the
is an attack action that does not provoke an weapon can fit between the gaps. Even against
attack of opportunity. As it opens, creatures such weapons (including arrows and similar
within a 20-foot cube are caught and contained ranged attacks), a creature in the barred cage
unless they are too big to fit inside, in which

Ghostbusters: Who Ya Gonna Call? - 31


has cover. All spells and breath weapons can Do not forget to recharge the trap: This is
pass through the gaps in the bars. extremely important, a ghost trap must be at
100% charge to work at peak efficiency. The
The trap lasts for 2 hours before dissipating.
trap also runs on a rechargeable battery that
lasts up to 48 Hours. After 48 hours, a trap must
Ghost Trap, High Capacity make a Fortitude save each round (DC 20) or it
explodes, inflicting 3d6 points of fire damage to
This trap can contain up to three medium- all within a 10-foot radius and releasing the
sized, six small, or one large incorporeal being ghost(s) contained within.
at a time. The smaller the entities, the more can
be contained in the trap. But the bigger the
ghost, the less spirits can be contained. When Ghost Trap, Super
two or more ghosts are trapped together, their
Super traps are similar to ghost traps except
molecules merge and cannot be separated
that they have double the lifespan of ghost traps.
without releasing both. In all other respects it
It lasts for one week. After a week, the super
works like a normal ghost trap.
trap must make a Fortitude save each round
(DC 20) or it explodes, inflicting 3d6 points of fire
Ghost Trap, Standard damage to all within a 10-foot radius and
releasing the ghost(s) contained within.
Ghost traps are small boxes that store and
transport one subdued ghost. A foot pedal
attached to the box by a twelve-foot length of Ghost Trap, Tripod
tubing opens the lid. Setting a trap is a move
Essentially the tripod trap is identical to the
action that provokes an attack of opportunity.
standard ghost trap in operation. The main
The ghost trap has been described as a difference is the design, which allows for a larger
miniature ecto containment unit. It utilizes the containment area and also allows for elevated
same basic design as its larger counterpart; a entrapment. The trap takes up less space then a
series of lasers designed specifically for the standard trap and so can be used in areas of
incarceration of spirits. A ghost trap can only limited space. The device is still in the test
contain one medium-sized incorporeal being or stages, as it hasn't been used in many busts.
two small incorporeal beings. The tripod trap, when activated creates a grid-
like confinement area, but tests have ranged in
After the trap is set, it must be sprung, which
success. It reflects and bounces off certain
is an attack action that does not provoke an surfaces and creates a grid-type beam that traps
attack of opportunity. As it opens, the ghost trap ghosts in it for a temporary amount of time, long
produces a luminous white cone (10-foot long,
enough for a Ghostbuster to pull out the real trap
10-foot at its widest) of psychokinetic force that
and trap the Ghost.
sucks the ghost into the trap. The ghost can
resist being sucked into the trap with a Tripod traps work just like ghost traps except
successful Reflex save against a DC of 10 + 1 they paralyze the ghost rather than actually trap
for every round the ghost spends in the traps' it. The trap automatically senses any non-
radius of effect. Note that ghosts who are corporeal undead that pass through its 30-ft.
grappled by a proton pack do not get a Reflex square area. When the tripod is triggered, all
save. When the foot pedal is released, the trap ghosts within its area of effect must make a
closes. Reflex save or be paralyzed for 1d4 rounds.
Do not look into the trap: Anyone looking
directly into the trap must is automatically Ghost Trap, Vehicle
dazzled for 1d4 rounds or, if he fails a Reflex
This ghost trap acts as a high capacity trap,
save (DC 15) blinded for 1d10 rounds.
except that it can be mounted on a vehicle. It
Do not overload the trap: Ghost traps are emits a 10-foot long cone, 10-feet at its widest,
extremely small pieces of equipment, and can directly in front of the vehicle.
only contain a certain amount of PKE, even if it
is from a number of small ghosts. The
overloaded trap explodes if more than one ghost Proton Bomb
is captured in the trap, inflicting 3d6 points of fire Proton bombs act as area-effect proton
damage to all within a 10-foot radius and packs. It fires a wide-ranging series of beams in
releasing the ghosts. Also only a certain number a 10-foot radius. All beings within its area of
of ghosts can be contained in a ghost trap.

32 - Ghostbusters: Who Ya Gonna Call?


effect must make a Reflex save (DC 15) for half beings and especially undead. Turning a proton
damage. pack on is a move action.
Setting a proton pack to Attack inflicts shoots
Proton Pack, Bio-Electric a 5-foot-wide, 90-foot-long line of protons that
deals 3d6 points of electrical damage to all
This modified proton pack is very similar to creatures and objects in its path. No attack roll is
the standard proton pack except that it has one necessary, and thus no feat is needed to
setting, Containment. It requires a ranged touch operate the weapon effectively. Any creature
attack. The Containment setting only works caught in the line of electricity can make a
against living humanoids and animals. This is Reflex save (DC 15) to take half damage.
an attack action that provokes attacks of Creatures with cover get a bonus on their Reflex
opportunity. If the attack is successful, the target save.
must make an opposed grapple check against
the wielder's attack roll. If more than one proton The proton pack's ammunition has hardness
pack is used on the Containment setting, each 5 and 5 hit points. When wielded, the proton
additional proton beam adds +2 to the roll, and pack has a Defense equal to 9 + the wielder's
the target is denied any dexterity modifier to Dexterity modifier + the wielder's class bonus. A
Defense. The Containment setting is typically proton pack reduced to 0 hit points ruptures and
used to position a target over a bio-electric trap. explodes, dealing 6d6 points of fire damage to
the wearer (no save allowed) and 3d6 points of
splash damage to creatures and objects in
Proton Pack, Capture Beam adjacent 5-foot squares (Reflex save, DC 15, for
A capture beam pack works like a weaker half damage).
version of a proton pack. It inflicts 2d6 points of A proton pack can shoot 25 times before the
electrical damage and ghosts must make a fuel supply is depleted. One charge is used per
Reflex save (DC 10) to take half damage. round. Refueling a proton pack has a purchase
DC of 13.
Proton Pack, Hyper Beam Setting a proton pack to Containment
A hyper beam pack works like a stronger requires a ranged touch attack. The
version of a proton pack. It inflicts 4d6 points of Containment setting only works against undead
electrical damage and ghosts must make a and outsiders. This is an attack action that
Reflex save (DC 20) to take half damage. provokes attacks of opportunity. If the attack is
successful, the target must make an opposed
grapple check against the wielder's attack roll. If
Proton Pack, Standard more than one proton pack is used on the
The proton pack is an unlicensed nuclear Containment setting, each additional proton
accelerator backpack that consists of raw beam adds +2 to the roll, and the target is
nuclear energy and protons. The proton pack is denied any dexterity modifier to Defense. The
mounted onto an Army issue A.L.I.C.E. pack Containment setting is typically used to position
frame with adjustable shoulder and kidney a target over a ghost trap.
straps and belt. The proton pack consists of two Do not cross the streams: This process is
parts: the nuclear accelerator backpack (proton extremely dangerous as it causes Total Protonic
pack, positron collider, cyclotron) and particle Reversal, which results in the molecules of any
thrower (proton gun, ion wand, ion cannon, nearby person to explode at the speed of light.
neutrona wand). Once the Ghostbuster turns the Information on this situation is sketchy due to
proton pack on, the Ghostbuster can also switch the rarity of it ever happening, it has only
on the particle thrower. The accelerator occurred once where those participating have
accelerates the protons from the cyclotron on survived. Please refer to the case where the
the pack into the particle thrower, and the Ghostbusters fought Gozer for more details.
Ghostbuster gets an extremely powerful but
destructive particle stream that consists of Do not allow the pack to overheat: This in
protons and raw nuclear energy. This stream is some ways is similar to Total Protonic Reversal,
capable of entangling a ghost against its will however on a more limited scale. It is however
still extremely dangerous and it is rare for a
There are two basic settings: Attack and person in the vicinity to survive a blast caused
Containment. The Attack function works against by overheating. If a proton pack runs for 25
all targets, including living beings (which it can rounds, using all of its charges continuously, the
seriously harm), walls, furniture, non-corporeal pack must make a Fortitude save or overheat in

Ghostbusters: Who Ya Gonna Call? - 33


four rounds. The pack's explosion deals 20d6 remove multiple spells or possessions. The
points of fire damage to the wearer (no save possessing entity must make a Will save (DC
allowed) and 10d6 points of splash damage to 20) to avoid being ejected each round the
creatures and objects in adjacent 1000-foot creature it possesses is covered in positive
radius (Reflex save, DC 15, for half damage). slime.
A successful attack against an evil creature
Slime Blower from another plane can cause it to be driven
back to its home plane. The creature can negate
The slime blower works essentially like a fire the effects with a successful Will save (DC 20).
extinguisher, projecting its positively charged
Psychomagnetheric Ectoplasm at a specific Positive slime can imbue inanimate objects
target selected by the operator. The slime tanks with mobility and a semblance of life. Each such
are mounted onto an A.L.I.C.E. Pack Frame with animated object then immediately attacks
bigger Straps and more padding and protection whomever or whatever the Ghostbuster initially
than the Proton Pack's A.L.I.C.E. Pack Frame. designates.
There are also two small but bright lights
An animated object can be of any non-
attached on top of the two small green air tanks.
magical material. You may animate one Small or
The slime blower works on an air pressure
smaller object or an equivalent number of larger
system. The central tank contains the mood
objects by covering it in slime at the rate of one
slime, which is powered by positive human
per round. A Medium object takes two rounds, a
emotions. The two smaller green tanks on either
Large takes four, a Huge takes eight, a
side of the main tank are the air tanks. A slime
Gargantuan object takes sixteen, and a Colossal
blowers backpack has hardness 5 and 5 hit
object takes thirty-two rounds.
points. When worn, the backpack has a Defense
equal to 9 + the wearers Dexterity modifier + the The slime's positive charge was put to an
wearers class bonus. A backpack reduced to 0 unusual test when the Ghostbusters needed to
hit points ruptures and explodes, covering the create a large amount of positive vibes to crack
wearer in slime (no save allowed) and splashing the negative slime shell on the Manhattan
creatures and objects in adjacent 5-foot squares Museum of Art, after animating a toaster they
if they fail their save (Reflex save, DC 15). were able to animate the Statue of Liberty and
walk her to the Manhattan Museum of Art.
The slime blower's cannon features a switch
trigger, which works similar to a tap with an air
pressure system. When the switch is pulled, it
makes the high-pressured air in the air tanks
push the mood slime through the hose and into
the large canister-like gun.
The Slime fires at a fast and furious rate. It
shoots a 5-foot-wide, 30-foot-long line of slime
that covers all creatures and objects in its path.
No attack roll is necessary, and thus no feat is
needed to operate the weapon effectively. Any
creature caught in the line of slime can make a
Reflex save (DC 15) to avoid being touched by
it. Creatures with cover get a bonus on their
Reflex save.
If a human is struck by positively charged
slime, he is instilled with powerful hope. Each
human covered in slime gains a +2 morale
bonus on saving throws, attack rolls, ability
checks, skill checks, and weapon damage rolls.
It negates all rage effects.
The slime blower has also been used in
possessions, forcing an entity to evacuate the
host body due to the positive charge of the
slime. Any being possessed by an evil creature
or enchanted by any one evil spell is removed.
Subsequent applications may be necessary to

34 - Ghostbusters: Who Ya Gonna Call?


Miscellaneous
Object Size Weight DC
Alpine Gear Large 10 lb. 11
Cellular Phone Diminutive - 9
Ecto-Visor Small 3 lb. 17
Infrared Camera Small 2 lb. 16
Leon Zundingers Magicians, Martyrs, And
Diminutive 1 lb. 20
Madmen
PKE Meter Small 1 lb. 20
Spooks Illustrated Diminutive - 10
Super PKE Detector Small 3 lb. 25
Technology Tomorrow Diminutive - 10
The Roylance Guide To Secret Societies And
Diminutive 1 lb. 20
Sects
Tobin's Spirit Guide Diminutive 1 lb. 20
Video Camcorder Small 2 lb. 16
Walkie-Talkie Small 1 lb. 15
Who's Who and What's That? Diminutive - 10

Alpine Gear Infrared Camera


All of the tools and equipment that climbing Portable video cameras use some format of
enthusiasts use to make climbing easier and, in videotape to record activity. The tape can be
some cases, possible, including ropes, pulleys, played back through a VCR or via the camera
helmet and pads, gloves, spikes, chocks, eyepiece. It has darkvision to 60 feet.
ascenders, pitons, a handax, and a harness. It
takes 10 minutes to remove the gear from its
pack and outfit it for use. Use this gear with the Leon Zundingers Magicians, Martyrs,
Climb skill. And Madmen

A collection of chapters about magicians,


Cellular Phone martyrs, and madmen; gives detailed
A digital communications device that comes biographies of them (including Prince Vigo Von
in a hand-held model or as a headset, a cell Homburg Deutschendorf.). It has many chapters
phone uses a battery that lasts for 24 hours and pages. If a Ghostbusters makes a Research
before it must be recharged. It works in any area check (DC 20), the book bestows a +2
covered by cellular service. equipment bonus to Knowledge (arcane lore)
checks pertaining to the topic he researches.
Ecto-Visor
Ecto-visors use passive light gathering to PKE Meter
improve vision in near-dark conditions. They A PKE meter measures the Psychokinetic
grant the user the ability to see in darkness, also energy in a 60-foot radius. Entities that register
called darkvisionbut because of the restricted PKE must be outsiders or undead. An entity's
field of view and lack of depth perception these PKE is determined by its Challenge Rating * 50.
goggles provide, they impose a 4 penalty on all
Spot and Search checks made by someone PKE Reading Result
wearing them. Ecto-visors must have at least a No Threat, small to no
1-300
little light to operate. A cloudy night provides paranormal activity.
sufficient ambient light, but a pitch-black cave or Trouble, you have a faint trace
301-450
a sealed room doesnt. For situations of total of a spook.
darkness, the goggles come with an infrared Biblical proportions; don't let
illuminator that, when switched on, operates like 451+ anyone in your house named
a flashlight whose light is visible only to the "Zuul".
wearer (or anyone else wearing ecto-visors).
Ecto-visors are licensed Ghostbuster products Using a PKE meter accurately requires a
and require a license to purchase. Computer Use check. A successful Computer
Use check (DC equal to the ghost's challenge

Ghostbusters: Who Ya Gonna Call? - 35


rating) allows the user to substitute his Tobins Spirit Guide
Computer Use skill for a Survival skill to track
ghosts, even without the Track feat.
In 1 A.D., the Council of Eight, self-
It is not uncommon for a P.K.E. Meter to proclaimed Guardians of the Universe,
overload. If a PKE meter detects an entity of selected a thirty-five year old Alexandrian scribe
over 550 PKE, the meter must make a Fortitude named Tobin to replace Carthio as the
save (DC 20) or inflict 1d6 electrical damage to Chronicler of the Spirits. Tobin was reputedly
the wielder and itself for every 20 PKE over 550. the writer of the famous occult compendium,
PKE meters are licensed Ghostbuster products Tobin's Spirit Guide. Tobin's Spirit Guide is
and require a license to purchase. basically a collection of ghosts, with their powers
and skills explained (including Ivo Shandor, the
architect of 555 Central Park West, and the
The Roylance Guide To Secret secret society he started that worshiped Gozer.).
Societies And Sects The Ghostbusters commonly use this. If a
Ghostbusters makes a Research check (DC 20),
Similar to Tobins Spirit Guide, only it the book bestows a +2 equipment bonus to
specializes in secret societies, sects, and the Knowledge (arcane lore) checks pertaining to
beings they worship (including Zuul, Gatekeeper the topic he researches.
of Gozer, and Vinz Clortho, Keymaster of Gozer,
Volguus Zildrohar, Lord of the Sebouillia.). If a
Ghostbusters makes a Research check (DC 20),
Video Camcorder
the book bestows a +2 equipment bonus to Portable video cameras use some format of
Knowledge (arcane lore) checks pertaining to videotape to record activity. The tape can be
the topic he researches. played back through a VCR or via the camera
eyepiece.

Spooks Illustrated
In the 1930s, Charles Foster Hearse began
Walkie-Talkie
his publishing empire, featuring such eclectic This hand-held radio transceiver
magazines as Spooks Illustrated, which would communicates with any similar device operating
eventually be read by all four of the future on the same frequency and within range. It has
Ghostbusters (Venkman especially enjoying the only a few channels. Anyone else using a similar
swimsuit issue.). Hearse would be succeeded by walkie-talkie within range can listen in on the
his heirs; son Charles Foster Hearse, Jr.; and in characters conversations. It has a range of 2
1984, grandson Charles Foster Hearse III. If a miles.
Ghostbusters makes a Research check (DC 10),
a subscription to Spooks Illustrated bestows a
+1 equipment bonus to Research checks that
Whos Who and Whats That?
involve the supernatural and Knowledge (arcane
lore) checks. A popular Science magazine; Dr. Egon
Spengler has a subscription. If a Ghostbusters
makes a Research check (DC 10), a
Super PKE Detector subscription to Who's Who and What's That
This device works similar to a PKE meter bestows a +1 equipment bonus to Research
except that it has a much more powerful radius checks that identify scientific personalities and
of 1 mile. PKE meters are licensed Ghostbuster Knowledge (current event) checks.
products and require a license to purchase.

Technology Tomorrow

A futuristic technology magazine; Dr. Egon


Spengler reads it. If a Ghostbusters makes a
Research check (DC 10), a subscription to
Technology Tomorrow bestows a +1 equipment
bonus to Research checks involving technology
and Knowledge (technology) checks.

36 - Ghostbusters: Who Ya Gonna Call?


Vehicles
Top Hit Purchase Restriction
Name Crew Pass Cargo Init Maneuver Defense Hardness Size
Speed Points DC
Common 275 185
1 4 1 1 9 5 30 L 26 Lic (+1)
Car lb. (18)
Economy 275 230
1 4 2 +0 8 5 32 H 28 Lic (+1)
Car lb. (23)
275 220
ECTO-1 1 5 1 1 9 5 30 L 26 Lic (+1)
lb. (22)
120 210
ECTO-2 1 1 -4 -4 6 5 28 H 36 Lic (+1)
lb. (21)
675
ECTO-3 1 0 -1 +1 95 (9) 9 5 22 L 23 Lic (+1)
lb.
500 1,100
ECTO-4 2 10 -4 -4 6 5 44 G 40 Lic (+1)
lb. (110)
ECTO- 250 310
1 1 2 +0 8 5 32 H 32 Lic (+1)
500 lb. (31)
work. It has three aircraft tires, one at the front,
Common Car and two at the back. There is a particle
accelerator mounted on the front. ECTO-2's
This ugly yellow car is a two-door family blades are hidden in the bulk until needed. It is
coupe. It is two squares wide and four squares two squares wide and three squares long.
long.

ECTO-3
Economy Car
ECTO-3 is in the form of a motorized
This red car is a pile of junk. It is two squares unicycle with a small side cart that fit into one of
wide and three squares long. the fenders of the ECTO-1 and comes out with
the push of a button. The ECTO-3 is one square
ECTO-1 wide and two squares long.

Mysteriously this car is sometimes called a


converted hearse, but is more often referred to ECTO-4
as a Cadillac ambulance. Ecto has lights, sirens ECTO-4 is a miniature rocket jet designed
and gadgets, including an ecto cannon and an exclusively for Ghostbusting activities. A Learjet
ecto scope. ECTO-1 has emergency flotation is ten squares wide (including wings; fuselage is
devices in case the vehicle is submerged. There two squares wide) and twelve squares long. It
is also an onboard computer with a link to the provides three-quarters cover for crew and nine-
virtual Tobin's Spirit Guide. The ECTO-1 is two tenths cover for passengers.
squares wide and three squares long.

ECTO-500
ECTO-2
This souped-up sports car comes complete
ECTO-2 is a gyrocopter-like vehicle that can with oversize exhaust pipes and Oversized
be stored in the back of Ecto-1. It seats two Engine. The engine has Ghost Catching nozzles
people, has a set of Cadillac tail fins, and is that jut out from the front of it. It is two squares
festooned with lights, gadgets and fancy chrome wide and three squares long.

Ghostbusters: Who Ya Gonna Call? - 37


A c t io n Po in t s
"I tried to think of the most harmless thing. Something I loved from my childhood. Something that could
never, ever possibly destroy us. Mr. Stay-Puft..."
-- Ray Stantz, Ghostbusters
Action points provide Ghostbusters with the A Ghostbuster can only spend 1 action point
means to affect game play in significant ways. A in a round. If a Ghostbuster spends a point to
Ghostbuster always has a limited amount of use a class feature, he or she cant spend
action points, and while the Ghostbuster another one in the same round to improve a die
replenishes this supply after every adventure, roll, and vice versa.
the Ghostbuster must use them wisely.
Depending on the heros Ghostbuster level
(see the table below), he or she may be able to
Earning Action Points roll more than one d6 when spending 1 action
point. If the Ghostbuster does so, apply the
Ghostbusters get action points for achieving
highest result and disregard the other rolls.
their goals. If the Ghostbuster fails a mission,
he receives half the action points spent during Ghostbuster
Action Point Dice Rolled
the mission. Level
1st-7th 1d6
If the Ghostbusters complete the job to 8th-14th 2d6
satisfaction, they receive their full action points 15th-20th 3d6
back at the end of the mission. Ghostbusters don't normally die. They get
hurt, they get beaten up, they get slimedbut
If the Ghostbusters do an excellent job, they death should be rare. This is a game about
receive one and a half action points back at the zapping the immaterial dead with high powered
end of the mission. flashlights realism it ain't. To simulate the
wacky world of Ghostbusters, players can spend
Spending Action Points action points to convert lethal damage to non-
lethal damage.
A Ghostbuster can spend 1 action point to do
Action Action Point Max
one of these things: Asphyxiation 1 AP/round 10
Alter a single d20 roll used to make an Fall 1 AP/10 feet 5
Fire/Radioactivity 1 AP/ damage 20
attack, a skill check, an ability check, a level Hospital Recovery 1 AP/week 5
check, or a saving throw. Physical damage 1 AP damage 10
Poison 1 AP/ ability damage 10
Use a class talent or class feature during
your turn for which the expenditure of 1
th
action point is required. For example, a 10 -level Ghostbuster can
spend 1 action point to survive the explosion of
When a Ghostbuster spends 1 action point to
his proton pack at point blank range. He suffers
improve a d20 roll, add 1d6 to the d20 roll to
3d6 points of damage for a total of 15 points of
help meet or exceed the target number. A
lethal damage. By using 1 action point, he rolls
Ghostbuster can declare the use of 1 action
2d6 dice and ends up turning 10 of the 15 lethal
point to alter a d20 roll after the roll is made
points of damage into non-lethal damage. So
but only before the GM reveals the result of that
the Ghostbuster only takes 5 points of lethal
roll (whether the attack or check or saving throw
damage and 10 points of non-lethal damage. His
succeeded or failed). A Ghostbuster cant use
face is blackened, his hair stands up on end,
an action point on a skill check or ability check
and smoke smolders from his clothes but he's
when he or she is taking 10 or taking 20.
not dead yet!
When a Ghostbuster spends 1 action point to
30 action points can be spent to permanently
use a class feature, he or she gains the benefit
increase an ability score by 1 point. Conversely,
of the feature but doesnt roll a d6. In this case,
a Ghostbuster can permanently "burn" an ability
the action point is not a bonus to a d20 roll.
point to gain 20 action points.

38 - Ghostbusters: Who Ya Gonna Call?


Pl a n e s
"Gozer the Gozerian, good evening. As a duly designated representative of the City, County and State
of New York, I order you to cease any and all supernatural activities and return forthwith to your place of
origin or to the nearest convenient parallel dimension."
-- Ray Stantz, Ghostbusters

Plane, the reverse isnt possible. No magical


Ethereal Plane attacks cross from the Ethereal Plane to the
Material Plane, including force attacks.
The Ethereal Plane is coexistent with the
Material Plane and often other planes as well.
The Material Plane itself is visible from the The Boogieman's Realm
Ethereal Plane, but it appears muted and
The Boogieman's Realm is an in-between
indistinct, its colors blurring into each other and
place he uses to access children's' closets all
its edges turning fuzzy.
over the world. Through use of the doors, he can
While it is possible to see into the Material leap from closet to closet. It has the following
Plane from the Ethereal Plane, the Ethereal traits.
Plane is usually invisible to those on the Material
Subjective Directional Gravity. The
Plane. Normally, creatures on the Ethereal
strength of gravity is the same as on the Material
Plane cannot attack creatures on the Material
Plane, but each individual chooses the direction
Plane, and vice versa. A traveler on the Ethereal
of gravitys pull. Such a plane has no gravity for
Plane is invisible, incorporeal, and utterly silent
unattended objects and nonsentient creatures.
to someone on the Material Plane.
This sort of environment can be very disorienting
The Ethereal Plane is mostly empty of to the newcomer, but is common on weightless
structures and impediments. However, the plane planes. Characters can move normally along a
has its own inhabitants. Some of these are other solid surface by imagining down near their feet.
ethereal travelers, but the ghosts found here If suspended in midair, a character flies by
pose a particular peril to those who walk the fog. merely choosing a down direction and falling
It has the following traits. that way. Under such a procedure, an individual
falls 150 feet in the first round and 300 feet in
No gravity. Individuals on a plane with this
each succeeding round. Movement is straight-
trait merely float in space, unless other
line only. In order to stop, one has to slow ones
resources are available to provide a direction for
movement by changing the designated down
gravitys pull.
direction (again, moving 150 feet in the new
Alterable morphic. The plane contains little direction in the first round and 300 feet per
to alter, however. Objects remain where they are round thereafter). It takes a DC 16 Wisdom
(and what they are) unless affected by physical check to set a new direction of gravity as a free
force or magic. You can change the immediate action; this check can be made once per round.
environment as a result of tangible effort. Any character that fails this Wisdom check in
successive rounds receives a +6 bonus on
Normal magic. Spells function normally on
subsequent checks until he or she succeeds.
the Ethereal Plane, though they do not cross
into the Material Plane. Infinite: Planes with this trait go on forever,
though they may have finite components within
The only exceptions are spells and spell-like
them. Or they may consist of ongoing expanses
abilities that have the force descriptor and in two directions, like a map that stretches out
abjuration spells that affect ethereal beings. infinitely.
Spellcasters on the Material Plane must have
some way to detect foes on the Ethereal Plane Divinely Morphic: Only the Boogieman has
before targeting them with force-based spells, of the ability to alter objects, creatures, and the
course. While its possible to hit ethereal landscape on planes with this trait. Ordinary
enemies with a force spell cast on the Material characters find these planes similar to alterable

Ghostbusters: Who Ya Gonna Call? - 39


planes in that they may be affected by spells slot or prepared spell can be used again). An item
and physical effort. But the Boogieman may does not lose charges, and the effect does not
count against an items or spell-like abilitys use
cause these areas to change instantly and limit.
dramatically. 7298 The spell functions normally.
The spell functions strongly. Saving throws
Wild Magic: Spells and spell-like abilities against the spell incur a 2 penalty. The spell has
99
function in radically different and sometimes the maximum possible effect, as if it were cast
100
dangerous ways. Any spell or spell-like ability with the Maximize Spell feat. If the spell is already
maximized with the feat, there is no further effect.
used in the Boogieman's Realm has a chance to
go awry. The caster must make a level check
(DC 15 + the level of the spell or effect) for the
magic to function normally. For spell-like Flipside Dimension
abilities, use the level or HD of the creature The Flipside Dimension is an evil shadow of
employing the ability for the caster level check the Prime Plane. "New York, the Big Apple" is
and the level of the spell-like ability to set the DC known as "Boo York, the Big Pumpkin." There
for the caster level check. Failure on this check are no Ghostbusters, but there are
means that something strange happens; roll d% Peoplebusters, who use proton packs tuned to
and consult the following table. work against living beings. Everyone in the
dimension is undead.
d% Effect Strongly Evil Aligned: Most of the
Spell rebounds on caster with normal effect. If the
0119
spell cannot affect the caster, it simply fails. inhabitants of these planes also are evil. In
A circular pit 15 feet wide opens under the addition, creatures of alignments contrary to the
2023 casters feet; it is 10 feet deep per level of the plane have a tougher time dealing with its
caster. natives and situations. The alignment trait of the
The spell fails, but the target or targets of the spell
are pelted with a rain of small objects (anything
plane affects social interactions there.
from flowers to rotten fruit), which disappear upon Characters who follow other alignments than
2427 striking. The barrage continues for 1 round. During most of the inhabitants find life more difficult.
this time the targets are blinded and must make
Concentration checks (DC 15 + spell level) to cast A 2 circumstance penalty applies on all
spells. Charisma-based checks made by all creatures
The spell affects a random target or area. not of the planes alignment. In addition, the 2
Randomly choose a different target from among
those in range of the spell or center the spell at a penalty affects all Intelligence-based and
random place within range of the spell. To Wisdom-based checks, too.
generate direction randomly, roll 1d8 and count
2831
clockwise around the compass, starting with
south. To generate range randomly, roll 3d6.
Multiply the result by 5 feet for close range spells,
Ecto-Containment Unit
20 feet for medium range spells, or 80 feet for The Ecto Containment Unit is a bleak
long range spells. repository for souls of many species. Strange
The spell functions normally, but any material lights, mists, and spectral shapes waft about
components are not consumed. The spell is not
expended from the casters mind (a spell slot or
aimlessly. Human-like figures lean against the
3235 walls in despairing convict poses. Others flit and
prepared spell can be used again). An item does
not lose charges, and the effect does not count hang on the ceiling. It is a sad and frightening
against an items or spell-like abilitys use limit. limbo and a most unholy makeshift asylum.
The spell does not function. Instead, everyone
3639 (friend or foe) within 30 feet of the caster receives Like it's smaller counterpart, the Containment
the effect of a heal spell. Unit utilizes a revolutionary laser containment
The spell does not function. Instead, a deeper
4043 darkness and a silence effect cover a 30-foot system. If we think of ghosts as a magnet block
radius around the caster for 2d4 rounds. (such as those used in science lessons at
The spell does not function. Instead, a reverse school), the ghosts are the South (Negative)
4447 gravity effect covers a 30-foot radius around the end, and the proton packs are the North
caster for 1 round.
The spell functions, but shimmering colors swirl
(Positive) end. As we know when you put North
around the caster for 1d4 rounds. Treat this a and South together they attract. The same thing
4851
glitterdust effect with a save DC of 10 + the level happens with the packs and ghosts, the two
of the spell that generated this result. charges attract each other and they merge.
Nothing happens. The spell does not function. Any
5259
material components are used up. The spell or If the laser grid around the inside of the ECU
spell slot is used up, and charges or uses from an (which is a large trap) were positive like the
item are used up.
Nothing happens. The spell does not function. Any
Proton streams, the ghosts would merge with
6071 material components are not consumed. The spell the stream, and possibly be able to escape in
is not expended from the casters mind (a spell the same way they occasionally escape the

40 - Ghostbusters: Who Ya Gonna Call?


streams. However, if the grid lasers were Morphic Traits: The ECU is unchanging.
negatively charged (Electrons) a South on south Visitors cannot affect living residents of the
effect would happen. As the ghost approached plane, nor objects that the denizens possess.
the edge of the ECU it would be propelled Any spells that would affect those on the plane
backwards due to the shared charge, just as it have no effect unless the planes static trait is
would should you put two south magnets somehow removed or suppressed. Spells cast
together. before entering a plane with the static trait
remain in effect, however.
The ECU is essentially its own mini-plane.
Even moving an unattended object within a
Time: The ECU is timeless. Time still
static plane requires a DC 16 Strength check.
passes, but the effects of time are diminished.
Particularly heavy objects may be impossible to
How the timeless trait can affect certain activities
move.
or conditions such as hunger, thirst, aging, the
effects of poison, and healing varies from plane Magic Traits: The ECU is a dead magic
to plane. plane. A plane with the dead magic trait
functions in all respects like an antimagic field
The danger of a timeless plane is that once
spell. Divination spells cannot detect subjects
one leaves such a plane for one where time
within a dead magic plane, nor can a spellcaster
flows normally, conditions such as hunger and
use teleport or another spell to move in or out.
aging do occur retroactively.
The only exception to the no magic rule is
Shape: The ECU has a finite shape, not permanent planar portals, which still function
unlike a prison. It has boundaries preventing normally.
ghosts from straying beyond a certain limit.
Although the ECU is inconceivably large, it can
get crowded like a physical prison.

Ghostbusters: Who Ya Gonna Call? - 41


M o nst e rs
"Today the entire Eastern Seaboard is alive with talk of hundreds of reported incidents involving
multiple sightings in what can only be described as extreme events of paranormal extraphenomenical
proportions. It seems everybody is willing to bring their old ghosts and skeletons out of the closet."
-- Roger Grimsby, Ghostbusters
that Class V's are formed from emotionally
Classification charged events or locations. These typically
require extensive proton pack implementation to
eradicate.
Class I
This type of entity is defined as an
undeveloped form, insubstantial and difficult to Class VI
see. The Class I's interaction with the physical Class VI entities are incorporeal animals.
environment is limited and enigmatic (i.e. Unique solutions are often required to handle
spectral lights, voices, sounds). Simple these entities, including research into habitats,
application of a proton pack beam is normally allergies, natural enemies, etc.
effective.

Class VII
Class II Class VII entities are outsiders with extra-
Class II entities are incorporeal undead that dimensional powers far beyond human ken.
have visible characteristics and can physically Powers often include the ability to change form
manipulate things (i.e. poltergeist). Class II at will, dematerialize objects, summon pests, or
forms tend to be vague and inconsistent, like possess people and animals.
hands or a face just floating there. Although a
proton pack beam is normally effective, some
Class II entities have the capacity to return Focused
attacks. An entity that is "focused" is unable to leave
the area or building where it first appears.
Class III
When an incorporeal entity begins to take an Free Floating
actual distinct human form (i.e. face, torso, An entity that is not tied to a specific area as
arms) it's classified as a Class III. III's can often opposed to a focused entity.
change their forms as well. If established, entity
is reassigned as Class IV. Often difficult to deal
with, Class III entities generally possess Full-Torso
sophisticated means of defense. Few entities appear in humanoid form. Full
torso entities have two arms, two legs, and a
head.
Class IV
When investigation reveals the former identity
of a Class III entity, it is reclassified as a Class Repeater
IV. Class IV entities are usually indistinct from An entity that will continue to return until the
the chest down. Economic disposal methods source of the PKE that summons it is
include research into the background of said discovered.
entity, as well as possible communication with it.

Vapor
Class V
An entity that is incorporeal.
Class V entities are incorporeal beings that
have a non-humanoid form. Theory supposes

42 - Ghostbusters: Who Ya Gonna Call?


New Monsters
Animated Object

Animated Object, Tiny Animated Object, Small Animated Object,


Medium
Tiny Construct Small Construct Medium Construct
Hit Dice: 1/2 d10 (2 hp) 1d10+10 (15 hp) 2d10+20 (31 hp)
Initiative: +2 +1 +0
Speed: 40 ft. (8 squares); 50 ft. 30 ft. (6 squares); 40 ft. 30 ft. (6 squares); 40 ft.
legs, 60 ft. multiple legs; legs, 50 ft. multiple legs, legs, 50 ft. multiple legs,
80 ft. wheels 70 ft. wheels 70 ft. wheels
Defense: 14 (+2 size, +2 Dex), 14 (+1 size, +1 Dex, +2 14 (+4 natural), touch 10,
touch 14, flat-footed 12 natural), touch 12, flat- flat-footed 14
footed 13
Base +0/9 +0/4 +1/+2
Attack/Grapple:
Attack: Slam +1 melee (1d31) Slam +1 melee (1d4) Slam +2 melee (1d6+1)
Full Attack: Slam +1 melee (1d31) Slam +1 melee (1d4) Slam +2 melee (1d6+1)
Space/Reach: 2-1/2 ft./0 ft. 5 ft./5 ft. 5 ft./5 ft.
Special Attacks: See text See text See text
Special Construct traits, Construct traits, Construct traits,
Qualities: darkvision 60 ft., low-light darkvision 60 ft., low-light darkvision 60 ft., low-light
vision; also see text vision; also see text vision; also see text
Saves: Fort +0, Ref +2, Will 5 Fort +0, Ref +1, Will 5 Fort +0, Ref +0, Will 5
Abilities: Str 8, Dex 14, Con , Int Str 10, Dex 12, Con , Int Str 12, Dex 10, Con , Int
, Wis 1, Cha 1 , Wis 1, Cha 1 , Wis 1, Cha 1
Skills:
Feats:
Environment: Any Any Any
Organization: Group (4) Pair Solitary
Challenge 1/2 1 2
Rating:

Animated Object, Large Animated Object, Huge Animated Object,


Gargantuan
Large Construct Huge Construct Gargantuan Construct
Hit Dice: 4d10+30 (52 hp) 8d10+40 (84 hp) 16d10+60 (148 hp)
Initiative: +0 1 2
Speed: 20 ft. (4 squares); 30 ft. 20 ft. (4 squares); 30 ft. 10 ft. (2 squares); 20 ft.
legs, 40 ft. multiple legs, legs, 40 ft. multiple legs, legs, 30 ft. multiple legs, 50
60 ft. wheels 60 ft. wheels ft. wheels
Defense: 14 (1 size, +5 natural), 13 (2 size, 1 Dex, +6 12 (4 size, 2 Dex, +8
touch 9, flat-footed 14 natural), touch 7, flat- natural), touch 4, flat-footed
footed 13 12
Base +3/+10 +6/+19 +12/+31
Attack/Grapple:
Attack: Slam +5 melee (1d8+4) Slam +9 melee (2d6+7) Slam +15 melee (2d8+10)
Full Attack: Slam +5 melee (1d8+4) Slam +9 melee (2d6+7) Slam +15 melee (2d8+10)
Space/Reach: 10 ft./5 ft. (long) 15 ft./10 ft. (long) 20 ft./15 ft. (long)
10 ft./10 ft. (tall) 15 ft./15 ft. (tall) 20 ft./20 ft. (tall)
Special Attacks: See text See text See text
Special Construct traits, Construct traits, Construct traits, darkvision
Qualities: darkvision 60 ft., low-light darkvision 60 ft., low-light 60 ft., low-light vision; also
vision; also see text vision; also see text see text

Ghostbusters: Who Ya Gonna Call? - 43


Saves: Fort +1, Ref +1, Will 4 Fort +2, Ref +1, Will 3 Fort +5, Ref +3, Will +0
Abilities: Str 16, Dex 10, Con , Str 20, Dex 8, Con , Int Str 24, Dex 6, Con , Int
Int , Wis 1, Cha 1 , Wis 1, Cha 1 , Wis 1, Cha 1
Skills:
Feats:
Environment: Any Any Any
Organization: Solitary Solitary Solitary
Challenge 3 5 7
Rating:

Animated Object, Colossal Blind (Ex): A sheetlike animated object such


Colossal Construct as a carpet or tapestry can grapple an opponent
Hit Dice: 32d10+80 (256 hp) up to three sizes larger than itself. The object
Initiative: 3 makes a normal grapple check. If it wins, it
Speed: 10 ft. (2 squares); 20 ft. legs, 30 ft. wraps itself around the opponents head,
multiple legs, 50 ft. wheels causing that creature to be blinded until
Defense: 11 (8 size, 3 Dex, +12 natural), removed.
touch 1, flat-footed 11
Constrict (Ex): A flexible animated object
Base Attack/Grapple: +24/+49
such as a rope, vine, or rug deals damage equal
Attack: Slam +25 melee (4d6+13)
to its slam damage value plus 1- 1/2 times its
Full Attack: Slam +25 melee (4d6+13)
Strength bonus with a successful grapple check
Space/Reach: 30 ft./20 ft. (long) 30 ft./30 ft.
against a creature up to one size larger than
(tall)
itself. An object of at least Large size can make
Special Attacks: See text
constriction attacks against multiple creatures at
Special Qualities: Construct traits, darkvision
once, if they all are at least two sizes smaller
60 ft., low-light vision; also see text
than the object and can fit under it.
Saves: Fort +10, Ref +7, Will +5
Abilities: Str 28, Dex 4, Con , Int , Wis 1, Hardness (Ex): An animated object has the
Cha 1 same hardness it had before it was animated.
Skills:
Improved Speed (Ex): The base land speed
Feats:
given in the statistics block assume that an
Environment: Any animated object lurches, rocks, or slithers along.
Organization: Solitary Objects with two legs (statues, ladders) or a
Challenge Rating: 10 similar shape that allows faster movement have
Treasure: None a +10 foot bonus to speed. Objects with multiple
Alignment: Always neutral legs (tables, chairs) have a +20 foot bonus to
Advancement: speed. Wheeled objects have a +40 foot bonus
Level Adjustment: to speed. Objects might have additional modes
of movement. A wooden object can float and
has a swim speed equal to half its land speed. A
Animated objects come in all sizes, shapes, rope or similar sinuous object has a climb speed
and colors. They owe their existence as equal to half its land speed. A sheetlike object
creatures to the animate power of ghosts. can fly (clumsy maneuverability) at half its
COMBAT normal speed.
Trample (Ex): An animated object of at least
Animated objects fight only as directed by the
ghost. They follow orders without question and Large size and with a hardness of at least 10
can trample creatures two or more sizes smaller
to the best of their abilities. Since they do not
need to breathe and never tire, they can be than itself, dealing damage equal to the objects
extremely capable minions. An animated object slam damage + 1-1/2 times its Strength bonus.
can have one or more of the following special Opponents who do not make attacks of
abilities, depending on its form. opportunity against the object can attempt
Reflex saves (DC 10 + 1/2 objects HD +
objects Str modifier) to halve the damage.

44 - Ghostbusters: Who Ya Gonna Call?


Ghost

Ghosts are the spectral remnants of manifestation ability plus one to three other
intelligent beings that, for one reason or another, special attacks as described below. The save
cannot rest easily in their graves. DC against a special attack is equal to 10 + 1/2
ghosts HD + ghosts Cha modifier unless
A ghost greatly resembles its corporeal form
otherwise noted.
in life, but in some cases the spiritual form is
somewhat altered. Animate (Su): The ghost can imbue
inanimate objects with mobility and a semblance
of life for 2d4 rounds. Each such animated
CREATING A GHOST
object then immediately attacks whomever or
Ghost is an acquired template that can be whatever the ghost initially designates. An
added to any aberration, animal, dragon, giant, animated object can be of any nonmagical
humanoid, magical beast, monstrous humanoid, material. The ghost may animate one Small or
or plant. The creature (referred to hereafter as smaller object or an equivalent number of larger
the base creature) must have a Charisma score objects per caster level. A Medium object counts
of at least 6. as two Small or smaller objects, a Large object
as four, a Huge object as eight, a Gargantuan
A ghost uses all the base creatures statistics
object as sixteen, and a Colossal object as
and special abilities except as noted here. thirty-two. The ghost can change the designated
Size and Type: The creatures type changes target or targets as a move action, as if directing
to undead. Do not recalculate the creatures an active spell. This spell cannot animate
base attack bonus, saves, or skill points. It gains objects carried or worn by a creature. Animate
the incorporeal subtype. Size is unchanged. objects can be made permanent with a
permanency spell.
Hit Dice: All current and future Hit Dice
become d12s. Corrupting Gaze (Su): A ghost can blast
living beings with a glance, at a range of up to
Speed: Ghosts have a fly speed of 30 feet, 30 feet. Creatures that meet the ghosts gaze
unless the base creature has a higher fly speed, must succeed on a Fortitude save or take 2d10
with perfect maneuverability. points of damage and 1d4 points of Charisma
Defense: Natural armor is the same as the damage.
base creatures but applies only to ethereal Corrupting Touch (Su): A ghost that hits a
encounters. When the ghost manifests (see living target with its incorporeal touch attack
below), its natural armor bonus is +0, but it gains deals 1d6 points of damage. Against ethereal
a deflection bonus equal to its Charisma opponents, it adds its Strength modifier to attack
modifier or +1, whichever is higher. and damage rolls. Against non-ethereal
Attack: A ghost retains all the attacks of the opponents, it adds its Dexterity modifier to attack
base creature, although those relying on rolls only.
physical contact do not affect creatures that are Control Mind (Su): The ghost can control the
not ethereal. actions of any humanoid of Medium-size or
Full Attack: A ghost retains all the attacks of smaller for 2d4 rounds. The ghost establishes a
the base creature, although those relying on telepathic link with the subjects mind. If the
physical contact do not affect creatures that are ghost and the subject share a common
not ethereal. language, the ghost can generally force the
subject to perform as he or she desires, within
Damage: Against ethereal creatures, a ghost the limits of the subjects abilities. If no common
uses the base creatures damage values. language is shared, the ghost can only
Against non-ethereal creatures, the ghost communicate basic commands. The ghost
usually cannot deal physical damage at all but knows what the subject is experiencing but does
can use its special attacks, if any, when it not receive direct sensory input from him or her.
manifests (see below). Subjects resist this control, and those forced to
Special Attacks: A ghost retains all the take actions against their natures receive a new
special attacks of the base creature, although saving throw with a bonus of +1 to +4,
those relying on physical contact do not affect depending on the type of action required.
non-ethereal creatures. The ghost also gains a Obviously self-destructive orders are not carried

Ghostbusters: Who Ya Gonna Call? - 45


out. Once control is established, the range at incorporeal on the Material Plane. A manifested
which it can be exercised is unlimited, as long as ghost can be harmed only by other incorporeal
the ghost and subject are on the same plane. creatures, magic weapons, or spells, with a 50%
The ghost need not see the subject to control it. chance to ignore any damage from a corporeal
Protection from evil or a similar spell or power source. A manifested ghost can pass through
can prevent the ghost from exercising control or solid objects at will, and its own attacks pass
using the telepathic link while the subject is so through armor. A manifested ghost always
warded, but it does not prevent the moves silently. A manifested ghost can strike
establishment of domination or negate it. with its touch attack or with a ghost touch
weapon (see Ghostly Equipment, below). A
Draining Touch (Su): A ghost that hits a living
manifested ghost remains partially on the
target with its incorporeal touch attack drains
Ethereal Plane, where is it not incorporeal.
1d4 points from any one ability score it selects.
Opponents on either the Material Plane or the
On each such successful attack, the ghost heals
Ethereal Plane can attack a manifested ghost.
5 points of damage to itself. Against ethereal
The ghosts incorporeality helps protect it from
opponents, it adds its Strength modifier to attack
foes on the Material Plane, but not from foes on
rolls only. Against non-ethereal opponents, it
the Ethereal Plane.
adds its Dexterity modifier to attack rolls only.
When a spellcasting ghost is not manifested
Frightful Moan (Su): A ghost can emit a
and is on the Ethereal Plane, its spells cannot
frightful moan as a standard action. All living
affect targets on the Material Plane, but they
creatures within a 30-foot spread must succeed
work normally against ethereal targets. When a
on a Will save or become panicked for 2d4
spellcasting ghost manifests, its spells continue
rounds. This is a sonic necromantic mind-
to affect ethereal targets and can affect targets
affecting fear effect. A creature that successfully
on the Material Plane normally unless the spells
saves against the moan cannot be affected by
rely on touch. A manifested ghosts touch spells
the same ghosts moan for 24 hours.
dont work on non-ethereal targets.
Horrific Appearance (Su): Any living creature
A ghost has two home planes, the Material
within 60 feet that views a ghost must succeed
Plane and the Ethereal Plane. It is not
on a Fortitude save or immediately take 1d4
considered extraplanar when on either of these
points of Strength damage, 1d4 points of
planes.
Dexterity damage, and 1d4 points of
Constitution damage. A creature that Murphy (Su): The ghost gains limited
successfully saves against this effect cannot be omniscience, causing the victim who fails a Will
affected by the same ghosts horrific appearance save to reroll a saving throw, attack roll, or skill
for 24 hours. check, and use the better of the worse rolls for
the result.
Malevolence (Su): Once per round, an
ethereal ghost can merge its body with a Make Illusion (Su): This power creates the
creature on the Material Plane. This ability is visual illusion of an object, creature, or force, as
similar to a magic jar spell (caster level 10th or visualized by the ghost. Sound, smell, and
the ghosts Hit Dice, whichever is higher), except thermal illusions are included in the effect. While
that it does not require a receptacle. To use this concentrating, the ghost can move the image up
ability, the ghost must be manifested and it must to 400 feet away. The image disappears when
try move into the targets space; moving into the struck by an opponent unless the ghost causes
targets space to use the malevolence ability the illusion to react appropriately.
does not provoke attacks of opportunity. The
Read Mind (Su): The ghost reads surface
target can resist the attack with a successful Will
thoughts. The amount of information revealed
save (DC 15 + ghosts Cha modifier). A creature
depends on how long the ghost studies a
that successfully saves is immune to that same
particular area or subject:
ghosts malevolence for 24 hours, and the ghost
cannot enter the targets space. If the save fails, 1st Round: Presence or absence of
the ghost vanishes into the targets body. thoughts (from conscious creatures with
Manifestation (Su): Every ghost has this Intelligence scores of 1 or higher).
ability. A ghost dwells on the Ethereal Plane 2nd Round: Number of thinking minds and
and, as an ethereal creature, it cannot affect or the mental strength of each.
be affected by anything in the material world. 3rd Round: Surface thoughts of any mind in
When a ghost manifests, it partly enters the the area. A targets Will save prevents the
Material Plane and becomes visible but ghost from reading its thoughts, and the
ghost must manifest read mind again to

46 - Ghostbusters: Who Ya Gonna Call?


have another chance. Creatures of animal cause damage ranging from 1 point per 25
intelligence have simple, instinctual thoughts pounds (for less dangerous objects) to 1d6
that the ghost can pick up. points of damage per 25 pounds for hard,
dense objects.
Intelligence Mental Strength Creatures who fall within the weight capacity
12 Animal of the power can be hurled, but they are allowed
35 Very low Will saves to negate the effect, as are those
69 Low whose held possessions are targeted by the
1011 Average power. If creatures are telekinetically hurled
1215 High against solid surfaces, they take damage as if
1617 Very high they had fallen 10 feet (1d6 points).
1821 Genius Slime (Su): Strands of ectoplasm wrap up the
2225 Supra-genius subject like a mummy. The subject can still
26+ Godlike breathe but is otherwise helpless, being unable
to see or take any physical actions. The subject
Note: Each round, the ghost can turn to read cannot speak because the ectoplasmic strands
minds in a new area. The power can penetrate muffle sounds, but the subjects nostrils are
barriers, but 1 foot of stone, 1 inch of common clear. The subject can execute purely mental
metal, a thin sheet of lead, or 3 feet of wood or actions (such as manifesting powers). The
dirt blocks it. writhing, regenerating nature of the cocoon
prevents its occupant from making a physical bid
Poltergeist (Su): The ghost moves objects or
for escape. However, cutting or damaging a
creatures by concentrating on them. The power
large enough strand can free the cocooned
can provide either a gentle, sustained force or a
victim. The strands have hardness 17 and 30 hit
single short, violent thrust (ghosts choice).
points. Creatures that are cocooned high in the
Sustained Force: A sustained force moves air fall, and cocooned swimmers may drown.
a creature or object weighing up to 25
Summon Pests (Su): The ghost summons a
pounds per ghost level up to 20 feet per
swarm of bats, rats, or spiders (ghost's choice),
round. A creature can negate the effect
which attacks all other creatures within its area.
against itself or against an object it
(The ghost may summon the swarm so that it
possesses with a successful Will save or
shares the area of other creatures.) If no living
with power resistance. This version of the
creatures are within its area, the swarm attacks
power lasts up to 1 round per ghost level,
or pursues the nearest creature as best it can.
but it ends if the ghost ceases concentration.
The ghost has no control over its target or
The weight can be moved vertically,
direction of travel.
horizontally, or both. An object cannot be
moved beyond the range of the power. The Telekinesis (Su): A ghost can use telekinesis
power ends if the object is forced beyond as a standard action (caster level 12th or equal
the range. If the ghost ceases concentration to the ghosts HD, whichever is higher). When a
for any reason, the object falls or stops. An ghost uses this power, it must wait 1d4 rounds
object can be telekinetically manipulated as before using it again.
if with one hand. The ghost might even be
Special Qualities: A ghost has all the special
able to untie simple knots, though fine
qualities of the base creature as well as those
actions such as these require Intelligence
described below.
checks against a DC set by the DM.
Violent Thrust: Alternatively, the telekinetic Rejuvenation (Su): In most cases, its difficult
power can be expended in a single round. to destroy a ghost through simple combat: The
The ghost can hurl one or more objects or destroyed spirit will often restore itself in 2d4
creatures that are within range and all within days. Even the most powerful spells are usually
10 feet of each other toward any target only temporary solutions. A ghost that would
within 10 feet/level of all the objects. A ghost otherwise be destroyed returns to its old haunts
can hurl up to a total weight of 25 pounds with a successful level check (1d20 + ghosts
per ghost level. The ghost must succeed at HD) against DC 16. As a rule, the only way to
attack rolls (one per creature or object get rid of a ghost for sure is to determine the
thrown) to hit the target with the items, using reason for its existence and set right whatever
his or her base attack plus Intelligence prevents it from resting in peace. The exact
modifier. Weapons cause standard damage means varies with each spirit and may require a
(with no Strength bonus). Other objects good deal of research.

Ghostbusters: Who Ya Gonna Call? - 47


Turn Resistance (Ex): A ghost has +4 turn Ghostly Equipment
resistance.
When a ghost forms, all its equipment and
Abilities: Same as the base creature, except carried items usually become ethereal along
that the ghost has no Constitution score, and its with it. In addition, the ghost retains 2d4 items
Charisma score increases by +4. that it particularly valued in life (provided they
Skills: Ghosts have a +8 racial bonus on are not in another creatures possession). The
Hide, Listen, Search, and Spot checks. equipment works normally on the Ethereal Plane
Otherwise same as the base creature. but passes harmlessly through material objects
or creatures. A weapon of +1 or better magical
Environment: Any, often as base creature. enhancement, however, can harm material
creatures when the ghost manifests, but any
Organization: Solitary, gang (24), or mob
such attack has a 50% chance to fail unless the
(712).
weapon is a ghost touch weapon (just as magic
Challenge Rating: Same as the base weapons can fail to harm the ghost).
creature +2.
The original material items remain behind,
Treasure: None.
just as the ghosts physical remains do. If
Alignment: Any. another creature seizes the original, the ethereal
copy fades away. This loss invariably angers the
Level Adjustment: Same as the base
ghost, who stops at nothing to return the item to
creature +5.
its original resting place.

48 - Ghostbusters: Who Ya Gonna Call?


L ink s
"Ray, when someone asks you if you're a god, you say, "Yes!"
--Winston Zeddemore, Ghostbusters

Books Ghostbusters, Book 1

For more information about books that were Ghostbusters: A Storybook


used to help create this document, see Section
15 of the Open Gaming License. Ghostbusters: Book Of Movie Madness

Breakout At Hq (The Real Ghostbusters) Ghostbusters: Coloring Book

Ghostbuster Of The Year Ghostbusters: Haunted House Activity Book

Ghostbuster Of The Year Ghostbusters: Puzzle Fun Book

Ghostbusters Ghostbusters: The Supernatural Spectacular

Ghostbusters Ghostbusters-Meet The Ghost


Riders/Cassette
Ghostbusters (Collector Book With Stickers)
Hijack In Ecto-1 (The Real Ghostbusters)
Ghostbusters Big Clr/Act Book
Janine's Genie (The Real Ghostbusters)
Ghostbusters Giant Clr Bk
Making Ghostbusters
Ghostbusters Gut-Busting Joke Book (The
Real Ghostbusters) My Sticker Dictionary (The Real
Ghostbusters)
Ghostbusters Ii
Official Ghostbusters Training Manual: A
Ghostbusters Ii (Book Of The Film) Guide To Catching Ghosts

Ghostbusters Ii (Yearling) Real Ghostbusters In Haunted House


Mystery
Ghostbusters Ii Joke, Puzzle And Game
Book The Bathtub Ghost (The Real Ghostbusters
Pop-Up)
Ghostbusters Joke And Riddle Book
The Birthday Ghost (The Real Ghostbusters
Ghostbusters Mark & See Bk Pop-Up)

Ghostbusters Paint W/Water Bk The Demon From Under The Earth (Real
Ghostbusters)
Ghostbusters Role-Playing Game (Stock
No. 30023) The Ghostbusters Activity Book (Character
Activity Books)
Ghostbusters Sticker Fun Book
The Ghostbusters Colouring Book
Ghostbusters Two Sticker Book (Character Colouring Books)

Ghostbusters Uk The Great Ghost Show (Real Ghostbusters)

Ghostbusters: Who Ya Gonna Call? - 49


The Healthclub Ghost (The Real
Ghostbusters Pop-Up) Games
The Real Ghostbuster On Parade: A Story Ghostbusters (Sega Genesis)
Book To Colour
Real Ghostbusters (Game Boy)
The Real Ghostbusters (Presto Magix Super
Transfer Sets/2425) Extreme Ghostbusters (Playstation)

The Real Ghostbusters 2: Ghosts-R-Us Music


The Real Ghostbusters 3: Slimer Come Ghostbusters (Banda Bahia)
Home Ghostbusters [EXTRA TRACKS]
Ghostbusters 2 (Audio CD)
The Real Ghostbusters Sticker Book Ghostbusters II (1989 Film)
[SOUNDTRACK] [IMPORT]
The Real Ghostbusters Storybook Ghostbusters: Encore Collection
Ghostbusters: Original Soundtrack Album
Who Ya Gonna Call?: The Story Behind [SOUNDTRACK]
Ghostbusters (Collector Books With
Stickers) Toys
DVD Ghostbusters Ecto 1 Snap Kit

Ghostbusters
Web
For more information about web sites that
Ghostbusters 2 were used to help create this document, see
Section 15 of the Open Gaming License.
Video Ghostbusters Fan Club
Extreme Ghostbusters: Volume 1
Ghostbusters Headquarters
Extreme Ghostbusters: Volume 2
Ghostbusters Official Site
Extreme Ghostbusters: Volume 3
Ghostbusters Prop Archive
Extreme Ghostbusters: Volumes 1-3
Ghostbusters.net
Real Ghostbusters: Cry Uncle
Proton Charging
Real Ghostbusters: Ghostfight at the O.K.
Corral Real Ghostbusters Fan Page

Real Ghostbusters: Volume 1 Spook Central

Real Ghostbusters: Volume 2 The Ghostbusters Homepage

Real Ghostbusters: Volume 4 The River of Slime

Real Ghostbusters: Volume 5 Unholy Toledo

Real Ghostbusters: Volume 6

50 - Ghostbusters: Who Ya Gonna Call?


A b o u t t h e A u t h o rs
Michael Tresca
Michael "Talien" Tresca is a writer, communicator, speaker, artist, and gamer. He has an 11-year-old
D&D role-playing campaign, Welstar, which is one of the six worlds in RetroMUD and where many of his
short stories take place. Michael has published three D20 modules: "Tsar Rising", "All the King's Men,"
and "The Dancing Hut" from MonkeyGod Enterprises. He has written numerous supplements, including
"Frost and Fur" and "Abyss," also from MonkeyGod Enterprises, "Mercenaries: Born of Blood" from
Otherworld Creations, and "Combat Missions" from Paradigm Concepts. Michael has also contributed to
"Relics" from AEG and "The Iron Kingdoms Campaign Guide" from Privateer Press. Michael has also
written magazine articles for Spectre Press' Survival Kit series, Dragon Magazine, Scrollworks, and D20
Weekly. He has written a multitude of reviews of role-playing and computer games for RPG.net,
Gamers.com, Allgame.com, and Talien and Maleficent's Bazaar. Michael has presented at various
panels, including Dragon*Con, I-Con, and Bakuretsucon. When he's not writing, Michael can be found as
his alter ego, Talien, on RetroMUD as an administrator. Michael lives in Connecticut with his wife, who is
an editor, and his cat, who is fluent in English.

Fritz Baugh
Fritz contributed the Ghostbusters Omnibus Timeline. Fritz was a pretty active gamer with a small
circle of friends throughout the late 80's and most of the 90's (before some of them moved away and the
demands of having Real Life Jobs took their tolls on everyone else). They played D&D at first (like
everyone else) but moved on to other things, including several of the Palladium systems (their fantasy
RPG and Rifts both spawned campaigns lasting a couple of years apiece), Mayfair Games' DC Heroes,
dalliances with the World of Darkness, and yes, two separate runs of West End Games Ghostbusters
International. Technically, they started with Ghostbusters: A Frightfully Cheerful Role Playing Game in
1986, about the same time The Real Ghostbusters was coming onto television and blowing their minds.
"Kids today just don't understand how groundbreaking it was for it's time," said Fritz, "when before that
pretty much every show was exactly like Scooby Doo, the Smurfs, or Filmation's awful Ghost Busters
cartoon." A lot of the Ghostbusters fan fics Fritz has posted at his site are based on ideas they had both in
the GBI RPG and the others.

Matthew D. Riddle
Matthew contributed the Ghostbusters Fact List. Basically, the GB Fact List lists every fact about the
Ghostbusters, their tools, and their talents. The info was taken from the movies, cartoons, comic books,
and a few fan conjectures that are now considered canon by GB fans, or Ghostheads as they're known
as know. It has been formatted to go along with the Ghostbusters Omnibus Timeline. Ben King, A.K.A.
Kingpin, and Matthew offer the Fact List as a guide to the backgrounds of the Ghostbusters and basically
everything in their universe.

Ghostbusters: Who Ya Gonna Call? - 51


Open Gaming License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and
translations (including into other computer languages), potation, modification, correction, addition,
extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may
be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses,
concepts, themes and graphic, photographic and other visual or audio representations; names and
descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special
abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used
by a Contributor to identify itself or its products or the associated products contributed to the Open Game
License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your"
means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to
Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name
to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
compatibility, except as expressly licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any Open
Game Content originally distributed under any version of this License.

52 - Ghostbusters: Who Ya Gonna Call?


10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Ghostbusters: Who Ya Gonna Call?, Copyright 2002, Michael Tresca.
Deadlands d20, Copyright 2001, Pinnacle Entertainment Group, Inc.

Ghostbusters: Who Ya Gonna Call? - 53


Op en G a me C o nt ent
DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product
Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all
Ghostbusters logos and identifying marks and trade dress, including all Ghostbusters product and product
line names, any elements of the Ghostbusters setting, including but not limited to capitalized names,
planet names, organization names, characters, equipment, historic events, and organization, and all
stories, storylines, locations, plots, plot synopses, thematic elements, quotes from characters; all artwork,
symbols, designs, depictions, illustrations likenesses, poses, logos, symbols or graphic designs; any
other unspecified incarnations of the Ghostbusters creative property, including elements either derived or
inferred from the Ghostbusters setting, and website support materials.
DESIGNATION OF OPEN CONTENT: All stat blocks, new rules, new equipment, and new monster
rules are open content that are not part of the product identity.
Trademarks and copyrights are cited in this document without permission. This usage is not meant in any
way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and
remain the property of the owners. This game is for entertainment only.
D20 System and D&D is a trademark of Wizards of the Coast, Inc..
All original Ghostbusters images and logos are copyright of their respected companies: Ghostbusters
is (c) 1984 Columbia Pictures. The Real Ghostbusters is (c) 1986 Columbia Pictures Television and DIC
Productions. Ghostbusters 2 is (c) 1989 Columbia Pictures. Extreme Ghostbusters is (c) 1997 Columbia
Pictures Television and Adelaide Productions. All Rights Reserved.
Fritz Baugh contributed to the timeline and history sections. Matthew Riddle contributed to the equipment
and planes chapter.
This document utilizes the Ghostbusters font.

54 - Ghostbusters: Who Ya Gonna Call?


GAME OVER
V0.8

By Michael Tresca
D20 System and D&D is a trademark of Wizards of the Coast, Inc.. Alien, Aliens, Alien 3, and Alien
Resurrection are Copyright 20th Century Fox. All Rights Reserved. Trademarks and copyrights are cited
in this document without permission. This usage is not meant in any way to challenge the rightful ownership of
said trademarks/copyrights. All copyrights are acknowledged and remain the property of the owners. This game
is for entertainment only. Timeline and planet information compiled by Scott Middlebrook. Creature statistics
based on an adaptation by Dan McAllister, 2001. This document utilizes the Alien League font.
You can get the latest version of this document at Talien's Tower, under the Freebies section.
This game contains spoilers about Aliens (movies, books, etc.). You have been warned!

2 Aliens: Game Over


TABLE OF CONTENTS
TABLE OF CONTENTS................................................................................................................................3
INTRODUCTION ...........................................................................................................................................6
Summary...................................................................................................................................................6
Campaign in Brief ....................................................................................................................................6
The Role of the Heroes............................................................................................................................6
Campaign Traits.......................................................................................................................................6
Timeline ....................................................................................................................................................7
CHARACTERS ...........................................................................................................................................12
Service Synthetics as PCs....................................................................................................................12
Alien Hybrids as PCs.............................................................................................................................13
Corporate Occupations .........................................................................................................................14
Military Occupations..............................................................................................................................16
Other Occupations.................................................................................................................................19
FEATS AND POWERS ...............................................................................................................................20
New Feats ...............................................................................................................................................20
Psionics ..................................................................................................................................................22
EQUIPMENT ...............................................................................................................................................26
Armor ......................................................................................................................................................26
Weapons .................................................................................................................................................28
Handguns ...............................................................................................................................................29
Longarms................................................................................................................................................29
Melee Weapons ......................................................................................................................................29
Other Ranged Weapons ........................................................................................................................30
Heavy Weapons .....................................................................................................................................30
Grenades, Mines, Missiles, and Rockets.............................................................................................33
Ammunition ............................................................................................................................................36
Miscellaneous Equipment.....................................................................................................................37
Vehicles ..................................................................................................................................................40
ADVANCED CLASSES ..............................................................................................................................44
Aerospace Pilot......................................................................................................................................44
Close Combat Specialist .......................................................................................................................46
Corporate Representative .....................................................................................................................48
Engineer..................................................................................................................................................50
Guerilla Warfare Specialist ...................................................................................................................53
HARD Specialist.....................................................................................................................................55
Heavy Weapon Specialist .....................................................................................................................57

Aliens: Game Over - 3


Intelligence Specialist ...........................................................................................................................59
Machinegun Specialist ..........................................................................................................................61
Medical Technician ................................................................................................................................63
Navigator ................................................................................................................................................65
Recon Specialist ....................................................................................................................................66
Science Officer.......................................................................................................................................68
Starship Captain ....................................................................................................................................70
SPACE TRAVEL.........................................................................................................................................72
How It Works ..........................................................................................................................................72
Planets ....................................................................................................................................................73
Borodino Sector.....................................................................................................................................75
CSC Sector .............................................................................................................................................78
Earth Sector............................................................................................................................................81
Hyperdyne Sector ..................................................................................................................................83
Micor Sector ...........................................................................................................................................85
Outer Rim................................................................................................................................................88
Outer Veil ................................................................................................................................................88
New Eden Sector....................................................................................................................................88
Tartarus Sector ......................................................................................................................................90
MISSIONS ...................................................................................................................................................93
MONSTERS ................................................................................................................................................97
Aliens ......................................................................................................................................................97
Alien, Egg .............................................................................................................................................100
Alien, Facehugger................................................................................................................................101
Alien, Chestburster..............................................................................................................................103
Alien, Drone..........................................................................................................................................104
Alien, Praetorian ..................................................................................................................................105
Alien, Queen .........................................................................................................................................106
Alien Hybrid Template .........................................................................................................................112
Alien Hybrid, Ape .................................................................................................................................113
Alien Hybrid, Arachnid ........................................................................................................................113
Alien Hybrid, Bull .................................................................................................................................114
Alien Hybrid, Dog.................................................................................................................................114
Alien Hybrid, Killer Crab .....................................................................................................................115
Alien Hybrid, Mantis ............................................................................................................................115
Alien Hybrid, Night Cougar .................................................................................................................116
Alien Hybrid, Rhino..............................................................................................................................116
Alien Hybrid, Scorpion ........................................................................................................................117
Alien Hybrid, Snake .............................................................................................................................117

4 Aliens: Game Over


Alien Hybrid, Terminator .....................................................................................................................118
Alien Hybrid, Wild Boar .......................................................................................................................119
Arcturian, Queen..................................................................................................................................119
Arcturian, Worker.................................................................................................................................120
Harvester, Burrowing ..........................................................................................................................121
Harvester, Carrier.................................................................................................................................121
Harvester, Drone ..................................................................................................................................122
Lacerta Worm .......................................................................................................................................122
Space Jockey .......................................................................................................................................123
Synthetics .............................................................................................................................................124
Synthetic, Alien ....................................................................................................................................125
Synthetic, Combat ...............................................................................................................................126
Synthetic, Sex ......................................................................................................................................127
LINKS ........................................................................................................................................................128
Books ....................................................................................................................................................128
Comics ..................................................................................................................................................128
DVDs......................................................................................................................................................128
Games ...................................................................................................................................................128
Music .....................................................................................................................................................128
Toys.......................................................................................................................................................128
Videos ...................................................................................................................................................128
Web........................................................................................................................................................129
ABOUT THE CONTRIBUTORS ...............................................................................................................130
Michael Tresca .....................................................................................................................................130
Scott Middlebrook................................................................................................................................130
Dan McAllister ......................................................................................................................................130
OPEN GAMING LICENSE VERSION 1.0A ..............................................................................................131
OPEN GAME CONTENT ..........................................................................................................................133

Aliens: Game Over - 5


INTRODUCTION
"You idiots. You still don't realize what you're dealing with. The Alien is a perfect organism. Superbly
structured, cunning, quintessentially violent. With your limited capabilities you have no chance against it."
Ash, Alien
Aliens: Game Over is a Modern campaign against this backdrop that humans have finally
supplement. For more information about D20 encountered a life form more ruthless than
Modern, see Section 15 of the Open Gaming themselves.
License.
The first half of the supplement is suitable for The Role of the Heroes
players and Game Masters. The last half is for The United Systems Military Marine Corps is
Game Masters only. the ultimate arbiter of all conflicts. The Corps
acts as a parental figure, settling disputes,
Summary protecting colonists, and curbing the tide of
perpetual mercenary violence. Ironically, the
Aliens: Game Over is a role-playing game set
United Systems Military Marines are funded by
in the far future of exploration, where United
the Nations of Earth; now weak players in an
Systems Military Marines venture forth to meet
increasingly universal war.
extremely hostile alien life formsand kill them.
Marines are few. They don't get the funding
Campaign in Brief that mercenaries do. When they do get funding,
it is highly concentrated in the hands of a select
It is a tumultuous time. Even as humanity
few groups. There are far too many problems in
expands, society implodes. Gone are the United
the galaxy for the United Systems Military
Nations, the United States; in their places are
Marines to deal with effectively.
Corporations.
Marines are proud. Rival mercenary
Corporate Law has become civil and criminal
Companies easily outnumber United Systems
justice and disputes are settled through open
Military Marines, but they simply don't have the
warfare. There are few standing armies and too
same specialized training. In a toe-to-toe mix up,
many military companies. The mercenary has
United Systems Military Marines win every time.
turned corporate overlord, waging only profitable
United Systems Military Marines can't be beat in
wars.
a straight up fight. Everyone knows it
The United Systems Military Marine Corps is including the Marines, who are often perceived
viewed by many as an anachronistic as bullies by the colonists they protect.
peacekeeping force that is not effective in a
Marines are tough. United Systems Military
cutthroat society rife with greed and
Marines are the best the military world has to
backstabbing. Conversely, Corporate
offer. There are limitless opportunities for
mercenaries run free in a perpetual race to use,
conflict, and any marine worth his or her uniform
abuse, and recycle everything the universe has
has been in several firefights. It's easy to hand
to offer. Corporations are voracious consumers
a colonist a gun, but it's another thing entirely to
of natural resources, and the universe is their
have a Strike Force hunt and eliminate a hostile
feeding trough.
life form.
Weapons of mass destruction are too costly
and destructive to future resources to be useful Campaign Traits
in warfare.. While the capability for mass
The future of Aliens: Game Over is a bleak
destruction still exists, wars are fought on a
one, where megacorporations and mercenary
much smaller scale. Combined with the latest
companies run rampant. Yet there is an old
military technology, small groups of elite warriors
world nobility about the Marines Corps, who still
wreak havoc on their enemies.
embody the virtues of honor and loyalty.
The petty squabbles and internal bickering Perhaps most importantly, the Marine Corps has
have spilled over like a boiling pot onto the balls of titanium and is fearless in the face of any
universe, and humanity has just discovered foehuman or alien.
there are worse things than selfish greed. It is

6 Aliens: Game Over


Background with bribery, assassinations and shortages of
th goods and services. A guerilla war erupted that
As the 20 century came to a close, multi-
lasted for five years. Although no weapons of
national Corporations rose in prominence.
mass destruction were used, the Earth and her
Global, without allegiance to any one nation,
people were changed forever.
these Corporations used the common
mercenary to wage small wars in an age where Out of the ashes of the war grew the
a nuclear explosion could spell certain doom for Interstellar Commerce Commission (ICC). The
the planet. ICC is a coalition of Corporations and Nations,
now on equal footing. Its purpose is to regulate
These new mercenaries specialized in
the Corporations and control the worst excesses
securitization, in globalizing worlds and ensuring
of their internecine warfare. The United Systems
political stability. They had detailed contracts,
Military Marine Corps was formed to enforce the
insurance benefits, even pensions and IRAs.
ICCs decisions.
And of course, they had stock, especially in raw
materials. The Colonies were not intimidated by the
creation of the ICC. They saw the ICC as a
Corporations that worked only for money
needless concession to an outdated form of
ensured that mercenaries did their jobs, got
government. Some rebelled, the most
paid, and then got out. As the United Nations
noteworthy being the planet Alexandria, which
advanced and more countries become First
was too costly for the ICC to quell.
World powers, nuclear escalation became an
almost casual and ultimately deadly threat.
With destructive conflicts reduced to a Marine Corps
minimum, humanity entered the Age of Space. The Colonial Marine Corps was originally
The first invention was the Displacement Drive, culled from United States forces. It later evolved
a tool that allowed Corporations to travel easily into the United Systems Military Marine Corps,
to distant parts of the Solar System. which consists of people of all nations. Although
they come from many different backgrounds,
Soon after, the Jump Drive was developed,
they share the same training and doctrine.
allowing even further distances of exploration. It
Ironically, funding for the ICC, and by proxy the
didn't take long for exploration to mutate into
Marine Corps, is from the Corporations. Over
exploitation. The raw materials and staggering
time, more and more Corporations chose to hire
amount of biological diversity ripe for plundering
mercenaries instead of utilizing the Marine
were too good for Corporations to pass up.
Corps.
The search continued for the Next Great
The war amongst the Corporations is a fierce
Thing. Terrestrial worlds are scoured of
competition, and the Marines are falling behind.
every valuable biological component. The
Their technology is not being updated and there
Corporation that gets there first usually takes the
are fewer recruits as many now prefer the more
spoils. The second Corporation to land sends in
profitable mercenary companies. For the USM
a mercenary team to catch up.
Marines, they truly have become the few and the
As the Corporations expand, they leave proud.
behind bases for research and study. Colonies
are established to support the needs of the Timeline
Corporations and to send back knowledge and
resources. With these new worlds come
opportunities for the entrepreneurial colonist. Colonial Marine Corps Campaign
A Colonial Marine Corps Campaign (CMCC)
In contrast, Earth has become something of a
takes place between the year 2165, when the
dump. The workers with better skills can afford
Colonial Marines were at their peak, through the
to leave the planet; those who are less wealthy
year 2180. Most of the rules in this supplement
stay behind. Education is an import, and
can be used during this time period. This
nobody wants to live on Earth.
campaign is most notable for the lack of Alien
Of course, it is inevitable that Corporations Hybrids that occur in later time periods.
vying for the same goals come into conflict. By
the time the United Nations recognized just how
powerful Corporations were, it was too late to United Systems Military Campaign
stop their growth. When the United Nations tried A United Systems Military Campaign (USMC)
to impose sanctions, the Corporations retaliated takes place from the year 2325 forward. This

Aliens: Game Over - 7


campaign includes Alien Hybrids and Autons. contains the fossilized remains of an unknown
Characters play similar roles as Marines in the alien species, and thousands of xenomorph
earlier campaign, but the understanding of and eggs. One of the xenomorph spores (a
experimentation with Aliens is considerably facehugger) attaches itself to Kanes face and
more advanced. plants an embryo in his throat, which then
hatches, killing him. The hatchling (a
3.2 billion B.C: The Space Jockeys control
chestburster) grows to over 7 feet tall and kills
much of the galaxy, including Earth (Destroying
Dallas and Engineers Mate Brett. Warrant
Angels).
Officer Ripley discovers that Weyland-Yutani
1.6 billion B.C: The Space Jockeys are wants the Alien specimen and the crew of the
nearly wiped out by the Aliens (Destroying Nostromo is considered expendable. It is
Angels). revealed Science Officer Ash is in fact a
Hyperdyne Systems 120-A/2 android, which has
1950: Dr. Daniel Ripley kills an alien Queen
been protecting the Alien. Ash attacks Ripley
in his hometown (Earth Angel).
and is rendered inoperative by Chief Engineer
2020: FTL travel is discovered (Elder Gods). Parker. The Alien kills Parker and Lambert as
they attempt to evacuate the Nostromo. Ripley
2084: Mining colony established by Omni programs the ship to self-destruct and escapes
Tech on Mira Ceti 4 (Elder Gods). on a shuttlecraft Narcissus with the ships cat
2090: Three World Empire, also known as Mr. Jones. The Alien also escapes on the
the Third World Empire, formed upon the United shuttle, but Ripley blows it out of the airlock,
Kingdom establishing settlements on Mars and effectively killing it (Alien).
Titan (The ALIEN Universe Timeline). 2130: A barge en route from an alien
2099: Aliens overrun the colony on Mira Ceti controlled planet goes derelict in Earth orbit
4 (Elder Gods). (Earth Hive).
2101: United States Colonial Marine Corps is 2137: Dr. Keitel locates a second derelict
formed (Colonial Marines Technical Manual). orbiting a planet in the Shambleau System
(Destroying Angels).
2103: Omni Tech rescue ship arrives at Mira
Ceti 4. They find 104 dead and 428 missing. 2138: An expedition is sent out to the second
Cause unknown (Elder Gods). derelict (Destroying Angels).
2104: United Americas is formed. Formed in 2140: Contact is lost with the expedition
2104 as a response to the United Kingdom team to the second derelict (Destroying Angels).
Three World Empire. The United Americas is 2142: Troop Rescue and Recovery locates
comprised of the North, Central and South Dr. Keitel on a once Jockey-controlled planet
American continents united under one (Destroying Angels).
government. However, certain duties remain the
responsibility of specific nations including the 2145 (October 19): A virus on board the
United States Colonial Marine Corp and USS Emerson starts killing the adult crew
starships retaining US in their title (USS, (Alchemy).
USCSS) rather than switching to 'UA.' The 2147 (April 1): The Emerson sets down on a
United Kingdom would eventually become part habitable planet and, led by the ship's synthetic,
of the UA prior to the year 2122 (Alien).
gradually builds a colony in the ensuing decades
2106 2108: Torin Prime Civil War occurs in (Alchemy).
Outer Rim Territories (The ALIEN Universe 2150: Vast advances are made with starship
Timeline). travel and FTL technology. Advances made in
2116: Nostromo is built (Colonial Marines the area of artificial intelligence. Gateway
Technical Manual). Dr. Lucien Keitel finds traces Station is constructed in orbit around Earth.
of xenomorphs 1.6 billion years old in Australia's Shuttlecraft Narcissus drifts unnoticed through
Great Desert (Destroying Angels). the Core Systems. Volcanic activity on LV-426
damages and partially buries the derelict
2122 (June 3-6): USCSS Nostromo spacecraft, previously investigated by the
encounters what is assumed to be a distress USCSS Nostromo (Alien).
signal emanating from the planetoid designated
LV-426, in the Zeta-2-Reticuli system. Captain 2157: Hadley's Hope is established (Aliens).
Dallas, Executive Officer Kane, and Navigator 2160: A construction barge crash-lands on
Lambert investigate a derelict spacecraft that
the Big Island of Hawaii, killing 100,000 people.

8 Aliens: Game Over


New laws are passed, and the Coast Guard is Queen (along with an egg) stows away on the
tasked with cleaning up space junk orbiting drop-ship and attacks the group when they
Earth (Earth Hive). arrive back on the Sulaco. Bishop is torn in half.
Ripley manages to battle the Queen hand-to-
2165: The Colonial Marine Corp reaches a
hand using a powerloader and blows the Queen
peak 240,000 personnel at the end of the
out of the airlock (Aliens).
Tientsin campaign (Colonial Marines Technical
Manual). 2179 (August): The egg left. by the Alien
Queen on the USS Sulaco, hatches and
2175: Weyland Yutani scales back work on
impregnates Ripley while she is in hypersleep.
the correctional facility located on Fiorina 161,
Some of the facehuggers acid blood causes a
reducing staff to a custodial level of 25.
fire, and the Sulacos main computer evacuates
Jonathan Clemens finishes his sentence and
the ship. The hypersleep chambers of Ripley,
remains as medical officer (Aliens).
Newt, Hicks, and Bishop are put on board
2179 (March - July): Shuttlecraft Narcissus Emergency Evacuation Vehicle (EEV) unit 2650.
is discovered by a deep salvage team, and Ellen It later crashes on Fiorina Fury 161, an outer
Ripley and Mr. Jones the Cat are rescued veil mineral ore refinery and men's maximum-
(setting the record for the longest ever security correctional facility. Hicks and Newt are
hypersleep). Ripleys stories about the Alien are killed in the crash and Bishop is rendered
widely ignored. Having had her flight status inoperative. Superintendent Harold Andrews
revoked, Ripley takes up residence aboard requests Weyland-Yutani immediately evacuate
Gateway Station, working with powerloaders in Ripley. Meanwhile the facehugger on the EEV
the loading docks. Ripley reluctantly agrees to impregnates, Spike, a dog belonging to Prisoner
accompany Burke and a Colonial Marine squad Thomas Murphy. The Alien attacks Prisoner
from 2nd Battalion, 9th Regiment to Acheron to Murphy who falls into a giant fan and is killed. It
investigate the USS Sulaco. Aliens attack the later attacks Prisoners Boggs and Rains, while
marines and Corporal Dietrich, Private Frost, Prisoner Golic escapes. Ripley reactivates
Private Crowe, Private Wierzbowski, Master Bishop who accesses the Sulacos flight
Sergeant Apone, and Private Drake are all killed recorder and tells her that the Alien was on
or captured during the assault. Ripley and lone board the Sulaco and is now on Fiorina. Shortly
surviving child colonist Newt, along with after, the Alien kills Medical Officer Jonathan
Lieutenant Gorman, Corporal Hicks, PFC Clemens. Before Ripley can alert Andrews, the
Hudson, and PFC Vasquez elect to take off and Alien also takes him. A number of prisoners are
nuke the entire colony from orbit, despite killed in a fire while attempting to trap the Alien.
Burke's protests. However drop-ship pilots, It is revealed that Ripley has an Alien Queen
Corporal Ferro and PFC Spunkmeyer are killed inside of her. The next attempt to kill the Alien
by an Alien, and the drop-ship crashes. The results in all the remaining prisoners deaths,
survivors join android/ synthetic/ artificial person apart from Prisoners Robert Morse and Leonard
Executive Officer L Bishop back at the main Dillon. Dillon is killed when he lures the Alien
colony, and seal themselves in against the into the refinerys lead works. Prisoner Morse
Aliens. As the Atmosphere Processing station is dumps hot lead on the Alien, from which it
about to go critical (due to either Alien escapes. Ripley turns the sprinklers on it,
interference, smart-gun damage, or the drop- shattering the molten Alien into pieces. Michael
ship crash), the survivors on Acheron decide to Bishop, the human prototype for the Bishop
get Bishop to remote pilot the second drop-ship model androids, arrives on the starship Patna at
down to Acheron in order to escape. Meanwhile Fiorina just in time to see Ripley throw herself
Burke tries to get Alien specimens back to Earth into the refinerys furnace in order to stop
by attempting to impregnate Ripley and Newt. Weyland-Yutani getting their hands on an Alien
They are saved, and as Burke is about to be specimen. Warder Francis Aaron is shot when
executed by Hicks, the Aliens attack. Ripley and he attacks Bishop. Genetic samples of Ripley
critically wounded Hicks escape through the are collected. The Fiorina 161 facility is closed
airshafts to the landing field to meet Bishop. The down and the sole survivor, Prisoner Morse is
Aliens capture Hudson, Burke, and Newt, while re-assigned. (Alien 3).
Vasquez and Gorman are killed during the
2179 (August 12): Space Command locates
evacuation. Ripley heads back into the
the empty Sulaco at O'Neill Station (Colonial
disintegrating processing station, rescues Newt
Marines Technical Manual).
and encounters the Alien Queen. Ripley and
Newt get back to the drop-ship and escape, only 2179 (September 15): After tracking the
seconds before the station explodes. The Alien Sulaco's route back to Acheron, two Alien

Aliens: Game Over - 9


specimens are obtained by Weyland Yutani from 2196 (September): Failed diplomacy with
the Derelict (Colonial Marines Technical last surviving Space Jockey (Dark Horse
Manual). Presents).
2180: Conestoga-class cruisers are 2197: Earth is slowly retaken and
decommissioned (Colonial Marines Tech repopulated. Christian Bloomer discovers Royal
Manual). Jelly (Music of the Spears).
2188: A plague sweeps through the town of 2198: Xeno-Zip - a synthetic version of Royal
Emerson (Alchemy). Jelly - is created by the Grant Corporation
(Genocide). Haunted by nightmares, Caryn
2189: A new research station is established
Delacroix, AKA Ash Parnall, helps a female
surrounding the Derelict on LV-426. It is later
Predator find and free her missing children,
destroyed when its atmosphere processor goes
while herself helping in the creation of a hybrid
critical, taking the Derelict with it (Aliens vs.
that is one third human, one third Alien, and one
Predator).
third Predator (The Deadliest of the Species).
2190: Androids with artificial blood and
2205: Ernst Kleist creates a genetically
memories developed (Female War).
modified Alien, dubbed the 'Rogue' (Rogue).
2192 (April 5): The Benedict leaves earth to
2206: The USS Melville and its complement
gain an Alien specimen from an alien-controlled
of Marines are destroyed trying to hunt down the
planet. However, an Alien Queen is already on
human/Alien mutant known as 'The Father'
Earth, where fanatical Alien worshippers free it.
(Colonial Marines).
Alien-Earth War begins (Earth Hive).
2207: Anthony Crespi is the sole survivor of
2192 (August): Multiple Alien nests in
his marine squad after a skirmish with Aliens
Madagascar are razed. Jakarta is obliterated by
(Labyrinth).
nuclear weapons after Aliens overrun it (Earth
Hive). 2212: After her ship crashes on a backwater
world, missionary Ann McKay helps a small
2193 (February): The Benedict arrives at the
group of colonists destroy an Alien that has
alien-controlled world, closely followed by a rival
been terrorizing them for the previous 9 months
ship - the K104. Earth is nearly completely
(Sacrifice).
infested at this point. The Australian continent is
completely quarantined (Earth Hive). 2216: Crespi investigates Dr. Church at the
Innominata (Labyrinth).
2193 (November): The Benedict returns to
Earth minus most of its complement, following 2217: Stan Mayakovsky creates the synthetic
encounters with the Aliens and the soldiers of Alien 'Norbert' and later dies on AR-32 during a
the K104 (Earth Hive). mission to gather Royal Jelly (Harvest). Goodwill
Games re-started. Grant Corporation sends a
2194 (May): Escaping an Earth overrun by
team to the Hiveworld previously visited by
Aliens, Corporal Wilks, Billie, and the synthetic
Ripley in 2195, to get Royal Jelly (Genocide).
Bueller (all formerly of the Benedict) travel to a
planetoid run by General Spears (Nightmare 2220: Second robotic alien, Jerry is created
Asylum). (Stronghold).
2194 (November): Spears tries to reclaim 2224: Damon Eddington dies creating the
Earth with specially bred and trained Aliens. He Symphony of Hate (Music of the Spears).
fails (Nightmare Asylum).
2225: Berserker squads employed to wipe
2195 (July): The Queen Mother is taken out alien hives. The Berserker squad assigned
from the Hiveworld by a group of marines led by to the Nemesis is decimated during a mission on
a woman claiming to be Ellen Ripley (Female Deep Space 949 (Berserker). Lara, Ellis and
War). Jess - formerly of the Nemesis - hook up with
Machiko Noguchi - formerly running with a pack
2196 (February): The Queen Mother is
of Predators - and escape the Alien infested
dropped off on Earth, near a pile of nukes left.
planet of Bunda (Aliens vs. Predator: War).
by one Dr Orona in Oregon (Female War).
2227: Strike force team tries to reclaim
2196 (August): Orona's bombs are
Salazar VII (Xenogenesis).
detonated (Female War).
2310: Legate Muir's oppressive reign in
Emerson comes to an end (Alchemy).

10 Aliens: Game Over


2325: The android industry goes into a Wren, Private Vincent Distephano and the crew
decline (Alien Resurrection). of the Betty attempt to escape from the Auriga,
which is autopiloting back to Earth. During the
2340: Weyland-Yutani is bought out by Wal-
escape, Elgyn, Christie, and Hillard are killed or
Mart (Alien Resurrection).
captured. They encounter Ripleys seven
2356: DNA samples belonging to Ellen previous clones, which Ripley destroys, and one
Ripley who died on Fiorina 161 some 177 years impregnated survivor from the Xarem transport
earlier are re-discovered by the United System named Lawrence Purvis. Wren turns on the
Military (Alien Resurrection). group and shoots Call, making his own way to
the Betty. It is revealed that Call is an Auton.
2360: In an attempt to revitalize the android Call accesses Father (the Aurigas computer)
industry, second generation androids or Autons
and adjusts its flight path so it will crash, rather
(androids designed by androids) are developed.
than land on Earth. Ripley is captured by the
The Autons rebel, a re-call is issued and only a
Aliens, while Call, Johner, Vriess, Distephano
few escape the ensuing massacre (Alien and Purvis make it to the Betty. However Wren
Resurrection). has beaten them already and threatens to kill
2371: Dr Mason Wren gains funding and Call unless she resets the Aurigas flight path.
begins research on Ripley's DNA samples, in As Purvis embryo begins to emerge, he fights
the hopes of cloning an Alien (Alien Wren, placing Wrens head over his chest. The
Resurrection). embryo hatches killing Purvis and Wren.
Distephano, Johner, and Call kill the
2379: Doctors Jonathan Gediman, Carlyn chestburster. Meanwhile, Ripley witnesses the
Williamson, Matt Kinloch, Yoshi Watanabe, birth of the Newborn, an Alien/Human hybrid.
Brian Clauss, Dan Sprague are assigned to the The Newborn kills the Alien Queen, and then
top secret medical research vessel USM Auriga comes after Ripley. Ripley races back to the
along with graduate Trish Fontaine. The first of Betty, just as is takes off. The Betty escapes as
the Ripley clones are created (Alien the Auriga crashes into southern Africa and
Resurrection). explodes. However the Newborn is on board the
2381 (January): The Betty intercepts a Betty, and it kills Distephano, then goes after
transport carrying workers to the planet Xarem. Call. Ripley manages to tame it momentarily,
The passengers are taken hostage. Doctors while flinging some of her own acidic blood on a
Wren and Gediman aboard the USM Auriga, porthole. The porthole disintegrates and the
stationed just beyond Plutos orbit and Newborn is sucked out. The Betty enters Earths
commanded by General Perez, successfully atmosphere (Alien Resurrection).
create a clone of Ellen Ripley on the eighth
attempt. The Alien Queen inside her is removed,
but some of their DNA mixes during the cloning
process. The Betty docks with the Auriga and
unloads its cargo. The abducted passengers are
impregnated with Alien embryos which hatch
shortly after, then escape and run amok through
the ship, killing or capturing most of the crew,
including General Perez. Ripley along with Dr

Aliens: Game Over - 11


CHARACTERS
"The A/2's always a bit twitchy. That could never happen now with our behavioral inhibitors. It is
impossible for me to harm, or by omission of action allow to be harmed, a human being."
Bishop, Aliens

In the Aliens universe, USM Marines is the Gens, also known as Autons, revitalized it.
last remnants of resistance against the rise of Autons are Synthetics designed and built by
the machines. The weak, slow, and stupid have other Synthetics, meaning they are significantly
long since been weeded out. USM Marines more advanced. Autons pass as humans far
members are the toughest, savviest, and fastest more easily than normal Synthetics, as proved
humanity has to offer. As a result, all USM by Call, who was only discovered to be an Auton
Marines members have access to combat feats. when she was shot in the stomach by Wren and
began to bleed white blood. They are highly
Service Synthetics as PCs ethical and emotional, with complex
paradigmatic reasoning structures. For this
Synthetics are essentially robots that are
reason, they disliked being given orders. The
human in appearance. Synthetics were
government that sanctioned their development
developed by the early 22nd century to a degree
ordered a recall. Some escaped the purge,
where they were externally indistinguishable
including Call. Instead of revitalizing the
from a normal human being. Internally, the
synthetics industry, the Auton project buried it.
Synthetics body is laid out much like a humans,
with an artificial skeleton and a white blood Power for a Synthetic is supplied by a 25kw
substitute, though instead of organs there are fuel cell with a life of approximately 400 days
machine parts, and instead of veins there are between refueling. Synthetic skeletal structure
wires. One of the original developers of suffers the same weaknesses as humans.
Synthetics was Hyperdyne Systems, which Synthetics actually wear out over time and
developed Synthetics such as Ash. require maintenance every two years. In most
cases of extreme damage, a partially destroyed
The United States Colonial Marine Corps
Synthetic can continue to function, albeit
later used Synthetics extensively, to the extent
handicapped.
where it was standard for a Synthetic to
accompany each ship. Though stronger, faster The majority of Synthetics in military service
and ultimately better coordinated than the appear as mature, average males or females
average human, Synthetics are rarely employed around 20 to 40 years of age.
in tactical positions. Instead they are used as
drivers for vehicles such as armored personnel +2 Strength, +2 Dexterity, +2 Intelligence,
carriers, pilots of crafts such as dropships and +2 Wisdom, -2 Constitution, -2 Charisma:
troop carriers, medics, scientific advisors and an Synthetics are structurally more fragile than
interacting database of information. humans, but are stronger, faster, smarter, and
more knowledgeable. Their single greatest
Synthetics are generally noted as having weakness when traveling with military troops is
passive, or neutral personalities, and also serve their passive behavior and lack of self-
the purpose of morale officer. Synthetics used awareness. Autons have the same statistics but
by the USCM are unable to harm, either directly do not suffer the Charisma bonus; their
or indirectly a human being, so where incapable personalities are indistinguishable from humans.
of firing a weapon at a human, and would strive
to save human life, whatever the cost. This was Base Hit Points: Synthetics are Medium-
not so for earlier models such as the Hyperdyne size and gain 2d10 base hit points from their
System 120 A/2, which are programmed for endoskeleton. The result of the dice roll is
specific tasks, but are often faulty. Michael added to the characters' maximum hit points for
Bishop was involved in the USCM Synthetic their first class level.
program as a designer. Medium-size: As Medium-size creatures,
In the late 23rd century, the Synthetic Synthetics have no special bonuses or penalties
industry was in a downturn. Developing Second due to their size.

12 Aliens: Game Over


Base speed 30 feet: Synthetics move at the Missing, however, is the core emotional
same speed of humans. mechanism that defines humanity. Alien
Hybrids have difficulty interacting with other
Low-Light Vision: A Synthetic can see twice
human beings. They are also extremely
as far as a human in starlight, moonlight,
sensitive to Aliens.
torchlight, and similar conditions of poor
illumination. They retain the ability to distinguish +2 Strength, +2 Dexterity, +2 Constitution,
color and detail under these conditions. -2 Wisdom, -2 Charisma: Alien Hybrids are
stronger, faster, and sturdier than human
Two-Weapon Fighting: Due to their artificial
beings, but have difficulty adjusting to society.
brains and robotic bodies, Synthetics do not
Their relative inexperience (being clones)
favor one hand like organic beings. Synthetics
sometimes hampers their judgment.
receive the Two-Weapon Fighting feat for free.
Medium-size: As Medium-size creatures,
No lungs or stomach: Synthetics have no
Alien hybrids have no special bonuses or
sense of smell or taste, they do not eat or drink,
penalties due to their size.
do not breathe, and cannot ingest drugs.
Base speed 30 feet: Alien Hybrids move at
No Mind: Synthetics cannot be affected by
the same speed of humans.
any F/X that affect the mind. Although they are
capable of independent thought, the +2 racial bonus to Balance, Climb, and
psychological attacks of Aliens do not affect Jump checks: Alien Hybrids are physically
them. Synthetics are immune to fear and superior to humans in every way and it reflects
morale effects. in their physical skills.
Construct: As constructs, Synthetics are Acid Blood: Alien Hybrids have acidic blood
immune to poison, stunning, disease, subdual that is similar to their Alien parentage. See the
damage, and damage or drain to physical ability Acidic Blood section in the Monsters chapter for
scores. They are subject to critical hits but do more details.
not have minds per se and cannot be affected
Fast Healing: Alien Hybrids have fast
by mental abilities.
healing 1.
+2 racial bonus to Knowledge, Research,
Psionics: Alien Hybrids receive 1 power
and Treat Injury checks: Synthetics are
point per character level and can take psionic
programmed as walking databases and work
powers as feats.
with other computers to get answers on anything
and everything. ECL: 4. Alien Hybrids look like normal
people, but they don't act like them. They are
ECL: 4 (5 for Autons). Synthetics make for
cold, detached, and often confused by the world
interesting characters. Although they are
around them. Given enough time, an Alien
technically artificial life forms, they are very
Hybrid might eventually adapt, but few humans
similar to humans in a lot of ways due to their
give them a chance.
fragile physical structures.
Campaign: USMC.
Campaign: Synthetics, CMCC. Autons,
USMC.

Alien Hybrids as PCs


Doctors Wren and Gediman aboard the USM
Auriga successfully created a clone of Ellen
Ripley on the eighth attempt. "Ripley 8" was the
beginning of a long series of research dedicated
to taking advantage of the Aliens physiognomy
to create a form of super soldier.
Alien Hybrids are strong enough to punch
through metal doors and fling 300 lb. men
across a room with one hand. While they
possess red blood, it has acidic properties
similar to Aliens, although not as potent.
Hybrids have an amazing healing ability, even
regenerating scars.

Aliens: Game Over - 13


Knowledge (earth and life sciences), Knowledge
Corporate Occupations (technology), Sleight of Hand.
The corporate world has a lot to offer an
aspiring Corporate employee. They are better Bonus Feat: Select one of the following:
funded, if more corrupt, than government jobs. Builder, Cautious, Deceptive, Educated,
The nature of Corporations and their constant Gearhead, Renown, Stealthy, Studious, and
military work has also led to a new breed of Windfall.
mercenary.
Wealth Bonus Increase: +3.

Aerodyne, Inc. Employee Central Space Consortium (CSC)


Aerodyne was successful enough to lay
claim to the world previously known as Chalmer
Employee
3. It has since been renamed Aerodyne after it The CSC is one of the few Corporations to
was terraformed by the Corporation. Aerodyne openly defy government rule. It is actually a
specializes in aircraft and spacecraft technology, consortium of smaller Corporations all working
and works cooperatively with Weyland-Yutani. together. As a result, CSC's primary influence is
Recently, Aerodyne and Weyland-Yutani on Alexandria, where is it currently quarantined
opened the Arcturus Loop, a direct trade link from the rest of the universe. There is a
that does not run through Earth. This has mandatory four-year military/public service term
understandably upset Earth-bound Corporations for all citizens of Alexandria from the ages of 18
as well as the government. to 22. Most fulfill this requirement by working in
technical and trade institutions, on community
Prerequisite: Age 23+. support programs, and in the large terraforming
Skills: Choose two of the following skills as and community expansion projects.
permanent class skills. If a skill you select is Prerequisite: Age 18+.
already a class skill, you receive a +1
competence bonus on checks using that skill: Skills: Choose two of the following skills as
Craft (mechanical), Knowledge (business), permanent class skills. If a skill you select is
Knowledge (physical sciences), Knowledge already a class skill, you receive a +1
(technology), Navigate, Pilot, Repair, and competence bonus on checks using that skill:
Research. Craft (electronic), Craft (mechanical),
Knowledge (business), Knowledge (civics),
Bonus Feat: Select one of the following: Knowledge (current events), Knowledge
Builder, Cautious, Educated, Gearhead, (technology), Navigate, and Survival.
Studious, and Trustworthy.
Bonus Feat: Select one of the following:
Wealth Bonus Increase: +1. Cautious, Educated, Gearhead, Renown,
Studious, Trustworthy.
Bio-National Employee Wealth Bonus Increase: +2.
Bio-National, of all the Corporations, is a
prime example of the Corporate stereotype.
Bionational claims it has the sole patent on
Hyperdyne Systems Employee
Aliens for the Weapons Development Program. The Hyperdyne Corporation was the first to
They were the first to establish a hive (and an develop Synthetics, including the Hyperdyne
Alien Queen) on Earth. Bio-National will do System 120-A/2. Though their work was
anything to retain its stranglehold on Alien pioneering in the early 22nd century, many of
technology and is not above murdering people their Synthetics were flawed (e.g., Ash from
to get it. It is also the wealthiest and largest of Alien). Hyperdyne has always been in
the various groups. They have labs in Houston. competition with Weyland-Yutani, a competition
that almost blossomed into open warfare in the
Prerequisite: Age 23+. race to colonize new worlds. The crown jewel of
Skills: Choose two of the following skills as Hyperdyne's planets is Hilo, where secret
permanent class skills. If a skill you select is Synthetics research is performed. Amongst
already a class skill, you receive a +1 Hyperdyne's employees, there is no trace of
competence bonus on checks using that skill: dissent. Hyperdyne employees are taught that
Bluff, Computer Use, Craft (pharmaceutical), the ends justify the means. The rewards for
Forgery, Intimidate, Knowledge (business), those who succeed at Hyperdyne immense:

14 Aliens: Game Over


wealth, power, and even access to illegal up most of Neo-Pharm's sins. That said, Neo-
technologies. Pharm ultimately had to make a deal with the
government after it was discovered that
Prerequisite: Age 23+.
synthetic Xeno-Zip turned some people into
Skills: Choose two of the following skills as killing machines.
permanent class skills. If a skill you select is
Prerequisite: Age 23+.
already a class skill, you receive a +1
competence bonus on checks using that skill: Skills: Choose two of the following skills as
Computer Use, Craft (electronic), Disguise, permanent class skills. If a skill you select is
Knowledge (behavioral sciences), Knowledge already a class skill, you receive a +1
(business), Knowledge (earth and life sciences), competence bonus on checks using that skill:
Knowledge (physical sciences), Knowledge Craft (chemical), Diplomacy, Knowledge
(technology), and Treat Injury. (business), Knowledge (civics), Knowledge
Bonus Feat: Select one of the following: (current events), Knowledge (technology).
Builder, Deceptive, Educated, Gearhead,
Bonus Feat: Select one of the following:
Renown, Stealthy, Studious, and Windfall.
Cautious, Deceptive, Educated, Gearhead,
Wealth Bonus Increase: +3. Renown, Studious.
Wealth Bonus Increase: +1.
Mercenary
These rules do not cover contracts, pay, and New Eden/JV Employee
other aspects of life working for a Corporation.
New Eden/JV exists primarily because of the
For a mercenary group similar to the pirate crew
discovery of the Earth-like planet of the same
of the Betty, see Mercenaries: Born of Blood by
name. The planet's early colonization increased
Michael Tresca. Mercenaries: Born of Blood
the riches of all the Corporations involved, who
includes mercenary history and experience
promptly founded a megacorporation to protect
tables, a new primary class (Professional), rules
their interests. Control of New Eden/JV is
on recruiting mercenaries, two new prestige
determined along democratic lines, with each
classes (Commercialist and Specialist), 48 new
member Corporation receiving votes based on
feats, exhaustive rules on creating contracts,
its wealth and rate of growth. Personnel on New
mercenary codes of conduct, a sample
Eden can easily change their employment from
headquarters, rules on creating mercenary
one member of New Eden/JV to another. This
companies, and two sample companies.
guarantees that everyone is well treated and
Skills: Choose two of the following skills as that real talent is rewarded. The good treatment
permanent class skills. If a skill the character afforded the employees of New Eden/JV has
selects is already a class skill, he or she prevented the Corporations from truly
receives a +1 competence bonus on checks maximizing their short-term profits. But because
using that skill. Balance, Climb, Drive, Forgery, of the wealth produced by the planet, New Eden
Gamble, Hide, Intimidate, Jump, Knowledge can afford to be lenient. Other Corporations feel
(streetwise), Move Silently, and Survival, Swim. that New Eden is an example of poor
management.
Bonus Feat: Select one of the following:
Brawl, Combat Martial Arts, Light Armor Prerequisite: Age 23+.
Proficiency, or Personal Firearms Proficiency.
Skills: Choose two of the following skills as
Wealth Bonus Increase: +3. permanent class skills. If a skill you select is
already a class skill, you receive a +1
competence bonus on checks using that skill:
Neo-Pharm Employee Craft (electronic), Craft (mechanical), fGather
Led by the infamous Daniel Grant, Neo- Information, Investigate, Knowledge (business),
Pharm is credited with creating the first strains of Knowledge (civics), Knowledge (current events),
Xeno-Zip. Xeno-Zip was touted as a legitimate Knowledge (technology).
"upper" for Earth's depressed citizens. Its main Bonus Feat: Select one of the following:
ingredient is Royal Jelly, but Neo-Pharm tried to Cautious, Educated, Gearhead, Renown,
create a synthetic version that had some nasty Studious, Trustworthy.
side effects. Neo-Pharm employees know a lot
about chemicals, a little about public relations, Wealth Bonus Increase: +1.
and not much else. With a CEO and Chairman
like Daniel Grant, his cult of personality covers
Aliens: Game Over - 15
Tradex Consortium Employee other organizations that dealt in similar areas,
including the Interstellar Commerce Commission
Tradex is superficially similar to Eden/JV.
and the Extrasolar Colonization Administration.
Like Eden/JV, it is a consortium of smaller
The Bio-Weapons Division became a prominent
Corporations. It is base out of Micor, the richest
division in the late 22nd century, when news of
of the colonies. Tradex has a vast corps of
Aliens on Acheron reached Earth. It took over
scientists and researchers, graduates of
the world of Relitor and renamed it after the
Tradex's chain of universities on Earth. These
Corporation. Walmart, a similar corporation in
schools represent the highest education
the late 23rd century and early 24th century,
possible for Earth's billions and allow Tradex to
bought out Weyland-Yutani.
hand pick the best talent. On graduation, the
students are offered positions with Tradex with Prerequisite: Age 23+.
the promise that, if they are successful, they can
Skills: Choose two of the following skills as
move to Micor. Driven by youthful optimism and
permanent class skills. If a skill you select is
courage, many students take the offer. These
already a class skill, you receive a +1
students in turn are leased out to smaller
competence bonus on checks using that skill:
Corporations, where they work in the most
Bluff, Computer Use, Craft (chemical), Craft
advanced scientific projects. Tradex receives a
(electronic), Craft (mechanical), Craft
share of the proceeds form these projects and
(pharmaceutical), Craft (structural), Demolitions,
passes on a small percentage of the rewards on
Disable Device, Knowledge (business),
to its employees.
Knowledge (physical sciences), Knowledge
Prerequisite: Age 23+. (technology).
Skills: Choose two of the following skills as Bonus Feat: Select one of the following:
permanent class skills. If a skill you select is Builder, Educated, Gearhead, Renown,
already a class skill, you receive a +1 Studious, Windfall.
competence bonus on checks using that skill:
Computer Use, Knowledge (behavioral Wealth Bonus Increase: +3.
sciences), Knowledge (business), Knowledge
(civics), Knowledge (current events), Knowledge Military Occupations
(earth and life sciences), Knowledge (history),
Knowledge (physical sciences), Knowledge
(tactics), Knowledge (technology), Research.
U.S. Colonial vs. USM
Despite superficial differences, it is entirely
Bonus Feat: Select one of the following: possible to play Aliens: Game Over using these
Cautious, Educated, Gearhead, Renown, rules for the Colonial Marine Corps (like the
Studious. Marines from Aliens). The USM Marine Corps is
Wealth Bonus Increase: +1. simply a more diverse and recent incarnation.
The differences between the two groups are
superficial but telling: Colonial Marines are more
Weyland-Yutani Employee American-centric and culled from the Americas
Weyland-Yutani is a large corporation based rather than an international force.
on Earth and operating throughout the 22nd and
23rd centuries. Originally Japanese and
American in origin, Weyland-Yutani, often called
Marine Organization
The Company by its employees, grew to be one The Marine Corp operates under the direct
of the largest conglomerated corporations on the orders of Space Command, with command
planet, mainly because it was so versatile, posts at Houston, TX and O'Neill station, L-4
dealing in many areas such as Bio-Weapons, Earth-Lunar System. It is organized into Marine
manufacturing, correctional facilities, Space Forces: Sol, with responsible for
terraforming, mining, brewing and freight. It also operations through the core systems; Eridani,
had a few defense contracts under the military. with responsibility out along the Chinese and
The corporation went through something of a American colonized arms; and Herculis, with
shakeup in the mid-22nd century changing its responsibility for the fringes of the Network. The
name slightly (adding a d on Weylan) and Marine Space Forces (MSF) is part of the
making a dramatic change to its corporate logo. Aerospace Force fleets and is subject to control
All Weyland-Yutani employees stationed on of the fleet commanders.
board starships required ICC licenses. In fact, The Marine Aerospace Wing is the
Weyland-Yutani had close affiliations with many aerospace element of the MSF. A typical Marine

16 Aliens: Game Over


aerospace wing operates 300 dropships, 30 Tech Sergeant
heavy-lift shuttles, and 100 strikeships. Master Sergeant
Lieutenant
The USCM Starlift Command is an allied Captain
branch of the USAF Transport Command. Major
Starlift Command is essentially an administrative Lieutenant Colonel
organization, arranging for the attachment of Colonel
USASF transports to fulfill individual missions. Commander
Where additional USASF vessels are required
for escort, space control and aerospace support,
Colonial Marine transports and assault vessels Experienced NPCs and PCs will have a
come under the command of the USAF fleet variety of military experiences. To find the type
commander. For missions that do not require of service the character participated in, choose
USASF support, transports remaining under or roll on the Type of Service table. Then, roll
USCM command. The three major classes of the character's rank on the below table. This
ships employed by Starlift Command include the table has the potential to unbalance a character
Conestoga class light assault ship, the and should be used only at the Game Master's
Henderson Field class transport, and the discretion.
Okinawa class assault carrier. D100 Marine Experience
The Marine Division is the basic ground 01-27
You never really see combat, despite the
element of the MSF. Two squads, led by a supposed adventure inherent in your profession.
28-48 You see combat and fight well.
Sergeant and riding with a driver in an M577
Armored Personnel Carrier, make up a section. 49-52
You see combat and fight exceptionally well.
In a drop operation, a UD-4 dropship is attached Gain a rank.
You were captured and imprisoned. Lose one
to the section from the Aerospace company 53-56
permanent point of Constitution.
team. You gain a reputation for being a great Marine,
57-60 regardless of whether or not it's actually earned.
The key component of the Marine Division is You gain one permanent point of Charisma.
the Strike Team. A Strike Team consists of four You see action and flee cowardly. You lose one
61-64
Marines, including a Corporal, a Lance Corporal, permanent point of Charisma.
and two Privates/Privates First Class. Each Everyone in your company but you is
Strike Team divides into two-man fireteams: the 65-68 slaughtered. The image never leaves your
mind. You lose one permanent point of Wisdom.
Rifle Team and the Gun Team. The Rifle team Your actions cause you to be demoted. Lose
consists of a pair of riflemen assigned together 69-72
one rank.
on the "buddy" system, both equipped with the You are forced to lead after your leader is killed.
M41 pulse rifle. The Gun Team is made up of a 73-81 Gain one permanent Wisdom point from the
rifleman with an M41 and a Machinegun experience.
Your tour leads you to contract a disease. Roll
Specialists carrying the automatic M56 smart 82-82 1d6: 1: blinding sickness, 2: cackle fever, 3: filth
gun. fever, 4: mindfire, 5: red ache, 6: the shakes.
Necessity is the mother of invention. Your
Two sections, led by a lieutenant, form a rifle experience on the battlefield teaches you a new
platoon. All told, this constitutes up to 25 83-84
skill. Gain 1d4 skill points and spend them on
Marines. Platoons commonly carry one or two an appropriate battlefield skill.
Synthetics in a technical or scientific role. When 85-86
You acquire a masterwork weapon or armor as
on Corporate business, Marines are part of your loot. Choose one.
You see things that would snap the mind of a
accompanied by a Corporate representative. 87-88
normal man. Gain a +1 to all Will saving throws.
The weaponry available to a platoon includes Your experience in battle hardens you. Gain a
89-90
+1 to all Fortitude saving throws.
eight M240 flamethrowers, eight UA-571 remote
You are shell-shocked. Lose a 1 to all Will
sentry guns, two M78 PIG phased plasma guns 91-92
saving throws.
or M5 rocket-propelled grenade launchers, 18 Your war wounds make you stiff. Lose a 1 to
93-94
M83 SADAR anti-tank smart rockets, and one all Reflex saving throws.
M402 multiple-launch fire-support mortar. You have an old war wound that never quite
95-96
Sensor equipment is also provided to provide heals. Lose a -1 to all Fortitude saving throws.
97-100 You see a lot of action. Roll twice on this table.
surveillance of up to 1,000 meters.
USM Marine Ranks
Private Auxiliary
Corporal Marines wield the latest in weapons
Sergeant technology. In the battlefield, weapons jam,
Staff Sergeant armor cracks, and vehicles break down. That's

Aliens: Game Over - 17


where the Auxiliary Branch comes in. Its Bonus Feat: Select one of the following:
primary purpose is to repair and maintain Brawl, Combat Martial Arts, Light Armor
weapons and vehicles that support the Marine Proficiency, or Personal Firearms Proficiency.
Line Infantry. In a pinch, they can act as infantry.
Wealth Bonus Increase: +2.
Prerequisite: Age 18+.
Skills: Choose two of the following skills as Marine Officer
permanent class skills. If a skill you select is
already a class skill, you receive a +1 Marine Officers are upper class, highly
competence bonus on checks using that skill: educated tactical strategists. Marines must
Computer Use, Disable Device, Craft have completed a tour of duty and served in
(electronic), Craft (mechanical), Craft both the Auxiliary and Infantry. Officers are
(structural), Drive, Knowledge (technology), inducted at the Officer Candidates School at
Pilot, Repair, Research. Camp Barrett, Quantico, VA. The Marines
continue the ancient tradition of accepting
Bonus Feat: Select one of the following: officers from the "Blue Water" naval academy at
Aircraft. Operation, Builder, Gearhead, Personal Annapolis, as well as the USAF Aerospace
Firearms Proficiency, Surface Vehicle School at Gateway station. After basic training,
Operation, or Vehicle Expert. officers pursue their specialty (see the Advanced
Wealth Bonus Increase: +2. Classes chapter for more details).
Prerequisite: Auxiliary and Marines Line
Infantry occupations; Age 30+.
Marine Garrison Infantry
Skills: Choose two of the following skills as
This unit of the Marine Corps consists of the
permanent class skills. If a skill you select is
lowest-quality troops. As a result, it has the
already a class skill, you receive a +1
least demanding missions. The Garrison's
competence bonus on checks using that skill:
primary function is security on military bases and
Bluff, Diplomacy, Gather Information,
garrison worlds. When necessary, they act as
Knowledge (tactics), Sense Motive.
backups to the Marine Line Infantry.
Bonus Feat: Select one of the following:
Prerequisite: Age 18+.
Light Armor Proficiency, Personal Firearms
Skills: Choose two of the following skills as Proficiency, Renown, or Trustworthy.
permanent class skills. If a skill you select is
Reputation Bonus Increase: +2.
already a class skill, you receive a +1
competence bonus on checks using that skill: Wealth Bonus Increase: +2.
Listen, Search, Sense Motive, Spot.
Bonus Feat: Select one of the following: Staff Officer
Alertness, Attentive, Light Armor Proficiency, or
Personal Firearms Proficiency. Straight out of Staff College, Staff Officers
lead because they paid the entrance fees. They
Wealth Bonus Increase: +1. spend 4 years rather than 6 in the field. They are
not popular with grunts.
Marine Line Infantry Prerequisite: Age 28+.
Line Infantry Marines are what most civilians Skills: Choose two of the following skills as
encounter when they encounter Marines. They permanent class skills. If a skill you select is
are deployed in small units called Strike Teams. already a class skill, you receive a +1
The Auxiliary Branch supports Line Infantry competence bonus on checks using that skill:
Marines. Line Infantry Marines are the first ones Bluff, Diplomacy, Gather Information,
in, last ones out, and have a shorter-than- Knowledge (any), Sense Motive.
average lifespan as a result.
Bonus Feat: Select one of the following:
Prerequisite: Age 18+. Educated, Light Armor Proficiency, Personal
Firearms Proficiency.
Skills: Choose two of the following skills as
permanent class skills. If a skill you select is Reputation Bonus Increase: +1.
already a class skill, you receive a +1
Wealth Bonus Increase: +3.
competence bonus on checks using that skill:
Balance, Climb, Drive, Intimidate, Jump, Move
Silently, Survival, Swim.
18 Aliens: Game Over
Other Occupations Prerequisite: Age 15+.
Skills: Choose two of the following skills as
Prisoner permanent class skills. If a skill the character
selects is already a class skill, he or she
There are far too many people with this non- receives a +1 competence bonus on checks
occupation. Due to the perpetual squabbling using that skill. Disable Device, Disguise,
between Corporations and the Nations, the Forgery, Gamble, Hide, Knowledge (streetwise),
definition of a crime is ever evolving. Prisoners Move Silently, Sleight of Hand.
get caught up in the mix; a few are genuinely
guilty. It is common to use prisoners as laborers Bonus Feat: Select either Brawl or Personal
or, alternately, drop them on prison planets like Firearms Proficiency.
Fiorina 161. Wealth Bonus Increase: 0.

Aliens: Game Over - 19


FEATS AND POWERS
"I can feel it behind my eyes. I can hear it moving."
Ripley 8, Alien Resurrection

a hard time moving, much less fighting, in high


New Feats gravity.
These feats are appropriate for both USM
and CMC campaigns. Effect: The character operates in these
environments with no penalty to Attack or Skill
checks, and moves at Full Speed.
Blind Angle Burst [GENERAL] Normal: Characters without this feat in light
Used during close combat, a flame burst gravity take a 2 circumstance penalty on attack
from a M240 can be bounced off facing walls or rolls and Balance, Ride, Swim, and Tumble
surfaces to attack an enemy around a blind checks. All items weigh half as much. Projectile
corner. weapon ranges double, and characters gain a
+2 circumstance bonus on Climb and Jump
Prerequisites: Point Blank Shot, Precise
checks.
Shot.
Benefit: If the character has a solid,
relatively smooth surface on which to bounce a Low-G Maneuvering [GENERAL]
flame (such as a street or a concrete wall), and The character is practiced at moving and
a target within 10 feet of that surface, the fighting effectively in gravities from .8 to .1 G.
character may ignore cover between the Characters with no special training have a hard
character and the target. However, the character time moving, much less fighting, in low gravity.
receives a 2 penalty on his or her attack roll,
and the characters attack deals 1 die of Effect: The character operates in these
damage. environments with no penalty to Attack or Skill
checks, and moves at Full Speed.
Special: The surface doesnt have to be
perfectly smooth and level; a brick wall or an Normal: Characters without this feat in light
asphalt road can be used. The target can have gravity take a 2 circumstance penalty on attack
no more than nine-tenths cover for a character rolls and Balance, Ride, Swim, and Tumble
to attempt a Blind Angle Burst. checks. All items weigh half as much. Projectile
weapon ranges double, and characters gain a
+2 circumstance bonus on Climb and Jump
High Angle Flame [GENERAL] checks.
The wielder increases the range of the M240
by making a high angle shot and firing the flame Spacer [GENERAL]
up at an angle of about 45 degrees. The
burning fuel then descends onto the target in an You have a special affinity for spacecraft and
arc. In this way, shots can be made up to a space travel.
range of 50 meters. Benefits: You gain a +2 bonus on Computer
Prerequisites: Far Shot. Use checks made to use onboard spacecraft
computer systems, a +2 bonus on Navigate
Benefit: The wielder can extend the range of checks when plotting a course through space,
the M240 flamethrower to 150 feet. and a +2 bonus on all Pilot checks made to fly a
spacecraft.

High-G Maneuvering [GENERAL]


The character is practiced at moving and Starship Battle Run [GENERAL]
fighting effectively in gravities from 1.1 G and You are skilled at starship skirmish tactics,
higher. Characters with no special training have zipping in and out of an enemys sights.

20 Aliens: Game Over


Prerequisite: Dexterity 13, Starship Dodge, Starship Mobility [GENERAL]
Starship Mobility.
You are adept at dodging attacks while
Benefit: When using an attack action with a piloting starships.
starship ranged weapon, you can move both
Prerequisite: Dexterity 13, Starship Dodge.
before and after the attack, provided that the
total distance moved does not exceed the Benefit: When piloting a starship of a type
starships tactical speed. with which you are proficient (see the Starship
Operation feat), you apply a +4 dodge bonus to
Moving in this way does not provoke an your ships Defense against attacks of
attack of opportunity from the defender you are opportunity caused when you move out of or
attacking (though it can provoke attacks of within a starships threatened area. Any
opportunity from other nearby starships, as condition that makes you lose your Dexterity
normal). bonus to Defense also makes you lose your
dodge bonuses. Dodge bonuses (such as this
one and the dodge bonus granted by the
Starship Dodge [GENERAL] Starship Dodge feat) stack with each other,
You are adept at dodging attacks while unlike most types of bonuses.
piloting starships.
Prerequisite: Dexterity 13, Pilot 6 ranks,
Starship Operation (of the appropriate type).
Starship Operation [GENERAL]
Select one of the following types of starships:
Benefit: When piloting a starship of a type ultralight, light, mediumweight, heavy, or
with which you are proficient (see the Starship superheavy. You are proficient at operating
Operation feat), you apply a +1 dodge bonus to starships of that type.
your ships Defense against attacks from one
enemy starship you designate during your Prerequisite: Pilot 2 ranks.
action. You can select a new enemy ship on any Benefit: When operating a starship of the
action. selected type, you take no penalty on Pilot
checks made when operating the starship, and
you also apply your full class bonus to Defense
Starship Feint [GENERAL] to the ships Defense.
You are skilled at misleading your enemy in
starship combat. Normal: Without this feat, you take a 4
nonproficient penalty on Pilot checks made to
Prerequisite: Pilot 9 ranks, Starship operate a starship, and you apply only one-half
Operation (of the appropriate type). your class bonus to Defense (rounded down) to
Benefit: When piloting a ship with which you the ships Defense.
are proficient (see the Starship Operation feat), Special: You can gain this feat multiple
you can make a Bluff check in starship combat times. Each time you take the feat, it applies to a
as a move action. In addition, you receive a +2 different type of starship (ultralight, light,
bonus on Bluff checks made to feint in starship mediumweight, heavy, or superheavy).
combat.
Normal: Feinting in starship combat requires
an attack action.
Starship Strafe [GENERAL]
You can use a starships ranged weapon set
on automatic fire to affect a wider area than
Starship Gunnery [GENERAL] normal.
You are proficient with starship weapon Prerequisite: Starship Gunnery.
systems.
Benefit: When using a starships ranged
Benefit: You do not take a penalty on attack weapon on autofire, you can affect an area four
rolls when firing a starship weapon. 500-foot squares long and one 500-foot square
Normal: Without this feat, you take a 4 wide (that is, any four 500-foot squares in a
nonproficient penalty on attack rolls when firing straight line).
a starship weapon. Normal: A starship weapon on autofire
normally affects a 1,000-foot-by-1,000-foot area.

Aliens: Game Over - 21


Wetshot [GENERAL] Power Points: 3
By switching the nozzle burner off, a M240
can fire a stream of thickened fuel at the enemy, The subject stands mentally paralyzed,
which mists as it reaches the end of its unable to take any actions. The brain locked
trajectory. When the nozzle burner is clicked subject is not stunned (so attackers get no
back on, a subsequent shot can ignite the fuel special advantage). He or she can defend
vapor, creating an intense fireball. against physical attacks (Dexterity bonus to
Defense still applies), but otherwise cant move,
Prerequisites: Far Shot.
and cant use psionic powers.
Benefit: The wielder of the M240 must make
A brain locked flyer cannot flap its wings and
a touch attack with the flamethrower on the first
falls. A swimmer cant swim and may drown.
round. On the second round the wielder spends
his action to ignite the fuel. So long as the target
is within range, everything between the wielder Demoralize (De)
and target (including the target), bursts into
Telepathy (Cha) [Mind-Affecting]
flames, ignoring cover and disallowing any
Level: Psion 1
Reflex save. This automatically sets fire to the
Display: Ol, Me
area and can quickly burn out of control.
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Zero-G Training [GENERAL] Area: Several living creatures, no two of which
are more than 15 ft. apart
You can function normally in low gravity or
Duration: 1 minute/level
zero gravity.
Saving Throw: Will negates
Prerequisites: Dexterity 13, Tumble 4 ranks. Power Resistance: Yes
Power Points: 1
Benefits: You take no penalty on attack rolls
in low-gravity or zero-gravity environments. In
addition, you do not suffer the debilitating effects The manifesters enemies a receive a 1
of space sickness. morale penalty on all saving throws, attack rolls,
and skill checks. Allies are unaffected.
Normal: Without this feat, you take a 4
penalty on attack rolls while operating in zero-
gravity environments, or a 2 penalty on attack Domination (Do)
rolls while operating in low-gravity environments.
In addition, you are subject to the effects of Telepathy (Cha) [Compulsion, Mind-
Space Adaptation Syndrome, also known as Affecting]
space sickness. Level: Psion 4
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level)
Psionics Target: One humanoid of Medium-size or
These psionics are appropriate for both USM smaller
and CMC campaigns. The psionics are primarily Duration: 1 day/level
limited to Alien queens. However, Alien hybrids Saving Throw: Will negates
can take each psionic power (in order of level) Power Resistance: Yes
as a feat. Power Points: 7

The manifester can control the actions of any


Brain Lock (BL) humanoid of Medium-size or smaller. The
Telepathy (Cha) [Mind-Affecting] manifester establishes a telepathic link with the
Level: Psion 2 subjects mind. If the manifester and the subject
Display: Vi, Ma share a common language, the manifester can
Manifestation Time: 1 action generally force the subject to perform as he or
Range: Medium (100 ft. + 10 ft./level) she desires, within the limits of the subjects
Target: One humanoid of Medium-size or abilities. If no common language is shared, the
smaller manifester can only communicate basic
Duration: 1 round/level (D) commands. The manifester knows what the
Saving Throw: Will negates subject is experiencing but does not receive
Power Resistance: Yes direct sensory input from him or her.
22 Aliens: Game Over
Subjects resist this control, and those forced Modifier
to take actions against their natures receive a None1 +10
Secondhand (you have heard of the
new saving throw with a bonus of +1 to +4, subject)
+5
depending on the type of action required. Firsthand (you have met the subject) +0
Obviously self-destructive orders are not carried Familiar (you know the subject well) 5
out. Once control is established, the range at 1 You must have some sort of connection to a creature you
have no knowledge of.
which it can be exercised is unlimited, as long as
the manifester and subject are on the same
plane. The manifester need not see the subject When the urge has grown to an
to control it. overpowering psychosis (after 1d4 days), the
subject seeks out an Alien egg and submits to
implantation. If the subject goes through with a
Empathy (E) method but fails to be implanted, he or she can
make another Will save against the original DC
Telepathy (Cha) [Mind-Affecting]
to break the compulsion. Otherwise, the urge
Level: Psion 1
secretly grows again over 1d4 days, and the
Display: Me
cycle repeats.
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One living creature Greater Telempathic Projection
Duration: Concentration, up to 1 minute/level
(D) (GTP)
Saving Throw: Will negates Telepathy (Cha) [Charm, Mind-Affecting]
Power Resistance: Yes Level: Psion 1
Power Points: 1 Display: Vi
Manifestation Time: 1 action
Range: Unlimited
The manifester detects the surface emotions Area: One living creature
of any creature he or she can see that is in Duration: 1 minute/level
range. The character can sense basic needs, Saving Throw: Will negates
drives, and emotions. Power Resistance: Yes
Power Points: 2
Greater Prey Call (GPC)
Telepathy (Cha) [Compulsion, Mind- The manifester can alter the subjects mood.
Affecting] An affected creature feels the new emotion, but
Level: Psion 5 telempathic projection cannot radically change
Display: Me (detectable only by victim) its emotional state. Instead, the power adjusts its
Manifestation Time: 1 action emotions by one step.
Range: Unlimited The difficulty of the save depends on how
Target: One living creature well you know the subject.
Duration: Instantaneous
Saving Throw: Will negates Knowledge Will Save Modifier
None1 +10
Power Resistance: Yes Secondhand (you have heard of the
Power Points: 9 +5
subject)
Firsthand (you have met the subject) +0
Familiar (you know the subject well) 5
The manifester plants a hidden death-urge 1 You must have some sort of connection to a creature you
impulse in the subjects unconscious. The have no knowledge of.
impulse slowly takes root and reinforces itself in
the subjects mind over a period of 1d4 days.
The manifester can grant up to a +1 bonus
The subjects conscious mind remains
on his or her own (or others) attempts at Bluff,
completely unaware of the death urge secretly
Diplomacy, Intimidate, and Perform actions with
swelling within. The subjects companions, if
affected creatures, assuming the manifester
any, may each make one Wisdom check on the
adjusts the subjects emotions in the proper
final day of the time period to notice that the
direction (the manifester could also inflict a 1
subject seems unaccountably dour and fatalistic.
penalty on similar interactions).
The difficulty of the save depends on how
well you know the subject.
Knowledge Will Save

Aliens: Game Over - 23


Lesser Domination (LD) common language. No special power or
influence is established as a result of the bond.
Telepathy (Cha) [Compulsion, Mind-
Once the bond is formed, it works over any
Affecting, Language-Dependent]
distance (although not from one plane to
Level: Psion 3
another).
Display: Me
Manifestation Time: 1 action
Range: Medium (100 ft. + 10 ft./level) Mindlink (M)
Target: One humanoid of Medium-size or
Telepathy (Cha)
smaller
Duration: 1 day/level Level: Psion 3
Display: Ma
Saving Throw: Will negates
Manifestation Time: 1 action
Power Resistance: Yes
Range: Close (25 ft. + 5 ft./2 levels)
Power Points: 7
Targets: One creature/level, no two of which are
initially more than 30 ft. apart
The manifester can control the actions of any Duration: 10 minutes/level
humanoid of Medium-size or smaller with who Saving Throw: None
the manifester shares a common language. The Power Resistance: No
manifester establishes a telepathic link with the
subjects mind. The manifester can generally
force the subject to perform as he or she The manifester forges a telepathic bond with
desires, within the limits of the subjects abilities. other creatures, which must have Intelligence
scores of 6 or higher. The bond can be
The manifester knows what the subject is
established only with willing subjects, who
experiencing but does not receive direct sensory
therefore receive no saving throw and gain no
input from him or her.
benefit from power resistance. The manifester
Subjects resist this control, and those forced can communicate telepathically through the
to take actions against their natures receive a bond even if he or she does not share a
new saving throw with a bonus of +1 to +4, common language. No special power or
depending on the type of action required. influence is established as a result of the bond.
Obviously self-destructive orders are not carried Once the bond is formed, it works over any
out. Once control is established, the range at distance (although not from one plane to
which it can be exercised is unlimited, as long as another).
the manifester and subject are on the same
plane. The manifester need not see the subject
to control it. Nightmare (N)
Telepathy (Cha) [Compulsion, Mind-
Affecting]
Lesser Mindlink (LM) Level: Psion 5
Telepathy (Cha) Display: Me
Level: Psion 1 Manifestation Time: 1 action
Display: Ma Range: Unlimited
Manifestation Time: 1 action Target: One living creature
Range: Close (25 ft. + 5 ft./2 levels) Duration: Instantaneous
Targets: You and one other creature that is Saving Throw: Will negates; see text
initially no more than 30 ft. away Power Resistance: Yes
Duration: 10 minutes/level Power Points: 9
Saving Throw: None
Power Resistance: No You send a hideous and unsettling
Power Points: 1 phantasmal vision to a specific creature that you
name or otherwise specifically designate.
The manifester forges a telepathic bond with The nightmare prevents restful sleep and
another creature, which must have an causes 1d10 points of damage. The nightmare
Intelligence score of 6 or higher. The bond can leaves the subject fatigued and unable to regain
be established only with a willing subject, who arcane spells for the next 24 hours.
therefore receives no saving throw and gains no
benefit from power resistance. The manifester The difficulty of the save depends on how
can communicate telepathically through the well you know the subject.
bond even if he or she does not share a Knowledge Will Save

24 Aliens: Game Over


Modifier manifester a +4 bonus to his or her Charisma
None1 +10 modifier when dealing with the subject.
Secondhand (you have heard of the
+5
subject)
Firsthand (you have met the subject) +0
Familiar (you know the subject well) 5 Suggestion (S)
1 You must have some sort of connection to a creature you Telepathy (Cha) [Compulsion, Mind-
have no knowledge of.
Affecting, Language-Dependent]
Level: Psion 2
Creatures who dont sleep or dream are
Display: Au
immune to this power.
Manifestation Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Prey Call (PC) Target: One living creature
Duration: 1 hour/level or until completed
Telepathy (Cha) [Compulsion, Mind- Saving Throw: Will negates
Affecting] Power Resistance: Yes
Level: Psion 2 Power Points: 3
Display: Au
Manifestation Time: 1 action
Range: Unlimited The manifester influences the actions of the
Target: One living creature subject creature by suggesting a course of
Duration: 1 hour/level action (limited to a sentence or two). The
Saving Throw: Will negates suggestion must be worded in such a manner as
Power Resistance: Yes to make the action sound reasonable. Asking
Power Points: 1 the creature to do some other obviously harmful
act automatically negates the effect of the
power. The suggested course of action can
The manifester plants a compelling attraction continue for the entire duration. If the suggested
in the mind of a sleeping subject. The attraction action can be completed in a shorter time, the
is always to the manifester. The powers subject power ends when the subject finishes what he or
will take reasonable steps to get close to the she was asked to do. The manifester can
manifester. For the purposes of this power, instead specify conditions that will trigger a
reasonable means that while fascinated, the special action during the duration. If the
subject doesnt suffer from blind obsession. The condition is not met before the power expires,
subject can still recognize danger, but will not the action is not performed.
flee unless the threat is immediate. The
manifester cant command the subject A very reasonable suggestion causes the
indiscriminately, although the victim will be saving throw to be made with a penalty (such as
willing to listen to the manifester (even if the 1, 2, and so on) at the discretion of the DM.
subject disagrees). This power grants the

Aliens: Game Over - 25


EQUIPMENT
"Hey, I want to introduce you to a personal friend of mine. This is an M-41 A Pulse Rifle, ten millimeter,
with an over and under 30 millimeter pump action Grenade Launcher. Feel the weight."
Hicks, Aliens

This new equipment is appropriate for both


USM and CMC campaigns.

Armor
Equipment Nonprof. Maximum Armor Speed (30 Wealth
Armor Type Weight
Bonus Bonus Dex Bonus Penalty ft.) DC
Light Armor
Armored Vest
Tactical +6 +2 +2 -3 30 10 lb. 17/Mil (+3)
(M3)
Medium Armor
Full Battle Armor
Tactical +9 +3 +0 -5 25 20 lb. 19/Mil (+3)
(M3)
Z-110 ANCW Tactical +10 +4 +0 -6 20 30 lb. 24 Mil (+3)
Powered Armor
ATAX Armor Tactical +12 +4 +0 0 30 600 lb. 26/Mil (+3)
HARDCore Armor Tactical +16 +5 +0 0 30 600 lb. 25/Mil (+3)
Powerloader Tactical +6 +2 +0 -5 10 600 lb. 20/Mil (+3)
Synthetic Alien (see the monster's section) when
Armored Vest (M3) it was considered infeasible to infiltrate an Alien
hive with an artificial life form. This modified
The M3 Armored Vest is designed for both HARDCore armor uses pheromone collars and a
comfort and protection. It consists of several significantly different physical appearance in an
materials sandwiched together to create a attempt to fool drones and praetorians. Ideally,
protective shell. The armor's stopping power is the ATAX armor gets close enough to the Alien
limited against direct hits and high-velocity Queen to deliver its payload and get out.
ammunition, but is effective in stopping low-
powered ammunition. It also provides limited The most obvious difference with ATAX
protection against explosive bullets and armor is its resemblance to an Alien. For
fragments from grenades or artillery. purposes of fooling Aliens, the ATAX armor
receives a +10 equipment bonus to Disguise
The M3's curved and rounded surfaces checks.
reduce its radar signature and it has infrared
masking. The vest provides a +2 equipment The armor offers an effective Strength of 22.
bonus to Hide checks against thermal and radar When traveling overland, it allows the wearer to
detection methods. hustle for up to 12 hours straight.
Remote biomonitors in the interior read the ATAX Armor is covered with titanium plate.
wearer's life signs, including heart rate and It provides the user with damage reduction 5.
respiration. The biomonitors gives a +2 Standard armament for ATAX Armor is a M38A2
equipment bonus to Treat Injury checks for SADAR, built into the "Alien" head. It also has
anyone working on the wearer. one appendage that functions as a heavy mace
for 1d8 points of bludgeoning damage.
The vest has mounts for a TNR Lamp on the
left shoulder and three brackets to hold an IMP. ATAX Armor functions in all forms of
atmosphere, even deep space. It grants a +10
equipment bonus to Fortitude saves to resist the
ATAX Armor harmful effects of radiation.
Alien Tactical Advantage eXplorer (ATAX) There is an internal power supply, which will
armor was created as a prototype to the operate the armor for up to 12 hours. The life

26 Aliens: Game Over


support system is designed to protect the wearer support system is designed to protect the wearer
for 24 hours, but in emergencies it can last up to for 24 hours, but in emergencies it can last up to
72 hours. 72 hours.

Full Battle Armor (M3) Powerloader (Caterpillar P-5000)


This armor, added to the usual M3 Armored The Powerloader is the primary loader used
Vest, provides maximum protection for a Marine. for logistic and support operations. Its
Below the armored vest is a separate section anthropomorphic exoskeletal frame allows for
that covers the front abdomen and groin. The great flexibility handling ordinance and cargo
leg armor is a pair of clamshell greaves that and can be used for heavy maintenance when
cover the whole of the lower leg from ankle to away from fixed workshops.
knee.
The Powerloader is designed to exactly
mimic the movements of the operator. Leg and
Power Armor (HARDCore) arm motions are controlled through linear motors
slaved to the operator's movements. The
This power armor is a hydraulically assisted manipulators are controlled by a
steel exoskeleton that combines all the features handgrip/joystick combination on the inside of
of a spacesuit with a power loader. It is named each limb and points for various maintenance
after the Hazardous Atmosphere and Radiation tools are attached at the ends.
Detachment (HARD) Specialists who wear it.
Powerloaders offer an effective Strength of
The armor offers an effective Strength of 22. 25. There is an internal power supply, which will
When traveling overland, it allows the wearer to operate the powerloader for up to 12 hours.
hustle for up to 12 hours straight.
HARDCore Armor is covered with titanium
plate. It provides the user with damage reduction Z-110 Acid Neutralizing Combat
10. Standard armament for HARDCore Armor is Wardrobe (ANCW)
two light phased plasma cannons. Developed to combat Alien acid, this ribbed
HARDCore Armor functions in all forms of armor covers a Marine from head to toe. It
atmosphere, even deep space. It grants a +10 exudes a slime covering that neutralizes acid on
equipment bonus to Fortitude saves to resist the contact. The suit is also designed to withstand
harmful effects of radiation. severe concussions.

There is an internal power supply, which will It bestows acid resistance 10 on any person
operate the armor for up to 12 hours. The life wearing it.

Aliens: Game Over - 27


Weapons
Rate
Damage Wealth
Weapon Damage Crit Range of Magazine Size Weight
Type DC
Fire
Handguns (require the Personal Firearms Proficiency feat)
18/Mil
Pistol (M4A3) 1d10 X3 Ballistic 100 ft. S 12 mag Small 2 lb.
(+3)
Longarms (require the Personal Firearms Proficiency feat)
18- 16/Mil
Pulse Rifle (M41A) 2d8+4 Ballistic 200 ft. S, A 99 box Medium 11 lb.
20 (+3)
Laser, Light (UA 571- 17/Mil
3d10 X2 Fire 200 ft. S 20 cell Large 8 lb.
D) (+3)
22/Mil
Scope Rifle (M42A) 2d12 20 Ballistic 120 ft. S, A 15 mag Large 9 lb.
(+3)
Submachinegun 18/Res
2d6 20 Ballistic 40 ft. S, A 20 box Large 7 lb.
(TA01) (+2)
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
21/Mil
Gatling Gun, 20mm 3d12 20 Ballistic 150 ft. A 100 box Huge 90 lb.
(+3)
22/Mil
Gatling Gun, 25mm 4d12 20 Ballistic 400 ft. A 100 box Huge 100 lb.
(+3)
Grenade Launcher, 18/Mil
Varies - - 60 ft. 1 1 int. Medium 6 lb.
30mm (M79) (+3)
Grenade Launcher, 18/Mil
Varies - - 80 ft. 1 1 int. Large 6 lb.
40mm (UA 571-F) (+3)
Laser, Medium 23/Mil
3d10 X2 Fire 200 ft. 1 20 cell Large 8 lb.
(M2025) (+3)
25,000 23/Mil
Laser, Heavy (M820) 6d10 X2 Fire 1 15 cell Gargantuan 500 lb.
ft. (+3)
Machinegun, Medium 20/Mil
3d6 x2 Ballistic 300 ft. A 400 box Large 14 lb.
(M56 Smart Gun) (+3)
Machinegun, Heavy 21/Mil
4d6 X2 Ballistic 400 ft. A 100 box Huge 20 lb.
(M292) (+3)
Mortar, Multiple Launch 3.5 25/Mil
9d6 20 Ballistic 2 rds Huge 91 lb.
(M402) miles (+3)
Mortar, Single Launch 2.2 20/Mil
8d6 20 Ballistic 1 rd Huge 47 lb.
(M112) miles (+3)
Particle Beam Cannon, 23/Mil
6d8 X2 Fire 500 ft. 1/2 1,500 cell Huge 65 lb.
Light (+3)
Particle Beam Cannon, 50,000 27/Mil
10d8 X2 Fire 1/2 3,000 cell Gargantuan 800 lb.
Heavy ft. (+3)
Phased Plasma 25/Mil
8d10 X2 Fire 500 ft. 1/2 3,000 cell Huge 65 lb.
Cannon, Light (+3)
Phase Plasma Cannon, 26/Mil
9d10 X2 Fire 600 ft. 1/2 3,000 cell Huge 70 lb.
Medium (M78) (+3)
Phase Plasma Cannon, 50,000 27/Mil
10d10 X2 Fire 1/2 3,000 cell Gargantuan 800 lb.
Heavy (M270) ft. (+3)
18- 16/Mil
Pulse Rifle (UA 571-C) 2d8+4 Ballistic 200 ft. S, A 99 box Medium 11 lb.
20 (+3)
Rocket Launcher, 15/Mil
Varies - - 400 ft. 4 16 Large 15 lb.
Multiple (LAU-190/A) (+3)
Rocket Launcher, 15/Mil
Varies - - 150 ft. 1 1 int. Large 6 lb.
Single (M83A2) (+3)
14/Mil
RPG Launcher (M5) Varies - - 70 ft. 1 1 int. Large 5 lb.
(+3)
Tank Cannon, Heavy () 10d12 20 Ballistic 150 ft. Single 1 Huge - -
Tank Cannon, Medium
8d12 20 Ballistic 125 ft. Single 1 Huge - -
()
Tank Cannon, Light () 6d12 20 Ballistic 100 ft. Single 1 Huge - -
Simple Weapons (require the Simple Weapons Proficiency feat)
Club 1d6 20 Bludgeoning 10 ft. - - Med 3 lb. 5/Mil (+3)
19-
Combat Knife 1d4 Piercing 10 ft. - - Tiny 1 lb. 7/Mil (+3)
20
Other Ranged Weapons (Weapon Proficiency feat needed given in description)
17/Mil
Flamethrower (M240) 3d6 - Fire 90 ft. 1 10 int. Large 5 lb.
(+3)

28 Aliens: Game Over


requiring a Listen check (DC 15) to locate the
Handguns source of the gunfire.
Ammunition is fed from a 15 round magazine
Pistol (M4A3) inserted beneath the stock of the rifle. The
The standard sidearm for Marines, this 9mm M252 HEAP round has a maximum effective
automatic, recoil-operated pistol weighs no more range of 2,950 meters. The factory standard
than 0.95 kg, with a full magazine of 12 rounds M250 smart gun round can also be used, with a
included. reduced range of 2,000 meters. A combined,
multi-spectral twenty-power passive sensor
Longarms scope is mounted over the receiver.
The scope display shows a composite image
Pulse Rifle (M41A) based on visual, infrared, and electromagnetic
emissions. The scope increases the range
The Armat M41A is a 10mm pulse-action air-
increment by one-half (multiply by 1.5).
cooled automatic assault rifle, the basic rifle of
However, to use a scope a character must
the Marine Corps. The standard service variant
spend an attack action acquiring his or her
has an over-and-under configuration that
target. If the character changes targets or
incorporates a PN 30mm ump-action grenade
otherwise lose sight of the target, he or she must
launcher. A 3x power AN/RVS-52 CCD
reacquire the target to gain the benefit of the
television sight can be optionally fitted to the
scope. The scope works in darkness -- the user
carrying handle.
sees through it as if he or she had the darkvision
The M41A fires the standard US M309 10mm ability granted by night vision goggles.
x 24 round. This ammunition comprises a 210-
The scope is accompanied by a PARGET
grain projectile embedded with a rectangular
control system, able to connect the rifle into the
caseless propellant block of Nitramine 50. The
local sentry gun matrix. It takes one round to
standard M41 ammunition clip holds up to 99
acquire a new target. Thereafter, PARGET
M309 rounds in "U" bend conveyor, which feeds
bestows a +1 equipment bonus on all attack
the rounds mechanically into the rotating breech
rolls.
mechanism. An LED display just below the
receiver indicates the remaining ammo. A
Lithium battery in the carrying handle provides Submachinegun (TA01)
electrical power for the gun's motor mechanism.
The battery is good for 10,000 rounds and can Developed by Tradex, this 9mm
be recharged from a rifle rack or with a portable submachinegun is carried by security forces and
power clip. Marines patrolling highly populated colonies. It is
primarily a low penetration weapon that is meant
to minimize the risk to bystanders and
Pulse Rifle (UA 571-C) structures.
The UA 571-C is a portable remote sentry
weapons system. It weighs 19.6 kg and can be Melee Weapons
assembled in just under 150 seconds. The UA
571-C mounts a pulse action gun, using the Club
M250 10mm x 28 HEAP round. It queries
Almost anything can be used as a club. This
targets using the Identification Friend/Foe (IFF)
includes everything from baseball bats to lead
transponder which all Marines and their vehicles
pipes.
carry.

Scope Rifle (M42A) Combat Knife


A character can select the Weapon Finesse
The M42A scope rifle is a 10mm pulse action
feat to apply his or her Dexterity modifier instead
semi-automatic rifle employed as the primary
of Strength modifier to attack rolls with a knife.
sniper weapon by the Marines. It has a high
degree of interchangeability with the M41,
capable of using the standard 10mm x 28
caseless rounds. Barrel options include a flash
suppressor or a muzzle brake for long-range
shooting. When using the suppressor, its
difficult to tell where the sound is coming from,
Aliens: Game Over - 29
Other Ranged Weapons Grenade Launcher, 30mm (M79)
This 30mm grenade launcher comprises a
Flamethrower (M240) barrel, breech and a four round internal
magazine, which is charged by hand pumping
The M240A1 is a lightweight, carbine-format individual grenade cartridges into the
flamethrower designed for use in close combat. mechanism.
It shoots a 5-foot-wide, 90-foot-long line of flame
that deals 3d6 points of fire damage to all
creatures and objects in its path. No attack roll is Grenade Launcher, 40mm (UA
necessary, and thus no feat is needed to 571-F)
operate the weapon effectively. Any creature
caught in the line of flame can make a Reflex This version of the grenade launcher is
save (DC 15) to take half damage. Creatures mounted on the UA 571-D remote sentry
with cover get a bonus on their Reflex save. weapons system.

The M240A1's ammunition has hardness 5


and 5 hit points. When wielded, the M2401A1 Laser, Light (UA 571-D)
has a Defense equal to 9 + the wielder's This 20-megawatt HF laser is usually
Dexterity modifier + the wielder's class bonus. A mounted on the UA 571-D remote sentry
M240A1 reduced to 0 hit points ruptures and weapons system.
explodes, dealing 6d6 points of fire damage to
the wearer (no save allowed) and 3d6 points of
splash damage to creatures and objects in Laser, Medium (M2025)
adjacent 5-foot squares (Reflex save, DC 15, for
The Republic Dynamics M2025 is a 40-
half damage).
megawatt free electron laser. The power source
Once the target is hit, fuel droplets from the of the Boyars is a 6-megawatt hydrogen fuel cell
flamethrower stick and continue to burn, capable of powering 3,000 firings before
inflicting 1d6 points of fire damage each refueling. Because of the power usage, it
subsequent round until the flames are usually is fired in sequence with another Boyars.
extinguished. A fire engulfing a single creature Each gun carries up to 1000 rounds of
or object can be doused or smothered as a full- ammunition. Maximum effective range is
round action. Discharging a fire extinguisher is a dependent upon the ambient atmospherics, but
move action and instantly smothers flames in a it can reach 4,000 meters in ideal conditions. In
10-foot-by-10-foot area. "dazzle" mode, the beam is used to burn out
enemy optical/infrared sensors or blind
A flamethrower can shoot 10 times before infantrymen and pilots, has a low output (20 KW
the fuel supply is depleted. Refilling or replacing to 50 KW). In "pulse" mode, the beam is pulsed
a fuel pack has a purchase DC of 13. at full power at the target. Damage is caused by
the mechanical impulse of the beam as it
Heavy Weapons superheats the target area.

Gatling Gun, 20mm (M579) Laser, Heavy (M820)


This 20mm gatling gun is mounted on an
The M820 is a rapid-pulsing 80-megawatt
M570-series armored chassis. The M579 can
free-electron laser that employs the beam both
track and defeat even hypervelocity threats up to
as a lidar to acquire and track the target and
1,500 m away by filling the air with high
also as a high-energy attack. Against missiles,
explosive and armor penetrating shells.
the M820 can be fired in a continuous wave to
blind optical instruments as well as troops.
Gatling Gun, 25mm (RE700)
The Republic Electric gatling gun uses a long Machinegun, Medium (M56 Smart
magazine that unleashes leaden fury on
anything its path. It fires so quickly that only the
Gun)
muzzle flash designates where it's aiming. The The awesome M56A2 is an automatic squad
effects on its targets are much more visible. support weapon that requires a weapon harness
so one Medium-size mercenary can carry it. It
has a floating breech mechanism chambered,
and can devastate targets at both long and short

30 Aliens: Game Over


ranges. The smart gun has an on-board pays out up to 150 meters, long enough to keep
computer that assists in the tracking and firing. It the operator safely away from the missile.
selects targets and also uses the servos in the
The M112 has a sophisticated site that
harness to aim the weapon. When firing a burst
provides the gunner of the weapon a +3 to hit.
with the M56A2, the Marine receives a +1
Using a scope is an attack action.
equipment bonus to the next attack for each
successful hit. Therefore, a M56A2 burst firing
three rounds would receive a +1 bonus after the Particle Beam Cannon, Light
first round hit and a +2 bonus after the second
round hit. This machinegun fires five-round The 20 MeV turboalternator powered
bursts. A standard drum magazine holds 100 charged particle beam cannons fire for up to 50
rounds and a propellant cartridge is good for 200 seconds, with 300 kg of deuterium tankage to
shots. provide particle beam mass.

Machinegun, Heavy (M292) Particle Beam Cannon, Heavy


Mounted on the M292, this 41-caliber 158 The 800 MeV turboalternator powered
mm tube can launch six rounds in under ten Neutral Particle Beam weapon is capable of
seconds, putting the last round into flight before disabling a target's electronics and
the first has impacted the target. instrumentation at ranges up to 100,000 km.
Sufficient deuterium exists for up to 230 seconds
of firing.
Mortar, Multiple Launch (M402)
The M402 is a 80mm twin-tube launcher fed Phased Plasma Cannon, Light
from an automatic round rotary magazine.
Though portable, the entire system weighs (MW Boyars PARS 150)
nearly 70 kg and must be transported by a least The power source of the Boyars is a 6-
three Marines. megawatt hydrogen fuel cell capable of
powering 3,000 firings before refueling.
A skilled crew can fire this potent weapon Because of the power usage, it usually is fired in
once per round, delivering sustainable fire sequence with another Boyars. Each gun
(especially when used in groups) on forward carries up to 1000 rounds of ammunition.
targets. Since this weapon may be Maximum effective range is dependent upon the
disassembled, its weight may be divided ambient atmospherics, but it can reach 4,000
between the three-man crew that operates it. A meters in ideal conditions.
skilled crew (5 ranks in the Artillerist skill) may
assemble this weapon as a full-round action. A
common tactic with this weapon is to position Phased Plasma Cannon, Medium
several mortar behind a hill to gain cover from
direct fire (the mortar can fire over the hill at no
(M78)
penalty). The M78 PIG is a man-portable anti-armor
weapon. It weighs 15.2 in its entirety. The M78
The M402 has a sophisticated site that is a 15 MW phased plasma system firing
provides the gunner of the weapon a +2 to hit. vaporized Cadmium Telluride pellets from a 30
Using a scope is an attack action. round feed. The penetrating power is such that
is it rumored to be able to penetrate a heavy
tank at 1,000 m.
Mortar, Single Launch (M112)
The M112 Hypervelocity Intelligence Missile,
Anti-Tank (HIMAT) is a man-portable battlefield Phased Plasma Cannon, Heavy
mortar with a range of over 5,000 m. The core (M270)
element of the system is a 11.3 kg single-round
self-contained disposable launcher, which The M270 is a mobile phased plasma gun
comes with its own bipod stand and baseplate. capable of engaging line-of-sight targets with
It can be set to command or autonomous exceptional accuracy and lethality. It is one of
configurations, which are in turn connected to a the few air defense weapons in service packing
APS-100 Fire Controller. In direct offense, the sufficient kinetic punch to destroy an artillery
M112 can be fired immediately using a passive round in flight.
infrared imaging sight and active ultrasonic
motion tracker known as the SR-90. The cable
Aliens: Game Over - 31
Rocket Launcher, Multiple (LAU- damage). Because its explosive features a
shaped charge designed to penetrate the armor
190/A) of military vehicles, the SADAR ignores up to 10
This 16-tube launcher is usually mounted on points of hardness if it strikes a vehicle, building,
the UD-4 Cheyenne dropship. It works with the or object. However, this only applies to the
Mk. 16 150mm Banshee 70 system to fire spin- target struck, not to other objects within the burst
stabilized rockets. Each rocket has a fluted radius. The M38A2 has a minimum range of 30
exhaust nozzle with three spring-mounted wrap- feet. If fired against a target closer than 30 feet
around fins at the rear. The Mk. 16 model has a away, it does not arm and will not explode. The
high-impulse rocket motor, giving a burnout Exotic Firearms Proficiency (rocket launchers)
velocity in excess of 1800 meters per second. feat applies to this weapon.
This provides excellent sand-off range and
accuracy in its air-to-surface role. It has an
onboard targeting computer that provides a +3 Rocket-Propelled Grenade
bonus to attack rolls when a target has been Launcher (M5)
acquired.
The M5 is a rocket propelled grenade system
with a small reloadable shoulder-launcher.
Rocket Launcher, Single (M83A2) Sighted visually, the system has an accurate
range of approximately 400 m and a maximum
The M38A2 Shoulder-launched Active-
range of around 2,000 m.
homing Disposable Anti-tank Rocket (SADAR) is
a one-shot anti-armor weapon capable of These grenades look like huge bullets an
engaging enemy vehicles at ranges of up to inch and a half across. Attacking with an M5 is
1,000 m. It is fully disposable and uses an IR identical to throwing an explosive: you make a
seeker mounted on the rocket's nose. Since ranged attack against a specific 5-foot square
SADAR is an open-chambered weapon, (instead of targeting a person or creature). The
backblast must be taken into account of at least differences between using the M5 and throwing
10 meters. an explosive lie in the range of the weapon
(which far exceeds the distance a hand grenade
When the SADAR hits its target, it explodes
can be thrown) and the fact that the M5 requires
like a grenade or other explosive, dealing its
a weapon proficiency to operate without penalty.
10d6 points of damage to all creatures within a
The Exotic Firearms Proficiency (grenade
10-foot radius (Reflex save DC 18 for half
launchers) feat applies to this weapon.

32 Aliens: Game Over


Grenades, Mines, Missiles, and Rockets
Damage Burst Reflex Range Wealth
Weapon Damage Critical Size Weight Restriction
Type Radius DC Increment DC
Grenade,
1d6 - Bludgeoning 15 ft. 10 5 ft. Small 1 lb. 10 Mil (+3)
Baton (M230)
Grenade,
Fragmentation 4d6 - Slashing 20 ft. 15 10 ft. Tiny 1 lb. 15 Mil (+3)
(M51A)
Grenade,
Canister 2d6 - Ballistic 60 ft. 15 5 ft. Small 1 lb. 15 Mil (+3)
(M108)
Grenade,
6d6 - Ballistic 15 ft. 12 10 ft. Small 2 lb. 17 Mil (+3)
HEAP (M38)
Grenade, HEF
3d6 - Slashing 15 ft. 15 10 ft. Tiny 1 lb. 16 Mil (+3)
(M40)
Grenade,
Starshell 1d6 - Bludgeoning - 10 30 ft. Small 2 lb. 10 Mil (+3)
(M721A1)
Grenade, WPI
2d6 - Fire 45 ft. 12 10 ft. Small 2 lb. 15 Mil (+3)
(M60)
Mine, Anti-
8d6 20 Piercing 40 ft. 20 0 ft. Small 6 lb. 16 Mil (+3)
Armor (M862)
Mine, Anti-
Personnel 5d6 20 Slashing 20 ft. 15 0 ft. Small 2 lb. 10 Mil (+3)
(M760)
Mine,
Bounding 6d6 20 Slashing 100 ft. 20 10 ft. Small 3 lb. 13 Mil (+3)
(M5A3)
Mine,
Claymore 6d6 20 Slashing 20 ft. 15 0 ft. Small 3 lb. 12 Mil (+3)
(M20)
Missile, AGM
10d12 20 Ballistic 20 ft. 20 300 ft. Large 600 lb 38 Mil (+3)
(204A)
Missile, AGM
10d12 20 Ballistic 20 ft. 20 150 ft. Huge 550 lb. 40 Mil (+3)
(220C)
Missile, AIM
6d12 20 Ballistic 5 ft. 20 150 ft. Large 200 lb. 23 Mil (+3)
(90E)
Missile, ASAT
(XIM-28A 14d12 20 Ballistic 20 ft. 20 1k miles Huge 700 lb. 50 Mil (+3)
Long Lance)
Missile, SAM
12d12 20 Ballistic 20 ft. 20 1k miles Huge 700 lb. 48 Mil (+3)
(HIM-78)
Missile, SAM
6d12 20 Ballistic 20 ft. 20 1k miles Huge 700 lb. 25 Mil (+3)
(HIM-122)
Missile, SAM
6d12 20 Ballistic 20 ft. 20 1k miles Huge 700 lb. 24 Mil (+3)
(LIM-417)
Missile, SAM
10d6 20 Ballistic 150 ft. 1 Varies Large 15 lb. 15 Mil (+3)
(SIM-118)
Rocket, HEAP
10d8 - Ballistic 30 ft. 20 - Large 3 lb. 27 Mil (+3)
(M18)
Rocket, HEF
6d8 - Slashing 30 ft. 20 - Large 3 lb. 16 Mil (+3)
(M451)
Rocket, WPI
2d8 - Fire 30 ft. 20 - Large 3 lb. 10 Mil (+3)
(M587)
Rocket,
Fragmentation 4d8 - Slashing 40 ft. 20 - Large 3 lb. 10 Mil (+3)
(M598)
Rocket, 70mm
6d12 20 Ballistic 5 ft. 20 - Huge 40 lb. 24 Mil (+3)
(Mk. 10)
Rocket,
120mm (Mk. 7d12 20 Ballistic 5 ft. 20 - Huge 40 lb. 28 Mil (+3)
88)
Rocket,
250mm 8d12 20 Ballistic 5 ft. 20 - Huge 40 lb. 32 Mil (+3)
(M201)
disturbances. Marines don't usually use this
Grenade, Baton (M230) round.
The M230 fires a low-velocity plastic
projectile, used primarily during civil

Aliens: Game Over - 33


Grenade, Canister (M108) the following round, it fills all squares within 5
feet, and on the third round it fills all squares
Essentially a large shotgun round with a
within 15 feet. The smoke obscures all sight,
range of 30 meters, this small cartridge has a
including the darkvision ability granted by night
flat, black nose. Marines use it as effective
vision goggles. Any creature within the area has
firepower for up-close engagements.
total concealment (attacks suffer a 50% miss
chance, and the attacker cant use sight to
Grenade, Bounding Fragmentation locate the target). It disperses after 10 rounds,
though a moderate wind (11+ mph) disperses
(M51A) the smoke in 4 rounds and a strong wind (21+
This blue-capped round is not point mph) disperses it in 1 round. The wealth DC
detonated. When it impacts, a small charge given is for a box of 6 grenades.
pops it up to two meters into the air, where it
airbursts for additional effect against exposed
troops. The purchase DC given is for a box of 6 Mine, Anti-Armor (M862)
grenades. The M862 mine buries itself in the ground on
impact and is set off by pressure, vibration, or
magnetic induction.
Grenade, High Explosive Armor
Piercing (M38 HEAP)
This grenade can penetrate up to 7 cm of
Mine, Anti-Personnel (M760)
homogenous steel with a burst radius of 5 The M760 mine buries itself in the ground on
meters. It is marked with a green cap. impact and is set off by pressure, vibration, or
magnetic induction.

Grenade, High Explosive


Fragmentation (M40 HEF) Mine, Bounding (M5A3)
The M5A3 is a "smart" mine and launched
The M40 is easily identified by its red plastic
itself in the air upon detection of a target up to 2
cap. When it explodes, it spreads more than
m away. It spins and releases its ordinance in a
300 fragments over a casualty radius of five
50-meter cone-shaped spray at the target. This
meters. In a pinch, it can be thrown by flipping
weapon requires 5 ranks of the Demolitions skill
off its plastic cap and twisting the nose cap
to use safely (DC 15 to set the weapon up, but a
clockwise giving it a five-second delay before
character can take 10 on this check if not under
exploding. The purchase DC given is for a box
fire).
of 6 grenades.

Grenade, Starshell (M72A1) Mine, Claymore (M20)


This mine incorporates its own active
Marked with an embossed letter "S" on its
sensors and can be set to scan very wide arcs.
head, the M72A1 is fired into air. Upon reaching
This weapon requires 5 ranks of the Demolitions
its maximum distance, it releases a parachute
skill to use safely (DC 15 to set the weapon up,
and ignites, providing illumination of 50,000
but a character can take 10 on this check if not
candelas for approximately 45 seconds. During
under fire).
that time, it provides a +5 equipment bonus to
Spot checks.
Missile, AGM (204A TSAM)
Grenade, White Phosphorous The Threat Suppression Attack Missile
(TSAM) is a low-cost, self-protection weapon
Incendiary (M60 WPI)
designed to defend strikeships and dropships
This white-capped round contains a filler of against airborne missiles, early warning radar,
white phosphorus that can spread up to 15 SAM sites, and anti-aircraft weaponry. Small,
meters after impact. Any target that takes short ranged and lightweight, the TSAM design
damage from a M60 Phosphorus grenade is trades off threat suppression for high speed.
dealt an additional 1d6 points of fire damage in
the following round and risks catching on fire. In The TSAM takes no penalties due to range,
addition, a WPI grenade creates a cloud of making it a much better long-range tank killer
smoke. On the round when it is thrown, a M60 than the Hellhound.
fills the four squares around it with smoke. On
34 Aliens: Game Over
Missile, AGM (220C Hellhound II) maneuvering warheads, which it releases in the
final stage of its flight.
The Hellhound II is a multi-role tactical
missile designed for use against point targets The HIM-122 suffers no range penalties, and
such as vehicles, armor, buildings and bunkers. negates any defense bonus gained by an
The weapon can be launched in two different airborne targets speed. This weapon suffers no
modes: the first allows the Heavy Weapons range penalties. This missile attacks with a Base
Specialist to lock the missile's seeker onto a Attack Bonus of +8.
target before launch; the second uses a grid
reference to search for a pre-designed target.
Missile, SAM (LIM-417 Phalanx)
These weapons are +2 to hit against targets
The primary SAM in use, this missile has a
on the ground, but 4 to hit against targets in the
long range, capable of engaging aerospace craft
air. This missile attacks with the Base Attack
to the limits of the stratosphere. It employs a
Bonus of the firing character, and ignores the
first 20 Hardness of an object attacked. Against three-stage booster for the launch and uses
live ground targets, this weapon has a blast radar, IR, optical, UV and jam homing to track
targets.
radius of 20 feet.
The Phalanx suffers no range penalties, and
negates any defense bonus gained by an
Missile, ASAT (XIM-28A Long airborne targets speed. This missile attacks with
Lance) a Base Attack Bonus of +10.
The XIM-28A is a 5.6 m Anti-Satellite Missile
powered by a two-stage Lockmart LP-XII solid-
rocket booster. It works under its own internal
Missile, SAM (SIM-118 Hornet)
guidance. The SIM-118 Hornet is a shoulder-launched
man-portable Surface to Air Missile (SAM)
The XIM-28A attacks with a +12 Base Attack capable of engaging targets up to 10 km. It can
Bonus, and suffers no range penalties out to its acquire and track targets, allowing the operator
full range of 1,000 miles. to fire at targets beyond visual range.
This shoulder fired anti-aircraft weapon
Missile, AIM (90E Headlock) ignores the first 10 hardness of a vehicle or
The AIM-90E is a short-ranged air-to-air object struck, and gains a +1 to hit against
missile optimized for dogfight engagements. airborne targets.
The warhead consists of thirty-four explosives
darts, which are released by the missile as it
approaches the target.
Rocket, HEAP (M18)
The M18 is an incendiary warhead intended
The Headlock suffers full range penalties to for target marking and for use against buildings
hit, but negates any of an aircrafts defense and light fortifications.
bonus gained from speed. This missile attacks
with the Base Attack Bonus of the character
firing it. Rocket, HEF (M451)
The M451 is a 36 kg high explosive, blast-
Missile, SAM (HIM-78 Sprint) fragmentation warhead with a smart fuse for use
against a wide variety of targets.
The HIM-78 Sprint is a high-speed ground
launched space weapon designed to destroy
spacecraft and satellites in near orbit. It is Rocket, WPI (M587)
usually launched in clusters and contains two The M587 is a multi-dart warhead containing
stages. 17 incendiary flechettes designed to penetrate
The HIM-78 attacks with a +12 Base Attack tank armor, field defenses, and bunkers and
Bonus, and suffers no range penalties out to its then set fire within them.
full range of 1,000 miles.
Rocket, Fragmentation (M598)
Missile, SAM (HIM-122 Lancer) The M598 is a beehive round for use against
The HIM-122 Lancer provides anti-ballistic battlefield targets such as exposed personnel,
missile defense. It launches with ten soft vehicles, helicopters, and VTOL platforms.
Aliens: Game Over - 35
Rocket, 70mm (Mk. 10 Zeus) positions. Guidance is by an imaging infrared
seeker in the nose and a 2.2 kg shaped-charge
This small, spin-stabilized rocket is a 70 mm
warhead is positioned just behind it.
unguided weapon with a smart fused anti-
personnel fragmenting warhead. Alternately, it
can carry a smoke warhead for laying particulate Rocket, 250mm (M201)
smoke screens (as a White Phosphorous
These rockets are usually mounted on a
Incendiary Grenade).
M201 MLRS. The rockets are loaded with
submunitions and mines and can deliver
Rocket, 120mm (Mk. 88 SGW) accurate and devastating firepower up to 120
km away.
The Mk.88 is a 120mm, short-ranged
weapon designed as a low-cost alternative to
the Hellhound against light armor and prepared

Ammunition
Ammunition Type (Quantity) Wealth DC Restriction
High Explosive Armor Piercing Rounds (20) 8 Mil (+3)
Hollow-Point Rounds (20) 7 Mil (+3)
Anti-Personnel Flechette Rounds (20) 6 Mil (+3)

High Explosive Armor Piercing Anti-Personnel Flechette (APF)


Armor piercing rounds increase the damage This round separates into sharp flechettes,
of the weapon by +2. It cannot be reduced by inflicting +2 damage to unarmored opponents.
armor. Against armored opponents, APF round damage
is reduced by 2.

High Explosive
High explosive rounds inflict +1 damage
again unarmored opponents.

36 Aliens: Game Over


Miscellaneous Equipment
Object Size Weight Wealth DC Restriction
Battle Dress Utility (BDU) Medium 3 lb. 9 Mil (+3)
Bimex M3 Day/Night Goggles Small 4 lb. 16 Mil (+3)
Credit Card Small - 5 -
Ghillie Suit Medium 5 lb. 10 Mil (+3)
FITR Small 1 lb. 20 Mil (+3)
Individual Marine Pack (IMP) Medium 3 lb. 12 Mil (+3)
Intelligence Unit Small 5 lb. 15 Mil (+3)
M10 Pattern Ballistic Helmet Small 1 lb. 15 Mil (+3)
Metal Detector Glove Small 2 lb. 15 Mil (+3)
Motion Tracker Small 1 lb. 12 Mil (+3)
Pheromone Collar Small 1 lb. 30 Mil (+3)
Portable Welder Small 1 lb. 10 -
Pressure Suit Medium 10 lb. 15 -
Space Suit Medium 20 lb. 20 -
TNR Lamp Small 2 lb. 6 Mil (+3)
Xeno-Zip Small - 21 Mil (+3)

Battledress Utility (BDU) Credit Card


Battledress utilities are two-piece, lightweight Every citizen carries a small plastic card for
polycotton coveralls with pockets secured by identification and currency. Each card carries
silent fasteners. They are issued in a variety of the citizen's identification number and account
patterns, depending on the deployment to number. These cards can be hacked with a
temperate, desert, or jungle environments. Computer Use check (DC 25). Hacked cards
When worn in an appropriate setting, fatigues recognize the hacker as an authorized user.
grant a +2 bonus on Hide checks.
BDUs are also imprinted with high- FITR
temperature dyes that break up the wearer's IR
signature. Against thermal detection alone, it FITR is a telepathine drug that induces a
provides a +1 equipment bonus on Hide checks. sense of invulnerability and increased mental
strength. The recipient who takes the drug
receives a +1 morale bonus on saving throws
Bimex M3 Day/Night Goggles against charm and fear effects and a +1 morale
bonus on attack and weapon damage rolls for
Bimex M3 Day/Night Goggles use passive
the next 5 rounds.
light gathering to improve vision in near-dark
conditions. They grant the user the ability to see
in darkness, also called darkvisionbut Ghillie Suit
because of the restricted field of view and lack of
depth perception these goggles provide, they The ultimate in camouflage, a ghillie suit is a
impose a 4 penalty on all Spot and Search loose mesh overgarment covered in strips of
checks made by someone wearing them. burlap in woodland colors, to which other
camouflaging elements can easily be added. A
Bimex goggles must have at least a little light figure under a ghillie suit is nearly impossible to
to operate. A cloudy night provides sufficient discern. Beneath the natural-fiber camouflage is
ambient light, but a pitch-black cave or a sealed a suit made from radar-absorbent materials. It
room doesnt. For situations of total darkness, also comes with a portable heat sink that
the goggles come with an infrared illuminator regulates the suit's thermal temperature.
that, when switched on, operates like a flashlight
whose light is visible only to the wearer (or A character wearing a ghillie suit with
anyone else wearing night vision goggles). appropriate coloration gains a +10 equipment
bonus on Hide checks. Against thermal
Bimex goggles reduce the range penalty for detection alone, it provides a +4 equipment
Spot checks to 1 for every 50 feet (instead of bonus on Hide checks. (The suits coloration can
1 for every 10 feet). Using Bimex M3 goggles for be changed with a move action. However, the
Spot checks takes five times as long as making bulky suit imposes a penalty of 4 on all
the check unaided. It includes a digital readout Dexterity checks, Dexterity-based skill checks
that indicates the exact distance to the object on (except Hide), and melee attack rolls.
which they are focused.

Aliens: Game Over - 37


Individual Marine Pack (IMP) Pheromone Collar
The IMP is a lightweight medium pack Dr. Mayakovsky discovered that Aliens
designed to carry up to 50 lb. of equipment. It is identify each other through pheromones. He
attached to a carbon fiber A-frame that clips realized that harvested Alien pheromones could
onto armor. The pack is water repellant, but not be used to safely navigate amongst Alien hives.
waterproof. The truth is that the collars are not 100%
effective, so only the truly desperate dare to use
them. Pheromone collars are effective in a
Intelligence Unit three-meter radius and last for 3 hours. While
This multi-purpose computer is about the worn, the collars bestow a +10 equipment bonus
size of a briefcase. It contains all the to Hide checks. These collars allow the wearer
information necessary for a particular mission, to make an opposed check against an Alien's
including data on important locations and Spot or Survival rolls for purposes of remaining
personnel. It can scan files for relevant undetected. Pheromone collars bestow a +10
information about people and places, and even bonus to Disguise checks for Alien synthetics
has the ability to scan fingerprints. An only. While wearing the collar, the wearer must
Intelligence Unit provides users with a +2 move slowly any sudden movements
equipment bonus on appropriate ability or skill (including combat) immediately nullify the effects
checks related to information the device has for that Alien hive.
stored (usually Knowledge checks).
Portable Welder
M10 Pattern Ballistic Helmet This small tool is used for either welding or
The M10 pattern ballistic helmet incorporates cutting metal. It can cut through 60 inches of
a tactical camera, audio microphone, IFF hardness 1 material each round. For sturdier
transmitter and a PRC 489/4 receiver/transmitter materials, divide 60 by the material's hardness
system. The camera can be used to record up to determine the number of inches the welder
to eight hours of video and audio activity. The can cut through each round.
receiver/transmitter has a range of 15 miles.
Additionally, the M10 mounts a passive Pressure Suit (IRC Mk. 35)
infrared sight, which flips down over the right
Pressure suits are designed for operations
eye. This sight projects IR images from the
on planets with hostile atmospheres or extreme
thermal imaging system built into the camera.
temperatures, including deep space. They have
The grants a +1 equipment bonus on all attack
durable thermal control systems that can
rolls made against targets no farther than 30 feet
withstand temperatures of up to 500 degrees
away.
Fahrenheit. A pressure suit is designed to
support the wearer for up to 8 hours, but can last
Metal Detector Glove up to 24 hours in an emergency.
A glove the Marines on the USM Auriga use
as metal detectors. They run them along the Space Suit (IRC Mk. 50)
members of The Betty upon their arrival on the
This suit consists of an inner thermal
Auriga to make sure they aren't carrying
regulation garment and two outer layers of tight-
weapons, as none are allowed onboard. It
fitting elastic fabric with an airtight covering to
provides a +5 equipment bonus to Search
compress the wearer's body against the effects
checks.
of low pressure. No decompression is necessary
when donning or removing the suit. The suit
Motion Tracker provides no protection against high pressure.
A sonar unit combined with passive air
density sensors, the Motion Tracker can indicate TNR Lamp
the position, size, and speed of any object within
Mounted on the M3 armored vest, this high
180 feet. It can determine the size of the object
powered halogen white-light lamp projects a
down to a minimum diameter of 6 inches. It
bright beam 100 feet long and 50 feet across at
provides a +5 equipment bonus to all Spot
its end. It runs off a rechargeable battery and
checks for any moving object within range.
incorporates a carrying handle so that it may be
detached and used as a hand lamp.

38 Aliens: Game Over


Xeno-Zip bonus on Fortitude saves, and proficiency with
all simple and martial weapons. His base attack
Xeno-Zip was originally marketed as a
bonus equals his character level (which may
legitimate "upper" that made its citizens happy
give him multiple attacks).
and active. But some people have an extreme
reaction to it, becoming mass murdering killing While under the effects of Xeno-Zip, a
machines. To that end, Xeno-Zip was pulled off character cannot use any Charisma-, Dexterity-,
the market and manufactured solely for military or Intelligence-based skills (except for Balance,
use, guaranteeing that side-effects which were Escape Artist, Intimidate, and Ride), the
an anomaly happen to anyone taking the drug. Concentration skill, or any abilities that require
Xeno-Zip is primarily distributed in pill form. patience or concentration. He can use any feat
he has except Combat Expertise and item
Anyone consuming Xeno-Zip becomes a
creation feats. The fit of rage lasts for a number
virtual fighting machine stronger, tougher,
of rounds equal to 3 + the characters (newly
faster, and more skilled in combat. The person's
improved) Constitution modifier. At the end of
mind-set changes so that he relishes combat
the rage, the character loses the rage modifiers
and cant use any advanced skills.
and restrictions and becomes fatigued (2
The recipient gains a +4 enhancement bonus penalty to Strength, 2 penalty to Dexterity, cant
to Strength, Dexterity, and Constitution, a +4 charge or run) for the duration of the current
natural armor bonus to AC, a +5 competence encounter.

Aliens: Game Over - 39


Vehicles
Hit
Name Crew Pass Cargo Init Maneuver Speed Defense Hardness Size DC Restriction
Points
All-Terrain
2000 120
Vehicle 1 8 2 2 8 8 40 H 30 Mil (+3)
lb. (12)
(M570)
Armored
Personnel 145
2 12 200 lb. 2 2 8 10 48 H 39 Mil (+3)
Carrier (14)
(M577)
Artillery
4 0 0 -4 -4 70(7) 6 15 50 G 45 Mil (+3)
(M292)
Assault
300 2,200
Carrier 6 1,000 -4 -4 6 60 620 C 100 Mil (+3)
tons (220)
(Okinawa)
Assault Ship 500 2,200
90 2,000 -4 -4 18 50 420 C 90 Mil (+3)
(Conestoga) tons (220)
185
Automobile 1 5 425 lb. 2 1 8 5 34 H 28 Lic (+1)
(18)
275
Cycle 1 1 0 lb. 1 +1 9 5 22 L 26 Lic (+1)
(27)
Dropship 16,000 325
2 3 -4 -4 6 5 46 G 47 Mil (+3)
(UD-4L) lb. (32)
Emergency
Escape 2,100
0 5 -2 -2 55 (5) 8 5 28 H 28 Lic (+1)
Vehicle (BG lb.
337)
1,100
Jet Rescue 0 10 500 lb. 4 4 6 5 44 G 40 Lic (+1)
(110)
Missile
Launcher 3 0 0 -4 -4 75 (7) 6 15 60 G 50 Mil (+3)
(M201)
Shuttle,
Light
2,000 2,200
(Lockmart 1 10 -4 -4 6 20 80 G 30 Lic (+1)
lb. (220)
Starcub)

Shuttle,
Heavy (CS- 4,000 2,200
1 20 -4 -4 6 30 160 G 35 Lic (+1)
14 Briareos) lb. (220)

Tank,
Heavy 4 0 425 lb. -4 -4 80 (8) 6 20 64 G 47 Mil (+3)
(M40)
Tank, Light 100
4 0 200 lb. -2 -2 4 16 50 G 40 Mil (+3)
(M34A2) (10)
Tank,
Medium 4 0 250 lb. -3 -3 90 (9) 5 18 55 G 44 Mil (+3)
(M22A3)
Tractor 3,600 175
1 4 2 2 8 10 36 H 34 Mil (+3)
(Daihotai) lb. (17)
Transport
(Lockmart 200 2,200
7 0 -4 -4 3 25 220 C 80 Lic (+1)
CM-88B tons (220
Bison)

All-Terrain Vehicle (M570) Armored Personnel Carrier (M577)


This all-terrain transport is the land-based The M577 Armored Personnel Carrier is a
prime mover, with powerloaders often used on lightweight, mobile, well-armed and inexpensive
site to offload cargoes. The M-570 can carry 8 APC capable of being transported in the UD-4L
soldiers, or 2,000 lbs of cargo, or be converted Dropship. Its armor protection can deflect small
into an ambulance capable of carrying four arms fire, fragmentation, and low-velocity armor
stretchers and a two-man medical crew. piercing ammunition. It is operated by the driver
and section commander and has space for 12
passengers. The interior can carry ammunition
and supplies for up to three days of combat.

40 Aliens: Game Over


Artillery (M292) two-stage Lockmart LP-XII solid-rocket booster.
It works under its own internal guidance.
The M292 is a 38,000 kg armored tracked
vehicle with a single 41-caliber 158 mm rail gun. Secondary armament consists of a pair of
It carries 78 rounds, which are autoloaded into 800 MeV turboalternator powered Neutral
the gun chamber. Particle Beam weapons, firing into the starship's
forward cone, each capable of disabling a
The vehicle has two weapons systems, the
target's electronics and instrumentation at
rail gun itself (40 rounds), and a machinegun for
ranges up to 100,000 km. Sufficient deuterium
self-protection that carries 1,000 rounds.
exists for up to 230 seconds of firing.
The crew of the M292 is insulated against all
Short-range armament consists of a dorsal
forms of attack, gaining a +10 to any NBC check
and ventral turret, each mounting twin heavy
to resist a nuclear, biological, or chemical attack.
machineguns that fire kinetic ammunition at
The computer assisted targeting of the M292 velocities over 12 km per second. Their
system begins all Indirect Fire attacks made by practical range is 100 km.
the crew at 5, instead of the usual 10.
The port and starboard laser turrets provide
The crew of the M292 sees through point defense for the Conestogas. These
periscopes, which are fitted with night vision mounts 80 mw free-electron lasers capable of
equipment, granting darkvision to a range of 200 vaporizing small targets such as railgun rounds,
feet, and the vehicle is equipped with a or disabling incoming missiles and fighters at
sophisticated communications system granting a ranges up to 20km.
+4 on all Communication Operations skill
A ventral dispenser can deliver 60 orbital
checks.
fragmentation mines for kinetic kills against low-
orbiting spacecraft, while an aft bay is equipped
Assault Carrier (Okinawa) to launch up to twenty decoy ballutes and two
maneuvering decoy drones against incoming
enemy spacecraft.
Carrier-based fighters and torpedo bombers are
a critical component of the USMC's strategy. A main magazine forward of the shuttle
These titans are truly massive and extremely launch bay stores the orbital bombardment
sophisticated vessels, providing a mobile base ordinance. The Conestoga carries 80 free-fall
of operations for several squadrons. Given their guided reentry vehicles capable of delivering
size, carriers are typically lightly armed and nuclear warheads, kinetic penetrators, or
armored. Assault carriers are armed with two decoys.
heavy phased plasma cannons and two missile The Conestoga has capacious cargo
bays. Assault carriers have a Jump Value of 2. hangars. These hangars have a capacity of 1.2
million cubic meters. Below the cargo bay is a
Assault Ship (Conestoga) dedicated shuttle/dropship hangar and launch
The Conestoga class vessels were originally bay, with the capacity to handle up to four
designed as troop and logistic transports with a shuttles at any one time.
limited defensive capability. However, this role The Conestoga is completely automated, but
has evolved over the years from a fleet prime can accommodate up to 90 crewmen. Facilities
mover to that of a light assault ship with exist for installing up to 2,000 more crew in the
secondary responsibilities for space control and cargo hangars for transportation of troops.
orbital bombardment support. Of the 36
Conestogas built, 27 remain in service.
Over 385 meters in length and massing
Automobile
some 78,000 metric tons, the Conestogas are Automobiles are powered electrically. They
designed to an 8-17-0 layout, an asymmetrical are not designed for long-distance travel. A
configuration that offers the optimum cargo standard automobile can carry up to 6 people
capacity within a compact and well-armored hull. and has a cruising speed of 40 miles per hour.
It has both Jump (Jump Value 3) and They have a range of 200 miles between
Displacement drives. charging.
For its main armament, the Conestoga
carries eight XIM-28A Long Lance ASAT
missiles in its dorsal launch bay. The XIM-28A
is a 5.6 m Anti-Satellite Missile powered by a
Aliens: Game Over - 41
Cycle when rescue is imminent. The EEV has a Jump
Value of 1.
Another common vehicle is the cycle. It can
carry one or two people and reaches speeds of
up to 60 miles per hour. It has a range of 150 Jet Rescue
miles.
The jet rescue technology was developed
after the World Trade Center was attacked in
Dropship (UD-4L Cheyenne Utility) 2001 and then again in 2024. It is handheld
controlled. The ship is designed for high-rise fire
The UD-4L Dropship is an aerospace
rescue, including a reflexive net that springs out
capable ship and tactical transport that can lift.
to catch a human being without slicing them to
heavy payloads up to 16,000 kg. It can attain
ribbons from the impact. It can move at Mach 2.
orbit under its own power from unprepared
landing sites because of its vertical take-off
(VTOL) capability, which makes it more flexible Shuttle, Light (Lockmart Starcub)
than other craft.
This shuttle, massing 48 metric tons, is
The UD-4L has several defensive systems, configured around a single pressure cabin, with
including an acquisition jamming suite (AJS), fire storage space and lockers for supplies. There
control jamming suite (FCJS), missile defense are three crew stations.
system (MDS) and decoy dispenser system
(DDS).
Shuttle, Heavy (CS-14 Briareos)
The Dropship can also operate as a close-
support gunship by using its own internal gun The CS-14 Briareos is one of the prime
and deploying weapons pods and hardpoints for movers of Marine armor in the field besides the
rockets and missiles. The UD-4L's traditional UD-4 Cheyenne dropship.
armament includes a nose-mounted Republic
Electric RE700 20mm Gatling gun, two LAU-
190/A rocket launchers with an armament of 32
Missile Launcher (M201 MLRS)
M451 rockets, two Mk. 88 SGW rockets, 8 Mk. The M201 Multiple Launcher Rocket System
10 Zeus rockets, six AGM-220C Hellhound is the heaviest artillery in Marine service. It
missiles, 2 AIM-90E Headlock missiles, and 2 comprises a tracked transporter carrying eight
AGM-204A TSAMs. 250 mm rockets in large launch bins, which may
be either anti-aircraft or anti-armor missiles. The
automated launch system allows these missiles
Emergency Escape Vehicle to be fired at semi-automatic speed. The
(Bodenwerke Gemeinschift Type onboard computer grants the crew a +4 attack
bonus with all missile attacks.
337)
This emergency escape vehicle (EEV) is a The crew of the MLRS sees through
small escape vessel capable of carrying up to periscopes, which are fitted with night vision
five people. It is 13.2 meters long with an l- equipment, granting darkvision to a range of 200
feet, and the vehicle is equipped with a
shaped configuration.
sophisticated communications system granting a
EEVs are kept on a permanent 30-second +4 on all Communication Operations skill
standby. When prepared for launch, the crew's checks.
hypersleep capsules are moved via transport
tubes to the escape hatches where they are All MLRS are amphibious, capable of
loaded into the EEV. Once the capsules are reaching speeds of 25(2) in water. The MLRS
provides full cover for crew and passengers.
secure and hooked up to the life support system,
the EEV initiates its launch program. The entire
evacuation procedure takes 45 seconds. Tank, Heavy (M40 Ridgway)
Once clear of the mother ship, the EEV turns nd
One battalion, the 2 (attached the 1
st

on its distress and locator beacon and scans the Marine Division) has been upgraded with the
immediate sector of space for a habitable M40 Ridgway heavy tank, which had previously
landing site. The crew is kept in hibernation only seen service in the Army. The M40 has the
because of the EEV's limited life support ability to fire 115 mm shells at a rate of 60 rpm,
capacity and will be awakened by the computer deliver particulate barrier smoke, scatterable
mines, and support fire from its integral 60 mm

42 Aliens: Game Over


mortars. It can even defend against aerospace wheelbase and a track of 5.86 meters. Road
craft and incoming missiles with its 20 KW speeds for the Daihotai are around 110 km/hour.
phase plasma point defense gun. The cabin is fully enclosed and includes a
utilitarian space that incorporates life support
It takes a full-round action to enter a tank and
capabilities. Forward of the central cabin is the
another full-round action to start it moving. The
drier's cab, which can double as an airlock while
Ridgway provides full cover to its occupants.
traveling in hazardous environments. At the rear
This vehicle comes equipped with a heavy tank
of the tractor is a workstation cab, which
cannon and a heavy phased plasma cannon,
duplicates the driving controls of the forward
both mounted in full turrets.
cab, allowing the tractor to drive as effectively
backwards as it does forwards. It also controls
Tank, Medium (M22A3 Jackson) all specialist tools and attachments mounted on
the tractor. Options for attachments include
The six tank battalions of the Marines rely mechanical diggers, cutters, crane bore drills,
heavily on medium armor like the Jackson tank. core samplers, spring stampers, welders,
It takes a full-round action to enter a tank and waldoes, and bulldozer blades. In non-ideal
another full-round action to start it moving. The climates, it has a one-way travel range of 300
Jackson provides full cover to its occupants. miles and cam support four people for four
This vehicle comes equipped with a medium weeks. It has a range of 800 miles and can
tank cannon and a medium plasma cannon, support its crew of four for 12 weeks on a world
both mounted in full turrets. where the air is breathable.

Tank, Light (M34A2 Longstreet) Transport (Lockmart CM-88B


Along with the Jackson, the Longstreet is the Bison)
Marine Corps' light tank. It takes a full-round
action to enter a tank and another full-round Weighing 63,000 metric tons, the Lockmart is
action to start it moving. The Longstreet designed to a 6-10-4 layout with three pressured
provides full cover to its occupants. This vehicle decks and four main cargo holds. It has Jump
comes equipped with a light tank cannon and a (Jump Value 5) and Displacement drives. The
light phased plasma cannon, both mounted in life systems comprises three decks, including
full turrets. the bridge, crew quarters and mess areas,
science station, CPU module, medical bay, four
main cargo bays, stores and engineering
Tractor (Daihotai) stations. It only requires a crew of seven to
operate.
This series of tractor is all based around the
same 8 x8 wheeled layout, with a 6.59-meter

Aliens: Game Over - 43


ADVANCED CLASSES
"Another glorious day in the Corps. A day in the Marine Corps is like a day on the farm. Every meal is
a banquet. Every paycheck, a fortune, every formation, a parade. I love the Corps!"
Apone, Aliens

Aerospace Pilot
The Aerospace Pilot thinks he is the
universes gift to piloting. For the most part hes Requirements
correct. Aerospace Pilots tend to be short-lived,
romantic characters, which are remembered To qualify to become an Aerospace Pilot, a
much longer than they live. Aerospace Pilots are character must fulfill the following criteria.
not freighter captains, nor are they interested in Skills: Pilot 6 ranks.
just getting safely from place to place. These
characters seek out situations where they test Feat: Starship Operation (ultralight).
their skill, always seeking to push the outside of Base Reflex Save: +2.
the envelope. Aerospace officers go to the
Aerospace schools at Gateway Station or
Kennedy, ASFB, FL. Class Information
The Aerospace Wing is divided into three The following information pertains to the
Aerospace Groups. The Drop Group exists Aerospace Pilot advanced class.
exclusively of dropships to operate with the Hit Die: 1d8.
Marine ground teams. There are approximately
200 dropships in each Wing Drop Group. Action Points: 6 + one-half character level,
rounded down, every time the Aerospace Pilot
The Tactical Group consists of squadrons attains a new level in this class.
dedicated to counter-air, attack, and
reconnaissance missions. The average Wing
has six to eight squadrons assigned to the Class Skills
Tactical Group, consisting mostly of AD-19C/D The Aerospace Pilots class skills (and the
Bearcat strikeships, AD-17A Cougar strikeships, key ability for each skill) are: Bluff (Cha),
UD-4 Cheyenne gunships, and UD-22 Navaho Computer Use (Int), Craft (electronic,
gunships. mechanical) (Int), Knowledge (popular culture,
Lastly, the Support Group consists of streetwise, technology) (Int), Navigate (Int), Pilot
transports and specialist craft dedicated to (Dex), Profession (Wis), Repair (Int).
highly specialized missions, like search and Skill Points at Each Level: 5 + Int modifier.
rescue. The majority of ships used for these
missions include the UD-4 Cheyenne and the
CS-14 Briareos heavy lift shuttle.

Table: The Aerospace Pilot


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Bonus feat +1 +0
2nd +1 +0 +3 +0 Defender of the universe +1 +1
3rd +2 +1 +3 +1 Bonus feat +2 +1
4th +3 +1 +4 +1 Shake, rattle, and roll (1/day) +2 +1
5th +3 +1 +4 +1 To the max! +3 +2
6th +4 +2 +5 +2 Bonus feat +3 +2
7th +5 +2 +5 +2 Shake, rattle, and roll (2/day)+ 4 +2
8th +6 +2 +6 +2 Keep it together +4 +3
9th +6 +3 +6 +3 Bonus feat +5 +3
10th +7 +3 +7 +3 Shake, rattle, and roll (3/day) +5 +3

44 Aliens: Game Over


failed attack roll ruins the attempt). A starship
Class Features damaged by the Aerospace Pilots attack is
shaken for 1 round; all passengers and
The following features pertain to the crewmembers (pilots and gunners included)
Aerospace Pilot advanced class. aboard the shaken ship take a 2 penalty on
Bonus Feats attack rolls, saving throws, and skill checks for 1
round. An Aerospace Pilot may use this ability
At 1st, 3rd, 6th, and 9th level, the Aerospace once per day at 4th level, twice per day at 7th
Pilot gets a bonus feat. The bonus feat must be level, and three times per day at 10th level.
selected from the following list, and the
Aerospace Pilot must meet all the prerequisites To the max!
of the feat to select it. At 5th level and beyond, an Aerospace Pilot
Blind-Fight, Brawl, Gearhead, Improved can coax more thrust out of a ships engines,
Brawl, Improved Feint, Spacer, Starship Battle increasing its tactical speed by +500 feet. The
Run, Starship Dodge, Starship Feint, Starship Aerospace Pilot must be piloting the ship to
Gunnery, Starship Mobility, Starship Operation, increase its tactical speed.
Starship Strafe, Zero-G Training. Keep It Together
Defender Of The Universe At 8th level, an Aerospace Pilot can continue
Starting at 2nd level, an Aerospace Pilot to operate a starship even after it has been
applies his Reputation bonus to the die result reduced to negative hit points and has begun
whenever he spends an action point to modify breaking apart. The ship may take one move
an attack roll, skill check, ability check, or saving action or one attack action each round.
throw made aboard a starship. However, the ship cannot be repaired and
continues to lose 1 hit point per round, exploding
Shake, Rattle, And Roll once it reaches its destruction threshold. The
At 4th level, an Aerospace Pilot learns how Aerospace Pilot and all other personnel aboard
rock an enemy starship with weapons fire. The the ship are considered shaken, taking a 2
Aerospace Pilot must declare that he is using penalty on attack rolls, saving throws, and skill
this ability before making the attack roll (thus, a checks.

Aliens: Game Over - 45


Close Combat Specialist
Close Combat Specialists are the deadliest
soldiers in the Corps. Their entire focus is Class Information
combat including melee and firearms.
Hit Die: 1d8
Action Points: 6 + one-half character level,
Requirements rounded down, every time the character attains
To qualify to become a Close Combat a new level in this class.
Specialist, a character must fulfill the following
Class Skills
criteria.
The Close Combat Specialists class skills
Base Attack Bonus: +3.
(and the key ability for each skill) are: Balance
Profession: Marine garrison infantry, marine (Dex), Climb (Str), Escape Artist (Dex), Hide
line infantry, marine officer, or staff officer. (Dex), Intimidate (Cha), Jump (Str), Knowledge
(current events, popular culture, theology and
Skill: Jump 3 ranks.
philosophy) (Int), Move Silently (Dex), Perform
Feat: Combat Martial Arts, Defensive Martial (dance) (Cha), Profession (Wis), Read/Write
Arts. Language (none), Speak Language (none), Spot
(Wis), Tumble (Dex).
Skill Points at Each Level: 5 + Int modifier.

Table: The Close Combat Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +1 +1 +2 +0 Weapon Focus +1 +0
2nd +2 +2 +3 +0 Weapon specialization +1 +0
3rd +3 +2 +3 +1 Bonus feat +2 +0
4th +4 +2 +4 +1 Tactical aid +2 +0
5th +5 +3 +4 +1 Iron fist +3 +1
6th +6 +3 +5 +2 Bonus feat +3 +1
7th +7 +4 +5 +2 Flurry of blows +4 +1
8th +8 +4 +6 +2 Greater weapon +4 +1
specialization
9th +9 +4 +6 +3 Bonus feat +5 +2
10th +10 +5 +7 +3 Critical strike +5 +2
applied the Weapon Focus feat or class feature
Class Features to. The Close Combat Specialist gets a +2
bonus on damage rolls with the chosen weapon.
The following features pertain to the Close
Combat Specialist advanced class. Bonus Feats
Weapon Focus At 3rd, 6th, and 9th level, the Close Combat
Specialist gets a bonus feat. The bonus feat
A Close Combat Specialist gains the must be selected from the following list, and the
Weapon Focus class feature, providing the Close Combat Specialist must meet all the
benefit of the feat with the same name. The prerequisites of the feat to select it.
Close Combat Specialist chooses a specific
weapon. The Close Combat Specialist can Advanced Firearms Proficiency, Acrobatic,
choose unarmed strike or grapple as the Advanced Combat Martial Arts, Archaic
weapon. The Close Combat Specialist must be Weapons Proficiency, Armor Proficiency (light),
proficient with the chosen weapon. Armor Proficiency (medium), Armor Proficiency
(heavy), Brawl, Burst Fire, Cleave, Combat
The Close Combat Specialist adds +1 to all Reflexes, Combat Throw, Exotic Firearms
attack rolls made using the selected weapon. Proficiency, Exotic Melee Weapon Proficiency,
Weapon Specialization Far Shot, Great Cleave, Improved Brawl,
Improved Combat Throw, Improved Knockout
At 2nd level, a Close Combat Specialist Punch, Knockout Punch, Power Attack,
gains weapon specialization with a specific Unbalance Opponent.
melee or ranged weapon that he or she also has
46 Aliens: Game Over
Tactical Aid applied weapon specialization to, eliminating the
need to make a roll to confirm the critical hit.
As an attack action, the Close Combat
Specialist provides tactical aid to any single ally Iron Fist
(but not him or herself) within sight and voice
The Close Combat Specialist gains the ability
range of the Close Combat Specialists position.
to spend 1 action point to increase the damage
As a full-round action, the Close Combat he or she deals to a single opponent with a
Specialist provides tactical aid to all of his or her single unarmed strike. The martial artist declares
allies (including him or herself) within sight and the use of the action point after making a
voice range of the Close Combat Specialists successful unarmed strike. The result of the
position. action point roll is added to the damage roll for
that attack.
This aid provides either a competence bonus
on attack rolls or a dodge bonus to Defense At 10th level, this ability improves. The Close
(Close Combat Specialists choice). This bonus Combat Specialist now adds the result of the
is equal to the Close Combat Specialists action point roll to all successful attacks he or
Intelligence modifier (minimum +1), and it lasts she makes in a round.
for a number of rounds equal to one-half of the
Flurry of Blows
Close Combat Specialists level in the advanced
class, rounded down. The Close Combat Specialist gains the ability
to strike with a flurry of blows at the expense of
Greater Weapon Specialization
accuracy. The Close Combat Specialist must be
The Close Combat Specialist gains greater unarmored to use this talent, and he or she must
weapon specialization with the weapon he or make unarmed strikes to gain the benefit. With a
she selected at 2nd level. This ability increases flurry of blows, the Close Combat Specialist may
the bonus on damage rolls to +4 when using the make one extra attack in a round at his or her
selected weapon. highest base attack bonus. This attack and each
other attack made in the round take a 2
Critical Strike
penalty. Using this ability is a full-round action.
The Close Combat Specialist gains the ability
to automatically confirm a threat as a critical hit
when attacking with the weapon he or she has

Aliens: Game Over - 47


Corporate Representative
Nobody likes a Corporate Representative,
not even the Corporations. But they are an Class Information
extremely useful necessity. Although the
Marines loathe them, Corporations find them The following information pertains to the
valuable in monitoring Corporate interests. Corporate Representative advanced class.
Corporate Representatives tend to be secretive, Hit Die: 1d6
which does not further endear them to anybody.
One thing all Corporate Representatives share Action Points: 6 + one-half character level,
is a driving ambition to get rich and, by doing so, rounded down, every time the Corporate
make their Corporation rich. And that's simply Representative attains a new level in this class.
too good of an opportunity for any Corporation to
pass up.
Class Skills
The Corporate Representatives class skills
Requirements (and the key ability for each skill) are: Appraise
To qualify to become a Corporate (Int), Bluff (Cha), Drive (Dex), Forgery (Int),
Representative, a character must fulfill the Gather Information (Cha), Intimidate (Cha),
following criteria. Knowledge (behavioral sciences, civics, current
events, streetwise) (Int), Listen (Wis), Pilot
Profession: Corporate employee. (Dex), Profession (Wis), Read/Write Language
Skills: Diplomacy 6 ranks, Profession 6 (none), Search (Int), Sense Motive (Wis), Speak
ranks. Language (none), Spot (Wis).

Feat: Alertness. Skill Points at Each Level: 7 + Int modifier.

Table: The Corporate Representative


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +0 +2 Conceal motive +0 +0
2nd +0 +2 +0 +3 React first +1 +0
3rd +0 +2 +1 +3 Bonus feat +1 +0
4th +1 +2 +1 +4 Talk down one opponent +1 +0
5th +1 +3 +1 +4 No sweat +2 +1
6th +1 +3 +2 +5 Bonus feat +2 +1
7th +2 +4 +2 +5 Talk down several opponents +2 +1
8th +2 +4 +2 +6 Sow distrust +3 +1
9th +2 +4 +3 +6 Bonus feat +3 +2
10th +3 +5 +3 +7 Talk down all opponents +3 +2
to make either a move or attack action if either
Class Features side in the negotiation (other than the Corporate
Representative) decides to start hostilities. The
The following features pertain to the Corporate Representative gets to act before any
Corporate Representative advanced class. initiative checks are made, in effect giving him or
Conceal Motive her the benefit of surprise.
A Corporate Representative gets to add a Bonus Feats
bonus equal to his or her Corporate The Corporate Representative gets a bonus
Representative level whenever he or she feat. The bonus feat must be selected from the
opposes a Sense Motive check. following list, and the Corporate Representative
React First must meet all the prerequisites of the feat to
select it.
The Corporate Representative gains the
ability to react first when trying to make a deal or Advanced Firearms Proficiency, Armor
mediate a settlement. The Corporate Proficiency (light), Armor Proficiency (medium),
Representative must make contact and speak to Attentive, Confident, Dead Aim, Deceptive,
the participants prior to the start of combat. If he Educated, Far Shot, Iron Will, Personal Firearms
or she does this, he or she gains a free readied Proficiency, Trustworthy.
action that allows the Corporate Representative

48 Aliens: Game Over


Talk Down Whenever a Corporate Representative
spends 1 action point to improve the result of a
The Corporate can talk his or her way out of
die roll, he or she rolls an additional 1d6. The
trouble. Either prior to the start of hostilities or
Corporate Representative can then select the
during combat, the Corporate Representative
highest die roll to add to his or her d20 roll.
can talk down a single opponent within 15 feet of
his or her position or otherwise able to hear the Sow Distrust
Corporate Representatives voice. The target
The Corporate Representative can turn one
must be able to understand the Corporate
character against another. The Corporate
Representative. That opponent immediately
Representative must spend a full-round action
stops fighting and reverts to an indifferent
and know the name of the character he or she is
attitude regarding the Corporate Representative
attempting to persuade as well as the name of
and the situation in general. Any hostile action
the character toward whom the targets distrust
by the Corporate Representative or by one of
will be directed. The target must be able to hear
the Corporate Representatives allies directed at
and understand the Corporate Representative.
the opponent allows the opponent to act as he
or she sees fit. The target makes a Will save. The DC is
equal to 10 + Corporate Representatives class
To initiate this talent, the Corporate
level + Corporate Representatives Charisma
Representative must spend a full-round action
bonus. If the target fails the save, his or her
talking to his or her opponent. The opponent
attitude toward the other designated character
makes a Will saving throw. The DC is equal to
worsens by one step: helpful turns to friendly,
10 + Corporate Representatives class level +
friendly to indifferent, indifferent to unfriendly,
Corporate Representatives Charisma bonus. If
unfriendly to hostile (see the Diplomacy skill).
the save fails, the opponent stops fighting. If the
The target makes a Will save whenever the
save succeeds, the opponent continues as
Corporate Representative uses this talent
normal.
against him or her. As long as the target
At 7th level, a Corporate Representative can continues to fail the Will save, the Corporate
talk down a number of opponents equal to his or Representative can continue taking full-round
her Charisma bonus within 15 feet of his or her actions to worsen the targets attitude toward a
position or within 15 feet of a television, radio, or designated character. When the targets attitude
telephone broadcasting the Corporate drops to hostile, he or she attacks the
Representatives message. designated character.
At 10th level, the range extends to 30 feet A successful Will save doesnt restore
and covers all opponents who can hear and previous attitude shifts, but it does render the
understand the Corporate Representatives target immune for 24 hours to further attempts
voice. by the Corporate Representative to sow distrust.
No Sweat The Corporate Representative CAN use this
talent on his or her allies.

Aliens: Game Over - 49


Engineer
The Engineer is a specialist in mechanical
sciences. Engineers are the most valued Class Information
member of any colony, the difference between
life and death when a vital piece of equipment Hit Die: 1d6.
breaks down, and even more importantly, the Action Points: 6 + one-half character level,
person who knows how to keep all the vital rounded down, every time the character attains
systems of a colony properly maintained so that a new level in this class.
they do not break down in the first place.
Class Skills
The Engineers class skills (and the key
Requirements ability for each skill) are Computer Use (Int),
To qualify to become an Engineer, a Craft (electronic, mechanical, structural) (Int),
character must fulfill the following criteria. Disable Device (Int), Drive (Dex), Knowledge
(physical sciences, technology) ( Int) , Navigate (
Profession: Corporate employee.
Int) , Pilot (Dex) , Profession (Wis), Read/Write
Skills: Computer Use 6 ranks, Craft Language (none), Repair (Int), Search (Int),
(electrical) 6 ranks, Craft (mechanical) 6 ranks, Speak Language (none).
Knowledge (technology) 6 ranks, Repair 6
Skill Points at Each Level: 7 + Int modifier.
ranks.

Table: The Engineer


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Builder, improve kit (+1) +0 +0
2nd +1 +2 +2 +0 Quick craft, superior repair +1 +0
3rd +2 +2 +2 +1 Bonus feat +1 +1
Improve kit (+2),
4th reconfigure weapon,
+3 +2 +2 +1 sabotage +1 +1
Craft XP reserve, quick
5th
+3 +3 +3 +1 craft +2 +1
Bonus feat, craft XP
6th
+4 +3 +3 +2 reserve +2 +2
Craft XP reserve, improve
7th
+5 +4 +4 +2 kit (+3), quick fix +2 +2
Craft XP reserve, weapon
8th
+6 +4 +4 +2 upgrade +3 +2
Bonus feat, craft XP
9th
+6 +4 +4 +3 reserve +3 +3
Craft XP reserve,
10th
+7 +5 +5 +3 unflustered +3 +3
that grants a +1 equipment bonus on all Repair
Class Features checks made to fix electrical devices.
The following features pertain to the Electrical Tool Kit, Deluxe: For the cost of a
Engineer advanced class. deluxe electrical tool k it, an Engineer can
assemble a mastercraft (+1) version that grants
Builder a +3 equipment bonus (instead of the usual +2
At 1st level, the Engineer gains the bonus equipment bonus) on all Repair checks made to
feat Builder. fix electrical devices and a +1 equipment bonus
on all Craft (electrical) checks.
Improve Kit (+1)
Mechanical Tool Kit, Basic: For the cost of a
An engineer can use his know-how to basic mechanical tool kit, an Engineer can
upgrade an electrical or mechanical tool kit at no assemble a mastercraft (+1) version of the kit
additional cost. that grants a +1 equipment bonus on all Repair
Electrical Tool Kit, Basic: For the cost of a checks made to fix mechanical devices.
basic electrical tool kit, an Engineer can
assemble a mastercraft (+1) version of the kit

50 Aliens: Game Over


Mechanical Tool Kit, Deluxe: For the cost of kits. This ability works as the 1st-level improve
a deluxe mechanical kit, an Engineer can kit class feature, except the equipment bonuses
assemble a mastercraft (+1) version that grants improve by an additional +1.
a +3 equipment bonus (instead of the usual +2
Reconfigure Weapon
equipment bonus) on all Repair checks made to
fix mechanical devices and a +1 equipment At 4th level, an Engineer can reconfigure a
bonus on all Craft (mechanical) and Craft melee or ranged weapon, improving one aspect
(structural) checks. of it. Reconfiguring a weapon requires 1 hour of
work and a successful Repair check (DC 20);
Quick Craft
reconfiguring a mastercraft weapon is slightly
At 2nd level, an engineer learns how to craft harder (DC 20 + the weapons mastercraft
ordinary scratch-built electronic, mechanical, bonus feature). An Engineer may take 10 or take
and structural objects more quickly than normal. 20 on this check.
When using the Craft (electronic), Craft The reconfiguration imposes a 1 penalty on
(mechanical), or Craft (structural) skill to build an attack rolls made with the weapon but grants
ordinary scratch-built item, the Engineer reduces one of the following benefits indefinitely:
the building time by one-quarter.
Changed Rate of Fire: The reconfiguration
At 5th level, the Engineer reduces the changes the weapons rate of fire. A
building time of ordinary objects and mastercraft semiautomatic-only weapon switches to an
objects by half. automatic-only weapon, or vice versa. This
benefit applies only to a ranged weapon with
Superior Repair
either a semiautomatic or automatic fire setting.
At 2nd level, an Engineer learns improved
Greater Ammo Capacity: The reconfigured
ways of repairing robots, vehicles, mecha,
weapon can hold 50% more ammunition than
starships, and cybernetic attachments.
normal. This benefit applies only to weapons
An Engineer with a mechanical tool kit and that take ammunition.
an appropriate facility (a workshop, garage, or
Greater Concealment: The reconfiguration
hangar) can repair damage to a robot, vehicle,
grants a +2 bonus on Sleight of Hand checks
mecha, starship, or cybernetic attachment.
made to conceal the reconfigured weapon.
(Without a mechanical tool kit, the Engineer
takes a 4 penalty on the Repair check.) With 1 Greater Range Increment: The reconfigured
hour of work, the engineer can restore a number weapons range increment increases by 10 feet.
of hit points based on his Repair check result, as This benefit applies only to weapons with range
shown in Table: Superior Repair. If damage increments.
remains, the Engineer may continue to make
Signature Shooter: The weapon is
repairs for as many hours as needed to fully
reconfigured for a single individuals use only
repair the damaged robot, vehicle, mecha,
and is treated as a unique exotic weapon.
starship, or cybernetic attachment.
Anyone else who uses the weapon takes a 4
Repair Check Result Damage Repaired nonproficient penalty on attack rolls.
Less than 20 None
2029 2d6 + Engineer class level Weapons can be reconfigured multiple times;
3039 3d6 + Engineer class level each time a weapon is reconfigured, it imparts a
40+ 4d6 + Engineer class level new benefit. Undoing an Engineers weapon
Bonus Feats reconfiguration requires 1 hour and a successful
At 3rd, 6th, and 9th level, the Engineer gets a Disable Device check (DC 20 + the Engineers
bonus feat. The bonus feat must be selected class level).
from the following list, and the Engineer must Sabotage
meet all the prerequisites of the feat to select it.
At 4th level and beyond, the Engineer can
Aircraft Operation (spacecraft), Builder, sabotage an electrical or mechanical object so
Cautious, Gearhead, Mastercrafter, Salvage, that it operates poorly. The Engineer must
Surface Vehicle Operation, Vehicle Expert, succeed on a Disable Device check (DC 20) to
Zero-G Training. accomplish the downgrade, and sabotaging a
Improve Kit (+2) mastercraft object is slightly harder (DC 20 + the
mastercraft objects bonus feature). Noticing the
At 4th level, the Engineer can assemble Engineers handiwork without first testing the
mastercraft (+2) electrical and mechanical tool sabotaged device requires a successful Search

Aliens: Game Over - 51


check (DC = the Engineers Disable Device repair times. However, cutting the repair time
check result). Fixing the sabotaged item requires increases the Repair check DC by 5.
a successful Repair.
Weapon Upgrade
Sabotage Device: As a full-round action, the
At 8th level, an Engineer can upgrade
Engineer can reconfigure a device with electrical
handheld or robot-installed weapons, as well as
or mechanical components so that anyone who
weapon systems aboard vehicles, mecha, or
uses it suffers a penalty equal to the Engineers
starships.
class level on skill checks made to use the
device. Handheld/Robot Weapon Upgrade DC
Weapon also dazes target for 1 round 25
Sabotage Weapon: As a full-round action, Weapon also knocks target prone 30
the Engineer can sabotage a weapon so that it Weapon leaves target shaken for 1d4 rounds 35
misfires or breaks the next time it is used. A Weapon also stuns target for 1d4 rounds 40
Vehicle/Mecha/Starship Weapon Upgrade DC
sabotaged weapon cannot be used effectively
Weapon deals an extra two dice of damage 25
until repaired. This use of sabotage also applies Weapon ignores 5 points of targets hardness/DR 30
to vehicle and starship weapons. Weapons critical hit multiplier increases by 1 35
Weapon ignores 10 points of targets hardness/DR 40
Craft XP Reserve
Starting at 5th level, an Engineer with the
The Engineer must spend 1 hour tinkering
Mastercrafter feat can build mastercraft
with the weapon, after which he must succeed at
electronic and mechanical devices without
a Craft (mechanical) check. The DC varies
investing as much of himself in the process. depending on how the weapon is modified, as
At 5th level and every level thereafter, an shown in Table: Weapon Upgrade. If the skill
Engineer gains a special reserve of experience check fails, the attempt to modify the weapon
points equal to 100 his Engineer class level. also fails, although the Engineer may try again.
These extra experience points are separate from (The engineer may take 20 on the skill check,
experience gained through level advancement but the upgrade takes 20 hours to complete.) An
and can only be used to make mastercraft items; upgraded weapon has a 10% chance of
they do not count toward level gain. breaking after each time it is used; it cannot be
used again until repaired, and repairing it
An Engineer must spend the extra requires 1 hour and a successful Repair check
experience points he gains at each level, for (DC 40).
when the Engineer gains a level, he loses any
unspent experience points in his reserve. Unflustered
Improve Kit (+3) A 10th-level Engineer can perform
complicated tasks without provoking attacks of
At 7th level, the Engineer can assemble opportunity from adjacent foes.
mastercraft (+3) electrical and mechanical tool
kits. This ability works as the 4th-level improve During any round in which the Engineer uses
kit class feature, except the equipment bonuses the Computer Use, Craft, Demolitions, Disable
improve by an additional +1. Device, or Repair skill, he can first make a
Concentration check (DC 15) to use the desired
Quick Fix skill without provoking attacks of opportunity.
At 7th level, the Engineer can repair a Making the Concentration check doesnt cost the
mechanical or electrical device in half the normal Engineer an action. He may take 10 on the
time; see the Repair skill description for normal Concentration check, but he cannot take 20.

52 Aliens: Game Over


Guerilla Warfare Specialist
The life of a Guerilla Warfare Specialist is Hit Die: 1d8
short and messy. Guerillas are sent where
Action Points: 6 + one-half character level,
Marines are not. After insinuating himself in the
rounded down, every time the Guerilla Warfare
ranks, Guerilla Warfare Specialists undermine
Specialist attains a new level in this class.
their opponents through sabotage and
intelligence -- and an appropriately placed
bomb. Class Skills
The Guerilla Warfare Specialists class skills
Requirements (and the key ability for each skill) are: Balance
(Dex), Climb (Str), Computer Use (Int), Craft
To qualify to become a Guerilla Warfare
(chemical) (Int), Disguise (Cha), Demolitions
Specialist, a character must fulfill the following
(Int), Disable Device (Int), Drive (Dex), Escape
criteria.
Artist (Dex), Hide (Dex), Investigate (Int), Jump
Base Attack Bonus: +2. (Str), Listen (Wis), Move Silently (Dex),
Profession (Wis), Read/Write Language (none),
Profession: Marine garrison infantry, marine
Search (Int), Sleight of Hand (Dex), Speak
line infantry, marine officer, or staff officer.
Language (none), Tumble (Dex).
Skills: Demolitions 6 ranks, Move Silently 6
Skill Points at Each Level: 7 + Int modifier.
ranks.

Class Information Class Features


The following features pertain to the Guerilla
The following information pertains to the
Warfare Specialist advanced class.
Guerilla Warfare Specialist advanced class.

Table: The Guerilla Warfare Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +1 Sweep +1 +0
2nd +1 +0 +3 +2 Profile +2 +0
3rd +1 +1 +3 +2 Contact, low-level +2 +0
4th +2 +1 +4 +2 Bonus feat +3 +0
5th +2 +1 +4 +3 Non-lethal force +4 +1
6th +3 +2 +5 +3 Contact, mid-level +4 +1
7th +3 +2 +5 +4 Bonus feat +5 +1
8th +4 +2 +6 +4 Discern lie +6 +1
9th +4 +3 +6 +4 Contact, high-level +6 +2
10th +5 +3 +7 +5 Without a trace +7 +2

Sweep By making a Gather Information check (DC


15) when talking to witnesses of a crime, the
A Guerilla Warfare Specialist knows how to
Guerilla Warfare Specialist compiles a rough
size up an area and get the lay of the land in a
mental picture of the suspect. This mental
single sweep of his or her eyes. This sweep
picture provides a physical description, including
provides a +4 circumstance bonus on Spot
distinguishing markings and visible mannerisms.
checks and covers an area out to 30 feet away
Success makes the profile accurate, at least
from the Guerilla Warfare Specialist (but not
concerning a particular suspect as seen by
behind him or her). The Guerilla Warfare
witnesses. (For this Gather Information check,
Specialist can use this bonus at the start of an
no money changes hands.)
encounter.
The Guerilla Warfare Specialist can expand
Anything not concealed can be spotted in a
the profile by making an Investigate check (DC
sweep with a successful check (DC 10). The DC
15) involving the crime scene or other evidence
for concealed or less obvious threats is equal to
linked to the suspect. If successful, the Guerilla
their Hide check result.
Warfare Specialist combines eyewitness
Profile accounts with forensic evidence to develop a

Aliens: Game Over - 53


profile of the suspects method of operation. This The Guerilla Warfare Specialist gets a bonus
provides a +2 circumstance bonus on any skill feat. The bonus feat must be selected from the
checks made to uncover additional evidence or following list, and the Guerilla Warfare Specialist
otherwise locate and capture the suspect. must meet all the prerequisites of the feat to
select it.
Contact
Advanced Firearms Proficiency, Alertness,
A Guerilla Warfare Specialist cultivates
Armor Proficiency (light), Armor Proficiency
associates and informants. Each time the
(medium), Brawl, Defensive Martial Arts, Dodge,
Guerilla Warfare Specialist gains a contact, the
Double Tap, Educated, Knockout Punch,
GM should develop a supporting character to
Personal Firearms Proficiency, Point Blank Shot.
represent the contact. The player can suggest
the type of contact his or her character wants to Non-Lethal Force
gain, but the contact must be an ordinary
A Guerilla Warfare Specialist becomes adept
character, not a heroic character.
at using non-lethal force to subdue an opponent.
A contact will not accompany a Guerilla From this point on, he or she can deal non-lethal
Warfare Specialist on missions or risk his or her damage with a weapon that normally deals
life. A contact can, however, provide information lethal damage (if he or she so chooses) without
or render a service (make a specific skill check taking the normal 4 penalty on the attack roll.
on the Guerilla Warfare Specialists behalf).
Discern Lie
The Guerilla Warfare Specialist gains a low-
A Guerilla Warfare Specialist develops the
level contact, mid-level contact, or high-level
ability to gauge whether another character is
contact.
telling the truth by reading facial expressions
The Guerilla Warfare Specialist cant call on and interpreting body language. The Guerilla
the same contact more than once in a week, and Warfare Specialist must be able to see and hear
when he or she does call on a contact, (but not necessarily understand) the individual
compensation may be required for the under scrutiny.
assistance the contact renders. In general, a
With a successful Sense Motive check
professional associate wont be compensated
opposed by the subjects Bluff check result or
monetarily, but instead will consider that the
against DC 10 (whichever is greater), the
Guerilla Warfare Specialist owes him or her a
Guerilla Warfare Specialist can tell whether the
favor. Contacts with underworld or street
subject is deliberately and knowingly speaking a
connections usually demand monetary
lie. This ability doesnt reveal the truth, uncover
compensation for the services they render, and
unintentional inaccuracies, or necessarily reveal
experts in the use of skills normally want to be
omissions in information.
paid for the services they provide.
Without a Trace
For underworld or street contacts, this
expense is represented by a Wealth check When a Guerilla Warfare Specialist uses any
against a purchase DC of 10 for the low-level of the following skills: Balance, Climb, Disable
contact, 15 for the mid-level contact, or 20 for Device, Escape Artist, Hide, Move Silently, and
the high-level contact. For skilled experts, the Sleight of Hand, those using Investigate, Listen,
purchase DC is 10 + the ranks the expert has in Search, or Spot to detect the Guerilla Warfare
the appropriate skill. Specialists activity take a 4 penalty.
Bonus Feats

54 Aliens: Game Over


HARD Specialist
Hazardous Atmosphere and Radiation
Detachments (HARD) Specialists deal with the Class Information
dizzying array of environments, gravities, and
atmospheres that Marines are likely to The following information pertains to the
encounter. Although Marines are fond of HARD Specialist advanced class.
proclaiming that they're the first into a conflict, Hit Die: 1d8
HARD Specialists go before them to scope out
the terrain. HARD Specialists are best known Action Points: 6 + one-half character level,
for their HARDCore suits, which they wear with rounded down, every time the HARD Specialist
pride. HARD Specialist officers get their training attains a new level in this class.
at an advanced hostile environments course at
Camp Hanneken, Valles Marineris, Mars.
Class Skills
The HARD Specialists class skills (and the
Requirements key ability for each skill) are: Balance (Dex),
To qualify to become an HARD Specialist, a Computer Use (Int), Concentration (Con),
character must fulfill the following criteria. Demolitions (Int), Drive (Dex), Gamble (Wis),
Intimidate (Cha), Jump (Str), Knowledge (tactics,
Profession: Marine garrison infantry, marine technology) (Int), Move Silently (Dex), Navigate
line infantry, marine officer, or staff officer. (Wis), Profession (Wis), Read/Write Language
Skills: Navigate 6 ranks, Survival 6 ranks. (none), Speak Language (none), Listen (Wis),
Spot (Wis), Survival (Wis), Tumble (Dex).
Feat: Guide.
Skill Points at Each Level: 5 + Int modifier.

Table: HARD Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +2 +0 +0 Outdoor survival +0 +1
2nd +1 +3 +0 +0 Sweep +1 +1
3rd +2 +3 +1 +1 3D spatial awareness +1 +1
4th +3 +4 +1 +1 Camouflage +1 +2
5th +3 +4 +1 +1 Obscure knowledge +2 +2
6th +4 +5 +2 +2 Trackless step +2 +2
7th +5 +5 +2 +2 Panimmunity +2 +3
8th +6 +6 +2 +2 Improved sweep +3 +3
9th +6 +6 +3 +3 Woodland stride +3 +3
10th +7 +7 +3 +3 Hide in plain sight +3 +4

HARD Specialist (but not behind him or her).


Class Features The HARD Specialist can use this bonus at the
start of an encounter.
All of the following are features of the HARD
Specialist advanced class. Anything not concealed can be spotted in a
sweep with a successful check (DC 10). The DC
Outdoor Survival for concealed or less obvious threats is equal to
A HARD Specialist can add a +2 their Hide check result.
circumstance bonus to all Survival skill checks 3D Spatial Awareness
on Thin, Standard, or Dense atmosphere worlds.
In addition, he can treat the following skills as HARD Specialists are comfortable in zero
untrained skills: Handle Animal, Tumble. gravity environments. They have the ability to
maneuver in three dimensions as easily as if
Sweep they were in a gravity environment. In addition
A HARD Specialist knows how to size up an to the Low-G and Zero-G feats, they receive a
area and get the lay of the land in a single +2 circumstance bonus when making Reflex
sweep of his or her eyes. This sweep provides a saves in such environments and a +1
+4 circumstance bonus on Spot checks and circumstance bonus to all Pilot skill checks while
covers an area out to 30 feet away from the operating in space.

Aliens: Game Over - 55


Camouflage Improved Sweep
A HARD Specialist can use the Hide skill in A HARD Specialist's ability to get the lay of
any sort of natural terrain, even if the terrain the land improves. Now the HARD Specialist not
doesnt grant cover or concealment. only spots potential perils with a successful
check, he or she can determine the relative
Obscure Knowledge
strength of these dangers. A successful check
A HARD Specialist receives a +2 bonus to relates the dangers strength compared to the
Knowledge and Survival checks regarding new HARD Specialist: stronger (higher level or Hit
planets and environments. Dice), on par (same level or HD), or weaker
(lower level or HD).
Trackless Step
Woodland Stride
A HARD Specialist leaves no trail in natural
surroundings and cannot be tracked. She may A HARD Specialist may move through any
choose to leave a trail if so desired. sort of undergrowth (such as natural thorns,
briars, overgrown areas, and similar terrain) at
Panimmunity
his normal speed and without taking damage or
If the HARD Specialist encounters any suffering any other impairment.
normal human disease requiring a Save during Hide in Plain Sight
the course of an adventure, the HARD Specialist
does not have to save, he is immune. Due to the While in any sort of natural terrain, a HARD
bolstering of the immune system, if the HARD Specialist can use the Hide skill even while
Specialist encounters an exotic disease, even being observed.
an Alien one, he receives a +4 bonus to his
Save.

56 Aliens: Game Over


Heavy Weapon Specialist
Heavy Weapon Specialists are the experts at
firing the really big guns, be it grenade Class Information
launchers, missile launchers, or on-board
cannons. Heavy Weapon Specialist officers go The following information pertains to the
to Fort Knox, KY. Heavy Weapons Specialist advanced class.
Hit Die: 1d8
Requirements Action Points: 6 + one-half character level,
rounded down, every time the Heavy Weapon
To qualify to become a Heavy Weapons
Specialist attains a new level in this class.
Specialist, a character must fulfill the following
criteria.
Base Attack Bonus: +2. Class Skills
Profession: Marine garrison infantry, marine The Heavy Weapon Specialists class skills
line infantry, marine officer, or staff officer. (and the key ability for each skill) are: Balance
(Dex), Climb (Str), Craft (chemical) (Int),
Skills: Demolitions 6 ranks, Move Silently 6 Disguise (Cha), Demolitions (Int), Disable
ranks. Device (Int), Escape Artist (Dex), Hide (Dex),
Feats: Exotic Firearms Proficiency (cannon, Investigate (Int), Jump (Str), Listen (Wis), Move
Silently (Dex), Profession (Wis), Read/Write
grenade launcher, or rocket launcher), Surface
Language (none), Search (Int), Sleight of Hand
Vehicle Operation.
(Dex), Speak Language (none), Tumble (Dex).
Skill Points at Each Level: 7 + Int modifier.

Table: The Heavy Weapon Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Sweep +1 +1
2nd +1 +0 +3 +0 Explosives specialist +2 +1
3rd +1 +1 +3 +1 Weapon focus +2 +1
4th +2 +1 +4 +1 Fast bomber +3 +2
5th +2 +1 +4 +1 Defensive Position +4 +2
6th +3 +2 +5 +2 Expert throw +4 +2
7th +3 +2 +5 +2 Greater weapon focus +5 +3
8th +4 +2 +6 +2 Long throw +6 +3
9th +4 +3 +6 +3 Bigger burst +6 +3
10th +5 +3 +7 +3 Bull's-eye +7 +4
for concealed or less obvious threats is equal to
Class Features their Hide check result.
The following features pertain to the Heavy Explosives Specialist
Weapon Specialist advanced class.
A Heavy Weapon Specialist no longer
Sweep causes explosives to detonate on a Craft
(chemical) check failure of 5 or more.
A Heavy Weapon Specialist knows how to
size up an area and get the lay of the land in a Fast Bomber
single sweep of his or her eyes. This sweep
A Heavy Weapon Specialist can halve the
provides a +4 circumstance bonus on Spot
time it takes to build a scratch-built explosive
checks and covers an area out to 30 feet away
using the Craft (chemical) skill.
from the Heavy Weapon Specialist (but not
behind him or her). The Heavy Weapon Expert Throw
Specialist can use this bonus at the start of an
At the Heavy Weapon Specialist's option, if
encounter.
he misses a target with an explosive, the Agent
Anything not concealed can be spotted in a can choose to use a smaller deviation radius to
sweep with a successful check (DC 10). The DC determine the random direction. Thus a
deviation that would normally require a 1d12 roll

Aliens: Game Over - 57


can be a 1d8 roll instead, and a deviation that Defensive Position
would normally require a 1d8 rolls can be a 1d4
The Heavy Weapon Specialist gains an
roll instead.
additional +2 cover bonus to Defense and an
Long Throw additional +2 cover bonus on Reflex saves
whenever he or she has one-quarter, one-half,
The range increment for any explosive fired
three-quarters, or nine-tenths cover.
by a Heavy Weapon Specialist is doubled to 20
ft. Greater Weapon Focus
Bigger Burst The Heavy Weapon Specialist receives a +1
competence bonus on attack rolls made with the
The Heavy Weapon Specialist's explosives
firearm selected for the Weapon Focus ability at
have double the amount of burst radius.
2nd level. This bonus stacks with the earlier
Close Combat Shot bonus.
The Heavy Weapon Specialist gains the Bull's-eye
ability to make a ranged attack with a large
The Heavy Weapon Specialist becomes so
firearm while in a threatened area without
adept at using the firearm to which he or she
provoking an attack of opportunity.
has applied Weapon Focus and Greater
Weapon Focus Weapon Focus that the Heavy Weapon
Specialists attacks with that firearm can deal
The Heavy Weapon Specialist gains the
extra damage. With a successful attack, before
Weapon Focus class feature, providing the
damage is rolled, the Heavy Weapon Specialist
benefit of the feat with the same name. The
can spend 1 action point to deal +3d6 points of
Heavy Weapon Specialist must choose a damage.
cannon, grenade launcher, or rocket launcher.
The Heavy Weapon Specialist adds +1 to all
attack rolls using the selected exotic firearm.

58 Aliens: Game Over


Intelligence Specialist
Intelligence is sometimes joked to be an Hit Die: 1d8
oxymoron amongst Marines. The Intelligence
Action Points: 6 + one-half character level,
Specialist proves that old joke to be quite false.
rounded down, every time the Intelligence
Intelligence Specialists deal with the better-
Specialist attains a new level in this class.
equipped spies hired by Corporations. What
they lack in funding and technology, they make
up for with skill. Class Skills
The Intelligence Specialists class skills (and
Requirements the key ability for each skill) are: Balance (Dex),
Climb (Str), Computer Use (Int), Disguise (Cha),
To qualify to become an Intelligence
Disable Device (Int), Escape Artist (Dex), Hide
Specialist, a character must fulfill the following
(Dex), Investigate (Int), Jump (Str), Knowledge
criteria.
(business, streetwise, technology) (Int), Listen
Base Attack Bonus: +2. (Wis), Move Silently (Dex), Profession (Wis),
Read/Write Language (none), Search (Int),
Profession: Marine garrison infantry, marine
Sleight of Hand (Dex), Speak Language (none),
line infantry, marine officer, or staff officer.
Tumble (Dex).
Skills: Hide 6 ranks, Move Silently 6 ranks.
Skill Points at Each Level: 7 + Int modifier.

Class Information
The following information pertains to the
Intelligence Specialist advanced class.

Table: The Intelligence Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Sweep +1 +0
2nd +1 +0 +3 +0 Improvised +2 +0
3rd +1 +1 +3 +1 Bonus feat +2 +0
4th +2 +1 +4 +1 Improved evasion +3 +0
5th +2 +1 +4 +1 Skill mastery +4 +1
6th +3 +2 +5 +2 Bonus feat +4 +1
7th +3 +2 +5 +2 Improvised weapon +5 +1
8th +4 +2 +6 +2 Improved sweep +6 +1
9th +4 +3 +6 +3 Bonus feat +6 +2
10th +5 +3 +7 +3 Without a trace +7 +2

for concealed or less obvious threats is equal to


Class Features their Hide check result.
The following features pertain to the Improvised Implements
Intelligence Specialist advanced class.
At 2nd level, an Intelligence Specialist no
Sweep longer takes a 4 penalty when wielding an
improvised weapon. Also, the Intelligence
An Intelligence Specialist knows how to size Specialist is able to make do without proper
up an area and get the lay of the land in a single equipment in certain circumstances: the
sweep of his or her eyes. This sweep provides a Intelligence Specialist no longer takes a 4
+4 circumstance bonus on Spot checks and penalty when using the Climb and Disable
covers an area out to 30 feet away from the Device skills without the proper tools.
Intelligence Specialist (but not behind him or
her). The Intelligence Specialist can use this Bonus Feats
bonus at the start of an encounter.
At 3rd, 6th, and 9th level, the Intelligence
Anything not concealed can be spotted in a Specialist gets a bonus feat. The bonus feat
sweep with a successful check (DC 10). The DC must be selected from the following list, and the

Aliens: Game Over - 59


Intelligence Specialist must meet all the and distractions would normally prevent him or
prerequisites of the feat to select it. her from doing so.
Acrobatic, Alertness, Armor Proficiency Improvised Weapon Damage
(light), Athletic, Attentive, Brawl, Cautious,
At 7th level, an Intelligence Specialists
Defensive Martial Arts, Dodge, Elusive Target,
attacks with improvised weapons deal more
Meticulous, Mobility, Nimble, Renown, Run,
damage. The Intelligence Specialist treats an
Stealthy.
improvised weapon as one size category larger
Improved Evasion than it is for the purpose of determining the
damage it deals.
If an Intelligence Specialist of 4th level or
higher is exposed to any effect that normally Improved Sweep
allows a character to attempt a Reflex saving
At 8th level, an Intelligence Specialists ability
throw for half damage, the Intelligence Specialist
to get the lay of the land improves. Now the
suffers no damage if he or she makes a
Intelligence Specialist not only spots potential
successful saving throw and only half damage
perils with a successful check, he or she can
on a failed save. Improved evasion can only be
determine the relative strength of these dangers.
used when wearing light armor or no armor.
A successful check relates the dangers strength
For an Intelligence Specialist who does not compared to the Intelligence Specialist: stronger
have evasion (see the Fast hero class (higher level or Hit Dice), on par (same level or
description), improved evasion counts as HD), or weaker (lower level or HD).
evasion for the purpose of meeting the
Without a Trace
prerequisites on the Fast heros defensive talent
tree. At 10th level, when an Intelligence Specialist
uses any of the following skills: Balance, Climb,
Skill Mastery
Disable Device, Escape Artist, Hide, Move
At 5th level, an Intelligence Specialist selects Silently, and Sleight of Hand, those using
a number of skills from his or her class list equal Investigate, Listen, Search, or Spot to detect the
to 3 + his or her Intelligence modifier. When Intelligence Specialists activity take a 4
making a check using one of these skills, the penalty.
Intelligence Specialist may take 10 even if stress

60 Aliens: Game Over


Machinegun Specialist
Machinegun Specialists are some of the
deadliest Marines in the Corps. Using the Class Information
M56A2 Smart Gun, Machinegun Specialists are
adept at utilizing the harness, gyroscopic
stabilizing device, and headset to effectively Hit Die: 1d10
mow down opponents. It takes a lot of strength Action Points: 6 + one-half character level,
and a lot of guts to be a Machinegun Specialist. rounded down, every time the Machinegun
Machinegun Specialist officers go to the Army Specialist attains a new level in this class.
field artillery school in Fort Sill, OK.

Class Skills
Requirements The Machinegun Specialists class skills (and
To qualify to become a Machinegun the key ability for each skill) are: Balance (Dex),
Specialist, a character must fulfill the following Computer Use (Int), Concentration (Con),
criteria. Demolitions (Int), Drive (Dex), Gamble (Wis),
Base Attack Bonus: +2. Intimidate (Cha), Jump (Str), Knowledge (tactics,
technology) (Int), Move Silently (Dex),
Profession: Marine garrison infantry, marine Profession (Wis), Read/Write Language (none),
line infantry, marine officer, or staff officer. Speak Language (none), Listen (Wis), Spot
Skills: Concentration 6 ranks, Intimidate 6 (Wis), Survival (Wis), Tumble (Dex).
ranks. Skill Points at Each Level: 5 + Int modifier.
Feat: Exotic Firearms Proficiency (heavy
machinegun).

Table: The Machinegun Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Close combat +1 +1
2nd +1 +2 +2 +0 Weapon focus +1 +1
3rd +2 +2 +2 +1 Bonus feat +2 +1
4th +3 +2 +2 +1 Defensive position +2 +1 +2
5th +3 +3 +3 +1 Lightning shot +3 +2
6th +4 +3 +3 +2 Bonus feat +3 +2
7th +5 +4 +4 +2 Sharp-shooting +4 +3
8th +6 +4 +4 +2 Greater weapon +4 +3
9th +6 +4 +4 +3 Bonus feat +5 +3
10th +7 +5 +5 +3 Bull's-eye +5 +4
The Machinegun Specialist adds +1 to all
Class Features attack rolls using the selected exotic firearm.
The following features pertain to the Bonus Feats
Machinegun Specialist advanced class.
The Machinegun Specialist gets a bonus
Close Combat Shot feat. The bonus feat must be selected from the
following list, and the Machinegun Specialist
The Machinegun Specialist gains the ability must meet all the prerequisites of the feat to
to make a ranged attack with a large firearm select it.
while in a threatened area without provoking an
attack of opportunity. Advanced Firearms Proficiency, Burst Fire,
Dead Aim, Double Tap, Far Shot, Precise Shot,
Weapon Focus Quick Draw, Quick Reload, Shot on the Run,
The Machinegun Specialist gains the Skip Shot, Strafe.
Weapon Focus class feature, providing the Defensive Position
benefit of the feat with the same name. The
Machinegun Specialist must choose the heavy The Machinegun Specialist gains an
machinegun. additional +2 cover bonus to Defense and an
additional +2 cover bonus on Reflex saves

Aliens: Game Over - 61


whenever he or she has one-quarter, one-half, targets Defense for one-quarter, one-half, three-
three-quarters, or nine-tenths cover. quarters, or nine-tenths cover is reduced by 2.
Lightning Shot Greater Weapon Focus
The Machinegun Specialist can make a flurry The Machinegun Specialist receives a +1
of ranged attacks with an exotic firearm at the competence bonus on attack rolls made with the
expense of accuracy. With a lightning shot, the firearm selected for the Weapon Focus ability at
Machinegun Specialist may make one extra 2nd level. This bonus stacks with the earlier
ranged attack with an exotic firearm in a round bonus.
at his or her highest base attack bonus. This
Bull's-eye
attack and each other attack made in the round
take a 2 penalty. Using lightning shot is a full- The Machinegun Specialist becomes so
round action. The Machinegun Specialist cant adept at using the firearm to which he or she
take more than a 5-foot step and use lightning has applied Weapon Focus and Greater
shot in the same round. Weapon Focus that the Machinegun Specialists
attacks with that firearm can deal extra damage.
Sharp-Shooting
With a successful attack, before damage is
The Machinegun Specialist uses an exotic rolled, the Machinegun Specialist can spend 1
firearm to attack a target, the cover bonus to the action point to deal +3d6 points of damage.

62 Aliens: Game Over


Medical Technician
The Medical Technician is a specialist in life Skills: Treat Injury 6 ranks, Spot 6 ranks.
sciences and nearly as valuable as Engineers.
Feats: Surgery.
Life and death situations are common on the
frontiers of space. Without access to competent
medical personal, space exploration can be a Class Information
fleeting career. Therefore, Medical Technicians
are an invaluable and highly respected member The following information pertains to the
of any crew or organization. Most Medical Medical Technician advanced class.
Technicians are ethical and honorable. Their Hit Die: 1d8
only goal is to preserve life, and protect the
members of their crew from the hazards space Action Points: 6 + one-half character level,
travel. However, there are also rogue Medical rounded down, every time the Medical
Technicians, who travel to the stars to conduct Technician attains a new level in this class.
research that would not tolerated by law-abiding
societies. Cloning, Exo-Genetic Grafting, and
even more bizarre experiments have been
Class Skills
uncovered. In the future, medicine has a dark The Medical Technicians class skills (and
underbelly, one inhabited by those brave the key ability for each skill) are: Computer Use
enough to answer the questions ethical (Int), Concentrate (Con), Craft (pharmaceutical)
Medical Technicians are afraid to ask. (Int), Diplomacy (Cha), Drive (Dex), Knowledge
(behavioral sciences, current events, earth and
life sciences, popular culture, technology) (Int),
Requirements Listen (Wis), Pilot (Dex), Profession (Wis),
To qualify to become a Medical Technician, a Read/Write Language (none), Research (Int),
character must fulfill the following criteria. Speak Language (none), Spot (Wis), Treat Injury
(Wis).
Base Attack Bonus: +2
Skill Points at Each Level: 5 + Int modifier.
Profession: Auxiliary.

Table: The Medical Technician


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +2 +0 +1 Medical technician +1 +0 +1
2nd +1 +3 +0 +2 Expert healer +1 +1
3rd +1 +3 +1 +2 Bonus feat +1 +1
4th +2 +4 +1 +2 Medical mastery +1 +2
5th +2 +4 +1 +3 Medical technician +2 +2 +2
6th +3 +5 +2 +3 Bonus feat +2 +2
7th +3 +5 +2 +4 Minor medical miracle +2 +3
8th +4 +6 +2 +4 Medical technician +3 +3 +3
9th +4 +6 +3 +4 Bonus feat +3 +3
10th +5 +7 +3 +5 Medical miracle +3 +4
medical kit or surgery kit and a successful use of
Class Features the Treat Injury skill improves. In addition to the
normal hit point recovery rate (1d4 for a medical
The following features pertain to the Medical kit, 1d6 per patients character level for surgery),
Technician advanced class. the Medical Technician restores 1 hit point for
Medical Specialist every level he or she has in this advanced class.
The Medical Technician receives a Bonus Feats
competence bonus on Treat Injury checks. At At 3rd, 6th, and 9th level, the Medical
1st level, the bonus is +1. It increases to +2 at Technician gets a bonus feat. The bonus feat
5th level, and to +3 at 8th level. must be selected from the following list, and the
Expert Healer Medical Technician must meet all the
prerequisites of the feat to select it.
At 2nd level and higher, the Medical
Technicians ability to restore hit points with a

Aliens: Game Over - 63


Armor Proficiency (light), Armor Proficiency Fortitude save (DC 15) to stabilize and be
(medium), Cautious, Defensive Martial Arts, restored to 0 hit points.
Dodge, Educated, Improved Initiative, Medical
If the Medical Technician fails the skill check
Expert, Personal Firearms Proficiency, Surface
or the patient fails the save, the dead character
Vehicle Operation, Vehicle Expert.
cant be saved.
Medical Mastery
Medical Miracle
When making a Treat Injury skill check, a
At 10th level, a Medical Technician can
Medical Technician of 4th level or higher may
revive a character reduced to 10 hit points or
take 10 even if stress and distractions would
lower. If the Medical Technician is able to
normally prevent him or her from doing so.
administer aid within 3 minutes of the
Minor Medical Miracle characters death, he or she can make a Treat
Injury check. The DC for this check is 40, and
At 7th level or higher, a Medical Technician
the Medical Technician cant take 10 or take 20.
can save a character reduced to 10 hit points
If the check succeeds, the dead character can
or lower. If the Medical Technician is able to
make a Fortitude save (DC 20) to stabilize and
administer aid within 3 rounds of the characters
be restored to 1d6 hit points.
death, he or she can make a Treat Injury check.
The DC for this check is 30, and the Medical If the Medical Technician fails the skill check
Technician cant take 10 or take 20. If the check or the patient fails the Fortitude save, the dead
succeeds, the dead character can make a character cant be restored.

64 Aliens: Game Over


Navigator
Navigators are more disciplined than their
Hotshot counterparts, and even when these two Class Information
types of fliers find themselves on the same side
of a battle, there is often a friendly rivalry The following information pertains to the
between the two. Navigators see Hotshots as Navigator advanced class.
undisciplined speed demons, just out for a quick Hit Die: 1d6
thrill. While Hotshots see Navigators as stiff, and
unwilling to take the big risks necessary to win a Action Points: 6 + one-half character level,
dogfight. rounded down, every time the Navigator attains
a new level in this class.

Requirements
Class Skills
To qualify to become a Navigator, a
character must fulfill the following criteria. The Navigators class skills (and the key
ability for each skill) are: Computer Use (Int),
Profession: Corporate employee. Navigation (Int), Navigator (Dex), Profession
Skills: Navigate 6 ranks, Pilot 6 ranks. (Wis), Repair (Int).

Feat: Starship Operation. Skill Points at Each Level: 4 + Int modifier.

Table: The Navigator


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +0 Bonus feat +1 +0
2nd +1 +0 +3 +0 Bonus feat +1 +0
3rd +2 +1 +3 +1 Bonus feat +2 +1
4th +3 +1 +4 +1 Bonus feat +2 +1
5th +3 +1 +4 +1 Starship evasion +3 +1
6th +4 +2 +5 +2 Bonus feat +3 +2
7th +5 +2 +5 +2 Bonus feat +4 +2
8th +6/+1 +2 +6 +2 Bonus feat +4 +2
9th +6/+1 +3 +6 +3 Bonus feat +5 +3
10th +7/+2 +3 +7 +3 Improved starship evasion +5 +3
reduce any damage to his starship by 1.2. If the
Class Features Navigator fails this Save, his craft. takes full
damage. The defense modifier of the starship
The following features pertain to the (positive or negative) is applied to the
Navigator advanced class. Navigators Reflex Save. This ability may not be
Bonus Feats used by a craft. larger than medium size.
Navigator gets a bonus feat from the Improved Starship Evasion
following list: Builder, Drive-By Attack, Educated,
Force Stop, Gearhead, Guide, Improved The Navigator can make a Reflex Save (DC
Initiative, Spacer, Starship Battle Run, Starship is equal to the damage inflicted by the attack) to
Dodge, Starship Feint, Starship Gunnery, reduce any damage to his starship to zero. If the
Starship Mobility, Starship Operation, Starship Navigator fails this Save, his craft. still only takes
Strafe. 1.2 damage. The Defense modifier of the
starship (positive or negative) applies to this
Starship Evasion Reflex Save. This ability may not be used by a
The Navigator may make a Reflex Save (DC starship larger than Medium size. This ability
is equal to damage inflicted by the attack) to may only be used once per round.

Aliens: Game Over - 65


Recon Specialist
The Guerilla Warfare Specialist goes in Skills: Knowledge (earth and life sciences) 6
before the Marines arrive. The Intelligence ranks, Knowledge (history, physical sciences, or
Specialist ranges far from the battlefield, up to theology and philosophy) 4 ranks, Search 4
his eyeballs in political intrigue. But the Recon ranks, Survival 6 ranks.
Specialist goes in while the fighting's hot and
heavy. He performs surveillance, calls in air
strikes, and otherwise acts as an advance scout Class Information
for other Marines. The following information pertains to the
Recon Specialists train for "special Recon Specialist advanced class.
operations," a term covering many missions, Hit Die: 1d8.
including deep penetration reconnaissance,
raids and demolitions, assassination, the training Action Points: 6 + one-half character level,
of partisans and guerillas and rescue operations. rounded down, every time the Recon Specialist
Recon Specialists have to operate in all attains a new level in this class.
environments and are given extensive training in
underwater, deep space, and hostile planetary
environments.
Class Skills
The Recon Specialists class skills (and the
Usually operating in autonomous four man key ability for each skill) are: Balance (Dex),
teams, the Recon Specialist's job is to hide in Bluff (Cha), Climb (Str), Decipher Script (Int),
the heart of enemy territory, supplying vital Disable Device (Int), Drive (Dex), Gather
information that remote technology cannot. Information (Cha), Handle Animal (Cha),
Most Recon Specialists are inserted by Investigate (Int), Jump (Str), Knowledge (arcane
orbital drop. While extremely stealthy, it is also lore, art, earth and life sciences, history, physical
a very risky form of insertion: the Marine is sciences, theology and philosophy) (Int), Listen
placed inside a small capsule, which makes a (Wis), Navigate (Int), Pilot (Dex), Read/Write
ballistic reentry. At low altitude, the drogue shoot Language ( none) , Research (Int) , Ride ( Dex) ,
slows the capsule, allowing the Recon Specialist Search ( Int) , Sense Motive (Wis), Speak
to eject and unfold a parafoil to glide to the Language (none), Spot (Wis), Survival (Wis),
landing zone. Swim (Str), Treat Injury (Wis).
Skill Points at Each Level: 7 + Int modifier.
Requirements
To qualify to become an Recon Specialist, a Class Features
character must fulfill the following criteria. The following features pertain to the Recon
Base Attack Bonus: +2. Specialist advanced class.

Profession: Marine garrison infantry, marine


line infantry, marine officer, or staff officer.

Table: The Recon Specialist


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
Recon Specialist lore,
1st +0 +1 +1 +1 +1 +0
survivalist
2nd +1 +2 +2 +2 Resolve, skilled searcher +1 +0
3rd +2 +2 +2 +2 Bonus feat +2 +1
4th +3 +2 +2 +2 Trap sense (+1) +2 +1
5th +3 +3 +3 +3 Extra step +3 +1
6th +4 +3 +3 +3 Bonus feat +3 +2
7th +5 +4 +4 +4 Trap sense (+2) +4 +2
8th +6 +4 +4 +4 Recon Specialists evasion +4 +2
9th +6 +4 +4 +4 Bonus feat +5 +3
10th +7 +5 +5 +5 Extra step, trap sense (+3) +5 +3

Recon Specialist Lore

66 Aliens: Game Over


A Recon Specialist picks up stray and Bonus Feats
obscure facts during her adventures. She may
At 3rd, 6th, and 9th level, the Recon
make a special Recon Specialist lore check with
Specialist gets a bonus feat. The bonus feat
a bonus equal to her Recon Specialist class
must be selected from the following list, and the
level + her Intelligence modifier to see whether
Recon Specialist must meet all the prerequisites
or not she knows some relevant knowledge
of the feat to select it.
about notable people, legendary items, or
noteworthy places. If the Recon Specialist has 5 Action Boost, Advanced Two-Weapon
or more ranks in Knowledge (history), she gains Fighting, Aircraft Operation (spacecraft), Archaic
a +2 bonus on this check. She may take 10 but Weapons Proficiency, Attentive, Brawl, Dodge,
cannot take 20 on this check. Educated, Endurance, Exotic Firearms
Proficiency, Exotic Melee Weapon Proficiency,
A Recon Specialist lore check does not reveal
Heroic Surge, Improved Feint, Improved
the powers of a magic or psionic item but may
Knockout Punch, Improved Two-Weapon
give some hint as to its general function; A
Fighting, Jack of All Trades, Knockout Punch,
Recon Specialist may not take 10 or take 20 on
Mobility, Nimble, Renown, Spacer,
this check.
DC Type of Knowledge Examples Streetfighting, Studious, Track, Two-Weapon
10 Common, known by at A local officials hobbies Fighting, Vehicle Expert.
least a substantial and interests; common
minority of the local legends or rumors about Trap Sense
population. a powerful place of
mystery.
At 4th level, A Recon Specialist gains an
20 Uncommon but The coordinates of an intuitive sense that alerts her to danger from
available, known by only known but uncharted traps, giving her a +1 bonus on Reflex saves
a few people in the area. world; legends or rumors made to avoid traps and a +1 dodge bonus to
about a powerful psionic
artifact.
Defense against attacks made by traps.
25 Obscure, known by few, The customs of a These bonuses rise to +2 at 7th level and +3
hard to come by. documented alien
species; the true at 10th level.
homeworld of an ancient
royal dynasty.
Extra Step
30 Extremely obscure, The most likely location of A Recon Specialist of 5th level or higher can
known by very few, a long-lost pharaohs
possibly forgotten by tomb; the history of a spend an action point to take an extra 5-foot
most who once knew it, powerful artifact and its step during her turn, as a free action. This extra
possibly known only by creator; the likely 5-foot step does not provoke attacks of
those who dont coordinates of a fabled opportunity.
understand the but as-yet-undiscovered
knowledges planet. At 10th level, the Recon Specialist can take
significance. the extra 5-foot step without spending an action
point.
Survivalist Recon Specialists Evasion
At 1st level, the Recon Specialist gains the If A Recon Specialist of 8th level or higher is
bonus feats Guide and Track. exposed to any effect that normally allows a
Resolve character to attempt a Reflex saving throw for
half damage, the Recon Specialist suffers no
Beginning at 2nd level, A Recon Specialist damage if she makes a successful saving throw.
gains a morale bonus equal to one-half her If the Recon Specialist already has evasion, she
Recon Specialist class level (rounded down) on gains improved evasion instead. Improved
saving throws to resist fear effects and evasion works similar to evasion, except the
Intimidate checks. Recon Specialist suffers only half damage on a
Skilled Searcher failed saving throw.
When actively searching for secret doors or
traps, A Recon Specialist of 2nd level or higher
gains a bonus on her Search checks equal to
one-half her Recon Specialist class level
(rounded down).

Aliens: Game Over - 67


Science Officer
A role often filled by a Synthetic, Science
Officers are a critical component in determining Class Information
the nature of new indigenous wildlife, strange
climates, and weird atmospheres. Science The following information pertains to the
Officers are employed most often by Science Officer advanced class.
Corporations to determine the value of any Hit Die: 1d8
planet. In that regard they are sometimes seen
by Marines as the equivalent of greedy Action Points: 6 + one-half character level,
prospectors. rounded down, every time the Science Officer
attains a new level in this class.

Requirements
Class Skills
To qualify to become a Science Officer, a
character must fulfill the following criteria. The Science Officers class skills (and the
key ability for each skill) are: Computer Use
Profession: Corporate employee or (Int), Craft (chemical, electronic, mechanical,
Auxiliary. pharmaceutical), Decipher Script (Int),
Skills: 6 ranks in either Craft (chemical) or Demolitions (Int), Disable Device (Int), Drive
Craft (electronic), plus 6 ranks in Knowledge (Dex), Investigate (Int), Knowledge (behavioral
(earth and life sciences), Knowledge (physical sciences, earth and life sciences, physical
sciences), or Knowledge (technology), plus 6 sciences, technology) (Int), Navigate (Int), Pilot
ranks in Research. (Dex), Profession (Wis), Read/Write Language
(none), Research (Int), Search (Int), Speak
Language (none).
Skill Points at Each Level: 7 + Int modifier.

Table: The Science Officer


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Smart defense +0 +0
2nd +1 +2 +2 +0 Scientific improvisation +1 +0
3rd +2 +2 +2 +1 Bonus feat +1 +1
4th +3 +2 +2 +1 Skill mastery +1 +1
5th +3 +3 +3 +1 Minor breakthrough +2 +1
6th +4 +3 +3 +2 Bonus feat +2 +2
7th +5 +4 +4 +2 Smart survival +2 +2
8th +6 +4 +4 +2 Smart offense +3 +2
9th +6 +4 +4 +3 Bonus feat +3 +3
10th +7 +5 +5 +3 Major breakthrough +3 +3
the Science Officer create objects in a dramatic
Class Features situation quickly and cheaply, but that have a
limited duration.
The following features pertain to the Science
Officer advanced class. By spending 1 action point and combining
common objects with a Craft. check that
Smart Defense corresponds to the function desired, the Science
A Science Officer applies his or her Officer can build a tool or device to deal with any
Intelligence bonus and his or her Dexterity situation. The DC for the Craft. check is equal to
bonus to his or her Defense. Any situation that 5 + the purchase DC of the object that most
would deny the Science Officer his or her closely matches the desired function.
Dexterity bonus to Defense also denies the Only objects that can normally be used more
Intelligence bonus. than once can be improvised.
Scientific Improvisation Electronic devices, special tools, weapons,
At 2nd level, a Science Officer gains the mechanical devices, and more can be built with
ability to improvise solutions using common scientific improvisation. It takes a full-round
objects and scientific know-how. This ability lets action to make an object with scientific

68 Aliens: Game Over


improvisation. The object, when put into use, with others with at least 1 rank in the same
lasts for a number of rounds equal to the Knowledge skill, the Science Officer gains a +2
Science Officers class level, or until the end of bonus on Reputation checks.
the current encounter, before it breaks down. It
This minor breakthrough also provides the
cant be repaired.
Science Officer with a +3 Wealth bonus
Bonus Feats increase.
At 3rd, 6th, and 9th level, the Science Officer Smart Survival
gets a bonus feat. The bonus feat must be
A Science Officer of 7th level or higher can
selected from the following list, and the Science
spend 1 action point to reduce the damage dealt
Officer must meet all the prerequisites of the feat
by a single attack or effect by 5 points.
to select it.
Smart Offense
Archaic Weapons Proficiency, Attentive,
Cautious, Combat Expertise, Educated, At 8th level, the Science Officer selects one
Gearhead, Personal Firearms Proficiency, Point weapon that he or she is proficient in and can
Blank Shot, Renown, Studious. use with one hand. With the selected weapon,
the Science Officer can use his or her
Skill Mastery
Intelligence modifier instead of Strength or
At 4th level, a Science Officer selects a Dexterity modifier on attack rolls.
number of skills from his or her class list equal to
Major Breakthrough
3 + his or her Intelligence modifier. When
making a skill check using one of these skills, At 10th level, the Science Officer gains a +2
the Science Officer may take 10 even if stress bonus on Reputation checks when dealing with
and distractions would normally prevent him or individuals who have at least 1 rank in any of the
her from doing so. following Knowledge skills: behavioral sciences,
earth and life sciences, physical sciences, or
Minor Breakthrough
technology. This bonus stacks with the bonus
Upon attaining 5th level, a Science Officer provided by the minor breakthrough ability.
receives credit for a minor scientific
This major breakthrough also provides the
breakthrough that earns him or her the
Science Officer with a +3 Wealth bonus
recognition of her peers. The Science Officer
increase.
chooses one of the following Knowledge skills:
behavioral sciences, earth and life sciences,
physical sciences, or technology. When dealing

Aliens: Game Over - 69


Starship Captain
The Starship Captain is a generalist, trained
in all aspects of ship operations. While not as Class Information
good as any one facet of running a Starship as a
Pilot or Engineer or Scientist, the Captains The following information pertains to the
ability to move from role to role, filling in as Starship Captain advanced class.
needed, makes him a valuable addition to any Hit Die: 1d6
crew. As the Captain progresses in levels, he
rises in rank, and gains greater command Action Points: 6 + one-half character level,
responsibilities. Many members of this core rounded down, every time the Starship Captain
class aspire to be Starship Commanders. attains a new level in this class.

Requirements Class Skills


To qualify to become a Starship Captain, a The Starship Captains class skills (and the
character must fulfill the following criteria. key ability for each skill) are: Computer Use,
Knowledge (business), Knowledge (civics),
Profession: Corporate employee. Knowledge (physical sciences), Knowledge
Skills: Diplomacy 6 ranks, Sense Motive 6 (tactics), Knowledge (technology), Navigation,
ranks. Pilot, Repair, Treat Injury.

Feats: Leadership. Skill Points at Each Level: 6 + Int modifier.

Table: The Starship Captain


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +1 +1 +0 Bonus feat +0 +1
2nd +1 +2 +2 +0 Voice of command 1/day +1 +1
3rd +2 +2 +2 +1 Bonus feat +1 +1
4th +3 +2 +2 +1 Voice of command 2/day +1 +2
5th +3 +3 +3 +1 Inspiration +2 +2
6th +4 +3 +3 +2 Voice of command 3/day +2 +2
7th +5 +4 +4 +2 Bonus feat +2 +3
8th +6 +4 +4 +2 Voice of command 4/day +3 +3
9th +6 +4 +4 +3 Bonus feat +3 +3
10th +7 +5 +5 +3 Inspire Crew +3 +4
persuaded by the Starship Captains words and
Class Features actions. The DC is 10 + Starship Captains class
level + Starship Captains Charisma bonus.
The following features pertain to the Starship
Captain advanced class. This ability doesnt enable the Starship
Captain to control the target, but the target
Bonus Feats perceives the Starship Captains words and
The Starship Captain gains a bonus feat from actions in the most favorable way. The Starship
the following list: Attentive, Confident, Captain can try to give the target orders, but he
Deceptive, Educated, Iron Will, Trustworthy, or she must win an opposed Charisma check to
Vehicle Expert. convince the target to perform any actions the
target wouldnt normally undertake. The target
Voice of Command never obeys suicidal or obviously harmful
A Starship Captain develops such a force of orders, and any act by the Starship Captain or
personal magnetism that he or she can convince his or her allies that threatens the target breaks
a single member on his ship to regard him or her the mood and clears the targets head.
as a trusted friend. (If the target is currently Otherwise, a target remains won over for 1
being threatened or attacked by the Starship minute per Starship Captain level.
Captain or his or her allies, this ability wont After the duration expires, the GM
work.) determines the reaction and attitude of the target
The target (who must be on the Captain's based on what the Starship Captain compelled
ship) makes a Will saving throw to avoid being the target to do.

70 Aliens: Game Over


Starship Captains Charisma bonus. If the target
succeeds at the saving throw, he or she is
Inspire Crew
immune to the compulsion of this command. If
A Starship Captains force of personal the target fails, he or she reacts to the emotion
magnetism increases to the point that he or she as described below.
can arouse a single emotion of his or her
Despair: The target takes a 2 morale
choicedespair, hope, or ragein his crew. To
penalty on saving throws, attack rolls, ability
use this ability, the Starship Captain must spend
checks, skill checks, and weapon damage rolls.
1 action point. The person affected must be a
member of the Starship Captain's crew and on Hope: The target gains a +2 morale bonus
the Captain's ship. The emotion he or she on saving throws, attack rolls, ability checks, skill
arouses affects one target (a GM character) checks, and weapon damage rolls.
within 15 feet of the Starship Captain (or within
Rage: The target gains a +2 morale bonus to
15 feet of a transmission that broadcasts the
Strength and Constitution, a +1 morale bonus on
Starship Captains performance). The
Will saves, and a 1 penalty to Defense. In a
performance requires a full-round action, and its
dramatic situation, the target is compelled to
effects on the target last for 1d4+1 rounds.
fight, regardless of the danger.
The target makes a Will saving throw. The
DC is 10 + Starship Captains class level +

Aliens: Game Over - 71


SPACE TRAVEL
"Earth, man. What a shithole."
--Johner, Alien Resurrection

Humanity has spread like a disease to the imprecise and costly process probes that are
rest of the universe, terraforming, colonizing, off by a few coordinates can be billions of miles
and stripping planets for their own purposes, off target.
only to pull up and move on. Most planets have
All Jump Drives have a Jump Value ranging
been disappointing few are made from human
from 1 to 5. For each Jump Value, the ship can
habitation. Although dangerous life forms have
Jump 5 light years. In the Planet descriptions
been encountered, none of them are intelligent
below, all distances are given in the number of 5
enough to pose a threat that mines and sentry
light year Jumps necessary to cover the
guns can't handle. So far
distance. Thus, a ship with a Jump Value of 5
can cover a distance of 50 light years (or a Jump
How It Works Value of 10) with two jumps.
There are two kinds of drives that power
spacecraft: Displacement Drives and Jump Spacecraft undergo considerable strain as a
Drives. result of Displacement and Jump travel. They
can only be serviced at bases, and each ship
Displacement Drives displace the volume of takes approximately one month to maintain.
space directly in front of a spacecraft and drawn Most ships require service after 25 Jumps.
the ship forward. It is a reactionless process, Pushing a ship further requires a Pilot check
capable of generating hundreds of G's of (DC = 10 + # of weeks beyond 25).
acceleration. Theoretically, the maximum speed
of such a drive is the speed of light. In reality, If the Pilot check fails by 5, it is stranded. The
the massive amounts of energy consumed make Drive used at the time (Displacement or Jump)
such a speed impossible. Most drives equipped fails and cannot be repaired.
with Displacement Drives move at one-third the If the Pilot check fails by 10, it is powerless.
speed of light as a result. As a result, very fast The vessel cannot use Jump or Displacement
ships have massive engines and little room for a Drives and can only support emergency life
crew. The majority of ships have Displacement support.
Drives only and are restricted to their local
systems. If the Pilot check fails by 11 or more, the ship
explodes in 1d20 rounds.
Jump Drives, on the other hand, build on the
reaction of Displacement Drives. It can be
activated when the spacecraft reaches one-fifth Landing on Planets
the speed of light. Instead of distorting space, Landing on a planet with an aerodynamic
the Jump Drive punches through it, allowing the craft requires a piloting check of 20, minus the
ship to enter hyperspace and emerge into size of the planet (the larger the planet is, the
normal space several light years away. The more likely a flat stretch of ground suitable for a
jump takes approximately 24 hours. Upon landing field will be discovered), minus the AS.
arrival, the Jump Drive must recharge for six Unless there are special conditions on the
days. During the six-day period, both Drives are planet, such as a tumultuous atmosphere or a
utterly inactive and very vulnerable to attack. storm system that make the landing difficult, the
Jump Drives require accurate navigation pilot can take 10 on this check.
coordinates. The military had this knowledge Sometimes a ship will crash while landing. If
first, but Corporations eventually begged, a ship that isnt aerodynamic is forced to land, a
borrowed, and stole the information. In addition, crash landing is the only kind of landing it can
automated probes can be sent toward a star. If make. When a ship makes a crash landing, it
it reaches the star's gravity well, the probe has takes damage based on its size as follows:
time to recharge its drives and return, feeding Colossal Ships take 16d6 Hull Points,
the coordinates to their owners. This is a very Gargantuan Ships 12d6, Huge Ships 9d6, Large

72 Aliens: Game Over


6d6, Medium 6d6, Small 5d6, Tiny 4d6, and Zero-G feat move at 1/4 Speed, suffer -6 to
Diminutive 3d6. A Ship also suffers 1-6 Critical Attack and Skill checks, modified by their Dex
Hits, one of which is always a Major Hull critical Modifier. Also, if the character is using a weapon
from a crash landing. A Piloting check of 25 with a Recoil Rating, he must make a Reflex
reduces the damage and number of criticals by Save each round he attacks with that weapon
half. (DC 15, modified by the weapons Recoil), or be
considered prone, floating away in a random
Planets direction each round until he is able to either
grab onto a solid object or make a Balance
The Marine Corps has conducted military
check (DC as above +5) to right himself. Also, if
operations on more than two-dozen worlds and
the character is forced to make a Reflex save for
deployed to trouble spots on many more.
any reason and fails, he suffers the above result.
Regardless of the temperature, climate, or
atmospheric conditions, Marines have to be Atmospheric Standard: The Atmospheric
ready to fight. Standard (AS) is the practical measure the
Size: A planet's Size Rating is equal to its Marine Corps uses to determine how a Marine
will perform under different planetary conditions.
radius in kilometers divided by 1,000. It takes a
The Atmospheric Standard for Earth is 1.
ship a number of minutes equal to the planets
size, minus one minute per five points of the An AS of 1 is what all terraformers aspire to.
ships Acceleration, to clear the atmosphere of a To that end, cone-shaped atmosphere
planet. An aerodynamic ship, fighting an processors are placed on inhospitable planets.
opponent whose ship is not aerodynamic, is Powered by a 1.0 Terawatt fusion reactor, it
unlikely to want to leave the atmosphere of any draws in the planetary atmospheres through a
planet. The size of a planet also determines its series of louvers in the base and sides. This
gravity type. atmosphere is then drawn up through a series of
Heavy gravity causes Balance, Climb, hot mass processors, arranged in a ring around
the fusion core. Each processor draws in the
Jump, Ride, Swim, and Tumble checks incur a
atmosphere through a battery of turbines, which
2 circumstance penalty, as do all attack rolls. All
compress and accelerate the gas. The gas is
item weights are effectively doubled, which
passed through a high temperature electrical
might affect a characters speed. Weapon
arc, which heats the gas and ionizes it.
ranges are halved. A characters Strength and
Magnetic coils then heat the gas to near plasma
Dexterity scores are not affected. Characters
temperatures until the molecules are
who fall on a heavy gravity plane take 1d10
disassociated into their component atoms. The
points of damage for each 10 feet fallen, to a
harmful byproducts are separated while the
maximum of 20d10 points of damage.
remaining hydrogen, nitrogen, and oxygen
Light gravity causes creatures to find that atoms are expelled back into the atmosphere.
they can lift more, but their movements tend to
It is possible for a planet to have an
be ungainly. Characters on a planet with the
Atmospheric Standard without any specific
light gravity trait take a 2 circumstance penalty
notation this means the planet may be
on attack rolls and Balance, Ride, Swim, and
uncomfortable for human beings but not harmful.
Tumble checks. All items weigh half as much.
Use Atmospheric Standards as modifiers
Weapon ranges double, and characters gain a
whenever a penalty would be accrued due to the
+2 circumstance bonus on Climb and Jump
planet's particular environment.
checks.
High-pressure atmospheres inflict pressure
Strength and Dexterity dont change as a
damage of 1d6 points per minute for every AS of
result of light gravity, but what you can do with
the planet's rating. A successful Fortitude save
such scores does change. These advantages
(DC 15, +1 for each previous check) means the
apply to travelers from other planes as well as
Marine takes no damage in that minute.
natives.
Low-pressure atmospheres cause all non-
Falling characters on a light gravity plane
acclimated creatures to struggle for breath.
take 1d4 points of damage for each 10 feet of
Characters must succeed on a Fortitude save
the fall (maximum 20d4).
each hour (DC 15, +1 per previous check + AS)
No gravity causes individuals on a planet or be fatigued. The fatigue ends when the
with this trait to merely float in space, unless character is depressurized.
other resources are available to provide a
In extremely low-pressure environments,
direction for gravitys pull. Characters without the
creatures are subject to both fatigue (as

Aliens: Game Over - 73


described above) and pressure sickness. clothing only need check once per hour for cold
Pressure sickness represents long-term oxygen and exposure damage.
deprivation, and it affects mental and physical
A character that takes any non-lethal
ability scores. For every hour*AS a character
damage from cold or exposure is beset by
spends in the environment, he must succeed on
frostbite or hypothermia (treat her as fatigued).
a Fortitude save (DC 15, +1 per previous check,
These penalties end when the character
+ AS) or take 1 point of damage to all ability
recovers the non-lethal damage she took from
scores. Creatures acclimated to the atmosphere
the cold and exposure.
receive a +4 competence bonus on their saving
throws to resist pressure effects and pressure A climate of frozen deals the planet's AS in
sickness, but eventually even seasoned Marines lethal damage per minute (no save). In addition,
must abandon these dangerous elevations. a character must make a Fortitude save (DC 15,
+1 per previous check + AS) or take AS points
A caustic atmosphere is acidic, and
of non-lethal damage.
damages any ships or creatures in that
atmosphere. Characters and ships in a caustic A character in a hot climate (above 90 F)
atmosphere suffer the AS in damage each must make a Fortitude saving throw each hour
minute they remain in the planets atmosphere. (DC 15, +1 for each previous check + AS) or
Acid damage is resisted by the Physical DR of take AS points of non-lethal damage. Characters
ships and spacesuits, however, any hull or suit wearing heavy clothing or armor of any sort take
not designed for a caustic environment will lose a 4 penalty on their saves. A character with the
one DR each round, until the protection is gone. Survival skill may receive a bonus on this saving
Breathing a caustic atmosphere causes a throw and may be able to apply this bonus to
character to immediately begin smothering, and other characters as well (see the skill
inflicts 1d6 damage for each point of the planets description). Characters reduced to
caustic modifier each round. Once the Physical unconsciousness begin taking lethal damage
DR of a ship is breached, so is its hull. (1d4 points per hour).
Some planets are irradiated. This radiation In very hot (above 110 F) climates, a
can either be from an outside source, or character must make a Fortitude save once
internally generated. If a planet is irradiated, a every 10 minutes (DC 15, +1 for each previous
ship or character the AS in radiation damage check + AS) or take AS points of non-lethal
each minute they are close to the planet (close damage. Characters wearing heavy clothing or
enough to be within the planets atmosphere, if it armor of any sort take a 4 penalty on their
had one, is a good way to judge whats close saves. A character with the Survival skill may
and what isnt). An unprotected character receive a bonus on this saving throw and may
exposed to the surface of such a world will take be able to apply this bonus to other characters
1d6 + the planets AS rating points of radiation as well. Characters reduced to unconsciousness
damage each round. begin taking lethal damage (1d4 points per each
10-minute period).
Climate: Planets with frozen climates inflict
cold damage. An unprotected character in a A character that takes any non-lethal
cold climate (below 40 F) must make a damage from heat exposure now suffers from
Fortitude save each hour (DC 15, + 1 per heatstroke and is fatigued. These penalties end
previous check + AS) or take the planet's AS when the character recovers the non-lethal
points of non-lethal damage. A character that damage she took from the heat.
has the Survival skill may receive a bonus on
Torrid climates (air temperature over 140 F)
this saving throw and may be able to apply this
deal lethal damage. Breathing air in these
bonus to other characters as well (see the skill
temperatures deals AS points of damage per
Description).
minute (no save). In addition, a character must
A climate of frigid (below 0 F), causes make a Fortitude save every 5 minutes (DC 15,
characters to make a Fortitude save once every +1 per previous check + AS) or take AS points
10 minutes (DC 15, +1 per previous check + of non-lethal damage. Those wearing heavy
AS), taking AS points of non-lethal damage on clothing or any sort of armor take a 4 penalty
each failed save. A character that has the on their saves.
Survival skill may receive a bonus on this saving
Primary Terrain: This is the closest terrain
throw and may be able to apply this bonus to
that describes the majority of environments a
other characters as well (see the skill
description). Characters wearing protective visiting character is likely to encounter. Planets

74 Aliens: Game Over


with "various" as their Primary Terrain have as appropriate for USMC, but the planet may be
many diverse terrains as Earth. very different in the future.
Natural Resources: Natural resources Trade: All Craft, Profession, and Wealth
determine the most common valuable checks receive the Trade Modifier as a bonus or
commodity native to the planet in question. penalty.
Craft or Profession checks related to the natural
Closest Jumps: How many light years it
resource receive a circumstance bonus
takes to reach that particular planet. Jump Drive
depending on the Trade Modifier.
navigation is a carefully regulated secret; PCs
Indigenous Life Forms: The most can't just hop to any planet they please. Finding
commonly encountered creatures on the planet. a new route to a planet should be an adventure
Some creatures are known for their life forms in itself. The Jump Distance represents how
and these creatures have a higher chance of many light years (multiplied by 5) a ship must
being encountered. See the Monsters chapter Jump to reach the next planet.
for more details.
Population: Population determines how Borodino Sector
many people live on the planet. The less people Borodino is a mostly unclaimed sector. The
there are, the harder it is to make a Wealth original Borodino Corporation made tentative
check on that planet. exploration efforts and then went bankrupt. This
left a power vacuum ripe for colonization that
Population Population Modifier many mid-level Corporations have taken
None -3 advantage of.
Hundreds -2
Thousands -1
Millions 0 A6 454
Billions +1 Size: 12,800, average gravity (1g)
Atmospheric Standard: 3 (irradiated)
Conversely, the size of a population Climate: Temperate
dedicated to a particular type of government Primary Terrain: Desert
(military) or trade (industrial) can work in PCs Natural Resources: Royal Jelly
favor. Indigenous Life Forms: Aliens
Population: None
Population Trade Modifier Starports and Bases: None
None -2 Government: Company Corporation
Hundreds -1 Campaign: CMCC
Thousands 0 Trade: Industrial
Millions +1 Closest Jumps: Thedus 12
Billions +2
The planet known only as A6 454 has a
barely breathable atmosphere and is constantly
Starports and Bases: Many planets merely buffeted by storms. It also has a heavy radiation
have frontier installations, which are just belt, making it an extremely unfriendly place.
enough resources to service ships in and out. And yet several companies lay claim to it
All ship-related checks to repair of looking for surface because it has one of the largest
parts suffer a trade modifier as a circumstance naturally occurring Alien hives in the system.
penalty. Other planets are considerably more The highest peak on A6 454 is 350 meters the
advanced with starports. Starports do not Alien hive reaches 1,000 meters in height. The
bestow any penalties. sheer size of the hive makes for a lot of royal
Government: Most governments are either jelly, if the harvesters are willing to risk their lives
run by Corporations or by the military. If the PC to get it.
is from the appropriate background, he receives
the Population Modifier as circumstance bonus
to all Charisma-based skill checks. Acheron
Size: 1200 km, average gravity (0.86g)
Campaign: What campaign the world is Atmospheric Standard: 2
appropriate for. In some cases, the planets Climate: Frigid (-35)
have not yet been explored and are only Primary Terrain: Mountain
appropriate for USMC. All CMCC worlds are Natural Resources: Terraforming

Aliens: Game Over - 75


Indigenous Life Forms: None Government: Company Corporation
Population: Hundreds (158, Hadley's Hope) Campaign: CMCC
Starports and Bases: Frontier Trade: Smuggling
Government: Company Corporation Closest Jumps: Aerodyne 11, Eyesore 5
Campaign: CMCC
Trade: Industrial Arcturus is most notable for its humanoid-like
Closest Jumps: Aerodyne 8, Chitin 8 inhabitants that live in warrens all across the
planet. Arcturians are tool users and hostile to
Also known as LV-426, Acheron is one of two intruders, which makes life exciting for colonists.
moons orbiting a planet in the Zeta 2 Reticuli Despite the violent fauna, colonists continue to
system. At quadrant points QBR 157 052, the flock to Arcturus.
tiny planet has a lava base. The Nostromo
landed roughly here in 2122 in response to a
supposed distress signal, and subsequently Chitin
discovered a derelict ship full of eggs. The Size: 12,800 km, average gravity (1g)
colony of Hadley's Hope set up in the mid 22nd Atmospheric Standard: 1
century beyond the Ilium Range, was later, in Climate: Temperate
2179, involved in an incident with that same ship Primary Terrain: Desert
and Aliens. Named for the river in hell. Natural Resources: Basalt
Indigenous Life Forms: None
Population: Thousands (600,000)
Aerodyne Starports and Bases: Excellent Quality
Size: 12,800 km, average gravity (1g) Government: Company Corporation (Aerodyne)
Atmospheric Standard: 2 Campaign: CMCC
Climate: Cold Trade: Light Manufacturing
Primary Terrain: Plains Closest Jumps: Acheron 8, Fiorina 161 8
Natural Resources: Wind
Indigenous Life Forms: None Chitin is named after the appearance of its
Population: Millions (25 million) surface, which looks something like the
Starports and Bases: Frontier carapace of an insect due to the basalt flows
Government: Company Corporation (Aerodyne) that cover the planet. Three communities have
Campaign: CMCC been excavated from the basalt. All
Trade: Smuggling underground complexes engage in light
Closest Jumps: Acheron 8, Nimbus 8, Arcturus manufacturing a rare commodity in the
11 Borodino Sector.

Aerodyne is a terraformed planet that has


been colonized by its namesake, the Aerodyne Eridani
Corporation. Aerodyne had a very specific Closest Jumps: Earth 6, Nimbus 2
interest in converting windy worlds into Marine Space Force, Eridani, is
habitable, renewable resources through high- headquartered at Happy Days, Helene 215 (82
rd
tech windmills. Aerodyne's success indicates its Eridani II). It comprises the 3 Marine Division
rd
approach to terraforming is viable. Much to the and the 3 Marine Aerospace Wing, based
ICC's consternation, Aerodyne has opened a largely at Kuat ASFB, Surier 430 (Delta Pavonis
direct link to Weyland-Yutani, circumventing the IV), and at a number of garrison locations as far
necessity of returning to Earth. Marine forces as Thedus and the Solomons (Alpha Caeli V b-
are not welcome here, which is why so many h).
illegal activities take place.

Eyesore
Arcturus Size: 12,800 km, average gravity (1g)
Size: 12,800 km, average gravity (1g) Atmospheric Standard: 3
Atmospheric Standard: 2 Climate: Temperate
Climate: Cold Primary Terrain: Mountains
Primary Terrain: Hills Natural Resources: Minerals
Natural Resources: Various Indigenous Life Forms: None
Indigenous Life Forms: Diverse Population: Hundreds (400)
Population: Thousands (25,000) Starports and Bases: Frontier
Starports and Bases: Frontier Government: Company Corporation
76 Aliens: Game Over
Campaign: CMCC Climate: None
Trade: None Primary Terrain: Desert
Closest Jumps: Eridani 4, Arcturas 5, Weyland- Natural Resources: None
Yutani 6 Indigenous Life Forms: None
Population: Thousands (15,000)
Eyesore iswell, an eyesore. A former Starports and Bases: Excellent Quality
mining community is all that is in residence, Government: Company Corporation
servicing crews on the way to other planets. Campaign: USMC
Trade: Service Station
Closest Jumps: Kuliki 6, Pandora 16
Fiorina 161
Size: 12,800 km, average gravity (1g) Grandhi is actually a moon in orbit around a
Atmospheric Standard: 2 desert planet called Sahara, which is four times
Climate: Cold the size of Earth. Its colonists live in a domed
Primary Terrain: Desert community dedicated to supporting the local
Natural Resources: Mineral Ore, Lead service station.
Indigenous Life Forms: Minor (lice)
Population: Tens (25)
Starports and Bases: Frontier Kuliki
Government: Captive Government Size: 12,800 km, average gravity (1g)
Campaign: CMCC Atmospheric Standard: 1
Trade: Industrial Climate: Temperate
Closest Jumps: Chitin 8, Thedus 8 Primary Terrain: Mountain
Natural Resources: Mineral Ore
Fiorina 161 is a planet on the Outer Veil. Indigenous Life Forms: None
There is also a problem with lice, for which there Population: Thousands
was no treatment. For prolonged visits to Starports and Bases: Frontier
Fiorina, the shaving off of all hair is Government: Company Corporation (Farside
recommended. For this reason, a maximum- Lunar Mining/Lifting)
security work correctional facility for male Campaign: USMC
convicts was set up. The Class C prison unit, Trade: Industrial
number 12037154 used to house thousands of Closest Jumps: Grandhi 6, Thedus 6
prisoners working in the mineral ore refinery and
lead works, but this was reduced to 22 prisoners
(Arthur, Boggs, Christopher, David, Dillon, Ed, One of the planets serviced by Farside Lunar
Eric, Frank, Gillas, Golic, Gregor, Janni, Jude, Mining/Lifting.
Kevin, Lawrence, Martin, Morse, Murphy, Rains,
Troy, Vincent and William) and 3 custodians
(Aaron, Andrews and Clemens) in the late 22nd Nimbus
century to continue the refining of the natural Size: 16,000 km, heavy gravity (1.25g)
methane occurring there. The prisoners, led by Atmospheric Standard: 5 (caustic)
Dillon, started their own apocalyptic millenarian Climate: Torrid
fundamentalist Christian movement there. Primary Terrain: Desert
Everything was running smoothly until Ripley Natural Resources: None
crashed there in an EEV and an Alien began Indigenous Life Forms: None
running amok. In a complex 10 square miles in Population: Thousands
area, and with 600 air ducts, the Alien quickly Starports and Bases: Frontier
gained the advantage. The prison didnt have Government: Company Corporation
any modern amenities, and no weapons; they (Hyperdyne)
were on the honor system. After the Alien killed Campaign: CMCC
all the prisoners but Morse, the facility was Trade: Research
closed down and the remaining refinery Closest Jumps: Eridani 2, Aerodyne 8
equipment was sold as scrap. Some people also
called it Fiori 16. Nimbus is a gas giant, which makes it
uninhabitable. Instead, Hyperdyne scientists
use the planet as a sort of testing lab,
Grandhi experimenting with high pressure and energy
Size: 12,800 km, average gravity (1g) conditions.
Atmospheric Standard: 5

Aliens: Game Over - 77


Pandora Primary Terrain: Mountain
Natural Resources: Nickel
Size: 12,800 km, average gravity (1g)
Indigenous Life Forms: None
Atmospheric Standard: 1
Population: Thousands
Climate: Temperate
Starports and Bases: Routine
Primary Terrain: Forest
Government: Company Corporation (Xarem)
Natural Resources: Various
Campaign: USMC
Indigenous Life Forms: Diverse
Trade: Industrial
Population: Thousands
Closest Jumps: Grandhi 8, Pandora 8
Starports and Bases: Excellent Quality
Government: Company Corporation
Xarem has an abundance of nickel, and thus
Campaign: USMC
a thriving refinery owned by the Xarem
Trade: Drugs
Corporation. Purvis was on his way there when
Closest Jumps: Xarem 8
the crew of the Betty hijacked his ship and his
cryotube was sold to the United Systems
Pandora is aptly named; it disguises a
Military.
multitude of sins that should never be released
to the other systems. The earth-like conditions
make research prolific; the lack of any real law Zeta 2 Reticuli
attracts an unpleasant element dedicated to
breaking every law known to man. Drugs are Zeta 2 Reticuli is a star system on the outer
manufactured for, experimented with, and boundary of the Outer Veil. Acheron is the
second moon of the fourth planet in the system.
released upon the native population, which
Zeta 2 Reticuli is in the constellation.
becomes increasingly unstable with every
passing year. It is a useful planet, a dark
underbelly of experimentation that would never CSC Sector
be allowed on more civilized planets. Although A perpetual thorn in the CMC's side, the
most other planets consider Pandora to be a Central Space Consortium (CSC) proved just
shameful example of humanity, many of them how much influence Corporations would have
have benefited from drugs that were first over space exploration. Its most Earth-like world
synthesized here. is Alexandria, one of several that seceded from
the ICC. Thanks to trade embargoes, the CSC's
grip on this sector is slipping. Still, it is not a
Thedus friendly place for Marines.
Size: 12,800, average gravity (1g)
Atmospheric Standard: 1
Climate: Temperate Alexandria
Primary Terrain: Forest Size: 12,756 km, average gravity (1g)
Natural Resources: Helium, Argon, Silicon Atmospheric Standard: 1
Indigenous Life Forms: None Climate: Hot
Population: None Primary Terrain: Forest
Starports and Bases: None Natural Resources: Various
Government: Company Corporation Indigenous Life Forms: Diverse
Campaign: CMCC Population: Millions (30 million)
Trade: Industrial Starports and Bases: Excellent Quality
Closest Jumps: Fiorina 161 8, Kuliki 6, A6 454 Government: Company Corporation
12 Campaign: CMCC
Trade: Smuggling
Thedus is a planet on the Nostromo's route, Closest Jumps: Ventix 6
way beyond the Outer Rim. The final crew
rotation occurred here, where the science officer
Alexandria continues to be a disturbingly
was replaced by Ash two days before departure,
successful display of organized resistance
and Special Order 937 was initiated.
against the ICC. Although quarantined by
military forces, Alexandria benefits from a highly
Xarem profitable smuggling industry. Alexandria's
success is largely due to its Earth-like
Size: 12,800, average gravity (1g) atmosphere, which has helped propagate an
Atmospheric Standard: 1 advanced level of technology and defense.
Climate: Temperate

78 Aliens: Game Over


Alexandria may be isolated and its colonists Miners founded dust Ball, which explains its
idealistic, but it is not to be trifled with. moniker. Most of the mining operations centers
on Dust Ball's crater, the site of an ancient
asteroid impact. The impact of the asteroid
Crestus Prime fused the surface into valuable minerals that are
Size: 12,756 km, average gravity (1g) now Dust Ball's primary export.
Atmospheric Standard: 1
Climate: Temperate
Primary Terrain: Hills Goliath
Natural Resources: None Size: 12,756 km, average gravity (1g)
Indigenous Life Forms: None Atmospheric Standard: 2
Population: Thousands (30,000) Climate: Temperate
Starports and Bases: Excellent Quality Primary Terrain: Hills
Government: Military Natural Resources: Iridium, Helium 3
Campaign: CMCC Indigenous Life Forms: Diverse
Trade: Military Population: Millions (1 million)
Closest Jumps: Ventix 2, Torin Prime 2 Starports and Bases: Excellent Quality
Government: Company Corporation
Campaign: CMCC
Crestus Prime is a garrison world, created to
Trade: Various Manufacturing
contain Alexandria. Travel to this world is tightly
Closest Jumps: Crystalis 6, Torin Prime 6
restricted and requires military authorization.

Goliath is the primary staging point for all


Crysalis attacks against Alexandria and a major base for
Size: 3,200 km, very low gravity (0.25g) Colonial Marine forces. The atmosphere on
Atmospheric Standard: 2 Goliath is too thin to breathe without assistance.
Climate: Cold
Primary Terrain: Desert
Natural Resources: Heavy Metals and Minerals Keystone
Indigenous Life Forms: None Size: 12,756 km, average gravity (1g)
Population: Thousands Atmospheric Standard: 3
Starports and Bases: Frontier Climate: Cold
Government: Company Corporation Primary Terrain: Mountain
Campaign: CMCC Natural Resources: Minerals
Trade: Heavy Metals and Minerals Indigenous Life Forms: None
Closest Jumps: Goliath 6, Paragon 8 Population: Thousands (20,000)
Starports and Bases: Frontier
Government: Company Corporation
Crysalis is best known for its mining of heavy
Campaign: CMCC
metals and a rare mineral used in power
Trade: Mining
conversion units.
Closest Jumps: Stoner 4, Dust Ball 4, Crystalis
8
Dust Ball
Size: 1,600 km, very low gravity (0.125 g) Keystone has had better days. Thanks to
Atmospheric Standard: 3 periodic asteroid impacts on its surface, it was
Climate: Cold the site of a wide variety of mining colonies. But
Primary Terrain: Desert those same asteroids provide the greatest threat
Natural Resources: Minerals to established colonies, the majority of which
Indigenous Life Forms: Few have since moved on to safer enterprises.
Population: Hundreds Antioch, a mid-sized Corporation, is considering
Starports and Bases: Frontier purchasing the rights to the planet and clearing
Government: Company Corporation all threatening asteroids from the area.
Campaign: CMCC
Trade: Minerals
Closest Jumps: Keystone 4, Saint John 6 Paragon
Size: 12,756 km, average gravity (1g)
Atmospheric Standard: 2
Climate: Cold
Aliens: Game Over - 79
Primary Terrain: Desert CSC's first terraforming project was
Natural Resources: Various ultimately a failure. Saint John possesses a
Indigenous Life Forms: None caustic atmosphere and multiple sulphur bogs,
Population: Thousands which have defied all efforts at terraforming.
Starports and Bases: Excellent Quality There is still one Atmospheric Processor at
Government: Company Corporation work, supporting numerous bioengeering
Campaign: CMCC research stations. The stations themselves and
Trade: Various Manufacturing the expertise they provide are a sort of export.
Closest Jumps: Crystalis 8 Much of CSC's funding comes from leasing its
cutting-edge research stations. Further
development of the planet has been abandoned
Paragon is another attempt to terraform a
in favor of Starview.
planet after Alexandria's failed rebellion.
Although the terraforming is largely successful, it
is still a cold, windy planet that requires colonists Starview
to live underground. Paragon is slated to be the
next Corporate Headquarters for CSC in the Size: 12,756 km, average gravity (1g)
coming years. Atmospheric Standard: 3
Climate: Cold
Primary Terrain: Desert
Riesling Natural Resources: Various
Indigenous Life Forms: Few
Size: 12,756 km, average gravity (1g)
Population: Thousands (30,000)
Atmospheric Standard: 1
Starports and Bases: Excellent Quality
Climate: Temperate
Government: Company Corporation
Primary Terrain: Mountain
Campaign: CMCC
Natural Resources: Minerals
Trade: Various
Indigenous Life Forms: None
Closest Jumps: Riesling 4
Population: Hundreds
Starports and Bases: Frontier
Government: Company Corporation Starview is well on its way to becoming a
Campaign: CMCC primary world. Until then, terraformers are still
Trade: Mining working out the kinks: the atmosphere is nearly
Closest Jumps: Starview 4, Saint John 6 opaque, ensuring that the climate is always cold
and in eternal twilight.
Riesling is being stripped clean of its
valuable minerals, thanks to several drilling Stoner 1
companies' efforts. It has something of a gold
rush atmosphere, with representatives from a Size: 12,756 km, average gravity (1g)
wide variety of Corporations hoping they will Atmospheric Standard: 4 (caustic)
discover the next rare mineral. Climate: Cold
Primary Terrain: Mountain
Natural Resources: Various
Saint John Indigenous Life Forms: None
Population: Thousands
Size: 12,756 km, average gravity (1g)
Starports and Bases: Excellent Quality
Atmospheric Standard: 5 (caustic)
Government: Company Corporation
Climate: Temperate
Campaign: CMCC
Primary Terrain: Swamp
Trade: Manufacturing and Engineering
Natural Resources: None
Closest Jumps: Keystone 4
Indigenous Life Forms: None
Population: Hundreds
Starports and Bases: Frontier Stoner 1 has been recently terraformed, an
Government: Company Corporation effort at least partially the result of the secession
Campaign: CMCC of Alexandria's failed rebellion. While the
Trade: Bioengineering surface is still undergoing its transformation, but
Closest Jumps: Volcus 4, Dust Ball 6, Riesling the majority of its population lives in Stoner
6, Earth 8 Mountain, a 10,000 square mile rock dome.

80 Aliens: Game Over


Torin Prime If Saint John is a failure to overcome the
difficulties inherent in terraforming, Volcus is a
Size: 12,800, average gravity (1g)
resounding success. The planet itself consists
Atmospheric Standard: 1
of highly volatile magma. A colony was instead
Climate: Temperate
located on the moon. It receives a massive
Primary Terrain: Forest
amount of energy from the planet's thermals,
Natural Resources: Various
which are in turn harnessed and broadcast by
Indigenous Life Forms: None
floating power stations on Volcus. Not even the
Population: Thousands
moon is terraformed; the colonists live in a self-
Starports and Bases: Routine
contained ecosystem.
Government: Military
Campaign: CMCC
Trade: Industrial
Earth Sector
Closest Jumps: Goliath 6, Crestus Prime 2, Earth and its garrisons are provisionally the
Ventrix 4 territory of the military. This dominance has
caused many of the Corporations to range
Torin Prime is in the Outer Rim Territories further and further away from Earth in an
where a Civil War occurred between the attempt to extend beyond the reach of the
UAORD and J'Har Rebels between 2106 and military. In many cases, this ploy worked. Still,
2108. It is currently occupied by the military to Gateway Station makes for a powerful
ensure Alexandria's rebellion does not spread. headquarters.

Ventrix Earth
Size: 12,756 km, average gravity (1g) Size: 12,756 km, average gravity (1g)
Atmospheric Standard: 3 Atmospheric Standard: 1
Climate: Cold Climate: Temperate
Primary Terrain: Desert Primary Terrain: Various
Natural Resources: None Natural Resources: Various
Indigenous Life Forms: None Indigenous Life Forms: Diverse
Population: Thousands (250,000) Population: Tens of Billions
Starports and Bases: Excellent Quality Starports and Bases: Excellent Quality
Government: Military Government: Company Corporation
Campaign: CMCC Campaign: CMCC, USMC
Trade: Military Trade: Industrial
Closest Jumps: Vrestus Prime 2, Torin Prime
4, Alexandria 6 Earth is the home planet of the human race
and the third planet in the Sol system. It rotates
on its axis in 23.93 hours and takes 365.25 days
Ventrix's population lives in vast underground to travel once around the sun, which it is
networks. Although it was originally slated to be 149,600,000 km or 92,960,000 miles away from.
terraformed, the war with Alexandria halted all It has one moon designated Luna.
operations and it is now used exclusively as the
home planet for five military bases. Earth is crammed to the rim with a population
of nearly 10 billion people. Between the waning
power of the USM and the rising indifference of
Volcus the Corporations, civil society is on the verge of
Size: 12,756 km, average gravity (1g) collapse. The rich have gotten richer, the poor
Atmospheric Standard: 5 (caustic) are nearly destitute.
Climate: Torrid Orbiting Earth in the 22nd century is
Primary Terrain: Mountain Gateway Station. Colonial Administration, the
Natural Resources: Heat Extrasolar Colonization Administration, the
Indigenous Life Forms: None Interstellar Commerce Commission, the United
Population: Thousands (200,000) States Colonial Marine Corp, the Weyland
Starports and Bases: Excellent Quality Yutani Corporation, and later Walmart and the
Government: Company Corporation United Systems Military were all based here.
Campaign: CMCC th
Trade: Geo-Thermal Technology The Marine reserves, comprising the 5
Closest Jumps: Saint John 4 (provisional) Division and the attached Reserve
Aerospace Wing, are based mainly in

Aliens: Game Over - 81


continental North America and Panama, though One of the asteroids serviced by Farside
two reserve regiments can be raised on Aurore Lunar Mining/Lifting.
510.

Jupiter
Gateway Station Size: 142,700 km
Gateway Station is a vast space station Atmospheric Standard: 10 (caustic)
orbiting Earth in the late 22nd century. Climate: Frozen
Constructed after 2122 but before 2179, the Primary Terrain: Desert
station was a series of large habitable blocks Natural Resources: None
connected by long struts. It also had a vast Indigenous Life Forms: None
communications array. Gateway station was like Population: None
a city in space, with artificial gravity generators, Starports and Bases: None
and all the commodities and amenities to be Government: None
found in a surface-based settlement. Primarily, Campaign: CMCC
Gateway Station dealt with space travel, so all Trade: None
starships traveling to and from earth passed by Closest Jumps: Earth 0
here. For this reason, such organizations as the
interstellar commerce commission and the Jupiter is the fifth planet in the Sol system. It
extrasolar colonization administration all had rotates on its axis in 9.92 hours but takes 11.86
representatives on the station. Gateway Station Earth years to travel once around the sun, which
also provided well for the people who lived it is 778,400,000 km or 483,700,000 miles away
th
there. Apartments were basic but stylish, which from. It has 16 moons and one ring. In the 24
couldnt be said for the rest of the station: century, it aligned with Earth and Pluto.
Gateway Station had a growing problem with
waste disposal and with litter building up. Ripley
stayed on Gateway Station after she returned on Luna
board the narcissus. Following the hearing Size: 1,737 km, very low gravity (0.167g)
before the company review board, she got work Atmospheric Standard: 5 (extremely low
driving power loaders and forklifts in the cargo pressure)
bays, and lived in a small apartment in one of Climate: Temperate
the less tidy blocks. Jones was allowed to stay Primary Terrain: Desert
with her, even though pets werent usually Natural Resources: Helium, Argon, Silicon
permitted on the station. The Colonial Marines Indigenous Life Forms: None
were stationed at Gateway Station prior to their Population: Thousands
departure on the Acheron mission. Ships like the Starports and Bases: Excellent
Sulaco could dock with the station, though it was Government: Company Corporation
preferable to leave the ships in orbit and to Campaign: CMCC, USMC
board using dropships and other such Trade: Industrial
shuttlecraft. Closest Jumps: Earth 0

Luna is Earth's moon. It has colonies such as


Icarus Olympia and Plymouth. Ellen Ripley was born in
Size: Ring (2 km) Olympia.
Atmospheric Standard: 5 (extremely low
pressure)
Climate: Frozen Pluto
Primary Terrain: Desert Size: 1,137 km, No Gravity (0.03g)
Natural Resources: Mineral Ore Atmospheric Standard: 5 (extremely low
Indigenous Life Forms: None pressure)
Population: Hundreds Climate: Temperate
Starports and Bases: Frontier Primary Terrain: Desert
Government: Company Corporation (Farside Natural Resources: Helium, Argon, Silicon
Lunar Mining/Lifting) Indigenous Life Forms: None
Campaign: CMCC Population: Thousands
Trade: Industrial Starports and Bases: Routine
Closest Jumps: Earth 0 Government: Company Corporation
Campaign: CMCC, USMC
Trade: Industrial
82 Aliens: Game Over
Closest Jumps: Earth 0 Primary Terrain: Mountains
Natural Resources: Radiation-stable
Pluto is the ninth planet in the Sol system, hydrocarbons
just outside regulated space. It has a diameter of Indigenous Life Forms: None
3000 km or 1860 miles. It rotates on its axis in Population: Thousands (12,000)
6.39 days but takes 247 Earth years to travel Starports and Bases: Excellent Quality
once around the sun, which it is 5,965,200,000 Government: Company Corporation
km or 3,706,780,000 miles away from. It has Campaign: CMCC
one moon. The Auriga was in orbit of Pluto when Trade: Mining
it met with the Betty for the transaction of human Closest Jumps: Cryosphere 5, New Chicago 5
hosts for impregnation with Alien embryos.
Atlas is actually a large asteroid. Three
domed, shielded communities brave the
Sol constant radiation. The radiation-stable
Sol is the sun of the human solar system. hydrocarbons are used for medical research and
Planets in the Sol system include Mercury, genetic engineering.
Venus, Earth, Mars, Jupiter, Saturn, Uranus,
Neptune and Pluto. All the planets in the Sol
system are within regulated space except for Byal
Pluto. The Sol system is frequent space travel in Size: 12,800 km, average gravity (1g)
regulated space, and various organizations on Atmospheric Standard: 1
Earth manage to keep control of everything that Climate: Temperate
goes on with it. Primary Terrain: Various
Natural Resources: Various
The Marine Space Force, Sol is
Indigenous Life Forms: Diverse
headquartered at O'Neill station, L-4 Earth-Lunar
st Population: Thousands
system. Its major units consist of the 1 Marine
st st Starports and Bases: Excellent Quality
Division, 1 Marine Aerospace Wing and the 1
Government: Company Corporation
Marine Brigade, stationed in Camp Lejeune, NC;
(Hyperdyne)
Camp Pendelton, Ca; Kennedy ASFB, FL;
Campaign: CMCC
O'Neill Station; and Gateway station, Earth
nd rd Trade: Biotechnology
GSO. The 2 and 3 Marine Brigades and
nd Closest Jumps: Hilo 4, Transept 8
portions of the 2 Marine Aerospace Wing are
based at Redlake Field ASFB and Glenn GSO
Like Marduk, Byal is highly specialized.
station, Aurore 510 (Alpha Centauri A V); Ezell
Instead of synthetic research, Byal specializes in
ASFB, Nene 246 (52 Tau Ceti II); and Titleman
biotechnology development. Research includes
station, L-1 Lucien-Avril system (Lacaille 8760
cloning and genetic splicing.
IV). Support elements consisting of Force
nd
Troops, Sol, and the 2 Support Group are
located in North Carolina, Florida and the
Trobriands, Nene 246. Cryosphere
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 3
Hyperdyne Sector Climate: Temperate
Despite its name, the Hyperdyne Sector was Primary Terrain: Mountains
actually developed by two Corporations: Natural Resources: None
Hyperdyne and Weyland-Yutani. Upon the Indigenous Life Forms: None
formation of the ICC, the two Corporations fell to Population: None (8)
infighting. Hyperdyne sabotaged Weyland- Starports and Bases: Frontier
Yutani's involvement in the Sector and ultimately Government: Company Corporation
controls (secretly if not overtly) much of the Campaign: CMCC
planets' trade. Trade: Research
Closest Jumps: Atla 5, Stratus 5

Atlas Crysophere has but one research station


and, at last report, eight people. Its distance
Size: 11,200 km, average gravity (1g)
from the sun makes it a dark planet.
Atmospheric Standard: 5 (radiation)
Climate: None

Aliens: Game Over - 83


Cyclone Trade: Synthetics
Closest Jumps: Hilo 5
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Marduk is something of Hyperdyne's dark
Climate: Temperate
secret. It is believed illegal synthetic research is
Primary Terrain: Hills
conducted here. There are no ground stations,
Natural Resources: None
just a large space station in orbit.
Indigenous Life Forms: None
Population: Hundreds (200)
Starports and Bases: Frontier New Chicago
Government: Company Corporation
Size: 12,800 km, average gravity (1g)
(Hyperdyne)
Atmospheric Standard: 1
Campaign: CMCC
Climate: Temperate
Trade: Weapons Technology
Closest Jumps: Hilo 4, Shinon 6 Primary Terrain: Mountains
Natural Resources: Minerals
Indigenous Life Forms: None
Even more secretive than the other planets,
Population: Thousands (30,000)
Hyperdyne's installations are all underground.
Starports and Bases: Frontier
There, they develop some of the best military
Government: Company Corporation
weapons and armor supplied to the Marine
Corps. (Hyperdyne)
Campaign: CMCC
Trade: Mining
Hilo Closest Jumps: Noble Ore 5, Atlas 5,
Honeycomb 12
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
New Chicago is now an old planet. It started
Climate: Temperate
out as a mining and survey planet, but further
Primary Terrain: Various
analysis indicated that it was ultimately a short-
Natural Resources: Various
term resource that would be stripped of
Indigenous Life Forms: Diverse
valuables in the span of a few decades. It has a
Population: Millions (6 million)
frontier atmosphere where laws are regularly
Starports and Bases: Excellent Quality
ignored.
Government: Company Corporation
(Hyperdyne)
Campaign: CMCC Noble Ore
Trade: Synthetics
Size: 12,800 km, average gravity (1g)
Closest Jumps: Byal 4, Cyclone 4, Stratus 4,
Atmospheric Standard: 1
Marduk 5
Climate: None
Primary Terrain: Mountains
Hilo is sometimes called the "Synthetic
Natural Resources: Titanium
Homeworld." This is because it is a mild,
Indigenous Life Forms: None
temperate planet that is ideal for research.
Population: Thousands
Hyperdyne's strong presence eventually
Starports and Bases: Frontier
developed synthetics, which has accelerated the
Government: Company Corporation
company's growth into a major Corporation.
Campaign: CMCC
Trade: Mining
Marduk Closest Jumps: Weyland-Yutani 5, New
Chicago 5
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Noble Ore is a rather boring mining planet
Climate: Temperate
that possesses five domed colonies.
Primary Terrain: Various
Natural Resources: Various
Indigenous Life Forms: Diverse Shinon
Population: Thousands
Size: 12,800 km, average gravity (1g)
Starports and Bases: Frontier
Government: Company Corporation Atmospheric Standard: 1
Climate: Temperate
(Hyperdyne)
Primary Terrain: Hills
Campaign: CMCC
Natural Resources: None
84 Aliens: Game Over
Indigenous Life Forms: None Atmospheric Standard: 1
Population: Thousands (480,000) Climate: Temperate
Starports and Bases: Excellent Quality Primary Terrain: Various
Government: Company Corporation Natural Resources: Various
(Hyperdyne) Indigenous Life Forms: Diverse
Campaign: CMCC Population: Millions
Trade: Prisoners Starports and Bases: Excellent Quality
Closest Jumps: Cyclone 6, Medusa 6 Government: Company Corporation (Weyland-
Yutani)
Shinon is a dumping ground for all the Campaign: CMCC
human refuse of Hilo. The majority of the Trade: Industrial and Space Manufacturing
population pursues the prisoner occupation Closest Jumps: Noble Ore 5, Eyesore 6,
that is, they have no occupation. Life on Shinon Grendel 8
is actually better than on many other planets.
The prisoners are not allowed to leave, but they This planet was previously named Relitor
are otherwise left to their own devices. but, as is usually the case with business egos,
was renamed as the capital residence of its
possessing Corporation. It was seriously
Stratus disrupted by Hyperdyne's treachery but has
Size: 12,800 km, average gravity (1g) since recovered and is a significant player in
Atmospheric Standard: 1 space lane traffic. It is the primary producer of
Climate: Temperate Marine Corps ships.
Primary Terrain: Mountains
Natural Resources: None Micor Sector
Indigenous Life Forms: None Of all the Sectors, Micor is the most
Population: Hundreds moderate. It didn't have enough colonists to
Starports and Bases: Frontier participate in any uprisings. Micor has faced
Government: Company Corporation little competition by colonizing an area no one
(Hyperdyne) else was interested in. Over time, that's likely to
Campaign: CMCC change as greedy Corporations gobble all the
Trade: None "good" planets up.
Closest Jumps: Hilo 4, Cryosphere 5

There's not much left on Stratus. It was Alamar


originally a garrison for Hyperdyne forces, which
Size: 12,800 km, average gravity (1g)
have since moved on. Atmospheric Standard: 5 (caustic)
Climate: None
Transept Primary Terrain: Desert
Natural Resources: Research
Size: 12,800 km, average gravity (1g) Indigenous Life Forms: None
Atmospheric Standard: 1 Population: Hundreds
Climate: Hot Starports and Bases: Frontier
Primary Terrain: Desert Government: Company Corporation
Natural Resources: None Campaign: CMCC
Indigenous Life Forms: None Trade: Research
Population: Thousands Closest Jumps: Feldspar 4, Summit 6
Starports and Bases: Frontier
Government: Company Corporation
(Hyperdyne) Alamar's most valuable attribute is its
Campaign: CMCC proximity to a red giant. Scientists use the local
Trade: Biotechnology station for research and exploration.
Closest Jumps: Byal 4

Transept acts as a base camp for Argos


Hyperdyne's space force. Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Climate: Hot
Weyland-Yutani Primary Terrain: Desert
Size: 12,800 km, average gravity (1g) Natural Resources: None

Aliens: Game Over - 85


Indigenous Life Forms: None Like Ajax, Byron's Hope was a terraforming
Population: Thousands (100,000) disaster. It is not considered to be on the same
Starports and Bases: Frontier scale as the Incident at Ajax because the top
Government: Company Corporation heads of Micor were inspecting Byron's Hope
Campaign: CMCC with the intent to shut it down. Although Byron's
Trade: Cargo Facilities, Smuggling Hope is not the most habitable, terraforming has
Closest Jumps: Scorcher 3, Astyanax 5, been performed on far worse and many
Grendel 8, West Star 8 colonists feel the planet has not been given a
fair chance.
Even desert worlds can benefit from being in
the right place along a popular world's Jump Feldspar
coordinates. Argo is that world, benefiting from
Tartarus' traffic. It also benefits from Tartarus' Size: 12,800 km, average gravity (1g)
illegal trade. Atmospheric Standard: 1
Climate: Temperate
Primary Terrain: Mountains
Astyanax Natural Resources: Minerals
Indigenous Life Forms: None
Size: 12,800 km, average gravity (1g)
Population: Thousands
Atmospheric Standard: 1
Starports and Bases: Frontier
Climate: Temperate
Government: Company Corporation
Primary Terrain: Mountains
(Hyperdyne)
Natural Resources: Brachous Slug
Campaign: CMCC
Indigenous Life Forms: Brachous Slug
Trade: Cargo Storage
Population: None
Closest Jumps: Lobo 3, Alamar 4, West Star 4
Starports and Bases: Frontier
Government: Company Corporation (Falcon
Industries) Feldspar is an old mining world that has
Campaign: CMCC reached the end of its life. It has since been
Trade: Bioengineering turned over to cargo storage. Micor also uses
Closest Jumps: Argos 5, Herculis 7 Feldspar as a buffer against illegal activities,
setting up inspection stations all throughout
Feldspar.
Astyanax is not a particularly notable world.
It is located on a moon with three domed
communities. The stock of Falcon Industries Herculis
soared when it was discovered the crew had
discovered a special kind of slug known as the Closest Jumps: Earth 6, Astyanax 7
Brachous Slug. What this slug does or how it Marine Space Force, Herculis is
can be used is unknown, but Falcon Industries headquartered at Chinook 91 GSO station,
immediately beefed up security in the area. Georgia 525 (70 Ophiuchi A V). This front-line
th th
force, comprising the 4 Marine Division, the 4
th
Marine Brigade, and the 4 Aerospace Wing is
Byron's Hope deployed at a number of the UA recognized
colonies from the Outer Veil up to the fringes of
Size: 12,800 km, average gravity (1g)
the ISC Network, which extends approximately
Atmospheric Standard: 3
35 parsecs along this arm. The largest support
Climate: Temperate st
contingent includes the 1 Support Group at
Primary Terrain: Desert
Tithonis Mountain, Bernice 378 (Mu Herculis A
Natural Resources: None
III).
Indigenous Life Forms: None
Population: Thousands
Starports and Bases: Frontier Lobo
Government: Company Corporation (Micor)
Campaign: CMCC Size: 12,800 km, average gravity (1g)
Trade: None Atmospheric Standard: 1
Closest Jumps: Micor 4, Summit 4, Morning Climate: Temperate
Star 6 Primary Terrain: Mountains
Natural Resources: Minerals
Indigenous Life Forms: None
Population: Thousands (70,000)

86 Aliens: Game Over


Starports and Bases: Frontier exploration. In theory, it will eventually be a
Government: Military Dictatorship direct route to New Eden, but developed has
Campaign: CMCC lagged in recent years for reasons known only to
Trade: Crime, Smuggling the Corporations.
Closest Jumps: Feldspar 3, Konor Minor 10

Pestron
Lobo's terraforming was only recently
completed. It is supposedly governed by a Size: 12,800 km, average gravity (1g)
loose alliance of Corporations like New Eden/JV, Atmospheric Standard: 2
but in reality Colonel Castel, a colonial military Climate: Hot
commander, is the true power. Castle's control Primary Terrain: Swamp
is absolute, his influence felt everywhere, his Natural Resources: None
minions around every corner. Indigenous Life Forms: None
Population: Thousands (800,000)
Starports and Bases: Frontier
Micor Government: Company Corporation
Campaign: CMCC
Size: 12,800 km, average gravity (1g)
Trade: None
Atmospheric Standard: 1
Closest Jumps: Micor 5
Climate: Temperate
Primary Terrain: Forest
Natural Resources: Diverse Pestron is in the early stages of colonization.
Indigenous Life Forms: Diverse The air is moist and there are many stagnant
Population: Thousands (800,000) pools of liquid, leading to a maddening level of
Starports and Bases: Frontier biting, stinging insects. It is hoped that the
Government: Company Corporation Atmosphere Processors will eventually wipe out
Campaign: CMCC the insects. Until then, Pestron will always be
Trade: Various known best for its pests.
Closest Jumps: Byron's Hope 4, Pestron 5

Summit
Micor is the richest planet in all of the ICC,
richer than even New Eden/JV. It has become a Size: 12,800 km, average gravity (1g)
home for the wealthy. As a result, it can afford Atmospheric Standard: 1
the best schools and training programs. Micor Climate: Temperate
graduates are always offered jobs, ensuring a Primary Terrain: Forest
fierce loyalty to the planet's Corporations. Natural Resources: Various
Indeed, the elite training is so highly valued that Indigenous Life Forms: Diverse
other Corporations seek to undermine Micor's Population: Thousands
success to further their own training and Starports and Bases: Excellent Quality
recruitment programs. Government: Company Corporation
Campaign: CMCC
Trade: Various
Morningstar Closest Jumps: Byron's Hope 4, Alamar 6
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1 Corporations develop most planets, but
Climate: Temperate Summit is the exception. Created by a
Primary Terrain: Mountains consortium of the original colonists, the group
Natural Resources: None pooled their fortunes to develop Summit when it
Indigenous Life Forms: None was considered a useless world. Summit has
Population: Hundreds recently come into its own, drawing the
Starports and Bases: Excellent Quality unwelcome attention of many Corporations who
Government: Company Corporation are quite willing to bed, borrow, and kill to get a
Campaign: CMCC foothold on the planet.
Trade: Exploration
Closest Jumps: Byron's Hope 6
West Star
Morningstar is a planet whose primary Size: 12,800 km, average gravity (1g)
usefulness is as a jumping off point for further Atmospheric Standard: 1
Climate: Temperate
Aliens: Game Over - 87
Primary Terrain: Mountains thousands in the process. Large parts of the
Natural Resources: Minerals planet still suffer from radiation poisoning. Ever
Indigenous Life Forms: None the entrepreneurs, the remaining colonists have
Population: None turned the planet into a place of study and
Starports and Bases: Frontier memory for the many who died there. Rumor
Government: Company Corporation (Falcon has it that Ajax makes more money in its current
Industries) state than when it did when the Atmosphere
Campaign: CMCC Processor is running.
Trade: Helium 3
Closest Jumps: Feldspar 4, Argos 8
Atol
West Star is a mining operation on a moon of Size: 12,800 km, average gravity (1g)
a much larger gas giant. Mining robots are used Atmospheric Standard: 5 (caustic)
for the work, so the population of West Star Climate: Hot
numbers below 100. Primary Terrain: Aquatic
Natural Resources: None
Indigenous Life Forms: None
Outer Rim Population: None
The Outer Rim is a shifting boundary in Starports and Bases: Frontier
space that defined the region populated by Earth Government: Company Corporation
colonies and unpopulated areas. Acheron was Campaign: CMCC
beyond the Outer Rim when the Nostromo Trade: None
visited in 2122. The constructions of Hadley's Closest Jumps: Exeter 3, New Eden 3
Hope some 30 years later pushed the boundary
beyond Acheron all the way to Pandora. Atol's a world completely cover by liquid.
The acidic water contains no life and no land to
Outer Veil build a colony on. The moon looms quite close
The Outer Veil is a region of space between to the planet, causing huge tidal waves. A small
the Outer Rim and the Core Systems. Fiorina space station orbits Atol in the hopes that it can
was in the Outer Veil. Few vessels traveled here yet yield some value to the Corporations.
as of the late 22nd century.
Cyrus
New Eden Sector
Size: 12,800 km, average gravity (1g)
New Eden was the first true discovery of an Atmospheric Standard: 3 (caustic)
Earth-like world the aptly named "New Eden." Climate: Temperate
The coalition of Corporations that discovered it Primary Terrain: Mountains
promptly rose to a competitive status that has Natural Resources: Various
helped maintain some level of stability in this Indigenous Life Forms: Rudimentary
sector. Population: None
Starports and Bases: Frontier
Ajax Government: Company Corporation
Campaign: CMCC
Size: 12,800 km, average gravity (1g) Trade: None
Atmospheric Standard: 3 (radiation) Closest Jumps: Atol 3, Cyrus 3, Morning Glory
Climate: Temperate 6, Panamar 6
Primary Terrain: Desert
Natural Resources: None New Eden is so successful, even its
Indigenous Life Forms: None neighbors benefit. Cyrus is just such a
Population: Hundreds neighbor. It is being rapidly terraformed for
Starports and Bases: None future development. At present, its atmosphere
Government: Company Corporation is toxic.
Campaign: CMCC
Trade: Historical Data
Closest Jumps: Polar Star 3, Grendel 6 Exeter
Size: 12,800 km, average gravity (1g)
If New Eden is the pinnacle of terraforming Atmospheric Standard: 5 (extremely low
achievement, Ajax is its most painful failure. An pressure)
Atmosphere Processor exploded, destroying Climate: None
88 Aliens: Game Over
Primary Terrain: Mountains Helix isn't a planet, it's an asteroid belt. Still,
Natural Resources: Minerals you wouldn't know it by the amount of activity
Indigenous Life Forms: None that buzzes around the area. Corporations are
Population: Thousands (20,000) in endless competition to find new valuable
Starports and Bases: Frontier minerals in the asteroids, like kids rooting
Government: Company Corporation around in a Crackerjack Box. No one
Campaign: CMCC Corporation has successfully laid claim to the
Trade: Mining asteroids, but they all are certain the other guy
Closest Jumps: Helix 3, Atol 3 doesn't belong there.

There are but two colonies on Exeter, but


that's enough. The Corporations are pulling out Honeycomb
as the planet's riches are depleted from its Size: 12,800 km, average gravity (1g)
mines. Atmospheric Standard: 5 (caustic)
Climate: Frigid
Primary Terrain: Desert
Grendel Natural Resources: None
Size: 12,800 km, average gravity (1g) Indigenous Life Forms: None
Atmospheric Standard: 5 (extremely low Population: Thousands (250,000)
pressure) Starports and Bases: Excellent Quality
Climate: None Government: Company Corporation
Primary Terrain: Mountain Campaign: CMCC
Natural Resources: None Trade: Light Industry, Heavy Industry, Storage
Indigenous Life Forms: None Closest Jumps: Polar Star 4, Helix 4, Konor
Population: Thousands (200,000) Minor 7, New Chicago 12,
Starports and Bases: None
Government: Excellent Quality On the surface, Honeycomb is an unpleasant
Campaign: CMCC mixture of freezing cold winds and toxic
Trade: Drugs, Light Industry atmosphere. A massive network of colonies and
Closest Jumps: Ajax 6, Earth 9, Argos 8, monorails thrives beneath the planet's crust.
Weyland-Yutani 8 Although Honeycomb is a success in its own
right, it is most known for using the seemingly
This colony consists of a multitude of domed endless caverns as storage. Considering that
cities. It is most notable as a stopping point to much of Honeycomb is not fully explored or
other worlds than for the planet itself. Marine settled, this is a risky proposition that some
influence is significantly reduced on Grendel, but dealer (legal and illegal) are willing to take for
the crime rate has increased proportionately. All extremely large shipments.
manner of illegal trade goes on here, much to
the consternation of planets that are a few jumps
away. No one wants Grendel to be the greeting Konor Minor
visitors get to the New Eden Sector. Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Climate: Temperate
Helix Primary Terrain: Mountain
Size: Asteroid belt, no gravity (0g) Natural Resources: Archeological Artifacts
Atmospheric Standard: 5 (extremely low Indigenous Life Forms: None
pressure) Population: None
Climate: None Starports and Bases: None
Primary Terrain: Mountains Government: None
Natural Resources: Minerals Campaign: CMCC
Indigenous Life Forms: None Trade: None
Population: Thousands (250,000) Closest Jumps: Honeycomb 7, Lobo 10
Starports and Bases: Excellent Quality
Government: Company Corporation Konor Minor is the planet where Dr. Elisabeth
Campaign: CMCC Monygham and G.W. Kane performed an
Trade: Mining archeological dig in 2112-13.
Closest Jumps: Exeter 3, Honeycomb 4

Aliens: Game Over - 89


Medusa Corporations who renamed the planet New
Eden/JV. It's easy to find a job and some of the
Size: 12,800 km, average gravity (1g)
best talent can be found here. Although this is
Atmospheric Standard: 3 (caustic)
not the typical Corporate approach, they can
Climate: Cold
afford to allow some leeway. When planets are
Primary Terrain: Mountains
successful, everybody wins.
Natural Resources: Various
Indigenous Life Forms: Rudimentary
Population: None Panamar
Starports and Bases: Frontier
Government: Company Corporation Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1
Campaign: CMCC
Climate: Temperate
Trade: None
Primary Terrain: Aquatic
Closest Jumps: Cyrus 4, Shinon 6
Natural Resources: Thermogenic Plankton
Indigenous Life Forms: Thermogenic Plankton
Despite its unfortunate name, Medusa has
Population: None
the same potential as Cyrus to be a stopping
Starports and Bases: Frontier
point between worlds. The planet is currently
Government: Company Corporation
cold and caustic, but terraforming plans hope to
Campaign: CMCC
change that.
Trade: Bioengineering
Closest Jumps: New Eden 3
Morning Glory
Another water world, Panamar is
Size: 12,800 km, average gravity (1g)
considerably friendlier than Atol. It has
Atmospheric Standard: 1
permanent landmasses and its moon keeps a
Climate: Temperate
safe distance, ensuring mild tides. Most notable
Primary Terrain: Mountains
is Panamar's plankton, which give uses thermal
Natural Resources: None
energy instead of sunlight to create
Indigenous Life Forms: None
hydrocarbons. The potential implications of
Population: None
such ability, were it to be bioengineered, are
Starports and Bases: Frontier
enormous.
Government: Excellent Quality
Campaign: CMCC
Trade: None Polar Star
Closest Jumps: New Eden 6
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 3
Morning Glory is used as a waystation to get
Climate: Frigid
elsewhere. It acts as a service base for deep
Primary Terrain: Desert
space exploration.
Natural Resources: None
Indigenous Life Forms: None
New Eden/JV Population: None
Starports and Bases: Frontier
Size: 12,800 km, average gravity (1g)
Government: Company Corporation (Micor)
Atmospheric Standard: 1
Campaign: CMCC
Climate: Temperate
Trade: High-Pressure Molecular Synthesis
Primary Terrain: Forest
Closest Jumps: Ajax 3, Honeycomb 4
Natural Resources: Various
Indigenous Life Forms: Rudimentary
Polar Star is not a nice place. It is a frozen
Population: Millions (200 million)
moon that circles a gas giant. A service base
Starports and Bases: Frontier
also orbits the planet, but there isn't much
Government: Company Corporation
communication between the two locations. The
Campaign: CMCC
research project is generally considered a
Trade: Various
failure, but Micor doesn't feel it worth paying the
Closest Jumps: Atol 3, Cyrus 3, Morning Glory
expense to return the research scientists.
6, Panamar 6

New Eden is both an ideal place to live and


Tartarus Sector
an even better place to work. Its wealth created Tartarus doesn't sound like a nice place to
a democratic alliance amongst the competing be, but names can be deceptive. The crown

90 Aliens: Game Over


jewel of the Sector is Tartarus itself, an Earth- unstable as food and breathable resources are
like planet. Unfortunately, many of the other strained to the limit.
planets in this Sector can hardly lay claim to
being hospitable, much less habitable. Like the
mythical Tartarus that trapped the titans, the Kawlang
planets in this Sector are elemental, powerful Size: 12,800 km, average gravity (1g)
entities in their own right that are not to be trifled Atmospheric Standard: 2 (caustic)
with. Climate: Tropical
Primary Terrain: Swamp
Natural Resources: Biological
Deadfall Indigenous Life Forms: Diverse
Size: 12,800 km, average gravity (1g) Population: None
Atmospheric Standard: 3 (extremely low Starports and Bases: Frontier
pressure) Government: None
Climate: Temperate Campaign: USMC
Primary Terrain: Mountains Trade: None
Natural Resources: Research Closest Jumps: Devil's Peak 6, Lacerta 6
Indigenous Life Forms: None
Population: Few (130) Kawlang is a swampy world where the crew
Starports and Bases: Frontier of the Betty met trouble. It was here that Vriess
Government: Company Corporation was paralyzed from the waist down by shrapnel
Campaign: CMCC from an explosion, but was carried to safety on
Trade: Research Christie's back, hence the Kawlang Maneuver.
Closest Jumps: Tartarus 4

Deadfall is the universe's largest experiment. Lacerta


Asteroids are slammed into the planet's surface Size: 12,800, average gravity (1g)
in a sort of contained worst-case scenario Atmospheric Standard: 1
environment. Deadfall hopes to utilize this Climate: Temperate
research in defending against future asteroid Primary Terrain: Swamp
impacts on colonized worlds. The likelihood of a Natural Resources: Unknown
collision with a stellar body is inevitable, so the Indigenous Life Forms: Diverse (Worms)
race is on to reach a solution (and defend Population: Unknown
Corporate territory) before a disaster strikes. Starports and Bases: Frontier
Government: Company Corporation
Campaign: USMC
Devil's Peak Trade: Industrial
Size: 12,800 km, average gravity (1g) Closest Jumps: Kawlang 6
Atmospheric Standard: 2 (caustic)
Climate: Temperate Planet renowned for its plague of worms,
Primary Terrain: Aquatic called the Lacerta Worm Plague.
Natural Resources: Ore
Indigenous Life Forms: Diverse
Population: Thousands (40,000) Scorcher
Starports and Bases: Frontier Size: 12,800 km, average gravity (1g)
Government: Company Corporation (Biozone Atmospheric Standard: 5 (extremely high
Alpha) pressure)
Campaign: CMCC Climate: Torrid
Trade: Mining Primary Terrain: Desert
Closest Jumps: Kawlang 6, Tartarus 6, Temple Natural Resources: Minerals
6, Twilight 8 Indigenous Life Forms: None
Population: Thousands (5,000)
Devil's Peak is a planet with 99% liquid Starports and Bases: Frontier
surface except for a single landmass that rises Government: Company Corporation
15,000 feet above sea level. It is here that Campaign: CMCC
colonists survive in a domed colony. Trade: Mining
Unfortunately, the spillover from Tartarus is Closest Jumps: Scorcher 4, Devil's Peak 8
stretching the limits of the Corporation to provide
for its residents and threatens to become

Aliens: Game Over - 91


Scorcher is far too close to its sun for human Temple
habitation. But of course, greedy Corporations
Size: 1,600 km, low gravity (0.125g)
found a way. The combination of high pressure
Atmospheric Standard: 3 (caustic)
and heat produces precious gems of inestimable
Climate: Temperate
value. Even though all colonists are located
Primary Terrain: Mountain
hundred of miles below ground, the temperature
Natural Resources: Minerals
is barely bearable. Travel to the colony is highly
Indigenous Life Forms: Diverse
restricted because only certain shuttles that are
Population: Thousands (40,000)
protected against radiation and heat can make
Starports and Bases: Frontier
the trip. The wealth roll to purchase any item
Government: Company Corporation
suffers a +5 penalty.
(Hyperdyne)
Campaign: CMCC
Tartarus Trade: Metallurgy, Synthetic Research
Closest Jumps: Devil's Peak 6
Size: 12,800 km, average gravity (1g)
Atmospheric Standard: 1 (caustic)
Temple is most notable for its high proportion
Climate: Temperate
of Synthetics (over 50). These Synthetics are
Primary Terrain: Various
used in research, both of Temple and of
Natural Resources: Various
themselves. Rumors of some form of Synthetic-
Indigenous Life Forms: Diverse (Harvesters)
to-Human downloading process run rampant,
Population: Millions
but Hyperdyne isn't telling.
Starports and Bases: Frontier
Government: Company Corporation
Campaign: CMCC Twilight
Trade: Various
Size: 12,800 km, average gravity (1g)
Closest Jumps: Deadfall 4, Devil's Peak 6
Atmospheric Standard: 5 (caustic)
Climate: Torrid
As an Earth-like world, Tartarus seemed
Primary Terrain: Desert
perfect. It was unique in that it takes the planet
Natural Resources: Ore
40 years to complete its solar orbit, providing a
Indigenous Life Forms: None
20 year day and 20 year night. Colonists move
Population: Thousands (15,000)
across the planet slowly, picking up and moving
Starports and Bases: Frontier
the colonies as the terrain is exposed to
Government: Company Corporation
sunlight. As usually is the case with Corporate
Campaign: CMCC
exploration, Nature had other plans. Harvesters
Trade: Mining
scour the planet clean during the night cycle,
Closest Jumps: Scorcher 4, Devil's Peak 8
attacking anything that is organic and bringing it
back to their lairs, deep underground. Massive
Twilight is cloaked in perpetual dusk as a
beasts, harvesters threaten to destroy all
result of the volcanic eruptions. Magma covers
attempts at colonization and, if the Marines
the surface, making it a highly treacherous
Corps doesn't find a permanent solution soon,
climate. The colony is domed and conducts
will quickly turn Tartarus into a ghost planet.
most of its mining via floating robotic rigs.

92 Aliens: Game Over


MISSIONS
"Rescue mission. There's some juicy colonists' daughters we gotta rescue from virginity."
--Apone, Aliens

The mission structures a USM Marine's life. Duration, including the set period of
It provides the framework for his activities, service and an optional extension
guarantees his pay, and protects his interests. (possibly continuous service).
This chapter discusses the various aspects of
missions. The more professional Strike Forces view
missions as sacred, to be upheld at any cost.
Integral to every USM Marine Strike Force is The price to be paid for adhering to a mission
its mission. This mission is the terms under can be high, especially when some employers
which a USM Marine performs his duties and can be treacherous. Strike Forces that manage
how he ultimately gets paid. Because war is a to complete their missions despite the hazards
chaotic, messy task, the mission is critical in are remunerated with the acknowledgement of
ensuring the USM Marine and his employer are their performance and recognition as being a
both satisfied with the results. reliable USM Marine Strike Force. Sadly, few
Strike Forces succeed in this endeavor.
Ideally, any USM Marine mission is mutually
beneficial for both employer and employee. This
is not always the case, however. Often, USM Mission Generation
Marines are seen as expendable and all too
commonly are discarded without pay. Missions vary in frequency. A Strike Force
Conversely, USM Marines sometimes must make a Charisma check (DC 20) modified
intentionally under perform if they feel the pay is by its captain's Charisma modifier and
not worth the risk. Reputation modifier to determine how many
missions are offered each month. If the check
The mission obligations vary widely. Tasks fails, no missions are offered. For every 5 points
that USM Marines might be asked to perform above 20, an additional mission is offered.
include riot control, guerrilla warfare,
reconnaissance, open warfare, focused raids, Number of Missions
riot control, and garrison duty. The mission's Charisma Check Offers
length is set at the signing of the mission and <20 0
can vary from a few months to a few years. 21-25 1
26-30 2
A variety of factors can come into play in a 31-35 3
particular mission. The mobility of the
36> 4
opposition, availability of supplies, ultimate
objective, location, weather, and terrain are all
factors the USM Marine Strike Force must USM Marine work is affected by a wide
consider. Ideally, casualties are minimal on both variety of factors, including political, social, and
sides, unless the point of the attack is to kill. economic events. When missions aren't
available, Game Masters can use the random
Proper intelligence is critical in understanding
mission generation table, below.
the full nature of a mission. Marines go where
others refuse to tread, so a good USM Marine Random Mission Generation
captain makes it a point of understanding the full D100 Mission Type Marines Required
01-13 Defensive, Escort 1d20
story, regardless of what his employer tells him. 14-20 Defensive, Garrison Duty 1d4*10
Traditional missions specify the following: 21-28 Defensive, Guard Duty 1d6*10
29-37 Defensive, Honor Guard Company
Command, including the level of 38-52 Defensive, Patrol 1d10
autonomy granted the Strike Force. 53-56 Offensive, Retrieval 1d10
57-62 Offensive, Revolt Company
Conditions, including numbers, types, 63-73 Offensive, Uprising 1d6*10
74-76 Raid, Corporate 1d20
unit, and equipment of soldiers.
77-78 Raid, Diversionary Company

Aliens: Game Over - 93


79-82 Raid, Exploration 1d4*10 guards face more varied and possibly more
83 Raid, Bug Hunt Company dangerous opponents.
84 Raid, Scouting 1d20
85-88 Raid, Urban Company EXAMPLE: The USM Marines must guard
89-91 Variable, Civil War Company an important political figure. The Strike Force
92-100 Variable, War Company
may have to contend with spies, traitors, and
assassination attempts.
Defensive, Escort
A small contingent of USM Marines ensures
valuable cargo or important person successful Defensive, Honor Guard
reaches its destination. The USM Marine's The USM Marine group is hired to display its
opposite number, the bandit or guerilla, might without actually fighting. Although it may
frequently raid escorts. Marines are employed come to that, this is by far the cushiest kind of
in large numbers to guard and escort the cargo mission. Rich employers who want to threaten
from one location to another. The cargo isn't their opponents will often hire their USM Marines
necessarily very valuable; there's simply enough to put on a convincing display of force.
of a standard staple to make it worth hijacking
EXAMPLE: The USM Marine Strike Force is
by unsavory types. Usually merchants employ
hired to impress the local military with their
USM Marines to this end. The person being
employer's might. But the USM Marines must
escorted can include a pilgrim or a princess,
go shopping first to ensure their weapons,
depending on the situation.
armor, and equipment look brand new. A little
EXAMPLE: Pilgrims on a pilgrimage to a shopping might be in order, making this mission
sacred shrine can find no one else to defend more expensive than it first seemed.
them, so they hire a small group of USM
Marines to accompany them on the trip. But the
pilgrims are not all that they seem; they are on a Defensive, Patrol
holy mission to reunite two relics. The second A patrol is similar to a garrison; only it
relic is the goal of the pilgrimage. Along the requires the USM Marines to roam. It usually
way, rival cults and alien forces dog their every involves patrolling an area or land, spotting
step. enemies and engaging them if need be.
EXAMPLE: The Strike Force is hired to
Defensive, Garrison Duty protect settlers in a new land. The natives are
committed to throwing the newcomers out with
Garrison duty includes maintaining a military
whatever tactics are necessary. They may have
position. The garrison assignment can guard
new poisons, special mounts, special drugs, or
anything from a city to a planet, defending it
unique magic on their side. The natives know
against any hostile external forces. Garrison
the terrain better than the USM Marines,
duty is long, boring, and generally loathed by
including its advantages and dangers.
most USM Marines. Garrison positions are
dangerous because the USM Marines are
present to maintain a position, often contested Offensive, Retrieval
by a neighboring enemy.
A small contingent of Marines are deployed
EXAMPLE: An enemy calls a crusade to to retrieve a valuable item or person. This
capture the Strike Force's headquarters. During mission requires that guards be disposed of,
the height of the historical USM Marine era, the breaking and entering, and theft. Just as
Pope called upon a crusade to destroy invading important as reaching the target is the object
USM Marines. It is very possible USM Marines returning to the employer. When people are
may face crusading paladins and clerics seeking involved, this mission can be considered
to throw them out of town. kidnapping.
EXAMPLE: A rare material (plutonium,
Defensive, Guard Duty diamond, adamantine) is stored in a vault. A
local government needs it for a greater good,
Similar to garrison duty, guard duty involves
perhaps to create a super weapon to oppose
guarding a friendly holding. Marines can be
another force, perhaps to create a lifesaving
asked to guard just about everything, from fort
technology. The USM Marines are hired to get it
entrances to treasure vaults, weddings to
out. The best technology guards its
powerful artifacts. Marines are typically in a
safekeeping. Traps abound. And there's a time
defensive position, but unlike garrison duty, the
limit before it's too late.
94 Aliens: Game Over
Offensive, Revolt Raid, Corporate
Revolts are another onerous task that USM When the USMC gets tired of Corporation
Marines are often hired for which does little to antics, they take the offensive. In this case,
improve their reputation. Typically, the people USM Marines are hired to wipe out an enemy
revolting are the underclass who is not trained Corporation. It can be anything from terrorists to
military personnel. Strike Forces are hired to rebel outposts.
brutally put a stop to the revolt. Under most
EXAMPLE: Environmentalists, tired of drug-
military conventions, such a mission is only
traffickers hacking up innocent species for their
allowed if the civilians are engaged in clearly
supposed value as aphrodisiacs, hire USM
destructive activity to a legal, internationally
Marines to take out the intergalactic poachers
recognized civil authority or government. The
once and for all.
USM Marine Strike Force is, in theory, supposed
to use the minimum force necessary at all times.
EXAMPLE: The employer that the USM Raid, Diversionary
Marines helped put into a position of power Unfriendly neighbors will often test a border
needs their help yet again. A murderous by conducting raids on contested territory.
rebellion is actively undermining the employer's When the employer is finally fed up, a USM
rule. The Strike Force is brought in to quell the Marine Strike Force is hired to retaliate against
rebellion. But just who are the rebels and do the raiders. Marines lay traps, hide within
what is the employer hiding? abandoned buildings, and otherwise lure the
enemy out into the open to spring their ambush.
Offensive, Uprising EXAMPLE: A bordering country enjoys
sending in guerilla troops to test the might of its
The opposite of a revolt, a rich but powerless
neighbor. The USM Marines must beat the
employer hires the USM Marines to stage an
guerillas at their own game by luring them into a
uprising. This is one of the most dangerous
constructed town, complete with traps and
missions a USM Marine can be hired for, but it
ambushes.
has potential long-term rewards if the grateful
employer comes to power. But if he doesn't, the
USM Marines need to get out of town, fast. Raid, Exploration
EXAMPLE: The Corporation the USM A small group of USM Marines is needed to
Marines put into power is worse than his explore new terrain. The terrain is known to be
predecessors. Now the rebellion is willing to pay hostile. Marines are more likely to face violent
them to switch sides. Marines must infiltrate flora and fauna that may be a new twist in typical
local culture, learn their ways, and play a military tactics for the Strike Force.
dangerous game of cat and mouse with local
officials and hired thugs. They need to know EXAMPLE: A new planet is discovered and
who to trust and when to run. And then, when it the USM Marines are hired to act as vanguard.
all comes together, they need to put down the Their job: secure the planet for colonists. But
dictator permanently and place a new nobody mentioned the path went straight
government in the power vacuum. through bug territory.

Raid, Bug Hunt Raid, Scouting


Aliens are always a problem. When A small unit of USM Marines ventures further
extraterrestrial life becomes a sufficient out from the main body of a military force to
nuisance, USM Marines are hired to take care of gather information about the enemy. The goal is
it. Be it a cavernous complex, a dangerous to gather the information and then safely return it
mountain pass, or a deep forest, the USM to the employer, not engage in a firefight. These
Marines are fighting an enemy on its home turf. raids are staged prior to a major assault, but the
Marines are wise to tread carefully. enemy must not be made aware that the attack
is imminent.
EXAMPLE: See the movie Aliens. It's called
a "bug hunt" for a reason. EXAMPLE: In the middle of a war, the USM
Marines must enter deep territory to reconnoiter
the land and return with information about troop
numbers, movement, and firepower. The enemy

Aliens: Game Over - 95


could be an alien race with peculiar habits that wonder why it signed the mission in the first
making information gathering difficult. place.

Raid, Urban Variable, War


Village raids are very common in urban A full-fledged war breaks out. This is the
warfare. The USM Marines have to retake a business USM Marines were made for. Usually,
civilian area that is occupied by non-combatants. the entire Strike Force is hired. These battles
This kind of mission requires much more can vary widely but will ultimately use all the
precision and discipline. When Strike Forces skills of the USM Marine Strike Force. Roll an
lose control of their men, the worst can happen, additional 1d6 missions, ignoring Variable
earning the Strike Force an unsavory reputation. results. The pecuniary index for War is used for
all submissions and the durations are added
EXAMPLE: The local citizens have gotten
together.
tired of the gang wars in their city. The USM
Marines are hired to take out both groups with EXAMPLE: A bloody war erupts on a distant
extreme prejudice without leveling the city or planet. It's a war of escalation. Each side hires
involving the authorities (who might be on the its own military force, and mercenary companies
take for one of the gangs). of all shapes and sizes flock there to make their
name. Old friends might end up fighting each
other to the death. Missions are broken,
Variable, Civil War renegotiated, and rewritten as employers
A civil war is the worst kind of war, because struggle to keep up with the ever-fluctuating
everyone hates the USM Marine. Civil wars are needs of the mercenaries.
risky business if the employing side loses.
Conflict is inevitable and dangerous. Roll an
additional 1d10 missions, ignoring Variable Awards and Reprimands
results. The pecuniary index for Civil War is Depending on the success or failure of a
used for all submissions and the durations are mission, Marines may receive awards or
added together. reprimands. Each award or reprimand is
accompanied by a subsequent gain or loss in
EXAMPLE: A new colony has decided it
Reputation. A court martial or imprisonment
wants nothing to do with its founding country
always results in a loss of rank
and is engaged in a war for independence. The
USM Marines are hired from overseas to quash Medal/Award Reprimand/Penalty
their efforts, but the national troops aren't Service Ribbon, +1 RP Reprimand, -1 RP
interested in any help. The USM Marines Group Award, +2 RP Reprimand, -2 RP
become a symbol of all that is wrong with the Commendation, +3 RP Court Martial, -3 RP
founding country. Hated by the soldiers they're Service Cross, +4 RP Court Martial, -4 RP
supposed to work with, loathed by the people Medal of Valor, +5 RP Imprisonment, -5 RP
they're there to fight, the Strike Force starts to Medal of Honor, +6 RP Imprisonment, -6 RP

96 Aliens: Game Over


MONSTERS
MONSTERS
"There's a monster in your stomach. It's a real nasty one. They hijacked your cryotube and sold you to
him and he put an alien in you. In a few hours it will punch its way through your chest and you'll die. Any
questions?"
--Ripley to Purvis, Alien Resurrection

Aliens
Aliens come in a wide variety of shapes and of the melee weapon doing the damage
sizes. Various artists, writers, and producers modified as necessary if a masterwork or
have envisioned the Aliens universe differently. magical weapon. Use the amount of
Presented here are the "standard" Aliens from damage done in the attack as the DC for
the movies along with a template for producing the Reflex saving throw for all those
endless variations. For more details about each within 5 feet of the creature hit. Modify
of the Aliens, see the source entry. the DC and subsequent damage by 1/2 if
using bludgeoning or piercing weapons.
Aliens are made of polarized silica, which
Double the DC and damage if the Alien is
means they have more in common with plastic
above the victim. Damage from acid
and glass than other carbon-based life forms.
splash is 1d6 per 6 points of damage
Their internal energy is electrical in nature and
inflicted by an attack causing a splash
circulated via their acidic fluids. As a result, they
(round down) for a maximum of 10d6.
do not require organic food to survive. They
Armor and possessions must be checked
require it to regenerate and create resin, but not
on a failure. Any item must make a save
for basic survival. Their bodies are so sensitive
vs. the DC of the amount of damage
to stimulus that very little is required to nourish
inflicted. A masterwork weapon gets a
them it can be solar energy, static electricity,
bonus of +5 to the save. Failure destroys
or direct current.
the item. Floor and surroundings must be
Aliens prefer warm, moist areas, as this is checked as well for results of acid
most conducive to their metabolism, but can live damage.
anywhere, even in a vacuum. Electrical devices
Blindsight (Ex): Using non-visual
especially stimulate them. This is why Aliens will
senses, such as sensitivity to vibrations,
congregate around generators and power
keen smell, acute hearing, or
plants.
echolocation, Aliens maneuver and fight
Occasionally, a queen inherits a defect that as well as a sighted creature. Invisibility,
makes her red-colored instead of black. All darkness, and most kinds of
subsequent Aliens birthed by that queen are red. concealment are irrelevant, though the
Red Aliens cannot tolerate the presence of black Alien must have line of effect to a
Aliens and attack them on sight, like ants. Alien creature or object to discern that creature
broods that grow to sufficient size to allow a red or object. The abilitys range extends to
Alien Queen to survive have started genocidal 60 feet. The Alien does not need to make
wars between the two Alien types that can Spot or Listen checks to notice creatures
consume entire planets. within range of its blindsight ability.
Blindsight is continuous, and the Alien
Aliens possess the following traits:
need do nothing to use it.
Acid Blood (Ex): All Aliens, from
Invisibility (Ex): Because Aliens do not
facehugger to adult, have acidic blood.
generate body heat because they do not
For any physical attack causing damage
have any external cellular activity. They
to an Alien, there is a chance for splash
do not show up on thermal sensors.
damage from the acid blood. Count only
that damage which gets through damage Breath Weapon (Ex): Adult Aliens
reduction. Use the amount of damage (drones and praetorians) can spit acid
done in the attack as the DC for the save three times a day. Such breath weapons

Aliens: Game Over - 97


allow a Reflex save for half damage (DC power with a +5 circumstance penalty to
10 + 1/2 breathing Alien's racial HD + the save. An opponent that succeeds on
breathing Alien's Con modifier). Failure the saving throw is immune to that same
to save also causes the target to be Alien's frightful presence for 24 hours.
dazed for 1d4 rounds. Aliens are immune Frightful presence is a mind-affecting
to their own breath weapon. fear effect.
Climb (Ex): All Aliens have a +8 racial Hive Mind (Ex): All Aliens within 50
bonus on Climb checks. The Alien must miles of their queen are in constant
make a Climb check to climb any wall or communication. If one is aware of a
slope with a DC of more than 0, but it particular danger, they all are. If one in a
always can choose to take 10 even if group is not flatfooted, none of them are.
rushed or threatened while climbing. The No Alien in a group is considered flanked
Alien climbs at the given speed while unless all of them are.
climbing. If it chooses an accelerated
climb it moves at double the given climb Improved Grab (Ex): If an Alien hits with
speed (or its base land speed, whichever its tail, it deals normal damage and
is lower) and makes a single Climb check attempts to start a grapple as a free
at a 5 penalty. Aliens cannot run while action without provoking an attack of
climbing. An Alien retains its Dexterity opportunity. No initial touch attack is
bonus to Armor Class (if any) while required. This ability works for any
climbing, and opponents get no special humanoid creature up to Large size
bonus on their attacks against a climbing (even in the case of facehuggers). The
Alien. Alien has the option to conduct the
grapple normally, or simply use its tail to
Energy Resistance (Ex): Aliens have hold the opponent. If it chooses to do the
cold resistance 5. Due to the conductive latter, it takes a 20 penalty on grapple
nature of their blood, they are also checks, but is not considered grappled
capable of being electrocuted. Aliens itself; the Alien does not lose its Dexterity
have electrical resistance 5. bonus to Defense, still threatens an area,
and can use its remaining attacks against
Fear Attraction (Ex): Alien adults other opponents. A successful hold does
(drones and praetorians) that detect fear not deal any extra damage unless the
using their Sense Fear ability become Alien also has the constrict special
excited. Fearful prey stimulates them to attack. If the Alien does not constrict,
make especially messy kills. The Alien each successful grapple check it makes
gains +4 to Strength, +4 to Constitution, during successive rounds automatically
and 2 to Armor Class until its victim is deals the damage indicated for the attack
no longer afraid (e.g., dead, flees the that established the hold. Otherwise, it
area, drives off the Alien, etc.). The Alien deals constriction damage as well. When
cannot end its rage voluntarily. an Alien gets a hold after an improved
Frightful Presence (Ex): This special grab attack, it pulls the opponent into its
quality makes an Alien's very presence space. This act does not provoke attacks
unsettling to foes. It takes effect of opportunity. It can even move
automatically when the Alien performs (possibly carrying away the opponent),
some sort of dramatic action (such as provided it can drag the opponents
charging, attacking, or snarling). weight.
Opponents within range who witness the Poison (Ex): Any creature hit by a tail
action may become frightened. The attack from an adult Alien must make a
range is 30 feet, and the duration is 5d6 Fortitude save or be paralyzed for 1d2
rounds. This ability affects only hours. The Fortitude save DC against a
opponents with fewer Hit Dice or levels poison attack is equal to 10 + 1/2 Alien's
than the Alien. An affected opponent can racial HD + Alien's Con modifier. It can
resist the effects with a successful Will poison up to 18 times a day. Paralyzed
save (DC 10 + 1/2 frightful Alien's racial creatures cannot move, speak, or take
HD + frightful creatures Cha modifier). any physical actions. The creature is
Increases the DC by 2 per additional rooted to the spot, frozen and helpless. A
Alien praetorian, worker, or Queen within winged creature flying in the air at the
50 feet. If a chestburster emerges from a time that it is paralyzed cannot flap its
body, it can use its frightful presence
98 Aliens: Game Over
wings and falls. A swimmer cant swim Size Escape Artist DC Break DC Hit Points
and may drown. Aliens are immune to Drone 12 16 6
Praetorian 13 17 12
their own poison.
Pounce (Ex): When an Alien makes a
Scent (Ex): This special quality allows
charge, it can follow with a full attack.
an Alien to detect approaching enemies,
Psychic Vulnerability (Su): Due to the sniff out hidden foes, and track by sense
subjugation of Aliens to their Queen, of smell. Aliens can identify familiar odors
weakened Aliens can have their actions just as humans do familiar sights. The
influenced by a mind in an exalted state Alien can detect opponents within 30 feet
(using psionics, for example). Aliens by sense of smell. If the opponent is
receive a 1 morale penalty to all Will upwind, the range increases to 60 feet; if
saves against psionic F/X for every 8 hit downwind, it drops to 15 feet. Strong
points lost. If the Alien heals, these scents, such as smoke or rotting
penalties disappear. garbage, can be detected at twice the
ranges noted above. Overpowering
Resin (Ex): Alien adults (drones and scents, such as skunk musk or troglodyte
praetorians) often wait in their hive and stench, can be detected at triple normal
then lower themselves silently on silk range. When an Alien detects a scent,
strands to leap onto prey passing the exact location of the source is not
beneath. A single strand is strong revealedonly its presence somewhere
enough to support the Alien and one within range. The Alien can take a move
creature of the same size. Aliens can action to note the direction of the scent.
release a strand eight times per day, Whenever the Alien comes within 5 feet
even at opponents. This is similar to an of the source, the Alien pinpoints the
attack with a net but has a maximum sources location. An Alien with the Track
range of 20 feet, with a range increment feat and the scent ability can follow
of 5 feet, and is effective against targets tracks by smell, making a Wisdom (or
up to one size category larger than the Survival) check to find or follow a track.
Alien. An entangled creature can escape The typical DC for a fresh trail is 10 (no
with a successful Escape Artist check or matter what kind of surface holds the
burst it with a Strength check. Both are scent). This DC increases or decreases
standard actions whose DCs are given in depending on how strong the quarrys
the table below. The check DCs are odor is, the number of creatures, and the
Constitution-based, and the Strength age of the trail. For each hour that the
check DC includes a +4 racial bonus. trail is cold, the DC increases by 2. The
Attempts to escape or burst the cocoon ability otherwise follows the rules for the
gain a +5 bonus if the trapped creature Track feat. Aliens tracking by scent
has something to walk on or grab while ignore the effects of surface conditions
pulling free. Each 5-foot section has the and poor visibility.
hit points given on the table, and
cocoons have damage reduction 5/fire. Sense Fear (Su): An adult Alien can
An adult Alien can move across its own sense fear in prey up to 25 ft. away.
resin at its climb speed and can pinpoint
Tremorsense (Ex): Aliens are sensitive
the location of any creature touching the
to vibrations in the ground and can
resin. Resin blocks all transmissions and
automatically pinpoint the location of
signals, including radio transmissions.
anything that is in contact with the
ground, up to 60 feet. They can also
sense the location of creatures moving
through water.

Aliens: Game Over - 99


Alien, Egg
Small Outsider mental vice and held for the springing attack by
Hit Dice: 1d8+2 (6 hp) the hugger.
Initiative: +0
There is also a much smaller emergency
Speed: 0
version of the egg, which is only about a foot
Defense: 14 (+1 size, +3 natural)
high and weighing about 10 pounds. This egg
Face/Reach: 5 ft. by 5 ft/5 ft
can support the enclosed facehugger only for a
Special Attacks: Prey call, facehugger
couple of months before it dies. Use the normal
Special Qualities: Blindsight (60 ft.), energy
egg statistics for this version, but change its
resistance (cold 5, electricity 5), hive mind,
Constitution to 13.
scent, tremorsense (60 ft.), immune to energy
(acid, gas, vacuum, and mind-altering effects), COMBAT
DR 5/fire
Saves: Fort +4, Ref +2, Will -1 Lying in wait for centuries if need be, the
Abilities: Str 22, Dex 10, Con 15, Int 2, Wis 4, Alien egg is a deadly booby trap ready to trigger
Cha 2 when any suitable host comes near. It and its
Feats: Toughness enclosed facehugger have limited (but powerful)
Challenge Rating: 1 mental abilities to help it perform its function of
Source: Alien procuring a new host for its species.
Prey Call (Ex): Any creature with an
The Alien eggs look like 3-foot footballs, Intelligence of 3 or above within 5 feet of an
weighing about 60 pounds. Their leathery Alien egg must make a DC 20 Will save or be
fascinated by the egg. The creature stands or
casing can protect the enclosed facehuggers for
sits quietly, taking no actions other than to move
centuries, if necessary, waiting for the time an
closer to the egg, for as long as the effect lasts.
unsuspecting victim comes investigating. A
It takes a 4 penalty on skill checks made as
possible target is then evaluated for its suitability
as a host and if it is found to be so, the enclosed reactions, such as Listen and Spot checks. The
facehugger awakens and the egg opens, the top effect ends after a facehugger or Alien attacks.
A fascinated creatures ally may shake it free of
peeling open like an orange in a flower-like
the spell as a standard action.
pattern to expose the now-awake and ready
facehugger. Using a form of the queens prey Facehugger (Ex): An Alien egg spawns one
call ability, an intended victim is caught in a facehugger and then promptly dies.

100 Aliens: Game Over


Alien, Facehugger
Small Outsider Facehug (Ex): On a successful grapple
Hit Dice: 1d8 (4 hp) attempt from the improved grab, the creature
Initiative: +9 (+5 Dex, +4 Improved Initiative) attaches itself to the face of its victim. If the
Speed: 60 ft., climb 20 ft., swim 40 ft. targets face is protected (by helmet faceplate
Defense: 17 (+5 Dex, +1 size, +1 natural) for example) the hugger will use its acid spray to
Attacks: Tail wrap +6 melee remove the obstacle. Use an acid blood attack
Damage: Tail wrap 1d4+6 and acid of 20 points to attack the armor. If it fails, the
Face/Reach: 5 ft. by 5 ft/5 ft alien cannot attach, but may grapple normally. If
Special Attacks: Acid blood, frightful presence, the victim is unconscious, the helmet may be
improved grab, pounce, acid spray, facehug, opened or removed in one round. If attacked
leap attack, strangulation, constrict, implant while attached, slashing or piercing weapons will
Special Qualities: Blindsight (60 ft.), climb, do normal damage but have a 50% chance to do
energy resistance (cold 5, electricity 5), hive equal damage to the host. This will also
mind, scent, tremorsense (60 ft.), immune to release the creatures acid blood on the
energy (acid, gas, vacuum, and mind-altering surroundings, have a 10% chance per point of
effects), DR 5/fire, fast heal 1 damage done of triggering the creatures acid
Saves: Fort +2, Ref +7, Will -1 mist attack into the hosts face and chest interior
Abilities: Str 19, Dex 21, Con 10, Int 2, Wis 4, and trigger its strangulation attack. Bludgeoning
Cha 2 weapons do no damage to the hugger, but all
Skills: Balance +5, Climb +9*, Escape Artist +5, damage from the impact is transferred to the
Hide +15*, Jump +13*, Listen 3, Move Silently host.
+15*, Search 4, Spot 3
Implant (Ex): Unless attacked, (the removal
Feats: Improved Initiative
attempt counts as an attack) the victim is kept
Challenge Rating: 1
alive but unconscious (at 2d4 below 0 hp) until
Source: Alien
impregnation is complete in approximately 24
hours (20+1d6 hours). The facehugger then
Looking like two hands joined where the detaches and dies and the victim regains
wrists would be, the facehugger is short-lived consciousness until the chestburster is born.
outside the egg, which normally protects it. It
The number and type of embryo implanted
will be dead within a few (1d4+1) hours after
by a facehugger is determined by the size and
leaving its egg. Armed with a long grasping tail,
mass of the host. If the host is dead, only drones
a spray of highly-concentrated acid and the
can be produced. One drone can be implanted
single-mined desire to impregnate a single
for every 30 pounds of mass (minimum). If the
selected prey using its extending probe, it will
host is alive, then any type of Alien can be
fearlessly pursue and attack a single selected
produced, including a queen or praetorian. One
target until it has succeeded in attachment or it
praetorian embryo can be implanted for every 50
or its target is dead.
pounds of mass. Only a single queen embryo
COMBAT can be implanted in a minimum mass of 100
pounds but only one can be implemented
The obvious attack that a facehugger has is
regardless of host size. If the host dies after
to pounce on its unsuspecting victim of at least
implantation but before the chestburster is born,
30 lbs. Its can also crawl up walls just like other
the Alien automatically grows into a drone. This
Aliens. This skill can be used to hide and to
gestation period takes 1d4 hours for the drone
jump from the wall onto the victim.
and praetorian chestburster and 7+1d4 hours for
Acid Spray (Ex): The Alien may generate a a queen chestburster.
spray of acid blood once during its limited
The only way to remove the embryo between
lifetime. This spray inflicts 1 hit point of damage
the time of implantation and birth is through
to the creature. The spray may be used to cut
surgery with the Surgery feat and a Treat Injury
through armor, to gain access through a door or
check (DC 25). If the check fails, the surgeon
wall to a seen victim (bars on a window for
can try again, but each attempt (successful or
example can be cut through) or as an attack.
not) deals 1d6 points of damage to the patient.
The use of this spray is instantaneous and is a
free action. The range of acid spray is only one Strangulation (Ex): If in danger of being
foot. This attack may be used in a normal killed while attached, the hugger will loose its
attack, but this will be done only by direction of sleeping poison on the victim in addition to
the queen. Treat this as a normal attack. constricting for maximum damage (6 points) as it

Aliens: Game Over - 101


goes through its death throes. The victim must Constrict (Ex): A facehugger can constrict
make a Fortitude save (DC 20) or die. It for 1d6 points of damage each round on a
requires a Strength check (DC 20) to remove the successful grapple check, in addition to the
tail from the victims neck. Strangulation grappling weapon's normal damage. If the
damage occurs until the tail is removed. creature reaches 0 hit points, the facehugger
uses its facehug ability.
Improved Grab (Ex): The facehugger can
use the Improved Grab ability on creatures of up Leap Attack (Ex): If attacking from its just-
to Large size. The facehugger attacks by trying opened egg, the hugger gains a +5 surprise
to wrap its tail around the neck of the victim and bonus to its Improved Grab grapple check. This
then pulling itself over the face and then locking attack has a range of 10 feet.
its eight legs around the head of the poor
Skills: Racial bonuses of +10 to Hide, Jump,
creature.
and Move Silently (included above).

102 Aliens: Game Over


Alien, Chestburster
Tiny Outsider Chestbursters avoid open combat.
Hit Dice: 0.5d8+0.5 (2.5 hp)
Birth (Ex): Between the time the facehugger
Initiative: +9 (+5 Dex, +4 Improved Initiative)
detaches and dies and the chestburster is born
Speed: 60 ft., swim 40 ft.
at the end of gestation, the host is totally
Defense: 19 (+5 Dex, +2 size, +2 natural)
unaware anything is amiss, except perhaps for
Attacks: Bite +1.5 melee
being very ravenously hungry. At the time of the
Damage: Bite 1d3-1 +1d6 acid
chestbursters appearance, however, this
Face/Reach: 2 ft. by 2 ft/0 ft
changes. Gripped in horrible pain, the hosts
Special Attacks: Acid blood, acid bite, frightful
chest us torn apart from the inside out as the
presence, improved grab, pounce, birth
chestburster forces its way into the world. This
Special Qualities: Blindsight (60 ft.), climb,
usually causes the death of the host, causing
energy resistance (cold 5, electricity 5), hive
3d10 Con damage. Should the victim survive
mind, scent, tremorsense (60 ft.), immune to
this trauma, damage continues at the rate of 1d4
energy (acid, gas, vacuum, and mind-altering
Con damage per round until stabilized by a
effects), DR 5/fire, regenerate 5
Treat Injury check (DC 25) or healing drugs
Saves: Fort +3, Ref +7, Will -1
doing more than 10 points of healing. Birth
Abilities: Str 9, Dex 21, Con 12, Int 4, Wis 4,
takes 1d3 rounds.
Cha 2
Skills: Balance +5, Climb +9*, Escape Artist +5, Acid Bite (Ex): A chestburster deals an extra
Hide +15*, Intimidate +1, Jump +1, Listen 3, 1d6 points of acid damage every time it bites an
Move Silently +15*, Search 3, Spot 3 opponent.
Feats: Improved initiative
Chew (Ex): Chestbursters can chew through
Challenge Rating: 1
Source: Alien anything both to consume it and remove
obstacles. By gnawing on any material, it can
After a facehugger has impregnated inflict 1d4 points of acid damage to objects per
someone, this is the next evolvement of the round, ignoring hardness.
Alien life cycle. It weighs a little over a pound Regenerate (Ex): Because the chestburster
and looks like a cross between a drone Alien is growing so fast and regularly shedding its
and a facehugger: it has the head and upper skin, wounds heal over at high speeds. Damage
arms of an adult, but retains the long, powerful dealt to the chestburster is treated as non-lethal
tail of the facehugger. damage. The chestburster automatically heals
non-lethal damage at a fixed rate of 5 hit points
Chestbursters are ravenous little beasts.
per round. Fire deals lethal damage to the
They grow at incredible speed and require a
chestburster, which doesnt go away. A
massive supply of matter even inorganic
regenerating chestburster that has been
materials. A chestburster will consume a total of
two times its eventual adult weight. Roughly, rendered unconscious through non-lethal
one-fourth of what it consumes will be damage can be killed with a coup de grace. The
attack cannot be of a type that automatically
hydrocarbon-based matter (plants, animals,
converts to non-lethal damage. Attack forms that
plastic), one-half will be inorganics (glass,
dont deal hit point damage ignore regeneration.
silicon, dirt) and one-fourth is water. All these
Regeneration also does not restore hit points
materials are readily available in the most
environments. Given the right materials, a lost from starvation, thirst, or suffocation.
chestburster grows to full size in 1d4 hours, Regenerating chestbursters can regrow lost
portions of their bodies.
molting once per hour. If a chestburster does not
find enough food within three days, it dies. Skills: Racial bonus of +10 to Hide and
Move Silently.
COMBAT

Aliens: Game Over - 103


Alien, Drone
Medium Outsider COMBAT
Hit Dice: 4d8+12 (30 hp)
Alien drones live only to serve the Queen
Initiative: +6 (+2 Dex, +4 Improved Initiative)
and the hive. They service the Queens needs
Speed: 60 ft., climb 60 ft., swim 40 ft.
as well as accompany the praetorians to
Defense: 18 (+2 Dex, +6 natural)
procurer living hosts for the eggs. They will fight
Attacks: Bite +7 melee, 2 claws +9 melee, tail
only as a last resort, which is the job for the
+7 melee
praetorians.
Damage: Bite 1d6+2, claw 2d4+5, tail 1d6+2
and poison Tongue Strike (Ex): If an alien hits with both
Face/Reach: 5 ft. by 5 ft/5 ft claw attacks, the alien may make a special bite,
Special Attacks: Acid blood, breath weapon using its inner mandibles. This attack is instead
(3d6), fear attraction, frightful presence, of the regular bite and allows a Reflex save (DC
improved grab, poison, pounce, web, tongue 15). This attack inflicts 4d6+4 hit points of
strike, trip damage. By leaving the inner mouth closed,
Special Qualities: Blindsight (60 ft.), climb, subdual damage may be done instead of
energy resistance (cold 5, electricity 5), hive regular, allowing the capture of live hosts.
mind, psychic vulnerability, scent, tremorsense
Trip (Ex): A drone that hits with its tail attack
(60 ft.), web, immune to energy (acid, gas,
can attempt to trip the opponent (+3 check
vacuum, and mind-altering effects), DR 5/fire,
fast healing 1, sense fear modifier) as a free action without making a touch
Saves: Fort +7, Ref +6, Will +4 attack or provoking an attack of opportunity. If
Abilities: Str 21, Dex 14, Con 16, Int 8, Wis 10, the attempt fails, the opponent cannot react to
trip the drone.
Cha 5
Skills: Balance +2, Climb +13*, Escape Artist Improved grab (Ex): To use this ability, the
+2, Hide +12*, Intimidate +7*, Jump +15, Listen drone must hit with a claw attack. It can then
+0, Move Silently +12*, Search +6, Spot +1 attempt to start a grapple as a free action
Feats: Improved Initiative, Multiattack without provoking an attack of opportunity. If it
Challenge Rating: 8 wins the grapple check, it establishes a hold and
Source: Aliens can use its tongue strike ability.
Skills: Racial bonus of +10 to Hide,
Alien drones are the result of the forceful Intimidate, and Move Silently (included above).
mixing of a humans DNA with the DNA of an Additional Racial bonus of +10 to hide within it's
embryo, which grows inside that Human host own hive.
after that host is successfully impregnated in an
attack by an Alien facehugger.

104 Aliens: Game Over


Alien, Praetorian
Large Outsider head plates and six digits on each hand (four
Hit Dice: 5d8+20 (42 hp) fingers and two thumbs).
Initiative: +7 (+3 Dex, +4 Improved Initiative)
COMBAT
Speed: 60 ft., climb 60 ft., swim 40 ft.
Defense: 21 (+3 Dex, -1 size, +9 natural) Alien praetorians live only to serve the hive.
Attacks: Bite +8 melee, 2 claws +10 melee, tail If service to the hive means death, so be it.
+8 melee Fear belongs only to the enemy. Praetorians
Damage: Bite 1d8+3, claw 1d6+6, tail 1d8+3 fight fearlessly. Individually, an Alien praetorian
and poison is bad news. In a group, it gets worst. Able to
Face/Reach: 5 ft by 5 ft/10 ft instantly communicate telepathically, they share
Special Attacks: Acid blood, breath weapon one hive mind. What one sees, all see.
(3d6), fear attraction, frightful presence,
Tongue Strike (Ex): If an Alien hits with both
improved grab, poison, pounce, web, tongue
strike, trip, constrict, improved grab claw attacks, it may make a special bite, using
Special Qualities: climb, energy resistance its inner mandibles. This attack is instead of the
regular bite and allows a Reflex save (DC 15).
(cold 5, electricity 5), hive mind, web, immune to
This attack inflicts 4d6+4 hit points of damage.
energy (acid, gas, vacuum, and mind-altering
By leaving the inner mouth closed, subdual
effects), DR 5/fire, fast healing 1, keen senses,
damage may be done instead of regular,
blindsight, scent, tremorsense, sense fear
Saves: Fort +8, Ref +7, Will +4 allowing the capture of live hosts.
Abilities: Str 23, Dex 16, Con 18, Int 8, Wis 10, Trip (Ex): A praetorian that hits with its tail
Cha 5 attack can attempt to trip the opponent (+3
Skills: Balance +3, Climb +14*, Escape Artist check modifier) as a free action without making
+3, Hide +15*, Intimidate +9*, Jump +8, Listen a touch attack or provoking an attack of
+0, Move Silently +15*, Search 1, Spot +2 opportunity. If the attempt fails, the opponent
Feats: Improved Initiative, Multiattack cannot react to trip the praetorian.
Challenge Rating: 9
Source: Alien Improved grab (Ex): To use this ability, the
praetorian must hit with a claw attack. It can
then attempt to start a grapple as a free action
A praetorian Alien is the queen's royal guard without provoking an attack of opportunity. If it
and the protector of the Alien hive. Alien wins the grapple check, it establishes a hold and
praetorians are the result of the forceful mixing can use its tongue strike ability.
of a humans DNA with the DNA of an embryo,
which grows inside that human host after that Skills: Racial bonus of +10 to Hide,
host is successfully impregnated in an attack Intimidate, and Move Silently (included above).
by an Alien facehugger. They are distinguished Additional racial bonus of +10 to hide within it's
from Alien drones by their completely smooth own hive.

Aliens: Game Over - 105


Alien, Queen
Special Attacks: Acid blood, frightful 10d100 eggs); Note: except for Princess, all
presence, improved grab, poison, pounce, Queens start as Attached
tongue strike, trip, rend, acid spittle, rage.
Special Qualities: Blindsight (60 ft.), climb, CHALLENGE RATING
energy resistance (cold *, electricity *), hive Stage Attached Detached
mind, scent, tremorsense (60 ft.), immune to Princess N/A 6
acid, cold, gas, vacuum, electricity and mind- Immature 3 6
altering effects, fast healing 1, detachment, DR * New Queen 5 7
/fire. Established 6 8
Damage reduction and energy resistance Mature 7 9
varies with the age of the Queen: Princess 5, Queen Mother 8 10
Immature 7, New Queen 10, Established 13,
Mature 16, Mother 20. ADVANCEMENT
Stage Attached Detached
Organization: Princess Hive (1 princess or
4-6 HD
immature, 1 Queen of Established or older, / Princess N/A
(Medium)
Immature 3d8 x10 praetorians, 6d8 drones,
10-14 HD 6-8 HD
10d20 eggs); New Queen Procession (1 New Immature
(Large) (Medium)
Queen, 2d6 praetorians, 2d6 drones) New Hive
9-11 HD
(1 New Queen, 3d6 praetorians, 3d6 drones, New Queen 15-19 HD (Huge)
2d8 eggs); Established Queen Hive (Medium)
(Established Queen, 10d6 praetorians, 5d8 20-24 HD 12-14 HD
Established
drones, 10d20 eggs); Mature Queen Hive (Gargantuan) (Large)
(Mature Queen, 10d8 praetorians, 5d10 drones, 25-39 HD 15-17 HD
Mature
20d20 eggs); Queen Mother Hive (Queen (Colossal) (Huge)
Mother, 10d10 praetorians, 5d12 drones, Queen 40 + HD 18 + HD
Mother (Colossal) (Huge)

ATTACKS AND DAMAGE

Stage Claws Damage Bite Damage Tail Damage


2d4+4 2d4+4 1d8+4
Princess +5 melee +4 melee +3 melee
(20x2) (19-20x2) (19-20x2)
1d10+6 2d4+6 1d8+6
Immature +7 melee +6 melee +5 melee
(20x2) (19-20x2) (19-20x2)
1d12+8 2d4+8 1d8+8
New Queen +11 melee +10 melee +9 melee
(20x2) (19-20x2) (19-20x2)
2d6+11 2d6+11 2d6+11
Established +13 melee +12 melee +11 melee
(20x2) (19-20x2) (19-20x2)
2d8+12 2d8+12 2d8+12
Mature +14 melee +13 melee +12 melee
(20x2) (19-20x2) (19-20x2)
2d8+13 4d8+13 4d6+13
Queen Mother +15 melee +14 melee +13 melee
(20x2) (19-20x2) (19-20x2)

106 Aliens: Game Over


FACE AND REACH/SPECIAL

Stage Detached Attached Rend

Face Reach Face Reach Damage

Princess 5 ft. x 5 ft. 5 ft. -- -- 2d6+6

Immature 5 ft. x 5 ft. 5 ft. 5 ft. x 10 ft. 5 ft. 2d6+9

New Queen 5 ft. x 5 ft. 5 ft. 5 ft. x 20 ft. 5 ft. 2d6+12

Established 10 ft. x 10 ft. 10 ft. 10 ft. x 40 ft. 10 ft. 2d8+16

Mature 15 ft.x15 ft. 15 ft. 15 ft. x 60 ft. 15 ft. 4d6+18

Queen Mother 15 ft. x 15 ft. 15 ft. 15 ft. x 80 ft. 15 ft. 4d8+19

SKILLS (ATTACHED/UNATTACHED)
Escape
Stage Balance Diplomacy Hide Intimidate Jump Listen Move Silently Search Spot
Artist
N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A
Princess
+2 -2 +2 +15 +11 +4 +0 +14 -1 +0
+2 +0 +1 +23 +13 N/A +0 +14 +0 +0
Immature
+2 +0 +2 +15 +13 +6 +0 +14 +0 +0
+2 +4 +0 +21 +14 N/A +0 +14 +1 +3
New Queen
+0 +4 +2 +15 +14 +10 +0 +14 +1 +3
+1 +9 -1 +19 +15 N/A +1 +13 +2 +7
Established
-1 +9 +1 +13 +15 +12 +1 +13 +2 +7
+0 +13 -1 +18 +16 N/A +5 +12 +3 +8
Mature
-1 +13 +0 +11 +16 +12 +5 +12 +3 +8
+0 +17 -1 +18 +20 N/A +7 +12 +5 +10
Queen Mother
-1 +17 +0 +11 +20 +13 +7 +12 +5 +10
Above includes racial bonuses of +10 to Hide, +10 to Intimidate, +10 to Move Silently. +10 to Hide
inside Lair included for attached, not for unattached
PSIONIC ABILITIES WITH DC
Stage Lvl E LM De GTP BL PC S LD ML Do GPC NM
Immature 4 8 - 12 12 12 13 13 - - - - -
New Queen 7 12 8 16 16 16 17 17 - - - - -
Established 10 18 11 19 19 19 20 20 21 21 - - -
Mature 14 24 15 24 24 24 25 25 26 26 - - -
Queen Mother 20 36 21 31 31 31 32 32 33 33 34 34 34

FEATS ADDED PER STAGE


Feat Stage
Princess Multiattack, Two-Weapon Fighting
Immature ---
New Queen Alertness
Established Skill Focus (Diplomacy)
Mature ---
Queen Mother Skill focus (Intimidate)

Aliens: Game Over - 107


UNATTACHED STATISTICS
Acidic Fearful SR
Attack Fort Ref Will
Stage Size Hit Dice (HP) Defense Spittle Presence Mental /
Bonus Save Save Save
(DC) DC Normal
16 (+2
Princess M 4d8+8 (30) Dex, +4 +5 +6 +7 +5 1d6 (12) 15 22 / 18
Nat)
18
Immature M 6d8+18 (51) (+2 Dex, +7 +9 +9 +7 2d6 (14) 17 23 / 19
+6 Nat)
21
New Queen M 9d8+45 (94) (+2 Dex, +11 +12 +12 +10 3d6 (16) 19 24 / 20
+9 Nat)
23
(-1 Size,
Established L 12d8+84 (150) +13 +15 +13 +14 5d6 (18) 21 26 / 22
+1 Dex,
+13 Nat)
25
Mature H 15d8+120 (202) (-2 Size, +14 +18 +14 +18 8d6 (20) 23 28 / 24
+17 Nat)
29
Queen 12d6
H 18d8+162(261) (-2 Size, +15 +20 +16 +22 25 30 / 26
Mother (22)
+21 Nat)

UNATTACHED STATISTICS
Special
Stage Speed Str Dex Con Int Wis Cha
Abilities
60 ft. on any solid
Princess 18 15 14 8 10 6 Psi lvl 2, 5 PP
surface, 50 ft. swim
60 ft. on any solid
Immature 22 15 17 10 10 6 Psi lvl 4, 8 PP
surface, 50 ft. swim
New 60 ft. on any solid Psi Lvl 7, 12
26 14 20 12 10 8
Queen surface, 50 ft. swim PP
Establish 50 ft., 30 ft. climb, 40 ft. Psi lvl 10, 18
32 12 24 14 12 8
ed swim PP
50 ft., 30 ft. climb, 40 ft. Psi lvl 14, 24
Mature 34 10 26 16 14 10
swim PP
Queen 50 ft., 30 ft. climb, 40 ft. Psi lvl 20, 36
36 10 28 18 16 12
Mother swim PP

ATTACHED STATISTICS
Acidic Fearful SR
Hit Dice (HP) Attack Fort Ref Will
Stage Size Defense Spittle Presence Mental /
Total Bonus Save Save Save
(DC) DC Normal
16
Immature L 7d8+28 (61) (-1 size, +1 +7 +11 +7 +7 2d6 (14) 17 23 / 19
Dex, +6 Nat)
17
New Queen H 15d8+90 (172) (-2 size, +9 +11 +12 +10 +10 3d6 (16) 19 24 / 20
Nat)
18
20d8+180
Established G (-4 Size, -1 +13 +19 +10 +14 5d6 (18) 21 26 / 22
(290)
Dex, +13 Nat)
18
25d8+250
Mature C (-8 size,-1 +14 +21 +10 +18 8d6 (20) 23 28 / 24
(387)
Dex, +17 Nat)
22
Queen 40d8+480 12d6
C (-8 Size,-1 +15 +23 +12 +22 25 30 / 26
Mother (700) (22)
Dex, +21 Nat)

108 Aliens: Game Over


ATTACHED STATISTICS
Egg sac Egg Production
Str Dex Con Int Wis Cha Special Abilities
Stage HPs (avg) Per Day
Immature 44 22 12 18 10 10 6 Psi lvl 4, 8 PP 0
New Queen 78 26 10 22 12 10 8 Psi Lvl 7, 12 PP; 1d4
Established 140 32 8 28 14 12 8 Psi lvl 10, 18 PP; 1d6
Mature 185 34 8 30 16 14 10 Psi lvl 14, 24 PP; 1d10
Queen Mother 439 36 8 34 18 16 12 Psi lvl 20, 36 PP; 2d10

Leader and mother of the hive, the Alien the egg sac grows (cannot run and no longer
Queen has three duties which empowers the has freedom or motion on non-floor surfaces if
hive. First she lays eggs to provide the hive with attached) and loses 10 feet of speed per HD of
further drones, praetorians, and the occasional growth while attached. With the approach of the
new queen to spread the influence and power of end of this stage she cannot move at all without
her species. She also guides and coordinates assistance. She is the prisoner of the egg sac.
the actions of the hive, making the drones and At this stage her mental abilities begin and she
praetorians much more efficient. Then third, she can begin to use her highly acidic spittle as a
uses her significant psionic abilities to draw prey spray to help defend herself in her less mobile
to the hive, calling them as they sleep from a state. Adding one to four HD per day of growth,
wide area. she is soon to the next stage and ready to found
her own colony.
Starting as a facehugger within one of the
leathery eggs, like any other of her kind, her life She is now a New Queen, immobile but now
becomes different from the others of her kind as served by drones and praetorians given to her
her gestation inside the host is longer than that as a dowry of sorts by her mother. Carried by
of drones or praetorians, six to seven days as her new entourage to the already scouted site of
opposed to two days for the lesser creatures. her new hive, she now settles down to her duty
When initially infesting a new planet, Alien to her eggs. By this time, she can lay eggs at
queens can delay their chestbursting. All the rate of two to four a day. Her mental abilities
implanted eggs will be Queens to ensure are increasing and she can now call prey to her
maximum infection. Additionally, some embryos and her hive. Her growth is still fast, about
can spontaneously transform into Alien Queens HD per day, as always varying with
if there are no other Alien Queens in the area. environmental factors.
After the maturation of the embryo, the The next stages of growth, Established and
chestburster makes its appearance with usual Mature, feature the slowing of her growth as
consequences to the. This chestburster is a more and more of her energy is dedicated to
little different in appearance than the ones that egg production. Her abilities increase and she is
grow into drones or praetorians, having usable a force to be reckoned with. Finally as a Mature
arms and bring a little smaller, but for game Queen, she can produce her own princesses
purposes, the queen-to-be can use the same and spread her kinds power even more widely.
statistics for the chestburster given. She now She lays more and more eggs and her growth
spends the next few days to week or so in the slows to almost nothing as she fulfils her
form of a growing, evolving chestburster until potential. This can take a year or more for each
she matures into the Princess stage. of these stages.
As a Princess, she is treated as royalty. Any If she lives long enough, she may become
Alien will obey her as they do the Queen, unless the Queen Mother. There can be only one
ordered otherwise by the Queen. If alone, she Queen Mother. Should the existing Queen
can hunt for prey herself better than a drone and Mother die, all the other mature Queens
in fact as well or better than a praetorian, though instinctually know and will telepathically choose
she is not as tough as the bred fighters initially. a new one among them to fill this role. Only in
Progression through the Princess stage will take this way can one slow the egg production to the
from between one to up to seven days per hit point that growth to this stage becomes
die to grow into the Immature stage when possible. Upon reaching the required size and
growth of her egg sac begins. abilities, she once again becomes an egg
machine, gaining further size very slowly,
Almost all () growth at the Immature stage
perhaps one HD per year.
goes into her egg sac. She loses her mobility as
Aliens: Game Over - 109
COMBAT .
If the Queen has to fight, the hive is in Detachment (Ex): If her egg sac is seriously
trouble. The Queen will do whatever it takes to threatened, or if the situation demands it, the
beat off the attacker, including sacrificing herself Queen may sacrifice herself by detaching
by disconnecting herself of her egg sac and herself from her egg sac. This transforms her
joining the fight physically. She will order her into the detached form but she will die within
eggs to disgorge a horde of facehuggers to 2d4 days after detachment due to trauma
overwhelm the foes with their acid (if they can suffered in the process. The detachment
take the foes, so much the better). A Queen process takes 1d4-1 rounds to complete. During
tied to her egg sac is at a severe disadvantage this time treat her as stunned, she cannot attack,
in combat. Her mobility is almost nil; she may cannot defend herself and her Dexterity bonus
adjust her body only by five feet per round from becomes 3.
side to side; the egg sac is immobile. She may
Rage (Ex): After detachment, the Queen
use her attacks on any foe that gets within
goes into a frothing rage. She gains +4 to
reach, but while attached but her tail attack
Strength, +4 to Constitution, and 2 to Armor
cannot be used. The Queen can use her claws,
Class. This rage lasts for 1 minute per detached
bite, spittle and mental attacks however.
HD of the Queen. The Queen cannot end her
Because the Queen is immobile, any attack
rage voluntarily. While raging, the Queen loses
upon her gives the attacker the advantage of
her mental attacks and her spittle damage is
selecting to attack either the Queen herself or
doubled. Note the detached Queen takes any
her exposed egg sac, at their option. Treat the
damage her main body has taken while attached
Queens main body as detached for armor class
(if any) with her into the detached form. After
and hit point purposes. The Queen dies if her
detachment, her body has a reserve egg sac
main body is killed, even if the egg sac still has
containing 2d3 of the emergency eggs (see
hit points. Note, however that her healing is
eggs for details). This allows her the last chance
much faster when attached. This makes
to try to establish a new colony before she dies.
killing the egg sac desirable, especially given
its vulnerability. Mental Abilities (Su): See the Psionic
Abilities chart for list of abilities and power points
Acidic Spittle (Ex): In combat the queen
by stage. These abilities are usable only when
may spray a cone of her acidic spittle as an
attached. Other than the use of these psionic
attack. The specifics of the cone vary by stage
abilities, treat the Queen as a non-psion.
as follows:
Cone Size
Rend (Ex): If both claws hit, the great
Save strength of the Queen can be used to try to pull
Stage Frequency Length Damage
DC
/ Width the victim apart. See the Face and Reach /
Princess 3d6 rnds 30 ft./10 ft. 4d6 16 Special table for damage automatically inflicted.
Immature 2d8 rnds 30 ft./10 ft. 6d6 18
Royal Jelly (Ex): Scientists are just now
New
2d6 rnds 40 ft./10 ft. 8d6 20 investigating the properties of the potent jelly
Queen
Established 2d4 rnds 50 ft./20 ft. 10d6 24 contained in the egg sac of a Mature Queen.
Even in its raw form it is a powerful, yet
Mature 1d6 rnds 60 ft./20 ft. 12d6 26
unpredictable substance. When purified and
Queen
Mother
1d4 rnds 70 ft./30 ft. 15d6 28 processed properly, it can be used to produce
powerful concoctions. But it carries a danger
along with the power. When eaten, a character
Alien Bite (Ex): If the Queen hits with both must make a Fortitude save (DC 15) to use the
claw attacks, the she may make a special bite, following table otherwise treat as Dark Reaver
using her inner mandibles. This attack is Poison (2d6 Con / 1d6 Con, 1d6 Str) with an
instead of the regular bite and allows a Reflex initial failure on save.
save (DC 15). This attack does damage given
below: If the save is made, roll for each of the
following benefits and penalties.
Stage Damage
Princess 3d6+4
Immature 3d6+6
New Queen 3d6+8
Established 4d6+11
Mature 4d8+12
Queen Mother 8d8+13

110 Aliens: Game Over


If the Fortitude save succeeds, in addition to
Benefits Penalties the effects above, a Will save must be made. If
Lose 1 Str per hour for 1d8 this save is made, all is well. If this save fails,
Added 1d8-2 Str whatever action the character makes next will be
hours
Added 1d6-2 Dex
Lose 1 Dex per hour for repeated exactly until the royal jelly wears off
1d6 hours when the characters stats return to normal.
Lose 1 Con per hour for
Added 1d8-2 Con
1d8 hours Psionic effects rolled as a minor Dorjes but
Lose 1 Wis per hour for on a roll of 100, make that roll on the medium
Added 1d6-2 Wis
1d6 hours
Lose 1 Int per hour for 1d6
column. If an additional 100 is rolled, make the
Added 1d6-2 Int roll on the Major column.
hours
Added 1d6-2 Natural Armor Lose 1d6 Cha for 1d8
for 1d6 hours hours after benefit elapses
This gives a single use of that power.
Added 1d4-2 Psionic Effects Lose 1d6 Int for 1d6 hours Assume caster level of ((Character level / 2) +
for 1d6 hours after benefit elapses Wisdom bonus)
Added 1d4-2 points of FAST Lose 2d6 HP for 1d6 hours
HEALING for 1d12 hours after benefit elapses There are 1d6 doses per hp of the egg sac.
Skills: Racial bonus of +10 to hide and move
An adjusted roll of <1 means that effect is not silently (included above). Additional Racial
gained but penalties still may take effect. All bonus of +10 to hide within it's own hive (not
stats go back to normal beginning in 1d12+12 included above)
hours at rate of 1 per hour. Each time the jelly is
used after the first, the user receives a +1 to the
Fortitude save.

Aliens: Game Over - 111


Alien Hybrid Template
It is believed that Alien DNA is sometimes Damage: Alien hybrids have bite, tail,
affected by the characteristics of its host. This and claw attacks. If the base creature
explains the dog-like Alien on Fiorina 161, which does not have these attack forms, use
had no back spines and ran on all fours. There the damage values in the table below.
are rumors of even more bizarre Aliens, from Otherwise, use the values below or the
armless snake-like Aliens to completely base creatures damage values,
quadrupedal versions. With the dizzying variety whichever are greater.
of life found on other worlds, the combinations
are endless. Size
Claw Bite Tail
Damage Damage Damage
Note the Host creature is destroyed in Fine 1d2 1 1
creation of an Alien, but may modify the final Diminutive 1d3 1d2 1d2
Alien form slightly. For creatures other than Tiny 1d4 1d3 1d3
Small 1d6 1d4 1d4
Humans used as base for Aliens: Medium 2d4 1d6 1d6
Base creature must be Animal or Humanoid. Large 1d10 2d4 1d8
Huge 1d12 2d6 2d6
Base creature must be size Small or larger. Gargantuan 2d6 2d8 2d8
Alien starting-size will be same as base creature Colossal 2d8 4d8 4d6
(as adult Aliens start as Diminutive and grow
quickly to full size) then may advance in size by Special Attacks: Acid blood, breath
hit-dice up to two size-categories. weapon (3d6), fear attraction, frightful
No matter its form, an Alien is hideous to presence, improved grab, poison,
behold, having the smooth Alien head, a black pounce, tongue strike, trip, web.
carapace, and the extended tongue. Special Qualities: Blindsight (60 ft.),
climb, DR 5/fire, energy resistance (cold
CREATING AN ALIEN HYBRID 5, electrical 5), fast healing 1, hive mind,
Alien Hybrid is an inherited template that immune to energy (acid, gas, vacuum,
can be added to any living, corporeal creature. and mind-altering effects), psychic
An Alien uses all the base creatures statistics vulnerability, scent, sense fear,
and special abilities except as noted here. tremorsense (60 ft.).
Abilities: Increase from the base
Size and Type: The creatures type creature as follows: Str +4, Dex +4, Con
changes to outsider. Do not recalculate +4, Int -2, Wis +2, Cha -4.
Hit Dice, base attack bonus, or saves. Skills: An Alien hybrid gains skill points
Size is unchanged. as an outsider and has skill points equal
Speed: Increase speed of creature by to (8 + Int modifier) x (HD + 3). Treat
10 ft. A flying creature loses 10 ft. of skills from the base creatures list as
movement and decreases in class skills, and other skills as cross-
maneuverability by one class. class.
Armor Class: Natural armor improves Challenge Rating: HD 4 or less, as
by +6 (this stacks with any natural armor base creature +1; HD 5 to 10, as base
bonus the base creature has). creature +2; HD 11 or more, as base
Attack: An Alien hybrid has two claw creature +3.
attacks, a tail, and a bite attack, and the Allegiance: Always to the nearest Alien
claws are the primary natural weapon. Queen.
Full Attack: An Alien hybrid uses both Level Adjustment: +4.
claws, its tail, and its bite when making
a full attack.

112 Aliens: Game Over


Alien Hybrid, Ape
Medium-size Outsider Abilities: Str 25, Dex 19, Con 18, Int 1, Wis 14,
Hit Dice: 4d8+19 (37 hp) Cha 3
Initiative: +4 (+4 Dex) Skills: Climb +14, Listen +6, Spot +6
Speed: 40 ft., climb 40 ft. Feats: Alertness, Toughness
Defense: 23 (+4 Dex, +9 natural) Challenge Rating: 9
Attacks: Bite +11 melee, 2 claws +6 melee, tail Source: Alien Toys
+6 melee
Damage: Bite 2d4+7, claw 1d10+3, tail 1d8+3 Aliens ultimately implanted the ape-like
and Poison beings that inhabit a jungle planet, known only
Face/Reach: 5 ft by 5 ft/5 ft as Zeevan. Ape hybrids live in hives of 51
Special Attacks: Acid blood, breath weapon drones, with one Queen who lays approximately
(3d6), fear attraction, frightful presence, highly 36 eggs.
acidic, improved grab, poison, pounce, tongue
COMBAT
strike, trip, web
Special Qualities: Blindsight (60 ft.), climb, DR Ape hybrids swing from treetops and enjoy
5/fire, energy resistance (cold 5, electrical 5), crushing enemies with their claws.
fast healing 1, hive mind, immune to energy
Highly Acidic (Ex): Ape hybrids have
(acid, gas, vacuum, and mind-altering effects),
particularly acidic blood. Double any damage
psychic vulnerability, scent, sense fear,
tremorsense (60 ft.). inflicted from acid blood.
Saves: Fort +8, Ref +8, Will +6
Alien Hybrid, Arachnid
Large Outsider Challenge Rating: 8
Hit Dice: 4d8+12 (30 hp) Source: Alien Toys
Initiative: +5 (+5 Dex)
Speed: 30 ft., climb 20 ft. Uneducated colonists, who took this Alien
Defense: 22 (+5 Dex, -1 size, +8 natural) hybrid to be some form of giant spider, named
Attacks: Bite +7 melee, 2 claws +2 melee arachnid hybrids inaccurately. They do "spin"
Damage: Bite 2d4+4, claw 1d10+2 resin like webs from their lower carapace, but
Face/Reach: 5 ft by 5 ft/10 ft the arachnid comparison stops there. It has only
Special Attacks: Acid blood, breath weapon three pairs of limbs. The two forelimbs are little
(3d6), fear attraction, frightful presence, more than spiked pincers, incapable of any fine
improved grab, pounce, tongue strike, web manipulation.
Special Qualities: Blindsight (60 ft.), climb, DR
COMBAT
5/fire, energy resistance (cold 5, electrical 5),
fast healing 1, hive mind, immune to energy Arachnid hybrids are hive-bound, never
(acid, gas, vacuum, and mind-altering effects), leaving the darkness of the hive if they can help
psychic vulnerability, scent, sense fear, it. They specialize in pouncing on opponents
tremorsense (60 ft.) that enter the hive and act primarily as guards.
Saves: Fort +7, Ref +9, Will +5
Skills: +8 racial bonus on Hide and Move
Abilities: Str 19, Dex 21, Con 16, Int 8, Wis 12,
Cha 2 Silently checks when using their resin.
Skills: Climb +11, Hide +3*, Jump +2*, Spot +4*

Aliens: Game Over - 113


Alien Hybrid, Bull
Large Outsider Source: Alien Toys
Hit Dice: 3d8+15 (28 hp)
Initiative: +7 (+7 Dex) Spawned on an Earth-like world known only
Speed: 40 ft. as TerraForm 3, this bizarre Alien hybrid is a
Defense: 26 (+7 Dex, -1 size, +10 natural) quadruped. They appear as crouched Aliens
Attacks: Bite +5 melee, 2 claws +5 melee, tail with horns jutting out of their heads. Bull hybrids
+5 melee, gore +10 melee live in hives of 81 drones, with one Queen who
Damage: Bite 2d4+4, claw 1d10+4, tail 1d8+4 lays approximately 57 eggs.
and Poison, gore 1d8+8
COMBAT
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Acid blood, breath weapon Bull hybrids lead off by charging and then
(3d6), fear attraction, frightful presence, use claw attacks on opponents they overrun.
improved grab, poison, pounce, tongue strike,
Powerful Charge (Ex): A bull hybrid typically
trip, web.
Special Qualities: Blindsight (60 ft.), climb, DR begins a battle by charging at an opponent,
lowering its head to bring its mighty horns into
5/fire, energy resistance (cold 5, electrical 5),
play. In addition to the normal benefits and
fast healing 1, hive mind, immune to energy
hazards of a charge, this allows the beast to
(acid, gas, vacuum, and mind-altering effects),
make a single gore attack with a +9 attack
scent, sense fear, tremorsense (60 ft.), fire
vulnerability. bonus that deals 2d6+16 points of damage.
Saves: Fort +8, Ref +10, Will +4 Fire Vulnerability (Ex): Bull hybrids take half
Abilities: Str 26, Dex 24, Con 20, Int 2, Wis 13, again as much (+50%) damage as normal from
Cha 3 any fire effect, regardless of whether a saving
Skills: Listen +7, Spot +5 throw is allowed, or if the save is a success or
Feats: Alertness, Endurance failure.
Challenge Rating: 10
Alien Hybrid, Dog
Medium-size Outsider tremorsense (60 ft.)
Hit Dice: 3d8+12 (25 hp) Saves: Fort +7, Ref +7, Will +5
Initiative: +4 (+4 Dex) Abilities: Str 19, Dex 19, Con 19, Int 2, Wis 14,
Speed: 40 ft. Cha 6
Defense: 24 (+4 Dex, +10 natural) Skills: Jump +8, Listen +5, Spot +5, Swim +3,
Attacks: Bite +7 melee, 2 claws +2 melee, tail Survival +1*
+2 melee Feats: Alertness, Track
Damage: Bite 1d6+4, claw 2d4+2, tail 1d6+2 Challenge Rating: 9
and poison Source: Alien 3
Face/Reach: 5 ft by 5 ft/5 ft
Special Attacks: Acid blood, breath weapon Dog hybrids are much more common than
(3d6), fear attraction, frightful presence, other hybrids because dogs followed man into
improved grab, poison, pounce, tongue strike, space. They lack the ability to produce resin
trip because they have no tubes on their backs.
Special Qualities: Blindsight (60 ft.), climb, DR
COMBAT
5/fire, energy resistance (cold 5, electrical 5),
fast healing 1, hive mind, immune to energy Dog hybrids are not particularly intelligent,
(acid, gas, vacuum, and mind-altering effects), but they are very cunning.
psychic vulnerability, scent, sense fear,

114 Aliens: Game Over


Alien Hybrid, Killer Crab
Large Outsider also have two "normal" Alien limbs. As if that
Hit Dice: 5d8+20 (42 hp) weren't enough, killer crab hybrids carry
Initiative: +2 (+2 Dex) chestbursters within them and are capable of
Speed: 50 ft. ejecting them at a distance. The carapace is a
Defense: 24 (+2 Dex, -1 size, +13 natural) dark black with a bright red underbelly.
Attacks: Bite +5 melee, 2 claws +10 melee, tail
COMBAT
+5 melee, 2 pincers +5 melee
Damage: Bite 1d10+3, claw 2d4+6, tail 1d8+3, Killer crab hybrids are overaggressive,
pincer 1d6+3 attacking everything in sight. They are believed
Face/Reach: 5 ft by 5 ft/10 ft to be a short-lived hybrid species because they
Special Attacks: Acid blood, breath weapon carry two chestbursters within them. When a
(3d6), fear attraction, frightful presence, killer crab hybrid nears death, it will launch its
improved grab, pounce, tongue strike, trip, web, chestbursters at a target in the hopes of
constrict, launch chestburster providing fresh meat for the newborns. Of
Special Qualities: Blindsight (60 ft.), climb, DR course, the corpse of the killer crab hybrid will
5/fire, energy resistance (cold 5, electrical 5), also serve as a suitable substitute.
fast healing 1, hive mind, immune to energy
Improved Grab (Ex): When a killer crab
(acid, gas, vacuum, and mind-altering effects),
hybrid hits with its claws or tail, it attempts to
psychic vulnerability, scent, sense fear,
tremorsense (60 ft.). start a grapple as a free action without provoking
Saves: Fort +8, Ref +6, Will +5 an attack of opportunity. If it gets a hold, it can
Abilities: Str 23, Dex 14, Con 18, Int 8, Wis 12, constrict.
Cha 2 Constrict (Ex): A killer crab hybrid deals
Skills: Climb +8, Hide +0, Spot +4 1d6+2 on a successful grapple check, in addition
Challenge Rating: 11 to normal pincer damage.
Source: Alien Toys
Launch Chestburster (Ex): In a bizarre
The being that mixed DNA with an Alien that nurse-like fashion, killer crab hybrids gestate two
ultimately spawned the killer crab hybrid is other chestbursters upon reaching adulthood.
currently catalogued, but it must have been They are stored in the upper carapace of the
something truly nasty. Killer crab hybrids walk killer crab hybrid until it deems death is near (at
on four legs and have two additional arms tipped least half hit points), whereupon it will "launch"
with pincers. They also lack the typical stinger them at targets. The two chestbursters are
associated with Aliens and instead have a pincer allowed to make two separate melee attacks as
atop their long, sinewy tail. Killer crab hybrids they make the leap, up to 30 feet away.

Alien Hybrid, Mantis


Large Outsider Cha 7
Hit Dice: 4d8+16 (34 hp) Skills: Hide 1*, Spot +6
Initiative: +1 (+1 Dex) Challenge Rating: 8
Speed: 20 ft. Source: Alien Toys
Defense: 22 (+1 Dex, -1 size, +12 natural)
Attacks: Bite +4 melee, 2 claws +9 melee This large, lumbering Alien hybrid is most
Damage: Bite 2d4+3, claw 1d10+6 notable for its dark green coloring. Its coloring is
Face/Reach: 5 ft by 5 ft/10 ft so dark that it almost appears black. It does not
Special Attacks: Acid blood, breath weapon have the usual poisonous tail.
(3d6), fear attraction, frightful presence,
COMBAT
improved grab, pounce, tongue strike, web
Special Qualities: Blindsight (60 ft.), DR 5/fire, Mantis hybrids are not active hunters.
energy resistance (cold 5, electrical 5), fast Rather, they stand very still, waiting for prey to
healing 1, hive mind, immune to energy (acid, pass by.
gas, vacuum, and mind-altering effects), psychic
Skills: Because of its camouflage, the Hide
vulnerability, scent, sense fear, tremorsense (60
ft.) bonus increases to +12 when a mantis hybrid is
Saves: Fort +8, Ref +5, Will +7 surrounded by foliage.
Abilities: Str 23, Dex 12, Con 19, Int 8, Wis 16,

Aliens: Game Over - 115


Alien Hybrid, Night Cougar
Medium-size Outsider
Hit Dice: 3d8+12 (25 hp) Spawned on a planet where cougar-like
Initiative: +6 (+6 Dex) beasts roamed wild, this ferocious predator
Speed: 40 ft., climb 20 ft. combines the most dangerous traits of Aliens
Defense: 23 (+6 Dex, +7 natural) with the killing skills of a great cat. It appears as
Attacks: Bite +8 melee, 2 claws +3 melee a jet black Alien on all fours with bright red
Damage: Bite 1d6+5, claw 2d4+2 markings on its legs and arms. There is another
Face/Reach: 5 ft by 5 ft/5 ft cat-like hybrid that is sand colored in
Special Attacks: Acid blood, breath weapon appearance and known as a panther hybrid. It
(3d6), fear attraction, frightful presence, is otherwise identical to the night cougar.
improved grab, launch facehugger, poison,
COMBAT
pounce, tongue strike, trip
Special Qualities: Blindsight (60 ft.), climb, DR The speed and stealth that make cougars so
5/fire, energy resistance (cold 5, electrical 5), dangerous makes a night cougar even more
fast healing 1, hive mind, immune to energy frightening. Its most disturbing attack is the
(acid, gas, vacuum, and mind-altering effects), facehugger it carries on its back.
psychic vulnerability, scent, sense fear,
Launch Facehugger (Ex): In a bizarre
tremorsense (60 ft.).
Saves: Fort +7, Ref +9, Will +5 nurse-like fashion, a night cougar "delivers" a
Abilities: Str 20, Dex 23, Con 19, Int 2, Wis 14, facehugger to its prey. The facehugger rides the
Cha 2 back of the night cougar until it incapacitates a
Skills: Balance +12, Climb +11, Hide +8*, Jump host, whereupon it launches the facehugger.
The facehugger makes a separate melee attack
+11, Listen +6, Move Silently +8, Spot +6
Feats: Alertness, Weapon Finesse it leaps, up to 30 feet away. Upon launching its
Challenge Rating: 9 facehugger, the night cougar dies 1d4 rounds
Source: Alien Toys later.

Alien Hybrid, Rhino


Large Outsider Challenge Rating: 11
Hit Dice: 8d8+56 (92 hp) Source: Alien Toys
Initiative: +2 (+2 Dex)
Speed: 30 ft Rhino hybrids are created from rhynth, rhino-
Defense: 17 (+2 Dex, -1 size, +6 natural) like herbivores native to the planet Ryushi.
Attacks: Bite +17 melee, gore +17 melee Rhynth are large quadrupeds that have two
Damage: Bite 2d4+10, gore 2d6+10 horns on their snout, travel in herds, and are
Face/Reach: 5 ft by 5 ft/10 ft domesticated just like cows. Rhino hybrids are
Special Attacks: Acid blood, breath weapon similar in appearance, although their heads have
(3d6), fear attraction, frightful presence, tongue the typical Alien appearance. They do not
strike, web. possess tails and walk on all fours, which make
Special Qualities: Blindsight (60 ft.), DR 5/fire, rhino hybrids slightly less deadly than their
energy resistance (cold 5, electrical 5), fast humanoid counterparts.
healing 1, hive mind, immune to energy (acid,
COMBAT
gas, vacuum, and mind-altering effects), psychic
vulnerability, scent, sense fear, tremorsense (60 Powerful Charge (Ex): A rhino hybrid
ft.). typically begins a battle by charging at an
Saves: Fort +13, Ref +8, Will +8 opponent, lowering its head to bring its mighty
Abilities: Str 30, Dex 14, Con 25, Int 2, Wis 15, horns into play. In addition to the normal benefits
Cha 2 and hazards of a charge, this allows the beast to
Skills: Listen +14, Spot +3 make a single gore attack with a +9 attack
Feats: Alertness, Endurance, Improved Natural bonus that deals 4d6+20 points of damage.
Attack (gore)

116 Aliens: Game Over


Alien Hybrid, Scorpion
Large Outsider +0, Move Silently +15*, Search 1, Spot +2
Hit Dice: 5d8+20 (42 hp) Feats: Improved Initiative, Multiattack
Initiative: +7 (+3 Dex, +4 Improved Initiative) Challenge Rating: 10
Speed: 60 ft., climb 60 ft., swim 40 ft. Source: Alien Toys
Defense: 21 (+3 Dex, -1 size, +9 natural)
Attacks: Bite +8 melee, 2 claws +10 melee, tail Contrary to what their name might imply,
+8 melee these Alien hybrids are not from scorpion stock.
Damage: Bite 1d8+3, claw 1d6+6, tail 1d8+3 Rather, they are highly poisonous Aliens who
and poison have a deadly stinger that usually ends up killing
Face/Reach: 5 ft by 5 ft/10 ft prey rather than paralyzing it. They were
Special Attacks: Acid blood, breath weapon hatched on the desert planet of Tanaka 5.
(3d6), fear attraction, frightful presence, highly Scorpion hybrids live in hives of 39 drones, with
poisonous, improved grab, poison, pounce, one Queen who lays approximately 23 eggs.
spikes, tongue strike, trip, web
COMBAT
Special Qualities: Blindsight (60 ft.), climb, DR
5/fire, energy resistance (cold 5, electrical 5), Highly Poisonous (Ex): In addition to the
fast healing 1, hive mind, immune to energy usual effects of an Alien's poisonous tail, the
(acid, gas, vacuum, and mind-altering effects), target suffers 1d4 Con on the first failed save
psychic vulnerability, scent, sense fear, and then must make an additional save or lose
tremorsense (60 ft.). another 1d4 Con.
Saves: Fort +8, Ref +7, Will +4
Spikes (Ex): Scorpion hybrids are covered in
Abilities: Str 23, Dex 16, Con 18, Int 8, Wis 10,
spikes that inflict 1d4 vs. Small or 1d6 vs.
Cha 5
Skills: Balance +3, Climb +14*, Escape Artist Medium points of piercing damage on a
successful grapple attack.
+3, Hide +15*, Intimidate +9*, Jump +8, Listen
Alien Hybrid, Snake
Huge Outsider Skills: Balance +11, Climb +17, Hide +10,
Hit Dice: 11d8+36 (85 hp) Listen +9, Spot +9, Swim +16
Initiative: +5 (+5 Dex) Feats: Alertness, Endurance, Skill Focus (Hide),
Speed: 20 ft., climb 20 ft., swim 20 ft. Toughness
Defense: 23 (+5 Dex, -2 size, +10 natural) Challenge Rating: 8
Attacks: Bite +18 melee Source: Alien Toys
Damage: Bite 2d6+13
Face/Reach: 10 ft by 10 ft/15 ft Snake hybrids are sepia-colored versions of
Special Attacks: Acid blood, breath weapon the more traditional constrictor snake with a pair
(3d6), fear attraction, frightful presence, of wing-like spines that project from the sides of
improved grab, poison, pounce, tongue strike, its head to form a hood.
trip, constrict, improved grab
COMBAT
Special Qualities: Blindsight (60 ft.), climb, DR
5/fire, energy resistance (cold 5, electrical 5), Snake hybrids are stealthy and calculating.
fast healing 1, hive mind, immune to energy Although they move slower, they are much
(acid, gas, vacuum, and mind-altering effects), larger than humanoid Aliens and capable of
psychic vulnerability, scent, sense fear, getting into places where other Aliens can't.
tremorsense (60 ft.)
Constrict (Ex): A snake hybrid deals 2d6+13
Saves: Fort +10, Ref +12, Will +9
Abilities: Str 29, Dex 21, Con 17, Int 1, Wis 14, on a successful grapple check, in addition to the
grappling weapon's normal damage.
Cha 2

Aliens: Game Over - 117


Alien Hybrid, Terminator
Large Construct/Tough Hero 5/Soldier 5 These rare Alien hybrids are actually
Hit Dice: 4d10 + 5d10 + 5d10 (77 hp) advanced cybernetic organisms. Their hulking
Initiative: +1 (+1 Dex) size is augmented by Alien flesh surrounding a
Speed: 50 ft titanium chassis. They appear as big blue
Defense: 30 (+1 Dex, -1 size, +14 natural, +6 brutes with glowing red eyes, a small nose, a
class) maw full of fangs, and white claws on their
Attacks: M-27 plasma rifle +10 ranged, claw fingers and toes. They were formed by "crypto-
+18 melee Terminators," cybernetic sleeper organisms
Damage: M-27 plasma rifle 4d10, claw 1d10+10 designed to bring back the glory days of Skynet.
Face/Reach: 5 ft by 5 ft/10 ft For more information about Skynet and
Special Attacks: Fear attraction, frightful Terminators, see Terminator: Future Fate.
presence, improved grab, pounce, element
COMBAT
leech.
Special Qualities: AI module, biosynthetic At first glance, Alien hybrid Terminators
conversion, blindsight (60 ft.), climb, combat seem like mindless killing machines. In reality,
programming, DR 5/fire, enhanced dexterity, they are single-minded fighting force that is hell
enhanced strength, energy resistance (cold 5, bent on creating more of its kind to eventually
electrical 5), fast healing 1, hive mind, immune take over the universe. Alien hybrid Terminators
to energy (acid, gas, vacuum, and mind-altering are smart enough to minimize casualties, even
effects), improved visual sensors, integral laser sacrificing themselves for the good of the others.
sight, language module, motion sensors, It should be noted that despite their Alien
multiscanner, reinforced construction (10/-), physiognomy, Alien hybrid Terminators are not
telescopic vision, construct, darkvision, natural immune to acid.
armor (+6), scent, sense fear, tremorsense (60
Element Leech (Su): By touching any non-
ft.).
Saves: Fort +7, Ref +6, Will +3 organic surface for one standard action, an Alien
Abilities: Str 30, Dex 16, Con ---, Int 10, Wis 12, hybrid Terminator can drain an object of its
physical integrity and simultaneously heal itself.
Cha 4
Skills (49): Investigate +4, Knowledge (earth & This process causes 7d6 points of damage to
the object touched. The Alien hybrid Terminator
life sciences) +3, Knowledge (history) +3,
Knowledge (tactics) +3, Knowledge (technology) gains temporary hit points equal to the damage
+3, Navigate +3, Search +5, Listen +3, Sense dealt. However, it cant gain more than the
object's current hit points +10, which is enough
Motive +3, Spot +7, Bluff +5, Disguise +5,
to destroy the object. The temporary hit points
Gather Information +2, Intimidate +7
Feats (3): Personal Firearms Proficiency, disappear 1 hour later. The Alien hybrid
Terminator can use this ability once per round.
Advanced Firearms Proficiency, Strafe
Challenge Rating: 18 Alien hybrid Terminators use this ability to great
Source: Aliens vs. Predator vs. Terminator effect on ships and space stations by absorbing
bulkheads.

118 Aliens: Game Over


Alien Hybrid, Wild Boar
Medium-size Outsider Cha 4
Hit Dice: 3d8+18 (31 hp) Skills: Listen +7, Spot +5
Initiative: +2 (+2 Dex) Feats: Alertness, Toughness
Speed: 40 ft. Challenge Rating: 9
Defense: 24 (+2 Dex, +12 natural) Source: Alien Toys
Attacks: Bite +2 melee, 2 claws +2 melee, gore
+7 melee Wild boar hybrids are only superficially
Damage: Bite 1d6+2, claw 2d4+2, gore 1d8+4 similar to boars. They walk on all fours and do
Face/Reach: 5 ft by 5 ft/5 ft not have poisonous tails. They do, however,
Special Attacks: Acid blood, breath weapon have concealed spikes in their large heads.
(3d6), fear attraction, ferocity, frightful presence, Wild boars are jet black with red markings on
improved grab, pounce, tongue strike their head.
Special Qualities: Blindsight (60 ft.), climb, DR
COMBAT
5/fire, energy resistance (cold 5, electrical 5),
fast healing 1, hive mind, immune to energy Wild boars are ferocious combatants,
(acid, gas, vacuum, and mind-altering effects), charging headlong at opponents.
psychic vulnerability, scent, sense fear,
Ferocity (Ex): A wild boar hybrid is such a
tremorsense (60 ft.)
Saves: Fort +8, Ref +5, Will +5 tenacious combatant that it continues to fight
Abilities: Str 19, Dex 14, Con 21, Int 2, Wis 15, without penalty even while disabled or dying.

Arcturian, Queen
Large Outsider The Arcturian queen cannot move. With her
Hit Dice: 20d8+100 (190 hp) telepathic abilities, though, she can send
Initiative: +0 instructions to and get reports from any
Speed: 0 ft. Arcturian within her range. She is about 6 feet
Defense: 23 (-1 size, +14 natural) long, 4 feet high, and weighs about 5,000
Attacks: pounds.
Damage:
COMBAT
Face/Reach: 5 ft by 5 ft/10 ft
Special Attacks: Spell-like abilities The queen does not fight. She has no ability
Special Qualities: Fast healing 2, hive mind, to move. If necessary, a team of workers and
immunity to poison, petrification, and cold, Arcturian workers to haul her enormous bulk to
resistance to electricity 10 and fire 10, sonic where she needs to go. This sort of occurrence
vulnerability, spell resistance 30, telepathy, keen is very rare, however, and most of the time the
senses, tremorsense queen remains within her well-defended
Saves: Fort +19, Ref +12, Will +19 chambers.
Abilities: Str ---, Dex ---, Con 20, Int 20, Wis 20,
Despite her utter lack of physical activity, the
Cha 21
Skills: Appraise +28, Bluff +28, Concentration queen can use spell-like abilities to great effect
in her own defense as well as the defense of the
+28, Diplomacy +32, Disguise +5 (+7 acting),
Intimidate +30, Knowledge (any three) +28, hive.
Listen +30, Sense Motive +28, Spellcraft +28 Spell-Like Abilities: At willcalm emotions
(+30 scrolls), Spot +30, Use Magic Device +28 (DC 17), charm monster (DC 19),
(+30 scrolls) clairaudience/clairvoyance, detect chaos, detect
Feats: Alertness, Eschew Materials, Great thoughts, hold monster (DC 20), true seeing.
Fortitude, Improved Counterspell, Iron Will, item Caster level 17th. The save DCs are Charisma-
creation feat (any one), Maximize Spell, Spell based.
Focus (enchantment)
Challenge Rating: 17 Vulnerability to Sonic: Arcturians take half
Source: Aliens Adventure Game again as much (+50%) damage as normal from
any sonic effect, regardless of whether a saving
throw is allowed, or if the save is a success or
failure.

Aliens: Game Over - 119


Arcturian, Worker
Medium-size Outsider large queen that lays eggs, and raise their
Hit Dice: 4d8+8 (26 hp) young in communal nursing chambers.
Initiative: +2 (+2 Dex) Although they are warm-blooded omnivores that
Speed: 30 ft breathe atmosphere and are roughly humanoid,
Defense: 17 (+2 Dex, +5 natural) they have no eyes. Arcturians interact with
Attacks: Battleaxe +0 melee, shortspear +0 environment through sound only. Their young
ranged are amphibious and are raised in warm pools at
Damage: Battleaxe 1d8+2, shortspear 1d6 the bottom of the hive.
Face/Reach: 5 ft by 5 ft/5 ft
COMBAT
Special Qualities: Keen senses, tremorsense,
vulnerability to sonic Arcturians have a semblance of culture and
Saves: Fort +6, Ref +6, Will +6 know how to craft and use weapons. They have
Abilities: Str 15, Dex 14, Con 14, Int 6, Wis 14, been known to lay traps for colonists, even
Cha 11 collapsing shafts on intruders. They also know
Skills: Climb +10, Hide +10, Jump +14, Listen when to wait until lights are out before attacking
+8, Move Silently +10, (+3 following tracks), maximizing their advantage. Arcturians are
Tumble +12 extremely vulnerable to sound attacks and sonic
Feats: Dodge, Multiattack barriers keep them hedged in most of the time.
Challenge Rating: 2 Arcturians will defend their queen to the death.
Source: Aliens Adventure Game
Vulnerability to Sonic: Arcturians take half
again as much (+50%) damage as normal from
Native of Arcturus, Arcturians are mammal- any sonic effect, regardless of whether a saving
like creatures that have a society similar to ants: throw is allowed, or if the save is a success or
they live in underground hives, have a single failure.

120 Aliens: Game Over


Harvester, Burrowing
Huge Outsider Burrowing harvesters are large creatures that
Hit Dice: 9d8+45 (85 hp) live deep in the crust of Tartarus. Shaped like
Initiative: -1 (-1 Dex) an armadillo, harvesters use their massive front
Speed: 40 ft., burrow 10 ft. claws and powerful snout for digging. Their
Defense: 19 (-1 Dex, -2 size, +12 natural) objective: to burrow to the surface, gorge itself
Attacks: Bite +16 melee, 2 claws +10 melee on organic matter, and store it in the burrower's
Damage: Bite 2d8+8, claw 2d6+4 gut, to be regurgitated in its lair down below.
Face/Reach: 10 ft by 10 ft/15 ft Harvesters operate in groups not dissimilar to
Special Attacks: Leap wolf packs, which makes them even more
Special Qualities: Keen senses, scent, dangerous.
tremorsense
COMBAT
Saves: Fort +11, Ref +5, Will +9
Abilities: Str 26, Dex 8, Con 20, Int 5, Wis 13, When a harvester senses something edible
Cha 6 (that is, senses movement), it breaks to the
Skills: Jump +18, Listen +9, Spot +3 surface, crest first, and begins its attack. A
Feats: Alertness, Iron Will, Track, Weapon harvester's attack is not subtle; it charges,
Focus (bite) overruns, or even rams its target.
Challenge Rating: 8
Leap (Ex): A burrower can jump into the air
Source: Aliens Adventure Game
during combat. This allows it to make four claw
attacks instead of two, each with a +15 attack
bonus, but it cannot bite.

Harvester, Carrier
Huge Outsider Source: Aliens Adventure Game
Hit Dice: 9d8+45 (85 hp)
Initiative: -1 (-1 Dex)
Similar to the burrowing harvest, carriers
Speed: 40 ft., burrow 10 ft.
have a tapered snout that only allows a rough
Defense: 19 (-1 Dex, -2 size, +12 natural)
tongue to rasp in and out they are not
Attacks: 2 claws +10 melee
predators. They are, however, troop transports
Damage: Claw 2d6+4
of a sort, carrying in up to 12 drones that they
Face/Reach: 10 ft by 10 ft/15 ft
carry on their backs.
Special Attacks: Release drones
Special Qualities: Keen senses, scent, COMBAT
tremorsense
Saves: Fort +11, Ref +5, Will +9 Carrier harvesters are entirely defensive.
Abilities: Str 26, Dex 8, Con 20, Int 5, Wis 13, Their purpose is to defend the lair, which they
patrol regularly. Upon sensing danger, a carrier
Cha 6
Skills: Jump +18, Listen +9, Spot +3 automatically releases all of its drones at once.
Feats: Alertness, Iron Will, Track, Weapon Release Drones (Ex): A carrier has 1d12
Focus (bite) drones that it can spawn once every three
Challenge Rating: 7 weeks.

Aliens: Game Over - 121


Harvester, Drone
Medium-size Outsider COMBAT
Hit Dice: 3d8+12 (25 hp)
Upon being released from the back of a
Initiative: +4 (+4 Dex)
carrier, drones immediately bit everything that
Speed: 40 ft., climb 10 ft.
moves.
Defense: 20 (+4 Dex, +6 natural)
Attacks: Bite +8 melee (+20 grapple) Ferocity (Ex): A drone is such a tenacious
Damage: Bite 1d6+7 combatant that it continues to fight without
Face/Reach: 5 ft by 5 ft/5 ft penalty even while disabled or dying.
Special Attacks: Locking bite, constrict,
Improved Grab (Ex): When a drone hits with
improved grab, ferocity
Special Qualities: Keen senses, scent, its bite, it attempts to start a grapple as a free
action without provoking an attack of
tremorsense
Saves: Fort +6, Ref +7, Will +4 opportunity. If it gets a hold, it can constrict.
Abilities: Str 20, Dex 18, Con 17, Int 3, Wis 13, Constrict: A drone deals 1d6+2 on a
Cha 4 successful grapple check, in addition to the
Skills: Listen +7, Spot +5 grappling weapon's normal damage.
Feats: Alertness, Toughness
Challenge Rating: 2 Locking Bite (Ex): If a drone hits with a bite
Source: Aliens Adventure Game attack, it uses its powerful jaws to latch onto the
opponents body. The jaws actually ratchet down
and cannot be opened short of breaking the
Drones are not separate creatures, but semi- mandibles. An attached drone is effectively
sentient growths spawned from carrier grappling its prey. The drone loses its Dexterity
harvesters. Their sole purpose is to defend the bonus to Defense and has an Defense of 12, but
lair and attack smaller animals that burrowing holds on with great tenacity. Drones have a +12
harvesters cannot reach. They live for only racial bonus on grapple checks. An attached
three hours, whereupon they shrivel up and die drone can be struck with a weapon or grappled
on the spot. itself.

Lacerta Worm
Fine Outsider If this check is failed, the Lacerta worm
Hit Dice: 0.125d8 (0 hp) penetrates the victim's skin.
Initiative: +0
Burrow (Ex): A Lacerta worm secretes an
Speed: 10 ft.
anaesthetic when it bites. A burrowing worm can
Defense: 18 (+8 size)
be noticed if the victim succeeds at a Wisdom
Attacks:
check (DC 15). If successful, the victim sees
Damage:
strange rippling beneath his skin. If failed, the
Face/Reach: ft by ft/0 ft
creature does not notice the worms.
Special Attacks: Burrow
Special Qualities: Tremorsense A burrowing worm deals 2d6 points of
Saves: Fort +2, Ref +2, Will +2 temporary Constitution damage each round. At
Abilities: Str 2, Dex 10, Con 10, Int 10, Wis 10, Constitution 0, the victim dies. The worms then
Cha 1 look for a new host. During the first two rounds,
Skills: Jump +3, Hide +19 a burrowing Lacerta worm can be killed by
Challenge Rating: 4 applying fire to the infested skin or by cutting
Source: Alien Resurrection open the infested skin with any slashing
weapon. Either method deals 2d6 points of
damage to the victim, but kills the worms. After
Lacerta worms are native to Lacerta and
the second round, only surgery can kill the
nearly wiped out the entire colony there. They
worms as they burrow to the victims heart and
crawl off carrion and infest living hosts.
devour it (still dealing 2d6 points of temporary
COMBAT Constitution damage each round).
When first encountered, a Spot check (DC
15) must be made to avoid the worms entirely.

122 Aliens: Game Over


Space Jockey
Huge Outsider encounter with a live space jockey nearly ended
Hit Dice: 10d8+30 (75 hp) with the Earth being terraformed to suit its
Initiative: +6 (+2 Dex, +4 Improved Initiative) tastes. The Earth was saved when several
Speed: 40 ft. Synthetics were sent in to distract it as nuclear
Defense: 13 (+2 Dex, -2 size, +3 natural) missiles targeted the space jockey's ship. It is
Attacks: Slam +17 melee, jockey pistol +10/+5 possible that other space jockeys exist, but
ranged certainly not in any large numbers or they would
Damage: Slam 2d6+9, jockey pistol 3d8 have already conquered the universe.
Face/Reach: 10 ft by 10 ft/15 ft
COMBAT
Special Attacks: Psionics
Special Qualities: Empathy, Alien phobia Space jockeys are immensely strong,
Saves: Fort +10, Ref +9, Will +12 capable of ripping a grown man in half with little
Abilities: Str 28, Dex 14, Con 16, Int 19, Wis effort. They are also extremely gifted psionics,
17, Cha 17 capable of tearing lesser minds apart. Armed
Skills: Bluff +8, Concentration +12, Hide +8, with advanced technology, they are terrible
Intimidate +10, Knowledge (any three) +9, Listen opponents.
+10, Move Silently +7, Spot+10.
Psionics (Sp): A space jockey can use the
Feats: Alertness, Improved Initiative, Iron Will,
following psionic powers at will, as though
Personal Weapons Proficiency th
Challenge Rating: 9 manifested by a 10 -level psion (save DC = 10
Source: Dark Horse Presents: Aliens + Psion's key ability modifier + power level):
brain lock, demoralize, domination, greater
telempathic projection, lesser domination,
Appearing as tall humanoids with elephant mindlink, lesser mindlink, suggestion, levitate.
like snouts wreathed in tentacles, these strange
Empathy (Sp): A space jockey can
beings, nicknamed "Space Jockeys," are an
ancient race. Their names are deceptive: they communicate empathically with any creature
are an extremely malevolent species bent on the within 100 feet.
destruction of Aliens and conquering the Alien Phobia (Sp): Space jockeys loathe
universe. Fortunately, space jockeys are Aliens but fear them more than anything else in
extremely rare. Only two have been the universe. A space jockey suffers a 4
encountered to date the corpse of the pilot morale penalty to all saving throws against Alien
carrying the Alien eggs being the first. The only attacks.

Aliens: Game Over - 123


Synthetics
Synthetics come in more forms than the Integral Laser Sight: The Synthetic has
Service Synthetic. While the Service Synthetic is various sensors and laser precision
most common, there are a wide variety of other optics mounted inside a "head" unit. The
Synthetics that exist for a variety of purposes. Synthetic receives a +1 bonus on all
ranged attack rolls.
Synthetics possess the following traits:
Language Module: The Synthetic can
Construct: Immune to mind-influencing
speak and write a language.
effects, poison, disease, and similar
effects. Not subject to subdual damage, Motion Sensors: The Synthetic gets a
ability damage, energy drain, or death +2 bonus to Spot checks.
from massive damage. If a Synthetic is
wearing a disguise, more than 10 points Multiscanner: The Synthetic has a
of damage in a single hit will reveal its Geiger counter that can detect radiation
true nature. within 500 feet, a chemical sniffer that
can analyze raw materials within 100
Healing: Constructs cannot heal, they feet, a magnetic/spectromic array that
must be repaired. can analyze material within 100 feet, and
an electrical sensor that can identify life
Personal Communicator: The Synthetic
forms within 100 feet.
can digitally communicate securely and
encrypted with any other Synthetic. A Natural Armor (+2): The Synthetic has
backup laser communication system is extra armor that bestows a +2 bonus to
installed for secure line of sight Defense.
communication between units and an
alternate physical cable plug exists to link Natural Armor (+4): The Synthetic has
two units via high-speed data cable. extra armor that bestows a +4 bonus to
Defense.
Synthetics might have some, all, or none of
the followings upgrades: Natural Armor (+6): The Synthetic has
extra armor that bestows a +6 bonus to
AI Module: The Synthetic can learn, Defense.
which allows it to use any skill untrained
that a living being could. Reinforced Construction (10/-): The
Synthetic gains damage resistance of
Biosynthetic Conversion: The 10/-.
Synthetic looks like a person with flesh
and skin. Reinforced Construction (5/-): The
Synthetic gains damage resistance 5/-.
Combat Programming: The Synthetic
can gain the benefits of having a class. Sensory Recorder: The Synthetic can
store up to 100 hours of recordings for
Darkvision: The Synthetic can see in the later reference.
dark up to 60 feet.
Telescopic Vision: The Synthetic
Enhanced Dexterity: The Synthetic is suffers a 1 penalty on Spot checks for
faster than usual and receives a +6 racial every 100 feet of distance instead of
bonus to Dexterity. every 10 feet.
Enhanced Strength: The Synthetic has Tracks: Its tracked multiple wheels give
reinforced servos and musculature to the Synthetic superior grip and
increase its strength. It receives a +6 maneuverability over loose rubble and
Strength bonus. uneven terrain. The Synthetic suffers no
Internal Audio Sensors: The Synthetic movement penalties for poor surface
receives a +2 bonus to Listen checks. conditions.

Improved Visual Sensors: The


Synthetic receives a +2 bonus to Search
and Spot checks.

124 Aliens: Game Over


Synthetic, Alien
Large Construct/Fast Hero 5/Infiltrator 5 Alien Synthetics are extremely well suited for
Hit Dice: 4d10 + 4d8 + 4d8 (66 hp) combat, if only because they are modeled after
Initiative: +5 (+1 Dex, +4 Improved Initiative) terrifying killing machines. Like all Synthetics,
Speed: 30 ft Alien Synthetics cannot normally harm human
Defense: 21 (+1 Dex, -1 size, +2 natural, +9 beings. They can kill Aliens, but are usually
class) loathe doing so as it ruins their cover.
Attacks: 2 claws +15 melee, bite +10, tail +10
Tongue Strike (Ex): If an Alien Synthetic hits
Damage: Bite 1d8+5, claw 1d6+8, tail 1d8+5
with both claw attacks, the alien may make a
Face/Reach: 5 ft by 5 ft/10 ft
special bite, using its inner mandibles. This
Special Attacks: Improved grab, pounce,
attack is instead of the regular bite and allows a
tongue strike, trip, constrict, construct laser.
Reflex save (DC 15). This attack inflicts 4d6+8
Special Qualities: AI module, biosynthetic
hit points of damage. By leaving the inner
conversion, blindsight, climb, combat
mouth closed, subdual damage may be done
programming, construct, darkvision, DR 5/fire,
instead of regular, allowing the capture of live
energy resistance (cold 5, electricity 5),
hosts.
enhanced dexterity, enhanced strength, immune
to acid, gas, vacuum and mind-altering effects, Trip (Ex): An Alien Synthetic that hits with its
improved visual sensors, keen senses, language tail attack can attempt to trip the opponent (+3
module, motion sensors, multiscanner, scent, check modifier) as a free action without making
telescopic vision, tremorsense, pheromone a touch attack or provoking an attack of
collar opportunity. If the attempt fails, the opponent
Saves: Fort +3, Ref +9, Will +3 cannot react to trip the Alien Synthetic.
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10,
Improved grab (Ex): To use this ability, the
Cha 8
Skills (75): Bluff +10, Disguise +15, Gather Alien Synthetic must hit with a claw attack. It
Information +2, Hide +9, Intimidate +2, can then attempt to start a grapple as a free
Investigate +4, Knowledge (earth & life action without provoking an attack of
opportunity. If it wins the grapple check, it
sciences) +3, Knowledge (history) +3,
establishes a hold and can use its tongue strike
Knowledge (tactics) +3, Knowledge (technology)
ability.
+3, Listen +3, Move Silently +9, Navigate +3,
Search +5, Sense Motive +3, Spot +7 Construct Laser (Ex): Some Alien
Feats (3): Improved Initiative, Run, Stealthy synthetics are capable of producing a small
Challenge Rating: 13 laser by carefully disassembling themselves.
Source: Aliens: Stronghold This process takes 1d4 rounds and the laser is
otherwise exactly like the light laser (q.v.). The
Alien Synthetic knows how to wield the laser and
Developed by Dr. Mayakovsky, these
can use it to good effect in combat. Aliens
Synthetics are indistinguishable from Aliens.
They are equipped with artificial pheromone modified in this fashion have the Personal
Firearms Proficiency instead of the Run feat.
secreters that make them "smell" just like Aliens.
This doesn't make them any more appealing to Pheromone Collar (Ex): All Alien synthetics
human beings, who find them incredibly are equipped with pheromone collars that last
unnerving. for six hours before requiring recharging.
COMBAT

Aliens: Game Over - 125


Synthetic, Combat
Large Construct/Tough Hero 5/Soldier 5 Skills (49): Bluff +5, Gather Information +2,
Hit Dice: 4d10 + 5d10 + 5d10 (77 hp) Intimidate +12, Investigate +4, Knowledge (earth
Initiative: +1 (+1 Dex) & life sciences) +3, Knowledge (history) +3,
Speed: 30 ft Knowledge (tactics) +3, Knowledge (technology)
Defense: 24 (+1 Dex, -1 size, +8 natural, +6 +3, Listen +3, Navigate +3, Search +5, Sense
class) Motive +3, Spot +7
Attacks: heavy phased plasma cannon +10 Feats (3): Personal Firearms Proficiency,
ranged, 40mm grenade launcher +10 ranged, Advanced Firearms Proficiency, Strafe
flamethrower +10 ranged, slam +16 melee Challenge Rating: 15
Damage: heavy phased plasma rifle 10d10, Source: Aliens: Stronghold
HEF grenade 3d6, flamethrower 3d6, slam
1d8+8 Combat Synthetics have three-ton titanium
Face/Reach: 5 ft by 5 ft/10 ft exoskeletons, are fully armored, and covered
Special Qualities: AI module, combat with a neutra-gel lined outer skin that makes
programming, enhanced dexterity, enhanced them immune to Alien blood.
strength, improved visual sensors, language
COMBAT
module, motion sensors, multiscanner,
reinforced construction (10/-), telescopic vision, Combat Synthetics are massive, lumbering
construct, darkvision, natural armor (+6), behemoths that aren't big on finesse. They
immune to acid specialize in destroying Alien hives. Like all
Saves: Fort +7, Ref +6, Will +3 Synthetics, Combat Synthetics are prohibited
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, from harming human beings, but have no
Cha 8 qualms about destroying other Synthetics.

126 Aliens: Game Over


Synthetic, Sex
Large Construct/Fast Hero 5/Infiltrator Challenge Rating: 13
3/Martial Artist 2 Source: Aliens: Stronghold
Hit Dice: 4d10 + 5d8 +3d8 +2d8 (66 hp)
Initiative: +1 (+1 Dex)
Sex Synthetics, also known as "Sex Synths,"
Speed: 30 ft
are used both as personal bodyguards as well
Defense: 19 (+1 Dex, -1 size, +9 class)
as sexual companions. They are all uniformly
Attacks: M4A3 pistol +10 ranged, slam +16
beautiful women, with attributes varying
melee
according to the preference of the human males
Damage: M4A3 pistol 1d10, slam 1d8+8
they are assigned to.
Face/Reach: 5 ft by 5 ft/10 ft
Special Qualities: AI module, biosynthetic COMBAT
conversion, combat programming, enhanced
Sex Synthetics are both beautiful and
dexterity, enhanced strength, improved visual
sensors, language module, motion sensors, dangerous when they want to be. Because of
multiscanner, telescopic vision, construct, the nature of their profession, many Sex
Synthetics are capable of harming human
darkvision
Saves: Fort +3, Ref +11, Will +3 beings. Their knowledge of human anatomy is
Abilities: Str 26, Dex 12, Con ---, Int 12, Wis 10, extensive and they use it to their advantage in
melee combat.
Cha 18
Skills (67): Bluff +24, Disguise +20, Gather
Information +7, Intimidate +7, Investigate +4,
Knowledge (behavioral sciences) +3, Knowledge
(earth & life sciences) +3, Knowledge (tactics)
+3, Knowledge (technology) +3, Listen +3,
Navigate +3, Search +5, Sense Motive +3, Spot
+7.
Feats (3): Combat Martial Arts, Improved
Combat Martial Arts, Deceptive

Aliens: Game Over - 127


LINKS
LINKS
Books DVDs
For more information about books that were Alien
used to help create this document, see Section Aliens
15 of the Open Gaming License. Alien 3
Alien 3 Alien Resurrection
Alien Resurrection Games
Alien Resurrection : The Official Junior
Alien 3 (SG)
Novelization
Alien 3 (SGG)
Alien Resurrection Postcard Book
Alien 3 (SN)
Alien Resurrection Scriptbook
Alien Resurrection (PS)
Aliens
Alien Trilogy (PS)
Aliens vs. Predator: Hunter's Planet
Alien Trilogy (Sega)
Aliens vs. Predator: Prey
Alien vs. Predator (SN)
Aliens: Alien Harvest
Alien vs. Predator (Super Nintendo)
Aliens: Earth Hive
Alien vs. Predator 2 Gold (Windows)
Aliens: Genocide
Alien vs. Predator 2 Gold (Windows)
Aliens: Labyrinth
Alien: Fuzion RPG
Aliens: Music of the Spears
Aliens and Colonial Marines in ShockForce
Aliens: Rogue
Aliens in Star Grunts
Aliens: Tribes
Aliens: The Breeding
Colonial Marines Technical Manual
Aliens vs. Predator (Windows)
Giger's Alien (hardcover)
Aliens vs. Predator 2 (Mac)
Giger's Alien (paperback)
Aliens vs. Predator 2 (Windows)

Aliens vs. Predator 2: Primal Hunt


Comics Expansion (Mac)
Aliens vs. Predator: Deadliest of the Species Aliens vs. Predator 2: Primal Hunt
Aliens vs. Predator: War Expansion (Windows)
Aliens: Alchemy Aliens vs. Predator Extinction (PS2)
Aliens: Apocalypse Destroying Angels Aliens vs. Predator Extinction (Xbox)
Aliens: Berserker Aliens vs. Predator Gold (Windows)
Aliens: Book One Aliens vs. Predator MUD
Aliens: Colonial Marines Aliens: Cyberpunk 2020 RPG
Aliens: Earth Angel Aliens: Thanatos Encounter (GBC)
Aliens: Elder Gods Aliens: The Movie Sim
Aliens: Female War Music
Aliens: Genocide
Alien 3
Aliens: Harvest
Alien Resurrection
Aliens: Hive
Aliens
Aliens: Labyrinth
The Alien Trilogy
Aliens: Mondo Pest
Aliens: Nightmare Asylum Toys
Aliens: Outbreak Movie Maniacs VI: Alien Queen
Aliens: Rogue Movie Maniacs VI: Warrior Alien
Aliens: Stronghold Movie Maniacs VI: Dog Alien
Aliens: Salvation and Sacrifice
Aliens: Wraith Videos
Batman vs. Aliens Alien
Dark Horse Presents: Aliens Alien 3
Superman vs. Aliens Alien 3: Spanish Subtitles
Alien 3: Widescreen Edition

128 Aliens: Game Over


Alien Resurrection Alien FAQ
Alien Resurrection: Spanish Subtitles Alien League font
Alien Trilogy Gift. Pack Alien Scripts
Alien: Spanish Subtitles Aliens Archive
Alien: Widescreen Edition Aliens Colony LV-426
Aliens Aliens: Join the Colonial Marines
Aliens: Spanish Subtitles STA: Aliens Toys
Aliens: Widescreen Edition Science Fiction Infantry Warfare
ALIENS: The Anchorpoint Essays
Web Colonial Marines: Elite Force
For more information about web sites that D20 ALIENS vs. PREDATOR
were used to help create this document, see THE ALIEN ENCYCLOPEDIA
Section 15 of the Open Gaming License. The ALIEN Universe Timeline

Aliens: Game Over - 129


ABOUT THE CONTRIBUTORS
Michael Tresca
Michael "Talien" Tresca is a writer, communicator, speaker, artist, and gamer. He has an 11-year-old
D&D role-playing campaign, Welstar, which is one of the six worlds in RetroMUD and where many of his
short stories take place. Michael has published three D20 modules: "Tsar Rising", "All the King's Men,"
and "The Dancing Hut" from MonkeyGod Enterprises. He has written numerous supplements, including
"Frost and Fur" and "Abyss," also from MonkeyGod Enterprises, "Mercenaries: Born of Blood" from
Otherworld Creations, and "Combat Missions" from Paradigm Concepts. Michael has also contributed to
"Relics" from AEG and "The Iron Kingdoms Campaign Guide" from Privateer Press. Michael has also
written magazine articles for Spectre Press' Survival Kit series, Dragon Magazine, Scrollworks, and D20
Weekly. He has written a multitude of reviews of role-playing and computer games for RPG.net,
Gamers.com, Allgame.com, and Talien and Maleficent's Bazaar. Michael has presented at various
panels, including Dragon*Con, I-Con, and Bakuretsucon. When he's not writing, Michael can be found as
his alter ego, Talien, on RetroMUD as an administrator. Michael lives in Connecticut with his wife, who is
an editor, and his cat, who is fluent in English.

Scott Middlebrook
Scott Middlebrook runs the Alien Universe Timeline as well as the Alien Encyclopedia. It's been a long
time since Scott indulged in Star Wars, Call of Cthulhu, Robotech, or AD&D, but he is excited about this
collaboration. Scott's two sites are some of the most thorough analyses of Aliens on the Internet.

Dan McAllister
Dan McAllister included few physical descriptions and no images in his original Alien conversions. He
assumed anyone interested in his d20 conversions has seen or has access to the movies, thus knows
what the things look like. If you plan to run these creatures, Dan encourages you to buy Aliens at least,
the other three movies if you can afford them. They are a great reference. Dan's conversion efforts are
an attempt to fit the Aliens to D&D, not an attempt to fit D&D to a quasi-sci-fi universe containing the
creatures. He tried to keep them true to the movies while being challenging and interesting and fitting as
well as possible within the D&D3e rules. Keeping this in mind should answer any questions as to Why
the !@#$ did he do THAT?. Dan welcomes discussion, suggestions, or comments on this work. He
hopes other players enjoy the creatures and would like to know of any modifications that others feel need
to be made. Dan looks forward to see how people use his adaptation.

130 Aliens: Game Over


OPEN GAMING LICENSE VERSION 1.0A
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and
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broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
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modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your"
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2. The License: This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
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5.Representation of Authority to Contribute: If You are contributing original material as Open Game
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6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this
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Aliens: Game Over - 131


10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
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respect to some or all of the Open Game Content due to statute, judicial order, or governmental
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13. Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
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14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Aliens: Game Over, Copyright 2003, Michael Tresca, Scott Middlebrook, Dan McAllister.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Blood and Guts, Copyright 2003, RPGObjects; Author Charles Rice
Blood and Space, Copyright 2003, RPGObjects; Authors Charles Rice and Chris
Davis.
D&D 3e Xenomorph, Copyright 2001, Dan McAllister
D20 Firearm Mechanics, Copyright 2001, Kenneth S. Hood
D20 Grim-n-Gritty Hit Point and Combat Rules, Copyright 2001, Kenneth S. Hood
D20 Skills-n-feats Martial Arts System, Copyright 2001, Kenneth S. Hood
D20 Skills-n-feats Psionics System, Copyright 2001, Kenneth S. Hood
Deadlands d20 Copyright 2001, Pinnacle Entertainment Group, Inc.
Diomin, Copyright 2000, OtherWorld Creations, Inc.
Dragonstar: Starfarer's Handbook Copyright 2001, Fantasy Flight, Inc.
Forbidden Kingdoms. Copyright 2001, OtherWorld Creations, Inc.
Magus, Copyright 2001, Hector Hernandez
Mercenaries: Born of Blood, Copyright 2002, OtherWorld Creations, Inc.
Relics and Rituals, Copyright 2000, Clark Peterson
Rot Grub from the Tome of Horrors, Copyright 2002, Necromancer Games, Inc.; Author Scott Greene
and Clark Peterson, based on original material by Gary Gygax.
Spycraft, Copyright 2002, Alderac Entertainment Group.
Swashbuckler, Copyright 2001, Felix Lim Jr.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, based on original material by E. Gary Gygax and Dave Arneson.
Traps and Treachery, Copyright 2001, Fantasy Flight, Inc.
Vitality and Wound Points, a d20 System Conversion Guide, Copyright 2000 by Bradley D Thompson
Weird Wars, Weird War Two, Copyright 2001, Pinnacle Entertainment Group, Inc.

132 Aliens: Game Over


OPEN GAME CONTENT
DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product
Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Aliens logos
and identifying marks and trade dress, including all Aliens product and product line names, any elements
of the Aliens setting, including but not limited to capitalized names, organization names, characters,
equipment, historic events, and organization, and all stories, storylines, locations, plots, plot synopses,
thematic elements, quotes from characters; all artwork, symbols, designs, depictions, illustrations
likenesses, poses, logos, symbols or graphic designs; any other unspecified incarnations of the Aliens
creative property, including elements either derived or inferred from the Aliens setting, and website
support materials.
DESIGNATION OF OPEN CONTENT: All stat blocks, new rules, new equipment, and new monster
rules are open content that are not part of the product identity.
Trademarks and copyrights are cited in this document without permission. This usage is not meant in any
way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and
remain the property of the owners. This game is for entertainment only.
D20 System and D&D is a trademark of Wizards of the Coast, Inc.. Alien, Aliens, Alien 3, and Alien
Resurrection are Copyright 20th Century Fox. All rights reserved.

Aliens: Game Over - 133


THE

By Michael Tresca

D20 System and D&D is a trademark of Wizards of the Coast, Inc.. The Thing is a trademark of Universal
Pictures Inc. Copyright 1982 Universal Pictures Inc. (United States and Canada); All Rights Reserved.
Trademarks and copyrights are cited in this document without permission. This usage is not meant in any
way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and
remain the property of the owners. This game is for entertainment only.
You can get the latest version of this document at Talien's Tower, under the Freebies section.
This game contains spoilers about Terminator (movies, books, etc.). You have been warned!

2 - The Thing
Table of Contents
Table of Contents ........................................................................................................................................3
Introduction..................................................................................................................................................5
Summary...................................................................................................................................................5
Campaign in Brief ....................................................................................................................................5
The Role of the Heroes............................................................................................................................5
Advanced Classes.......................................................................................................................................8
Engineer....................................................................................................................................................8
Field Scientist.........................................................................................................................................10
Medic.......................................................................................................................................................12
Pilot .........................................................................................................................................................14
Soldier .....................................................................................................................................................15
Equipment ..................................................................................................................................................17
Armor ......................................................................................................................................................17
Weapons .................................................................................................................................................17
Explosives ..............................................................................................................................................18
Miscellaneous Equipment.....................................................................................................................19
Madness .....................................................................................................................................................21
What is Sanity? ......................................................................................................................................21
Sanity Points ..........................................................................................................................................21
Loss of Sanity ........................................................................................................................................22
Getting Used to Awfulness ...................................................................................................................23
Types of Insanity....................................................................................................................................23
Gaining or Recovering Sanity ..............................................................................................................25
Treatment of Insanity.............................................................................................................................26
Mental Disorders....................................................................................................................................27
Trust............................................................................................................................................................34
Trust Triggers.........................................................................................................................................34
Trust Modifiers .......................................................................................................................................34
Hazards.......................................................................................................................................................35
Catching on Fire.....................................................................................................................................35
Darkness and Light................................................................................................................................35
Heat and Cold .........................................................................................................................................35
Monsters.....................................................................................................................................................36
THING (TEMPLATE) ...............................................................................................................................37
SLED DOG ..............................................................................................................................................41

The Thing - 3
SMALL SCUTTLER ................................................................................................................................41
LARGE SCUTTLER ................................................................................................................................41
SPITTING SCUTTLER ............................................................................................................................42
HUMANOID WALKER ............................................................................................................................42
BULLDOG WALKER ..............................................................................................................................43
THING BEAST.........................................................................................................................................43
Links ...........................................................................................................................................................44
Books ......................................................................................................................................................44
Comics ....................................................................................................................................................44
DVDs........................................................................................................................................................44
Games .....................................................................................................................................................44
Music .......................................................................................................................................................44
Web..........................................................................................................................................................44
About the Author .......................................................................................................................................45
Michael Tresca .......................................................................................................................................45
Open Gaming License Version 1.0a ........................................................................................................46
Open Game Content..................................................................................................................................47

4 - The Thing
Introduction
"Happens all the time, man. They're falling out of the skies like flies. Government knows all about it...
Chariots of the Gods, man... They practically own South America. I mean they taught the Incas
everything they knew..."

-- Palmer to Childs, The Thing

The Thing is a d20 campaign supplement.


For more information about D20 Modern, see The Role of the Heroes
Section 15 of the Open Gaming License. A military team has been sent to discover
what happened to the 12 men of U.S. Outpost
The first half of the supplement is suitable for
31. They must brave the chilling cold, a burnt
players and Game Masters. The last half is for
out wreckage, and whatever still lurks in the
Game Masters only. This document's headers
depths of Outpost 31.
use the Chiller and Impact fonts.
The trail may eventually lead to beyond the
Summary Antarctic. Be it land, sea, or air, the heroes are
the last defense against a being that is part
Military specialists investigating the deaths of
chameleon, part virus. Should it spread,
scientists in the Antarctic discover a shape
humanity is doomed.
shifting alien is responsible and engage in a final
struggle of survival of the fittest. The PCs are professionals. But they are
utterly unprepared for a xeno-biological threat.
Campaign in Brief They are soldiers, mechanics, servicemen of all
stripes who are disciplined and good at what
An American scientific expedition to the
they do. They will need all those skills to
frozen wastes of the Antarctic is suddenly
combat a being that has no comprehendible
disrupted by the arrival of a husky, pursued by
biology.
two Norwegians in a helicopter. The
Norwegians fire indiscriminately at the dog. The
team members defend themselves and shoot Department 7
back, killing the Norwegians.
An encounter with extra-terrestrials and a
It doesn't take long before the Thing (in dog murder investigation in the arctic is simply too
form) attacks the team. One by one, they are much to pass up. The entire team might be
picked off and replaced by Thing duplicates. formed of Department 7 special agents, or
As the expedition explores the Norwegian alternately, one or two are undercover
camp, the history of the Thing comes together. accompanying a supposedly straightforward
Centuries ago - an alien spaceship had crash- investigation. Whatever the case, Department 7
landed in the Antarctic. The pilot was thrown is interested and, if at all possible, wants
clear and eventually froze in the ice. But the samples.
Norwegians uncovered it. And then they thawed If the PCs aren't careful, they may end up
it out. being the sample.
The Thing is a cellular colony that imitates
other beings. It has the ability to alter its own cell
structure to that of a consumed organism, and Theme
can thus imitate a victim almost perfectly. Truth. Fear. Paranoia.
If the Thing were to ever reach civilization, it The world can be a very inhospitable place.
could replicate so quickly that in a matter of At Outpost 31, the men who were stationed
days, it would duplicate every living being on there were confined to tight, cramped spaces.
Earth. It's up to the PCs to stop it...before the When it's 40 below outside, staying warm makes
Thing stops them. plenty of sense.

The Thing - 5
But there's something else trapped inside by the time the men of Outpost 31 encountered
too. Something violent, deadly a predator. the remaining two Norwegian scientists, they
Worse, it can take on the form of anyone else. were out for blood.
And it needs to stay warm too.
The Thing had transformed into a sled dog.
The Thing: Who Goes There? Is as much a It seemed innocent especially in comparison to
science fiction game as it is a horror game. the gun-toting Norwegians who fired upon it with
Why? abandon. The Outpost 31 crew fired back in
self-defense, killing the only people who could
There is nowhere to run. Civilization is 100
tell them just how much danger they were really
miles away, with nothing but ice and snow in
in. With the Antarctic winter descending upon
between. Radios are out due to the snowstorm,
the camp, contact became sporadic. Nobody
transportation is non-existent when the weather
was going anywhere.
kicks up (and it always kicks up at the worst
times), and modern comforts only extend as far It didn't take long for the Thing to begin
as the base itself. Nothing can be imported and sowing distrust amongst the survivors. It tried to
nothing leaves until winter ends. escape as sled dogs but was tracked down and
captured. Fortunately, the American scientists
There is nowhere to hide. Under cramped
were capable enough to discover the real threat
conditions, space is at a premium. Similar to a
if the Thing ever made it to civilization, it could
space station or a submarine, there are no wide-
take over every life form on the planet in 27,000
open indoor spaces. The only large space is the
hours.
outdoors and that's not a place any living Thing
wants to be in during the winter. Unfortunately, all those deaths garnered the
attention of Gen, Inc., a secret government
And it's very, very cold outside. It's not
agency determined to harness the power of the
just cold, it's freezing. A man outside,
Thing as a biological weapon. They thought
unprepared, can freeze to death in minutes.
they could control it. They were wrong.
The wind blows constantly. If a door opens,
snow blasts through the opening. Men return The Thing's gotten further than the arctic. It's
with frost on their beards. Human beings showed up in a few, sparsely populated places.
weren't meant to live in the Antarctic. And at every turn, humanity MacReady has
been there to put it down. But he can't keep it
It's very simple: kill the Thing before it kills
up forever. After all, he's only human
you. The only problem is determining who is a
Thing and who isn't.
Timeline
Background 100,000 Years Ago: The Thing's ship
crashes into the Antarctic in the
A long time ago, an alien presence crash-
Pleistocene era (The Thing).
landed in the Antarctic. Whether it was an alien
pilot, a bioengineered weapon, or a confused 3 Days Later: A Norwegian science
passenger, no one knows for sure. But crew unearths The Thing (The Thing).
whatever the Thing is, it crawled out of its ship 1 Day Later: The Thing kills all but two
only to freeze in a block of ice a few hundred of the remaining crew of a Norwegian
feet from the crash. outpost (The Thing).
1 Day Later: The twelve-man crew of
And there it lay, for thousands of years, the U.S. Antarctic Research Outpost
forgotten and undiscovered. Until the #31 encounters the Thing (The Thing).
Norwegians found it. 5 Days Later: The Thing begins
They didn't quite know what they discovered constructing a spacecraft and infects
of course. With suspicions running high in the several of the Outpost #31 crew (The
1980s and Antarctica the last disputed territory Thing).
amongst so many civilized nations, the 1 Day Later: MacReady supposedly
Norwegians weren't about to share their destroys the Thing. The only two
discovery with anyone. survivors, MacReady and Childs, wait
for the cold to kill them (The Thing).
But ultimately, their discovery shared more 2 Days Later: MacReady wakes up
with them. aboard an ice-bound whaling vessel
The Thing took over the compound, one by after being carried out onto the ice floe
one. No one knows exactly what happened, but by Childs. MacReady steals the ship's

6 - The Thing
helicopter to return to Outpost #31, 1 Day Later: Childs turns out to be the
intent on burning the remaining corpses Thing. The entire camp's crew is
of the Thing. There, MacReady infected except for Sgt. Agapito, who is
encounters Commander Erskine's Navy forced to chop off his own arm to avoid
SEAL team. The Thing infects the becoming infected. The Thing sets
SEAL team, crashing the helicopter and about constructing an aircraft of some
leaving MacReady and Erskine to care sort. MacReady, Dr. Viale, and Sgt.
for the survivors (The Thing from Agapito set the hangar where the
Another World). aircraft resides on fire, only to awaken a
1 Day Later: Erskine and MacReady massive Thing. The Thing beast is
make it to an Argentine outpost, only to destroyed by a plasma strike, leaving
discover that the Thing has infected Sgt. Agapito, MacReady, and Dr. Viale
Erskine. MacReady and Childs gave to tend to their wounds (Climate of
chase even as the Thing infiltrates a Fear).
submarine (designation D-4-N). In a 1 Week Later: A U.S. Search and
last-ditch effort to destroy the Rescue team led by Sgt. Blake explores
submarine, MacReady blows the sub's the burned remains of Outpost #31.
hatches. Only MacReady makes it to They discover that parts of the Thing
the surface (The Thing from Another have not only been recovered but are
World). being bred as a biological weapon by
1 Day Later: MacReady is rescued by Gen, Inc. (The Thing).
the Argentines and evacuated to a
research station in Tierra del Fuego.
The Thing tags along and begins to
spread to new bodies (Climate of Fear).
1 Day Later: Childs reappears at the
base in the company of a U.S. Navy
combat team. A test designed to flush
out those infected by the Thing reveals
that MacReady is infected (Climate of
Fear).

The Thing - 7
Advanced Classes
"I've got six dead Norwegians on my hands, a burned up flying saucer, and we've just destroyed the
scientific find of the century. Now fuck off!"
- Garry to Blair, The Thing

temporary or jury-rigged repairs. See the Repair


Engineer skill for details on jury-rigging.
Engineers live and breathe technology. If it's
At 7th level, this competence bonus
broken, they'll fix it. If it's destroyed, they'll
increases to +4.
rebuild it. They're known for their adaptability
and can work with any device, regardless of Extreme Machine
origin, even when it's seemingly beyond repair. If it has mechanical or electronic
Like any piece of hardware, they know their components, a Engineer of 2nd level or higher
weapons inside and out, and won't hesitate to can get maximum performance out of it.
use them.
By spending 1 action point and making either
a Craft (electronic) or Craft (mechanical) check
Requirements (whichever is appropriate for the machine in
question), the Engineer can temporarily improve
To qualify to become an Engineer, a a machines performanceat the risk of causing
character must fulfill the following criteria. the machine to need repairs later. The DC for
Skills: Computer Use 6 ranks, either Craft the Craft check depends on the type of
(electronic) 6 ranks or Craft (mechanical) 6 improvement being made, as shown on the table
ranks, and Disable Device 6 ranks. below.
Repair Chance
Improvement Craft DC
(d%)
Class Information Ranged Weapons
Hit Die +1 to damage 15 0125
+2 to damage 20 0150
1d6 +3 to damage 25 0175
Action Points +5 ft. to range increment 15 0125
+10 ft. to range increment 25 0150
An engineer gains a number of action points Electronic Devices
equal to 6 + one-half her character level, +1 equipment bonus 15 0125
rounded down, every time he attains a new level +2 equipment bonus 20 0150
in this class. +3 equipment bonus 25 0175
Vehicles
Class Skills +1 on initiative checks 20 0125
Computer Use (Int), Craft (electronic, +1 to maneuver 25 0150
mechanical) (Int), Demolitions (Int), Disable +2 to maneuver 30 0175
Device (Int), Drive (Dex), Knowledge (behavioral
sciences, earth and life sciences, physical The Engineer performs the extreme
sciences, popular culture, technology) (Int), modifications in 1 hour. The Engineer cant take
Navigate (Int), Profession (Wis), Read/Write 10 or take 20 on this check. If the check
Language (none), Repair (Int), Research (Int), succeeds, the effect of the improvement lasts for
Speak Language (none), Spot (Wis). a number of minutes equal to his or her
Skill Points at Each Level: 7 + Int modifier. Engineer class level, beginning when the object
is first put into use. The Engineer selects the
single improvement he or she wants to make
Class Features prior to making the check. After the duration of
Jury-Rig the effect ends, the machine reverts to its
An Engineer gains a +2 competence bonus previous state and a repair chance percentile roll
on Repair skill checks made to attempt is made. The result of this roll indicates whether

8 - The Thing
the machine requires repairs before it can be In addition to the Wealth check, the Engineer
used again. must also pay a cost in experience points equal
to 25 x his or her Engineer level x the bonus
Bonus Feats
provided by the mastercraft feature. The XP
At 3rd, 6th, and 9th level, the Engineer gets a
must be paid before making the Craft check. If
bonus feat. The bonus feat must be selected
the expenditure of these XP would drop the
from the following list, and the Engineer must
Engineer to below the minimum needed for his
meet all the prerequisites of the feat to select it.
or her current level, then the XP cant be paid
Builder, Cautious, Combat Expertise, and the Engineer cant use the mastercraft
Educated, Gearhead, Personal Firearms ability until he or she gains enough additional XP
Proficiency, Point Blank Shot, Studious. to remain at his or her current level after the
expenditure is made.
Engineering Mastery
When making a Repair skill check, an When successfully completed, a mastercraft
Engineer of 4th level or higher may take 10 even object provides a +1 bonus to its quality
if stress and distractions would normally prevent compared to an ordinary object of the same
him or her from doing so. type. All weapons and armor, and certain other
types of equipment, such as computers and
Mastercraft
electronic devices, can be constructed as
At 5th level, the Engineer becomes adept at
mastercraft objects.
creating mastercraft objects. He of she applies
the mastercraft ability to one of his or her Craft At 8th level, the Engineer can add the
skills (electronic or mechanical). From this point mastercraft ability to another Craft skill, or he or
on, he or she can build mastercraft objects using she can improve his or her ability in the skill
that skill. selected at 5th level, so that his or her
mastercraft objects provide a +2 bonus.
With Craft (electronic), the Engineer can
build electronic devices. With Craft At 10th level, the Engineer adds another +1
(mechanical), the Engineer can build mechanical bonus to his or her mastercraft ability. If the
devices, including weapons. Engineer focuses his or her ability on one Craft
skill, his or her mastercraft objects now provide
On average, it takes twice as long to build a
a +3 bonus. If the Engineer already has the
mastercraft object as it does to build an ordinary
ability for both Craft skills, he or she chooses
object of the same type. The cost to build a
which one to improve to a +2 bonus.
mastercraft object is equal to the purchase DC
for the components (see the appropriate Craft The Craft DC for a mastercraft object is the
skill description) + the bonus provided by the same as for a normal object of the same type,
mastercraft feature. A Engineer can add the as described in the Craft skill, with the following
mastercraft feature to an existing ordinary object modification: For a +1 object, add +3 to the Craft
by making the Wealth check and then making DC; for a +2 object, add +5 to the Craft DC; and
the Craft check as though he or she were for a +3 object, add +10 to the Craft DC.
constructing the object from scratch.

Base
Class Attack Fort Ref Defense Reputation
Level Bonus Save Save Will Save Special Bonus Bonus
1st +0 +0 +0 +2 Jury-rig +2 +1 +0
2nd +1 +0 +0 +3 Extreme machine +1 +0
3rd +1 +1 +1 +3 Bonus feat +2 +1
4th +2 +1 +1 +4 Engineering mastery +2 +1
5th +2 +1 +1 +4 Mastercraft +3 +1
6th +3 +2 +2 +5 Bonus feat +3 +2
7th +3 +2 +2 +5 Jury-rig +4 +4 +2
8th +4 +2 +2 +6 Mastercraft +4 +2
9th +4 +3 +3 +6 Bonus feat +5 +3
10th +5 +3 +3 +7 Mastercraft +5 +3

The Thing - 9
Smart Defense
Field Scientist A Field Scientist applies his or her
Field scientists include biologists, geologists, Intelligence bonus and his or her Dexterity
and meteorologists all important crewmembers bonus to his or her Defense. Any situation that
when conducting research in inhospitable would deny the Field Scientist his or her
terrain. Field scientists tend to be very Dexterity bonus to Defense also denies the
specialized in their field study and reluctant to Intelligence bonus.
stray outside it biologists make poor medics.
Scientific Improvisation
On the other hand, they are survivors first and
At 2nd level, a Field Scientist gains the ability
foremost and will do whatever is necessary to
to improvise solutions using common objects
help their team survive.
and scientific know-how. This ability lets the
Field Scientist create objects in a dramatic
Requirements situation quickly and cheaply, but that have a
limited duration.
To qualify to become a Field Scientist, a
character must fulfill the following criteria. By spending 1 action point and combining
common objects with a Craft check that
Skills: 6 ranks in either Craft (chemical) or corresponds to the function desired, the Field
Craft (electronic), plus 6 ranks in Knowledge Scientist can build a tool or device to deal with
(earth and life sciences), Knowledge (physical any situation. The DC for the Craft check is
sciences), or Knowledge (technology), plus 6 equal to 5 + the purchase DC of the object that
ranks in Research. most closely matches the desired function.
Only objects that can normally be used more
than once can be improvised.
Class Information
Electronic devices, special tools, weapons,
The following information pertains to the mechanical devices, and more can be built with
Field Scientist advanced class. scientific improvisation. It takes a full-round
Hit Die action to make an object with scientific
1d8 improvisation. The object, when put into use,
lasts for a number of rounds equal to the Field
Action Points Scientists class level, or until the end of the
6 + one-half character level, rounded down, current encounter, before it breaks down. It cant
every time the Field Scientist attains a new level be repaired.
in this class.
Bonus Feats
At 3rd, 6th, and 9th level, the Field Scientist
Class Skills gets a bonus feat. The bonus feat must be
The Field Scientists class skills (and the key selected from the following list, and the Field
ability for each skill) are: Computer Use (Int), Scientist must meet all the prerequisites of the
Craft (chemical, electronic, mechanical, feat to select it.
pharmaceutical), Decipher Script (Int), Archaic Weapons Proficiency, Attentive,
Demolitions (Int), Disable Device (Int), Drive Cautious, Combat Expertise, Educated,
(Dex), Investigate (Int), Knowledge (behavioral Gearhead, Personal Firearms Proficiency, Point
sciences, earth and life sciences, physical Blank Shot, Renown, Studious.
sciences, technology) (Int), Navigate (Int), Pilot
(Dex), Profession (Wis), Read/Write Language Skill Mastery
(none), Research (Int), Search (Int), Speak At 4th level, a Field Scientist selects a
Language (none). number of skills from his or her class list equal to
3 + his or her Intelligence modifier. When
making a skill check using one of these skills,
Skill Points at Each Level: 7 + Int modifier. the Field Scientist may take 10 even if stress
and distractions would normally prevent him or
Class Features her from doing so.
The following features pertain to the Field Minor Breakthrough
Scientist advanced class. Upon attaining 5th level, a Field Scientist
receives credit for a minor scientific
breakthrough that earns him or her the
recognition of her peers. The Field Scientist

10 - The Thing
chooses one of the following Knowledge skills: use with one hand. With the selected weapon,
behavioral sciences, earth and life sciences, the Field Scientist can use his or her Intelligence
physical sciences, or technology. When dealing modifier instead of Strength or Dexterity modifier
with others with at least 1 rank in the same on attack rolls.
Knowledge skill, the Field Scientist gains a +2
Major Breakthrough
bonus on Reputation checks.
At 10th level, the Field Scientist gains a +2
This minor breakthrough also provides the bonus on Reputation checks when dealing with
Field Scientist with a +3 Wealth bonus increase. individuals who have at least 1 rank in any of the
following Knowledge skills: behavioral sciences,
earth and life sciences, physical sciences, or
Smart Survival
technology. This bonus stacks with the bonus
A Field Scientist of 7th level or higher can
provided by the minor breakthrough ability.
spend 1 action point to reduce the damage dealt
by a single attack or effect by 5 points. This major breakthrough also provides the
Field Scientist with a +3 Wealth bonus increase.
Smart Weapon
At 8th level, the Field Scientist selects one
weapon that he or she is proficient in and can
Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +0 +1 +1 +0 Smart defense +0 +0
2nd +1 +2 +2 +0 Scientific improvisation +1 +0
3rd +1 +2 +2 +1 Bonus feat +1 +1
4th +2 +2 +2 +1 Skill mastery +1 +1
5th +2 +3 +3 +1 Minor breakthrough +2 +1
6th +3 +3 +3 +2 Bonus feat +2 +2
7th +3 +4 +4 +2 Smart survival +2 +2
8th +4 +4 +4 +2 Smart weapon +3 +2
9th +4 +4 +4 +3 Bonus feat +3 +3
10th +5 +5 +5 +3 Major breakthrough +3 +3

The Thing - 11
Expert Healer
Medic At 2nd level and higher, the Medics ability to
With their extensive training and acute restore hit points with a medical kit or surgery kit
diagnostic skills, Medics can heal squad and a successful use of the Treat Injury skill
members without medical kits or other tools. As improves. In addition to the normal hit point
with all Special Forces operatives, Medics are recovery rate (1d4 for a medical kit, 1d6 per
stealth combatants, as precise with a patients character level for surgery), the Medic
flamethrower as they are with a scalpel. If he is restores 1 hit point for every level he or she has
who he says he is, you can trust a Medic to in this advanced class.
watch your back.
Bonus Feats
At 3rd, 6th, and 9th level, the Medic gets a
Requirements bonus feat. The bonus feat must be selected
from the following list, and the Medic must meet
To qualify to become a Medic, a character all the prerequisites of the feat to select it.
must fulfill the following criteria.
Armor Proficiency (light), Armor Proficiency
Base Attack Bonus: +2. (medium), Cautious, Defensive Martial Arts,
Skills: Treat Injury 6 ranks, Spot 6 ranks. Dodge, Educated, Improved Initiative, Medical
Expert, Personal Firearms Proficiency, Surface
Feat: Surgery. Vehicle Operation, Vehicle Expert.
Medical Mastery
Class Information When making a Treat Injury skill check, a
Hit Die Medic of 4th level or higher may take 10 even if
1d8 stress and distractions would normally prevent
him or her from doing so.
Action Points
A Medic gains a number of action points Minor Medical Miracle
equal to 6 + one-half her character level, At 7th level or higher, a Medic can save a
rounded down, every time he attains a new level character reduced to 10 hit points or lower. If
in this class. the Medic is able to administer aid within 3
rounds of the characters death, he or she can
Class Skills make a Treat Injury check. The DC for this
Computer Use (Int), Concentrate (Con), Craft check is 30, and the Medic cant take 10 or take
(pharmaceutical) (Int), Diplomacy (Cha), Drive 20. If the check succeeds, the dead character
(Dex), Knowledge (behavioral sciences, current can make a Fortitude save (DC 15) to stabilize
events, earth and life sciences, popular culture, and be restored to 0 hit points. If the Medic fails
technology) (Int), Listen (Wis), Pilot (Dex), the skill check or the patient fails the save, the
Profession (Wis), Read/Write Language (none), dead character cant be saved.
Research (Int), Speak Language (none), Spot
(Wis), Treat Injury (Wis). Medical Miracle
At 10th level, a Medic can revive a character
Skill Points at Each Level: 5 + Int modifier. reduced to 10 hit points or lower. If the Medic is
able to administer aid within 3 minutes of the
characters death, he or she can make a Treat
Class Features Injury check. The DC for this check is 40, and
Medical Specialist the Medic cant take 10 or take 20. If the check
The Medic receives a competence bonus on succeeds, the dead character can make a
Treat Injury checks. At 1st level, the bonus is +1. Fortitude save (DC 20) to stabilize and be
It increases to +2 at 5th level, and to +3 at 8th restored to 1d6 hit points. If the Medic fails the
level. skill check or the patient fails the Fortitude save,
the dead character cant be restored.

12 - The Thing
Base
Class Fort Ref Will Defense
Attack Special Reputation Bonus
Level Save Save Save Bonus
Bonus
1 +0 +2 +0 +1 Medical specialist +1 +1 +1
2 +1 +3 +0 +2 Expert healer +1 +1
3 +1 +3 +1 +2 Bonus feat +2 +1
4 +2 +4 +1 +2 Medical mastery +2 +2
5 +2 +4 +1 +3 Medical specialist +2 +3 +2
6 +3 +5 +2 +3 Bonus feat +3 +2
7 +3 +5 +2 +4 Minor medical miracle +4 +3
8 +4 +6 +2 +4 Medical specialist +3 +4 +3
9 +4 +6 +3 +4 Bonus feat +5 +3
10 +5 +7 +3 +5 Medical miracle +5 +4

The Thing - 13
Pilot Class Features
Lucky
Pilots are tough mothers. Any pilot that can
Whenever a Pilot spends an action point to
fly in the Antarctic has probably flown under fire.
add to a vehicle related skill check, two points
Any pilot who has flown under fire has been in a
are added instead.
war or four. And any pilot who can keep a bird
steady while being shot at probably spits nails Kick Start
and guzzles motor oil. Pilots are an ornery, Once per game session, the Pilot can
unpredictable lot, but they know how to use change a failed Craft (mechanical) check to a
firepower when pressed. success by giving the target device a whack in
frustration. For every three levels, the Pilot can
use this ability one additional time per game
Requirements session.
To qualify to become a Pilot, a character
Bonus Feats
must fulfill the following criteria.
At 3rd, 6th, and 9th level, the Pilot gets a
Skills: Pilot 6 ranks, and either Craft bonus feat. The bonus feat must be selected
(electronic) 6 ranks or Craft (mechanical) 6 from the following list, and the Pilot must meet
ranks. all the prerequisites of the feat to select it.
Builder, Cautious, Combat Expertise,
Class Information Educated, Gearhead, Personal Firearms
Proficiency, Point Blank Shot, Studious.
Hit Die
1d10 Familiarity
The Pilot gains a +1 bonus to Craft
Action Points (mechanical), Drive, and Pilot checks when used
A pilot gains a number of action points equal with a specific vehicle he designates as familiar.
to 6 + one-half her character level, rounded This same bonus is applied to the Pilot's attack
down, every time he attains a new level in this roll whenever firing the vehicle's weapons. To
class. designate a vehicle as familiar, the Pilot must
Class Skills have operated it for at least 20 days, minus a
Computer Use (Int), Craft (electronic, number of days equal to his Wisdom modifier.
mechanical) (Int), Demolitions (Int), Disable This bonus increases every 2 levels.
Device (Int), Drive (Dex), Navigate (Int), Pilot Elbow Grease
(Dex), Profession (Wis), Read/Write Language The Pilot gains a +2 competence bonus to
(none), Repair (Int), Speak Language (none), Craft (mechanical) checks made to attempt
Spot (Wis). repairs. This bonus increase by +2 for every 5
Skill Points at Each Level: 6 + Int modifier. levels.

Base
Class Attack Fort Ref Will Defense Reputation
Level Bonus Save Save Save Special Bonus Bonus
1st +1 +0 +2 +0 Lucky +1 +0
2nd +2 +0 +3 +0 Familiarity +1 +1 +0
3rd +3 +1 +3 +1 Kick Start (1/session) +2 +1
4th +4 +1 +4 +1 Familiarity +2 +2 +1
5th +5 +1 +4 +1 Elbow Grease +2 +3 +1
6th +6 +2 +5 +2 Kick Start (2/session), +4 +2
familiarity +3
7th +7 +2 +5 +2 Bonus feat +4 +2
8th +8 +2 +6 +2 Familiarity +4 +5 +2
9th +9 +3 +6 +3 Kick Start (3/session) +5 +3
10th +10 +3 +7 +3 Bonus feat, familiarity +6 +3
+5, elbow grease +4

14 - The Thing
feat with the same name. The Soldier chooses a
Soldier specific weapon. The soldier can choose
As small arms specialists, Soldiers are highly unarmed strike or grapple as the weapon. The
proficient with all fire-powered weapons. soldier must be proficient with the chosen
Trained as killing machines, their confidence in weapon. The soldier adds +1 to all attack rolls
combat is unmatched. They are singularly made using the selected weapon.
driven to identify a target and kill it quickly,
Weapon Specialization
cleanly and efficiently. More dangerous than
At 2nd level, a Soldier gains weapon
most, when times get tough, you'll want one of
specialization with a specific melee or ranged
these guys on your side.
weapon that he or she also has applied the
Weapon Focus feat or class feature to. The
Requirements soldier gets a +2 bonus on damage rolls with the
chosen weapon.
To qualify to become a Soldier, a character
must fulfill the following criteria. Bonus Feats
At 3rd, 6th, and 9th level, the Soldier gets a
Base Attack Bonus: +3. bonus feat. The bonus feat must be selected
Skill: Knowledge (tactics) 3 ranks. from the following list, and the Soldier must meet
all the prerequisites of the feat to select it.
Feat: Personal Firearms Proficiency.
Advanced Firearms Proficiency, Archaic
Weapons Proficiency, Armor Proficiency (light),
Class Information Armor Proficiency (medium), Armor Proficiency
Hit Die (heavy), Brawl, Burst Fire, Cleave, Combat
1d10 Reflexes, Exotic Firearms Proficiency, Exotic
Melee Weapon Proficiency, Far Shot, Great
Action Points Cleave, Improved Brawl, Improved Knockout
A soldier gains a number of action points Punch, Knockout Punch, Power Attack.
equal to 6 + one-half her character level,
rounded down, every time she attains a new Tactical Aid
level in this class. As an attack action, the Soldier provides
tactical aid to any single ally (but not him or
Class Skills herself) within sight and voice range of the
Demolitions (Int), Drive (Dex), Intimidate soldiers position.
(Cha), Jump (Str), Knowledge (current events,
history, popular culture, tactics) (Int), Listen As a full-round action, the Soldier provides
(Wis), Navigate (Int), Profession (Wis), tactical aid to all of his or her allies (including
Read/Write Language (none), Speak Language him or herself) within sight and voice range of
(none), Spot (Wis), Survival (Wis), Swim (Str). the soldiers position.

Skill Points at Each Level: 5 + Int modifier. This aid provides either a competence bonus
on attack rolls or a dodge bonus to Defense
(Soldiers choice). This bonus is equal to the
Class Features Soldiers Intelligence modifier (minimum +1),
Weapon Focus and it lasts for a number of rounds equal to one-
At 1st level, a Soldier gains the Weapon half of the Soldiers level in the advanced class,
Focus class feature, providing the benefit of the rounded down.
Improved Critical selected at 2nd level. This ability increases the
For the weapon the Soldier has applied bonus on damage rolls to +4 when using the
weapon specialization to the Soldiers threat selected weapon.
range increases by one.
Critical Strike
Improved Reaction At 10th level, a Soldier gains the ability to
At 7th level, a Soldier gains a +2 competence automatically confirm a threat as a critical hit
bonus on initiative checks. when attacking with the weapon he or she has
applied weapon specialization to, eliminating the
Greater Weapon Specialization
need to make a roll to confirm the critical hit.
At 8th level, a Soldier gains greater weapon
specialization with the weapon he or she

The Thing - 15
Base
Class Fort Ref Will Defense
Attack Special Reputation Bonus
Level Save Save Save Bonus
Bonus
1 +0 +1 +1 +0 Weapon focus +1 +0
2 +1 +2 +2 +0 Weapon specialization +1 +0
3 +2 +2 +2 +1 Bonus feat +2 +0
4 +3 +2 +2 +1 Tactical aid +2 +0
5 +3 +3 +3 +1 Improved critical +3 +1
6 +4 +3 +3 +2 Bonus feat +3 +1
7 +5 +4 +4 +2 Improved reaction +4 +1
8 +6 +4 +4 +2 Greater weapon specialization +4 +1
9 +6 +4 +4 +3 Bonus feat +5 +2
10 +7 +5 +5 +3 Critical strike +5 +2

16 - The Thing
Equipment
"All rightbox of dynamitebox of thermitethree shotgunsbox of flarestwo flare gunsthirty
cans gasolineand a case of alcohol."
-- Bennings, The Thing

Armor
Equipment Nonprof. Maximum Armor Speed (30 Purchase
Armor Type Weight
Bonus Bonus Dex Bonus Penalty ft.) DC
Light Armor
Tactical Vest Tactical +6 +2 +2 -5 25 10 lb. 17
the toughest flexible protective materials
Tactical Vest available.
The standard body armor for police tactical
units, this vest provides full-torso protection in

Weapons
Rate
Damage Range Purchase
Weapon Damage Critical of Magazine Size Weight
Type Increment DC
Fire
Handguns (require the Personal Firearms Proficiency feat)
Pistol 2d6 20 Ballistic 40 ft. S 15 box Small 3 lb. 16
Longarms (require the Personal Firearms Proficiency feat)
Machinegun 2d6 20 Ballistic 50 ft. S, A 30 box Large 7 lb. 20
Shotgun 2d8 20 Ballistic 30 ft. S 6 int. Large 7 lb. 15
Sniper Rifle 2d10 20 Ballistic 90 ft. S 5 box Large 16 lb. 22
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
Grenade Launcher Varies - - 70 ft. 1 1 int. Large 7 lb. 14
Simple Weapons (require the Simple Weapons Proficiency feat)
Club 1d6 20 Bludgeoning 10 ft. - - Med 3 lb. 5
Knife 1d4 19-20 Piercing 10 ft. - - Tiny 1 lb. 7
Archaic Weapons (require the Archaic Weapons Proficiency feat)
Axe 1d6 20 Slashing 10 ft. - - Small 4 lb. 4
Other Ranged Weapons (Weapon Proficiency feat needed given in parenthesis)
Flamethrower (no
3d6 - Fire - 1 10 int. Large 50 lb. 17
feat needed)
Taser (Simple) 1d4 - Electricity 5 ft. 1 1 int. Small 2 lb. 7
Creatures with cover get a bonus on their Reflex
Axe save.
This light axe is a chopping tool that deals A flamethrowers backpack has hardness 5
slashing damage when employed as a weapon. and 5 hit points. When worn, the backpack has a
Defense equal to 9 + the wearers Dexterity
modifier + the wearers class bonus. A backpack
Flamethrower reduced to 0 hit points ruptures and explodes,
A flamethrower consists of a pressurized dealing 6d6 points of fire damage to the wearer
backpack containing fuel, connected to a tube (no save allowed) and 3d6 points of splash
with a nozzle. It shoots a 5-foot-wide, 30-foot- damage to creatures and objects in adjacent 5-
long line of flame that deals 3d6 points of fire foot squares (Reflex save, DC 15, for half
damage to all creatures and objects in its path. damage).
No attack roll is necessary, and thus no feat is Any creature or flammable object that takes
needed to operate the weapon effectively. Any damage from a flamethrower catches on fire,
creature caught in the line of flame can make a taking 1d6 points of fire damage each
Reflex save (DC 15) to take half damage. subsequent round until the flames are
extinguished. A fire engulfing a single creature

The Thing - 17
or object can be doused or smothered as a full- Burst Fire feat, it fires only three bullets instead
round action. Discharging a fire extinguisher is a of five and can be used with only three bullets in
move action and instantly smothers flames in a the weapon. This setting does not grant the
10-foot-by-10-foot area. ability to make burst fire attacks without the
Burst Fire feat; if a character uses the setting
A flamethrower can shoot 10 times before
without the feat, he or she makes a normal
the fuel supply is depleted. Refilling or replacing
attack, and the extra two bullets are wasted.
a fuel pack has a purchase DC of 13.

Grenade Launcher (M79) Pistol (Beretta 92F)


The standard service pistol of the United
This simple weapon is a single-shot grenade
States military and many American law
launcher. It fires 40mm grenades (see under
enforcement agencies.
Grenades and Explosives, below). These
grenades look like huge bullets an inch and a
half across; they cant be used as hand Shotgun (Mossberg 500 ATP6C)
grenades, and the M79 cant shoot hand
grenades. Attacking with an M79 is identical to The Mossberg Model 500 ATP6C is a pump-
throwing an explosive: you make a ranged action shotgun designed for military and police
attack against a specific 5-foot square (instead work.
of targeting a person or creature). The
differences between using the M79 and throwing Sniper Rifle (PSG1)
an explosive lie in the range of the weapon
(which far exceeds the distance a hand grenade This high-precision sniper rifle, based on the
can be thrown) and the fact that the M79 design of the HK G3, has a fully adjustable
requires a weapon proficiency to operate without trigger and stock for individual users. The PSG1
penalty. The Exotic Firearms Proficiency comes with a standard scope. Due to its high
(grenade launchers) feat applies to this weapon. quality of manufacture, the PSG1 is always
considered a mastercraft weapon. As such, it
grants a +1 bonus on attack rolls.
Machinegun (HK MP5)
The Heckler & Koch MP5 family of weapons Taser
is among the most recognizable in the world.
Many different designs exist; described here is A taser requires physical contact to affect its
the most basic model. Due to its high quality of target. On a successful hit, the taser deals 1d3
manufacture, the MP5 is always considered a points of electricity damage, and the target must
mastercraft weapon. As such, it grants a +1 make a Fortitude saving throw (DC 15) or be
bonus on attack rolls. This weapon features a paralyzed for 1d6 rounds.
three-round burst setting. When used with the

Explosives
Damage Burst Reflex Range Purchase
Weapon Damage Critical Size Weight
Type Radius DC Increment DC
C4 Explosive 4d6 - Concussion 10 ft. 18 - Small 1 lb. 12
Grenade, Flame 2d6 - Fire 20 ft. 12 10 ft. Small 2 lb. 15
Grenade,
3d6 - Slashing 10 ft. 15 - Tiny 1 lb. 16
Fragmentation
Grenade, Stun 1d6 - Bludgeoning 20 ft. 15 10 ft. Small 1 lb. 12
and the burst radius by 2 feet, and requires a
C4 Demolitions check (DC 15) to link them.
So-called plastic explosives resemble slabs Although the damage statistics on the table
of wax. Hard and translucent when cold, these represent a 1-pound block, C4 is sold in 4-block
explosives warm up when kneaded, and then packages. The purchase DC given represents a
can be coaxed to take various shapes. The package of 4 blocks.
information on the table represents a 1-pound
C4/Semtex requires a detonator to set off. It
block. Additional blocks can be wired together,
is considered to be a moderate explosive for the
increasing the damage and burst radius; each
purpose of using a Craft (chemical) check to
additional block increases the damage by +2d6
manufacture it.

18 - The Thing
Grenade, Flame Grenade, Fragmentation
White phosphorus grenades use an The most common military grenade, this is a
explosive charge to distribute burning small explosive device that sprays shrapnel in all
phosphorus across the burst radius. Any target directions when it explodes. The purchase DC
that takes damage from a White Phosphorus given is for a box of 6 grenades.
grenade is dealt an additional 1d6 points of fire
damage in the following round and risks
catching on fire. Grenade, Stun
In addition, a WP grenade creates a cloud of Military and police forces use these weapons
smoke. Any creature within the area has total to disperse crowds and take out hostage takers.
concealment (attacks suffer a 50% miss chance, On the round that it is thrown, a stun grenade
and the attacker cant use sight to locate the fills a 15-foot radius with a bright flash. A
target). It disperses after 10 rounds, though a character caught in the radius must make a
moderate wind (11+ mph) disperses the smoke Fortitude save (DC 15) or be stunned. This
in 4 rounds and a strong wind (21+ mph) effect lasts for 1d6 rounds. Those who succeed
disperses it in 1 round. It only fills squares within at their saves are unaffected.
5 feet of the explosion point. The purchase DC
given is for a box of 6 grenades.

Miscellaneous Equipment
Object Size Weight Purchase DC
Backpack Med 3 lb. 10
Binoculars Small 3 lb. 15
Blood Test Hypo Small 1 lb. 17
Climbing Gear Large 10 lb. 11
Computer, Desktop Large 10 lb. 22
Computer, Laptop Med 5 lb. 23
Detonator Tiny 1 lb. 6
Digital Audio Recorder Tiny 1 lb. 10
Fatigues Med 3 lb. 9
Fire Extinguisher Med 3 lb. 8
Flare Med 2 lb. 12
Flashlight Tiny 1 lb. 4
Medical Kit Small 3 lb. 5
Parka Med 3 lb. 9
Scope Tiny 0.5 lb. 11
the exact distance to the object on which they
Backpack are focused.
This is a good-sized backpack, made of
tough water-resistant material. It has one or two Blood Test Hypo
central sections, as well as several exterior
A portable pharmacy for use with the Craft
pockets and straps for attaching tents, bedrolls,
(pharmaceutical) skill, a pharmacist kit includes
or other gear. It can carry up to 60 pounds of
everything needed to prepare, preserve,
gear. A backpack gives a character a +1
compound, and analyze blood. A surefire way to
equipment bonus to Strength for the purpose of
determine if someone is infected by The Thing.
determining carrying capacity.

Binoculars Climbing Gear


All of the tools and equipment that climbing
Binoculars are useful for watching
enthusiasts use to make climbing easier and, in
opponents, wild game, and sporting events from
some cases, possible, including ropes, pulleys,
a long distance. Standard binoculars reduce the
helmet and pads, gloves, spikes, chocks,
range penalty for Spot checks to 1 for every 50
ascenders, pitons, a handax, and a harness. It
feet (instead of 1 for every 10 feet). Using
takes 10 minutes to remove the gear from its
binoculars for Spot checks takes five times as
pack and outfit it for use. Use this gear with the
long as making the check unaided. In addition to
Climb skill.
the benefit of standard binoculars, rangefinding
binoculars include a digital readout that indicates

The Thing - 19
Computer extinguisher ejects enough extinguishing
chemicals to put out a fire in a 10-foot-by-10-foot
Whether a desktop or notebook model, a
area as a move action. It contains enough
computer includes a keyboard, a mouse, a
material for two such uses.
monitor, speakers, a CD-ROM drive, a dial-up
modem, and the latest processor. A character
needs a computer to make Computer Use Flare
checks and to make Research checks involving
This disposable plastic stick, when activated,
the Internet. Desktops are bulky but powerful;
these machines are common on desks uses a chemical reaction to create light for 6
everywhere. hours. It illuminates an area only 5 feet in radius.
Once activated, it cant be turned off or reused.
The listed purchase DC is for a pack of 5 sticks.
Detonator
A detonator activates an explosive, causing it Flashlight
to explode. The device consists of an electrically
activated blasting cap and some sort of device This heavy metal flashlight projects a beam
30 feet long and 15 feet across at its end. It is a
that delivers the electrical charge to set off the
professional, heavy-duty model, rugged enough
blasting cap. Connecting a detonator to an
to withstand the rigors of modern adventuring.
explosive requires a Demolitions check (DC 15).
Flashlights negate penalties for darkness within
Failure means that the explosive fails to go off
as planned. Failure by 10 or more means the their illuminated areas.
explosive goes off as the detonator is being
installed. A wired detonator is the simplest form Medical Kit
of detonator. The blasting cap connects by a
wire to an activation device, usually a small About the size of a large tackle box, this is
pistol-grip device that the user squeezes. The the sort of kit commonly carried by military
detonator comes with 100 feet of wire, but medics and civilian EMTs. It contains a wide
longer lengths can be spliced in with a variety of medical supplies and equipment. A
Demolitions check (DC 10). medical kit can be used to treat a dazed,
unconscious, or stunned character, to provide
long-term care, to restore hit points, to treat a
Digital Audio Recorder diseased or poisoned character, or to stabilize a
These tiny recorders (about the size of a dying character (see the Treat Injury skill). Skill
deck of playing cards) can record up to eight checks made without a medical kit incur a 4
penalty.
hours of audio and can be connected to a
computer to download the digital recording.
Digital audio recorders dont have extremely Parka
sensitive microphones; they only pick up sounds
within 10 feet. This winter coat grants the wearer a +2
equipment bonus on Fortitude saves made to
resist the effects of cold weather.
Fatigues
Called battle dress uniforms (or BDUs) in Scope
the United States Army, these are worn by
hardened veterans and wannabes alike. Theyre A scope is a sighting device that makes it
rugged, comfortable, and provide lots of easier to hit targets at long range. However,
pockets. They are also printed in camouflage although a scope magnifies the image of the
patterns: woodland, desert, winter (primarily target, it has a very limited field of view, making
white), urban (gray patterned), and black are it difficult to use. A standard scope increases the
available. When worn in an appropriate setting, range increment for a ranged weapon by one-
fatigues grant a +2 bonus on Hide checks. half (multiply by 1.5). However, to use a scope a
character must spend an attack action acquiring
his or her target. If the character changes
Fire Extinguisher targets or otherwise lose sight of the target, he
or she must reacquire the target to gain the
This portable apparatus uses a chemical
benefit of the scope.
spray to extinguish small fires. The typical fire

20 - The Thing
Madness
"You think I'm crazy? Fine! Most of you don't know what's going on but I'm damn well sure some of
you do!"
- Blair, The Thing

In campaigns using these rules, characters


gain a new attribute called Sanity. This statistic Sanity Points
functions like an ability score in some ways, but it Sanity points measure the stability of a
has its own unique mechanics that represent the characters mind. This attribute provides a way to
characters descent from a stable and healthy define the sanity inherent in a character, the most
mental state into confusion, dementia, and mental stability a character can ever have, and the current
instability. As a character encounters monsters, level of sane rationality that a character preserves,
witnesses horrible acts, masters forbidden even after numerous shocks and horrid
knowledge, or casts spells, his Sanity score, and revelations.
his corresponding ability to function as a normal
Sanity is measured in three ways: starting
member of his race, deteriorates. This gradual
Sanity, current Sanity, and maximum Sanity.
descent is balanced in part by the powers that
Starting and current Sanity cannot exceed
characters gain each time they overcome a horrific
maximum Sanity.
foe or grow in skill and expertise, but even as
those characters grow in power, they know or fear
that an even greater peril lies aheadthe threat of Starting Sanity
becoming permanently insane.
A characters starting Sanity equals his
Wisdom score multiplied by 5. This score
What is Sanity? represents a starting characters current Sanity, as
Sanity is the natural mental state of ordinary well as the upper limit of Sanity that can be
life. Normal mental balance is endangered when restored by the Treat Injury skill (see The Treat
characters confront horrors, entities, or activities Injury Skill and Mental Treatment, later in this
that are shocking, unnatural, and bewildering. section). After creation, a characters current
Such encounters cause a character to lose points Sanity often fluctuates considerably and might never
from his Sanity score, which in turn risks again match starting Sanity. A change in a
temporary, indefinite, or permanent insanity. characters Wisdom score changes his starting
Mental stability and lost Sanity points can be Sanity in terms of what treatment with the Treat
restored, up to a point, but psychological scars Injury skill can restore. Current Sanity, however,
may remain. does not change if Wisdom rises or falls.
Insanity occurs if too many Sanity points are
lost in too short a time. Insanity does not Current Sanity
necessarily occur if Sanity points are low, but a
lower Sanity score makes some forms of insanity A characters current Sanity score fluctuates
more likely to occur after a character experiences almost as often as (and sometimes much more
an emotional shock. The characters Sanity may often than) his hit points.
be regained after a few minutes, recovered after a Making a Sanity Check: When a character
few months, or lost forever. encounters a gruesome, unnatural, or supernatural
A character may regain Sanity points, and even situation, the GM may require the player to make a
increase her Sanity point maximum. However, Sanity check using percentile dice (d%). The check
increasing a characters ranks in the Knowledge succeeds if the result is equal to or less than the
(arcane lore) skill always lowers her maximum characters current Sanity.
Sanity by an equal amount. On a successful check, the character either
loses no Sanity points or loses only a minimal
amount. Potential Sanity loss is usually shown as
two numbers or die rolls separated by a slash, such
as 0/1d4. The number before the slash indicates the

The Thing - 21
number of Sanity points lost if the Sanity check the dark creatures at the edges of reality. Once
succeeds (in this case, none); the number after the gained, this horrible knowledge is never forgotten,
slash indicates the number of Sanity points lost if and the character consequently surrenders mental
the Sanity check fails (in this case, between 1 and equilibrium. A characters Sanity weakens as his
4 points). comprehension of these hidden truths increases.
Such is the way of the universe.
A characters current Sanity is also at risk when
the character reads certain books, learns certain A characters current Sanity can never be
types of spells, and attempts to cast them. These higher than 99 minus the characters ranks in the
Sanity losses are usually automatic (no Sanity Knowledge (arcane lore) skill. This number (99
check is allowed); the character that chooses to minus Knowledge [arcane lore] ranks) is the
undertake the activity forfeits the indicated number characters maximum Sanity.
of Sanity points.
In most cases, a new Sanity-shaking Loss of Sanity
confrontation requires a new Sanity check. Characters ordinarily lose Sanity in a few types
However, the GM always gets to decide when of circumstances: when encountering something
characters make Sanity checks. Confronting several unimaginable, when suffering a severe shock,
horribly mangled corpses at one time or in rapid after casting a spell or when learning a new spell,
succession may call for just one Sanity check, while when being affected by a certain type of magic or
the same corpses encountered singly over the a particular spell, or when reading a forbidden
course of several game hours may require separate tome.
checks.
Going Insane: Losing more than a few Sanity Encountering the Unimaginable
points may cause a character to go insane, as
described below. If a characters Sanity score drops When people perceive creatures and entities of
to 0 or lower, she begins the quick slide into unspeakable horror, this experience costs them
permanent insanity. Each round, the character some portion of their minds, since such creatures
loses another point of Sanity. Once a characters are intrinsically discomforting and repellent. We
Sanity score reaches -10, she is hopelessly, never lose awareness of their slimy, fetid, alien
incurably insane. The Treat Injury skill can be nature. In this category, we can include
used to stabilize a character on the threshold of supernatural events or agents not always
permanent insanity; see The Treat Injury Skill and recognized as specifically devoted to these dark
Mental Treatment, below, for details. gods, such as hauntings, zombies, vampires,
curses, and so on.
A GMs description of a Sanity-shaking
situation should always justify the threat to a Table: Sanity Loss from Creatures provides
characters well being. Thus, a horde of frothing some default Sanity loss values for encountering
rats is horrifying, while a single ordinary rat usually creatures, based on their type and size. These are
is not (unless the character has an appropriate only default valuesthe GM can and should adjust
phobia, of course). individual monsters he deems more or less horrible
than others of their size. In addition, certain types of
monstrous behavior might force additional Sanity
Maximum Sanity checks, much like those described under Severe
Shocks, below.
Ranks in the Knowledge (arcane lore) skill
simulate a characters comprehension of aspects of

Table: Sanity Loss from Creatures


Monster Size
Monster Type Up to Tiny Small Medium Large Huge Gargantuan Colossal
Aberration, dragon, ooze,
1/1d4 1/1d4 1/1d6 1/1d10 1d4/1d10 1d6/1d10 1d6/2d10
outsider, undead
Elemental, fey, plant, vermin 0/1 d4 1/1d4 1/1d6 1/1d8 1/1d10 1d4/1d10 1d4/2d6
Construct, giant, magical
0/1 0/1d4 0/1d6 1/1d6 2/2d6 2/2d6 3/3d6
beast, monstrous humanoid
1 1
Animal, humanoid 0/0 0/1 0/1 0/1d4 0/1d4 0/1d4 0/1d6

22 - The Thing
character loses the maximum possible points (10)
Severe Shocks after the first such murder he commits.
A shocking sight of a more mundane nature
can also cost Sanity points. Severe shocks include Sanity Resistance
witnessing an untimely or violent death,
Each character has a Sanity resistance equal to
experiencing personal mutilation, losing social
his character level + his Wisdom modifier. This
position, being the victim of treachery, or whatever
number is the amount of Sanity loss a character
else the Game Master decides is sufficiently
can ignore when he encounters a creature that
extreme. The following list gives some examples of
requires a Sanity check.
severe shocks, and the Sanity loss each one
provokes.
Insane Insight
Sanity
Shocking Situation Sometimes, a little insanity goes a long way.
Lost1
0/1d2 Surprised to find mangled animal carcass The character must make a DC15 Wisdom
0/1d3 Surprised to find human corpse check to have a burst of insane insight that
0/d3 Surprised to find human body part
leads him to "think like the crazy people" he
0/1d4 Finding a stream flowing with blood
1/1d4+l Finding a mangled human corpse could understand how demonic forces work,
0/1d6 Awakening trapped in a coffin comprehend the goals of a serial killer, or figure
0/1d6 Witnessing a friends violent death out how to open one of those child-proof
1/1d6 Seeing a ghoul medicine bottles.
1/1d6+l Meeting someone you know to be dead
0/11d10 Undergoing severe torture Types of Insanity
1/d10 Seeing a corpse rise from its grave
2/2d10+1 Seeing a gigantic severed head fall from the Character insanity is induced by a swift
sky succession of shocking experiences or ghastly
1d10/d% Seeing an evil deity revelations, events usually connected with dark
gods, creatures from the Outer Planes, or powerful
1 Loss on a successful check/loss on a spell casting. Horrifying encounters can result in
failed check. one of three states of mental unbalance:
temporary, indefinite, and permanent insanity.
Getting Used to Awfulness The first two, temporary insanity and indefinite
Never underestimate the ability of the insanity, can be cured. The third, permanent
sentient mind to adapt, even to the most horrific insanity, results when a characters Sanity points
experiences Reading and rereading the same bit are reduced to -10 or lower. This condition cannot be
of disturbing text or seeing the same horrible cured.
image over and over eventually provokes no further
loss of Sanity. Within a reasonable interval of play,
usually a single session of the game, characters Temporary Insanity
should not lose more Sanity points for seeing Whenever a character loses Sanity points
monsters of a particular sort than the maximum equal to one-half her Wisdom score from a single
possible points a character could lose from seeing episode of Sanity loss, she has experienced
one such monster. For instance, the Sanity loss enough of a shock that the GM must ask for a
for seeing a single human zombie is 1/1d6 Sanity check. If the check fails, the character
Thus, in the same game day or in the same play realizes the full significance of what she saw or
session, no character should lose more than 6 experienced and goes temporarily insane. If the
Sanity points for seeing any number of zombies. check succeeds, the character does not go insane,
Keep in mind that the interpretation of reasonable but she may not clearly remember what she
interval must vary by GM and situation. When it experienced (a trick the mind plays to protect
feels right, the GM should rule that the horror is itself).
renewed and points must be lost again. Temporary insanity might last for a few minutes
Learning or casting spells never becomes a or a few days. Perhaps the character acquires a
normal occurrence. No matter how many times a phobia or fetish befitting the situation, faints,
character casts a spell, no matter what the time becomes hysterical, or suffers nervous twitches, but
interval between castings may be, the Sanity loss she can still respond rationally enough to run
is always the same. This point is also true for away or hide from a threat.
anything that a character does willingly. For A character suffering from temporary
example, if brutally murdering a friend costs 2/1d10 insanity remains in this state for either a
Sanity, this loss is incurred each time, even if the number of rounds or a number of hours; roll d%

The Thing - 23
and consult Table: Duration of Temporary Insanity 75 penalty on all attack rolls, checks, and saves,
to see whether the insanity is short-term or long- except those purely mental in nature).
76- Character has amnesia (memories of intimates
term. After determining the duration of the 85 usually lost first; Knowledge skills useless).
insanity, roll d% and consult either table below to Character has bouts of reactive psychosis
86-
identify the specific effect of the insanity. The GM 90
(incoherence, delusions, aberrant behavior, and/or
must describe the effect so that the player can hallucinations).
91- Character loses ability to communicate via speech
role-play it accordingly. Ideas for phobias and 95 or writing.
episodes of insanity are described later in this Character becomes catatonic (can stand but has no
96-
chapter. will or interest; may be led or forced into simple
100
actions but takes no independent action).
Table: Duration of Temporary Insanity
Temporary
d% Duration
Insanity Type Successful application of the Treat Injury
01-80 Short-term 1d10+4 rounds skill (see The Treat Injury Skill and Mental
81-100 Long-term 1d10x10 hours Treatment, below) may alleviate or erase
temporary insanity.
Table: Short-Term Temporary Insanity
Effects Temporary insanity ends either when the
d% Effect duration has elapsed, or earlier if the GM
01-
Character faints (can be awakened by vigorous considers it appropriate to do so.
action taking 1 round; thereafter, character is
20
shaken until duration expires). After an episode of temporary insanity ends,
21- traces or even profound evidence of the
Character has a screaming fit.
30
experience should remain. What remains
31-
40
Character flees in panic. behind after a brief episode of temporary
41- Character shows physical hysterics or emotional insanity should exert a pervasive influence on
50 outburst (laughing, crying, and so on). the character. The character may still be a bit
51- Character babbles in incoherent rapid speech or in batty, but her conscious mind once again runs
55 logorrhea (a torrent of coherent speech).
56- Character gripped by intense phobia, perhaps
the show.
60 rooting her to the spot. As a variant rule, if the amount of Sanity lost
61- Character becomes homicidal, dealing harm to
65 nearest person as efficiently as possible. exceeds the characters current Wisdom score,
66- Character has hallucinations or delusions (details at consider the temporary insanity to always be of
70 the discretion of the GM). the long-term variety.
71- Character gripped with echopraxia or echolalia
75 (saying or doing whatever those nearby say or do).
76-
80
Character gripped with strange or deviant eating
desire (dirt, slime, cannibalism, and so on).
Indefinite Insanity
81- Character falls into a stupor (assumes fetal If a character loses 20% (one-fifth) or more of
90 position, oblivious to events around her). her current Sanity points in the space of 1 hour,
Character becomes catatonic (can stand but has no
91-
will or interest; may be led or forced to simple
she goes indefinitely insane. The GM judges
99 when the impact of events calls for such a
actions but takes no independent action).
Roll on Table: Long-Term Temporary Insanity measure. Some GMs never apply the concept
100
Effects. to more than the result of a single roll, since this
state can remove characters from play for
Table: Long-Term Temporary Insanity Effects extended periods. An episode of indefinite
d% Effect
insanity lasts for 1d6 game months (or as the
Character performs compulsive rituals (washing
01- hands constantly, praying, walking in a particular GM dictates). Symptoms of indefinite insanity
10 rhythm, never stepping on cracks, constantly may not be immediately apparent (which may
checking to see if crossbow is loaded, and so on). give the GM additional time to decide what the
Character has hallucinations or delusions (details at effects of such a bout of insanity might be).
11-
the discretion of the GM). Character becomes
20
paranoid. Table: Random Indefinite Insanity is provided
Character gripped with severe phobia (refuses to
31- as an aid to selecting what form a characters
approach object of phobia except on successful DC
40
20 Will save). indefinite insanity takes. (The mental disorders
Character has aberrant sexual desires mentioned on this table are explained later in
41-
45
(exhibitionism, nymphomania or satyriasis, this section.) Many GMs prefer to choose an
teratophilia, necrophilia, and so on). appropriate way for the insanity to manifest,
Character develops an attachment to a lucky
46-
charm (embraces object, type of object, or person based on the circumstances that provoked it. Its
55 also a good idea to consult with the player of the
as a safety blanket) and cannot function without it.
56- Character develops psychosomatic blindness, afflicted character to see what sort of mental
65 deafness, or the loss of the use of a limb or limbs. malady the player wishes to role-play.
66- Character has uncontrollable tics or tremors (-4

24 - The Thing
The state of indefinite insanity is (delusions, hallucinations,
encompassing and incapacitating. For instance, paranoia, catatonia)
a schizophrenic may be able to walk the streets 71-80 Sleep (night terrors, sleepwalking)
81-85 Somatoform (psychosomatic conditions)
while babbling and gesticulating, find
86-95 Substance abuse (alcoholic, drug addict)
rudimentary shelter, and beg for enough food to 96- Other (megalomania, quixotism, panzaism)
survive, but most of the business of the mind 100
has departed into itself: She cannot fully interact
with friends, family, and acquaintances.
Conversation, cooperation, and all sense of
Permanent Insanity
personal regard have vanished from her psyche. A character whose Sanity score falls to -10
goes permanently insane. The character
It is possible for characters with indefinite becomes an NPC under the control of the Game
insanity to continue to be played as active Master.
characters, depending on the form their
madness takes. The character may still attempt A character with permanent insanity may be
to stumble madly through the rest of an reduced to a raving lunatic or may be outwardly
adventure. However, with her weakened grasp indistinguishable from a normal person; either
on reality, she is most likely a danger to herself way, she is inwardly corrupted by the pursuit of
and others. knowledge and power. Some of the most
dangerous cultists in the world are characters
As a general rule, a character suffering who have become permanently insane, been
from indefinite insanity should be removed from corrupted by forbidden knowledge, and gone
active play until she recovers. At the GMs over to the other side.
discretion, the player of the character might be
allowed to use a temporary character until the A character might be driven permanently
end of the story. Whether this stand-in insane by forces other than dark gods or
character is an incidental NPC in the forbidden knowledge. In such cases, moral
adventure, a character of the same level as the corruption need not necessarily occur. The GM
rest of the group, one or two levels below the might decide to consider different sorts of
st
rest of the characters, or even a 1 -level permanent insanity, rolling randomly or choosing
character, is up to the GM. Different GMs have from among the mental disorders on Table:
different ways of handling this transition. Random Indefinite Insanity, above.
If a character goes indefinitely insane near A character that has gone permanently
the end of an adventure, the GM may decide to insane can never be normal again (in some
set the next adventure to begin after the insane campaigns, a permanently insane character can
character has recovered. be cured with the aid of powerful magic). She is
forever lost in her own world. This need not
Characters suffering from indefinite insanity mean a lifetime locked away from society,
are in limbo, unable to help themselves or merely that the character has retreated so far
others. The Treat Injury skill can be used to from reality that normal mental functions can
restore Sanity points during this period, but the never be restored. She might be able to lead,
underlying insanity remains. within restricted bounds, a more or less normal
After recovery, a victim retains definite life if kept away from the stimulus that triggers
traces of madness. For example, even though a strong responses in her individual case. Yet a
character knows he is no longer insane, she relapse may come quickly. Her calm facade can
might be deathly afraid of going to sleep if her be destroyed in seconds if even the smallest
insanity manifested itself in the form of reminder of what it was that drove her mad
terrifying nightmares. The character is in control disturbs her fragile equilibrium. In any event,
of her actions, but the experience of insanity has the eventual fate of a permanently insane
changed her, perhaps forever. character is a matter for individual Game
Masters and players to decide.
Table: Random Indefinite Insanity
d%
01-15
Mental Disorder Type
Anxiety (includes severe phobias) Gaining or Recovering Sanity
16-20 Dissociative (amnesia, multiple personalities) A characters Sanity score can increase
21-25 Eating (anorexia, bulimia) during the events of a campaign. Although a
26-30 Impulse control (compulsions) characters Sanity score can never exceed 99
31-35 Mood (manic/depressive)
minus her Knowledge (arcane lore) ranks, her
36-45 Personality (various neuroses)
46-53 Psychosexual (sadism, nymphomania)
maximum Sanity and current Sanity can exceed
55-70 Schizophrenia/psychotic her starting Sanity.

The Thing - 25
Level Advancement: A characters can usually restore themselves to full Sanity
current Sanity can become higher than her with a day or two of rest and spell casting.
starting Sanity as a result of gained levels:
Restoration: If the caster chooses,
Whenever a character gains a new level, she
restoration can restore ids Sanity points per two
rolls 1d6 and adds the result to her current
levels to the target creature (max 5d6j instead of
Sanity. Some GMs may feel such self-
having its normal effect.
improvement to be antithetical to this variants
dark tone, and thus may not allow it. Others may Restoration, Lesser: If the caster chooses,
allow it if the player can roll over her lesser restoration can restore 1d4 Sanity points
characters current Sanity points after the to the subject instead of having its normal effect.
character gains a level. Most Game Masters
should find the question to be of no
consequence, since characters continue to go Chemical Treatments
insane regardless of how many Sanity points In the real world, psychiatric drugs play a key
they gain. This is a point for players to be role in the modern treatment of many mental
aware of, but not to worry about. disorders. Although psychiatric drugs were
Story Awards: The GM may decide to administered to patients in the early part of the
th
award increases in characters current Sanity if 20 century, only in the 1940s and later were they
they foil a great horror, a demonic plan, or some broadly and consistently effective in treating the
other nefarious enterprise. symptoms of emotional trauma.
As long as a character can afford the correct
herbs and chemical substances and is able to
Mental Therapy ingest them, the symptoms of indefinite insanity
To give useful mental therapy, a therapist can be ignored. Ingesting these chemical
must have the Treat Injury skill. Intensive substances and drugs does not make a
treatment can return Sanity points to a troubled character immune or even particularly resistant
character. However, Sanity points restored in to further Sanity losses. A DC 25 Craft
this manner can never cause the patients (chemical) check is needed to accurately
Sanity score to exceed her starting Sanity or prepare the correct drugs and administer the
maximum Sanity, whichever is lower. A correct dosage.
character can have only one healer at a time.
Long-term chemical treatment can restore
See The Treat Injury Skill and Mental
lost Sanity points, just as use of the Treat Injury
Treatment sidebar for a detailed description of
how this works. skill can. For each month the character takes an
accurately prescribed psychiatric medication, she
Such treatment can also be used to help a regains 1d3 Sanity points. As with treatment
character snap out of an episode of temporary through the Treat Injury skill, long-term drug
insanity (for example, from an acute panic therapy can never raise a characters current
attack). It does not speed recovery from Sanity above her starting Sanity.
indefinite insanity, but it can strengthen a
character by increasing her Sanity points. A character cannot regain Sanity from both
treatment with the Treat Injury skill and
Recovery from indefinite insanity only chemical treatment in the same month.
comes with time (typically, 1d6 months). It is not
dependent upon the characters Sanity points Treatment of Insanity
and is not connected to them. A character can
be sane with 24 Sanity points and insane while Temporary insanity ends so quickly that
possessing 77 Sanity points. schedules of treatment are essentially pointless;
it runs its course soon enough that one merely
need protect a deranged character from further
Restoring Sanity with Magic upset or harm. On the other hand, treatment of
permanent insanity has no real meaning. By
The way that Sanity loss and magic healing
definition, a permanently insane character never
interact can greatly affect the feel of your game.
recovers, no matter how good the therapist or
At one extreme, the GM can rule that magic can
the facility. Thus, indefinite insanity is the only
easily cure Sanity loss, in which case Sanity
form of mental illness that might be addressed
becomes little more than a specialized version of
by intervention and treatment.
mental hit points that includes some neat side
effects (insanity). In such a case, characters After 1d6 months, if undisturbed by further
trauma and with the agreement of the Game

26 - The Thing
Master, an indefinitely insane character finds environment. He loses 1d6 Sanity points, and
enough mental balance to reenter the world. no progress can be made that month.
Three kinds of non-magical care may help the
character regain Sanity points during this
recovery period. When choosing among them, Wandering and Homeless
the GM and player should consider the If no care is available, an insane character
characters resources, her friends and relatives, may become a wandering derelict struggling for
and how wisely she has behaved in the past. survival. Such a wanderer gains no Sanity
points unless he is able to join a group of the
homeless and find at least one friend among
Private Care them. To find a friend after joining such a group,
The best care available is at home or in the character can make a DC 15 Charisma check
some friendly place (perhaps a small church or once per month. If a friend appears, the character
the home of a wealthy friend) where nursing can recovers 1 Sanity point per game month
be tender, considerate, and undistracted by the thereafter.
needs of competing patients.
For each game month during which an insane
If mental healing or chemical medications character lives as a derelict, roll d%. On a result
are available, roll d% for each game month that of 01-95, the character survives. On a result of
one or the other is used. A result of 01-95 is a 96-100, the character dies as the result of
success: Add 1d3 Sanity points for either disease, exposure, or violence.
mental therapy or chemical medications,
whichever is used (a character cannot benefit Mental Disorders
from both in the same month). On a result of 96-
This section offers descriptions of many
100, the healer fumbles the diagnosis or the
specific mental disorders. Where appropriate,
character rejects the chemical treatments. She
suggested modifiers to characters attack rolls,
loses 1d6 Sanity points, and no progress is
saves, and checks are also given.
made that month.

Institutionalization Anxiety Disorders


When fear and anxiety overwhelm a charac-
The next best alternative to private care is
ter for a prolonged period of time, the character
commitment to a good insane asylum. Asylums
suffers from an anxiety disorder. The most
may be said to have an advantage over home
common forms of anxiety disorders are
care in that they are relatively cheap or even a
described below.
free service provided by a government or a
powerful church. These institutions are of Generalized Anxiety Disorder: The
uneven quality, however, and some may be character suffers from a variety of physical
potentially harmful. Some are creative places of and emotional symptoms that can be
experimental therapy, while others offer mere grouped into certain categories.
confinement. In any setting, concentrated and
nourishing treatment by strangers is rare. o Motor Tension: Jitteriness, aches,
twitches, restlessness, easily
Therapy using the Treat Injury skill is startled, easily fatigued, and so on.
usually the only treatment available, but in most All attack rolls, Fortitude and Reflex
cases, primitive institutions offer no treatment at saves, and all checks involving
all. Sometimes an institution can convey an un- Strength, Dexterity, or Constitution
caring sense that undermines the useful effects take a -2 penalty.
of chemical medications, leaving the character
with a sense of anger and loss. He is likely to be o Autonomic Hyperactivity: Sweating,
distrustful of the organization and its motives. racing heart, dizziness, clammy
Escape attempts are common by inmates. hands, flushed or pallid face, rapid
pulse and respiration even when at
Roll d% for each game month a character is in rest, and so on. All attack rolls,
the care of an institution. A result of 01-95 is a saves, and checks take a -2 penalty.
success; add 1d3 Sanity points if therapy with
o Expectations of Doom: Anxieties,
worries,
the Treat Injury skill was available, or 1 Sanity
point if no treatment was present. On a result of fears, and especially anticipations
96-100, the character rebels against the of misfortune. All attack rolls, saves,
and checks take a -2 morale
penalty.
The Thing - 27
o Vigilance: Distraction, inability to may ignore her survival in order to
focus, insomnia, irritability, perform the actions.
impatience. All Will saves and
checks involving Intelligence, Post-Traumatic Stress Disorder: After a
Wisdom, or Charisma take a -4 traumatic event, perhaps even years later,
morale penalty. the character begins to relive the trauma
through persistent thoughts, dreams, and
Panic Disorder (Panic Attack): This flashbacks. Correspondingly, the character
illness is marked by a discrete period of loses interest in daily activities. She may
fear in which symptoms develop rapidly. return to normal once the memories have
Within minutes palpitation, sweating, been thoroughly explored and understood,
trembling, and difficulty in breathing but that process may take years.
develop, strong enough that the victim
fears immediate death or insanity. Phobia or Mania: A character afflicted by a
Burdened with the recurrence of these phobia or a mania persistently fears a
episodes, she fears their return. This particular object or situation. She realizes
reaction often leads to agoraphobia (see that the fear is excessive and irrational, but
below). the fear is disturbing enough that she avoids
the stimulus.
Agoraphobia (Fear of Open Places): The
o Phobia: A DC I5 Will check is
character becomes very nervous outside
required for a character to be able to
familiar surroundings and must make a DC
force herself into (or remain within)
15 Will save in order to leave home or
the presence of the object of her
engage socially. May be linked to panic
phobia, and even then the character
disorder (see above) or to a related phobia
takes a -2 morale penalty as long as
(see below), such as uranophobia (fear of the
the object of fear remains. In severe
sky), baraphobia (fear of loss of gravity), or
cases, the object of the phobia is
xenophobia (fear of strangers).
imagined to be omnipresent,
Obsessive-Compulsive Disorder: This perhaps hiddenthus, someone
illness manifests in one of two main forms, with severe acrophobia (fear of
obsessive thoughts or compulsive actions; heights) might be frightened when in
some characters exhibit both. an enclosed room on the upper story
of a building, even if there were no
o Obsessions: The character cannot window or other way to see how
help thinking about an idea, image, high up the room was. As many
or impulse incessantly, often phobias exist as one cares to notice
involving violence and self-doubt. or namethe lists provided below
These ideas are frequently cover merely some of the more
repugnant to the character, but common phobias that might affect
they are so strong that during times D20 Modern characters.
of stress she may be unable to
concentrate on anything else, even o Mania: Manias are rarer than
if doing so is necessary for her phobias. A character affected by a
survival. Obsessive impulses can be mania is inordinately fond of a
very dangerous when combined particular stimulus and takes great
with auditory hallucinations, since pains to be with it or near it. When
the voices may urge the character the characters sexuality is involved,
to take some dangerous or hostile the mania may be termed a fetish.
course of action. Thus, teratophobia would be an
inordinate fear of monsters, while
o Compulsions: The character insists teratophilia would be an unhealthy
on performing ritual actions, such as (possibly sexual) attraction to them.
touching a doorway at left, right, and See the following lists of phobias for
top before passing through it. ideas on what sorts of disorders
Though she may agree that the could manifest as manias.
actions are senseless, the need to
perform them is overpowering and Real-World Phobias: The following list
may last for 1dl0 rounds. Even in provides examples of phobias from the real
times of great stress, the character world that lend themselves to inclusion in a
D20 Modern campaign.

28 - The Thing
Phobia Fear of... Dissociative Amnesia (Psychogenic
heights (formerly known as Amnesia): This is the inability to recall
Acrophobia
vertigo)
Aerophobia wind important personal information, brought on
Agoraphobia open places by a desire to avoid unpleasant memories.
Ailurophobia cats The character must make a DC 20 Will save
Androphobia men (males) to recall such details or the cause of the
Astrophobia stars amnesia. Since the horror of evil creatures
Autophobia being alone
Bacteriophobia bacteria (germs)
and disturbing truths is the probable cause of
Ballistophobia bullets this amnesia, as an optional rule the GM may
Bathophobia deep submerged places choose to reset the characters Knowledge
Bibliophobia books (arcane lore) modifier to +0 and her
Blennophobia slime maximum Sanity to 99 while this disorder
Brontophobia thunder
Cenophobia empty rooms
holds sway: The horror returns only when
Chionophobia snow the characters memories do.
Claustrophobia enclosed spaces
Demophobia crowds
Dissociative Fugue: The character flees
Dendrophobia trees from home or work and cannot recall her
Entomophobia insects past. Once the flight halts, the character
Equinophobia horses may assume an entirely new identity.
Gephyrdrophobia crossing bridges
Gynephobia women (females) Dissociative Identity Disorder (Multiple
Hamartophobia sinning or making an error Personality Disorder): The character
Haphephobia being touched appears to harbor more than one personal-
Heliophobia sunlight or the sun
Hematophobia blood or bleeding
ity, each of which is dominant at times and
Hydrophobia water has its own distinct behavior, name, and
Hypnophobia sleep even gender. The player needs to keep
latrophobia doctors (healers) track of the characters different personalities.
Ichthyophobia fish (Each one has the same ability scores and
Maniaphobia going insane
game statistics, but different goals, outlooks,
Monophobia being alone
Musophobia mice (and rats) and attitudes.)
Necrophobia dead things
Nyctophobia night or nightfall
Odontophobia teeth Eating Disorders
a certain name, word, or
Onomatophobia
phrase These disorders can be incredibly
Ophidiophobia snakes debilitating and even lead to starvation. They
Ornithophobia birds are conditions that may continue for many
Pediphobia children years, sometimes continually endangering the
Phagophobia eating patient.
noise, including ones own
Phonophobia
voice Anorexia Nervosa: The character has an
Pyrophobia fire
overpowering fear of becoming fat and
Scotophobia darkness
Spectrophobia mirrors consequently loses weight, as well as tak-
Taphephobia being buried alive ing Constitution damage (at a rate of 1d8
Teratophobia monsters points per week). Even when she is no
Thalassophobia the sea more than skin and bones, the character
Tomophobia surgery continues to see herself as overweight.
the heavens (the horrible
Uranophobia
gaping sky!) Without intervention, she may literally
Vermiphobia worms starve herself to death.
Xenophobia foreigners or strangers
Zoophobia animals Bulimia Nervosa: The character frequently
eats large amounts of food during secret
binges. An eating episode may continue
Dissociative Disorders until abdominal distress or self-induced
Individuals suffering from dissociative vomiting occurs. Feelings of depression
disorders cannot maintain a complete and guilt frequently follow such episodes.
awareness of themselves, their surroundings, or
time. The disorder often involves some great
previous trauma that is too terrible to remember. Impulse Control Disorders
Characters who have gone insane from an These disorders include compulsive
encounter with powerful monsters often suffer gambling, pathological lying, kleptomania
from some form of dissociative disorder.
The Thing - 29
(compulsive stealing), and pyromania (the making it difficult for him to interact with others
compulsion to set fires). and often making him unpleasant to be around
as well. This is an important point to keep in
Intermittent Explosive Disorder: The mind when role-playing few players want to
character is recognizably impulsive and spend time with another player character
aggressive, and at times gives way to suffering from a personality disorder.
uncontrollable rages that result in assault or
destruction of property. In game terms, the character takes a -4
penalty on all Charisma-based checks. In
addition, the attitudes of NPCs the character
Mood Disorders encounters are shifted in a negative direction.
These disorders affect the victims attitude When the Diplomacy table of NPC attitudes is
and outlook. Mild mood disorders can be almost used, the player must make a Charisma check
impossible to detect without prolonged contact for the character. On a successful check, the
with an individual, but severe disorders usually attitude of the NPC in question shifts one step
have noticeable symptoms. toward hostile; on a failed check, the attitude of
the NPC in question shifts two steps toward
Depression: Symptoms of this illness hostile.
include changes in appetite, weight gain or
loss, too much or too little sleep, persistent Personality disorders are classified in the
feeling of tiredness or sluggishness, and following categories.
feelings of worthless-ness or guilt, leading in Antisocial: Shortsighted and reckless
severe cases to hallucinations, delusions, behavior, habitual liar, confrontational, fails
stupor, or thoughts of suicide. All attack to meet obligations (job, bills, relation-
rolls, saves, and checks take a -4 morale ships), disregards rights and feelings of
penalty. A predisposition to use alcohol or others.
other mood-altering substances in an
attempt at self-medication exists. A Avoidant: Oversensitive to rejection, low
character suffering from severe chronic self-esteem, socially withdrawn.
depression may give up virtually all effort
Borderline: Rapid mood shifts, impulsive,
from feelings of hopelessnessfor
unable to control temper, chronic boredom.
example, deciding not to get out of bed for
two years. Compulsive: Perfectionist, authoritarian,
indecisive from fear of making mistakes,
Mania: The character has a fairly constant
difficulty expressing emotions.
euphoric or possibly irritable mood.
Symptoms include a general increase in Dependent: Lacks self-confidence; seeks
activity, talkativeness, increased self- another to look up to, follow, and
esteem to the point of delusion, decreased subordinate herself to (codependent).
need for sleep, being easily distracted,
willingness for dangerous or imprudent Histrionic: Overly dramatic, craves
activities such as reckless driving, attention and excitement, overreacts,
delusions, hallucinations, and bizarre displays temper tantrums, may threaten
behavior. All attack rolls, saves, and suicide if thwarted.
checks take a -4 morale penalty A Narcissistic: Exaggerated sense of self-
predisposition to use alcohol or other importance, craves attention and
substances in an attempt at self-medication admiration, considers others rights and
exists. feelings as of lesser importance.
Bipolar Mood Disorder: The character Passive-Aggressive: Procrastinator,
oscillates between mood states, stubborn, intentionally forgetful,
sometimes staying in one mood for weeks deliberately inefficient. Sabotages own
at a time, sometimes rapidly switching from performance on a regular basis.
one to another. Also known as manic-
depressive. Paranoid: Jealous, easily offended,
suspicious, humorless, secretive, vigilant;
exaggerates magnitude of offenses against
Personality Disorders oneself, refuses to accept blame.
These long-term disorders have almost Schizoid: Emotionally cold, aloof, has few
constant effects on a characters behavior, friends; indifferent to praise or criticism.

30 - The Thing
GMs should realize that, while these traits vast global conspiracies usually are
may work for an interesting NPC from whom diagnosed as suffering from acute paranoid
the players must extract information or a favor, schizophrenia. A schizophrenic character
their antisocial nature makes them ill-suited for may fit into one of the following categories.
members of an adventuring party.
o Undifferentiated: Impaired cognitive
function, emotional detachment.
Psychosexual Disorders o Disorganized: Inappropriate
Recognizable disorders of this type include behavior, shallow emotional re-
transsexualism (a belief that one is actually a sponses, delusions, hallucinations.
member of the opposite sex), impaired sexual o Catatonic: Mutism (loss of ability to
desire or function, nymphomania and satyriasis
talk), extreme compliance, absence
(inordinate and uncontrollable sexual appetite
of all voluntary movements,
in women and men, respectively), and
complete immobility (statuism).
paraphilia (requirement of an abnormal sexual
stimulus, such as sadism, masochism, o Paranoid: Delusions of persecution,
necrophilia, pedophilia, exhibitionism, illogical thinking, hallucinations.
voyeurism, fetishism, or bestiality).
Other Psychotic Disorders: By some
Most of these disorders could make players definitions, all severe mental illnesses are
of the afflicted characters uncomfortable and classified as psychoses, including mood dis-
thus are not appropriate for most role-playing orders, dementia, and anxiety disorders.
groups, although they can make for striking (if This section deals with some of the
unpleasant) NPCs. interesting behavioral syndromes that may
turn up in your game.

Schizophrenia and Other o AmokRunning amok, an outburst


of violence and aggressive or
Psychotic Disorders homicidal behavior directed at
A psychotic character experiences a break people and property. Amnesia,
with reality. Symptoms can include delusions, return to consciousness, and
hallucinations, and cognitive impairment. In exhaustion occur following the
general, only chemical substances or magic can episode. During a killing spree, the
treat these kinds of disorders. Note, however, character utilizes whatever weapons
that many psychotic characters suffer from the are on hand.
delusion that nothing is wrong with them, and
hence they feel no need to take their medication. o Boufee DetirantSudden outburst
of aggressive, agitated behavior and
Schizophrenia (Schizophreniform marked confusion, sometimes
Disorder, Dementia Praecox): A accompanied by visual and auditory
schizophrenic characters attention span and hallucinations or paranoia.
ability to concentration are greatly
o Brain FagImpaired concentration
diminished; to reflect this, use only one-half
of the characters normal skill modifier on and feelings of fatigue, pains in the
any skill check requiring attentiveness (such neck and head, a sense that worms
as Disable Device, Spot, Search, Open Lock, are crawling inside ones head.
and of course Concentration). Symptoms in- o Ghost SicknessWeakness, loss of
clude bizarre delusions, paranoia, auditory appetite, feelings of suffocation,
hallucinations (hearing voices), incoherent nightmares, and a pervasive feeling
speech, emotional detachment, social of terror, attributed as a sending
withdrawal, bizarre behavior, and a lack of from witches or malign otherworldly
the sense of self. Symptoms from more than powers.
one type can occur in the same individual,
along with mood disorders (see above). For o PiblofeioArctic madness,
example, catatonic schizophrenics wherein the afflicted rips off clothing
sometimes have manic episodes of extreme and runs howling like an animal
activity alternating with periods of complete through the snow.
withdrawal. Schizophrenia brought on by o SusroA variety of somatic and
sudden stress is called acute schizophrenia; psychological symptoms attributed to
characters who go insane and babble of a traumatic incident so frightening

The Thing - 31
that it dislodged the victims spirit Somatoform Disorders
from her body.
A somatoform disorder may be diagnosed
o Taijin KyofushoFace-to-face when a character experiences physical
phobia, an intense anxiety when in symptoms that cannot be explained by an actual
the presence of other people; physical injury or disease.
fearfulness that ones appearance,
odor, or behavior is offensive. Somatization Disorder: The character
suffers from a physical ailment or disease
o Voodoo DeathBelief that a hex or like effect, with symptoms ranging from diz-
curse can bring about misfortune, ziness and impotence to blindness and
disability, and death through some intense pain. The Treat Injury skill cannot
spiritual mechanism. Often the identify any physical cause for the
victim self-fulfills the hexers symptoms, and magical healing has no
prophecy by refusing to eat and effect. The victim does not believe that her
drink, resulting in dehydration and symptoms represent a specific disease. All
starvation. attack rolls, saves, and checks take a -2
o WacinkoAnger, withdrawal, penalty.
mutism, and immobility, leading to Conversion Disorder: The character
illness and suicide. reports dysfunctions that suggest a physical
o Wendigo SyndromeThe afflicted disorder but, though they are involuntary,
believes she is a personification of the symptoms actually provide a way for the
the Wendigo, a cannibalistic victim to avoid something undesirable or a
creature with an icy heart. way to garner attention and caring, a
condition called Munchausenism. Symptoms
Shared Paranoid Disorder (Shared range from painful headaches to paralysis or
Delusional Disorder, Folie a Deux): The blindness. With the condition known as
character takes on the delusional system of Reverse Munchausenism, a character
another paranoid individual from being in projects ill health onto others and may even
close contact with that person. arrange injuries or illnesses for them so that
she can thereafter take care of them. All
attack rolls, saves, and checks take a -1
Sleep Disorders penalty.
These disorders include insomnia (character
Hypochondriasis: Character believes she
has difficulty falling asleep or staying asleep)
suffers from a serious disease. No physical
and narcolepsy (character frequently falls
cause for reported symptoms can be found,
asleep, almost anywhere and at inappropriate
but the character continues to believe that
times). Characters performing demanding
the disease or condition exists, often with
tasks such as engaging in combat or casting a
serious consequences to her normal life.
spell may, when stressed, need to make DC 15
Concentration checks to stay awake and not put Body Dysmorphic Disorder: Character
themselves in a dangerous situation. suffers from perceived flaws in appearance,
usually of the face, or of the hips or legs.
Night Terrors: A sleeping character wakes
Behavior may alter in unexpected ways to
after a few hours of sleep, usually screaming
cover up the flaws or to calm anxieties.
in terror. Pulse and breathing are rapid,
pupils are dilated, and hair stands on end.
The character is confused and hard to calm Substance Abuse Disorder
down. Night terrors are similar to ordinary
nightmares, but much more intense and A character with a substance abuse disorder
disruptive. finds solace in using a drug, becomes addicted
to it, and spends much time maintaining,
Somnambulism: Sleepwalking. As with concealing, and indulging the habit. Drugs
night terrors, this behavior occurs in the first include alcohol, amphetamines, cocaine,
few hours of sleep. An episode may last up hallucinogens, marijuana, nicotine, opium
to 30 minutes. During the episode, the (especially morphine and heroin), and
characters face is blank and staring, and sedatives.
she can be roused only with difficulty.
Once awake, she recalls nothing of the A character under the sway of such a
activity. substance should feel the personal struggle

32 - The Thing
daily. Will saving throws might be used to resist Other Disorders
or succumb symbolically to cravings, especially
Other disorders exist in common parlance,
just before periods of stress (for example, just
but most of these are actually symptoms or
before a confrontation or likely battle with evil
specific instances of disorders already
cultists). All attack rolls, saves, and checks take
mentioned above. These include quixotism
a -2 morale penalty because of withdrawal
(seeing the supernatural everywhere, even in
symptoms. Sanity losses could occur from
the most mundane surroundings), panzaism
binges or bad trips. Some characters might find
(seeing the most extraordinary events as
that drugs promote communication with alien
ordinary and rational), and megalomania
entities and deities, and that dreams about
(delusions of power, wealth, fame, and ability).
them become ever more vivid and horrifying,
Conversely, such substances might function as
medications, deadening a characters fears and
offering temporary defenses against Sanity loss.

The Thing - 33
Trust
"Trust is a tough Thing to come by these days. Just trust in the Lord."
- Macready, The Thing

Diplomacy can be used to influence a GM Death: Any time a character witnesses


characters trust. The GM chooses the the death of a party member or
characters initial trust based on circumstances. discovers a corpse.
Most of the time, the people the heroes meet are Supernatural: Any time a character
indifferent toward them, but a specific situation experiences a monster through a sense
may call for a different initial trust. (sight, sound, smell, etc.).
The DCs given in the accompanying table Trust Modifiers
show what it takes to change someones trust
with the use of the Diplomacy skill. The The following actions can influence an NPC's
character doesnt declare a specific outcome he reaction to a PC.
or she is trying for; instead, make the check and
Modifier Action
compare the result to the table below. +1 Give ammunition to an NPC.
Trust Means Possible Actions +2 Heal NPC.
Will take risks to Attack, interfere, NPC witnesses PC attack a hostile
Hostile +3
hurt or avoid you berate, flee monster.
Wishes you ill Mislead, gossip, +4 NPC witnesses blood test.
avoid, watch +max damage Give weapon to NPC.
Unfriendly +CR Kill a monster.
suspiciously,
insult During an attack with an enemy, PC
-1
Doesnt much Act as socially fails to take part.
Indifferent PC accidentally harms a team member
care expected -2
Wishes you well Chat, advise, during combat.
Friendly offer limited help, -3 Take an NPC's weapon away from him.
advocate Use a taser on an NPC to calm him
-4
Will take risks to Protect, back up, down.
Helpful Force an NPC to do something through
help you heal, aid -5
coercion.
PC intentionally harms a team
-6
member.
Trust Triggers -7
NPC witnesses a team member
intentionally murdered.
Injury: whenever a party member or
monster harms a character for the first
time.

34 - The Thing
Hazards
"Nothing human could have made it back here in this weather without a guideline..."
- Childs, The Thing

Item Light Duration


Catching on Fire Candle 5 feet 12 hours
Torch 20 feet 2 hours
Heroes exposed to open flames might find Halogen lantern 40 feet 24 hours
their clothes, hair, or equipment on fire. Heroes Flashlight 20 feet* 6 hours
at risk of catching fire are allowed a Reflex
saving throw (DC 15) to avoid this fate. If a *Creates a beam 30 feet long and 5 feet high.
heros clothes or hair catch fire, he or she takes
1d6 points of damage immediately. In each
subsequent round, the burning hero must make Heat and Cold
another Reflex saving throw. Failure means he Heat and cold deal damage that cannot be
or she takes another 1d6 points of damage that recovered until the character counteracts or
round. Success means that the fire has gone escapes the inclement temperature. As soon as
out. (That is, once the character succeeds at the the character suffers any damage from heat or
saving throw, he or she is no longer on fire.) cold, he or she is considered fatigued.
A hero on fire may automatically extinguish A character not properly equipped to
the flames by jumping into enough water to counteract the heat or cold must attempt a
douse him or herself. If no body of water is at Fortitude saving throw each hour (DC 15, +1 for
hand, rolling on the ground or smothering the each previous check). Failure means that the
fire with blankets or the like permits the hero character loses 1d4 hit points. Heavy clothing or
another save with a +4 bonus. armor provides a 4 penalty on saves against
heat but grants a +4 equipment bonus on saves
against cold. A character that succeeds at a
Darkness and Light Survival check (DC 15) gains a +4 competence
Its a rare mission that doesnt end up in the bonus on the save (see the Survival skill).
dark somewhere, and heroes need a way to Searing heat or bitter cold (desert or arctic
see. See the table below for the radius that a conditions) forces a character to make a
light source illuminates and how long it lasts. Fortitude save every 10 minutes. Failure means
that the character loses 1d6 hit points.
Appropriate clothing and successful use of the
Survival skill can modify the save, as noted
above.

The Thing - 35
Monsters
"I don't know what the hell's in there, but it's weird and pissed off, whatever it is."

Clark, The Thing

The Thing is an alien being that arrived on Scent (Ex): The Thing can detect opponents
Earth one hundred thousand years ago. It within 30 feet by sense of smell. If the opponent
crash-landed in a flying saucer that was frozen is upwind, the range increases to 60 feet; if
in the Antarctic. It was either thrown clear or downwind, it drops to 15 feet. Strong scents,
crawled out of its ship and went into suspended such as smoke or rotting garbage, can be
animation. detected at twice the ranges noted above.
Overpowering scents, such as skunk musk or
In 1981, a Norwegian geological survey team
troglodyte stench, can be detected at triple
dug it up. The Thing thawed out and came back
normal range. The Thing can pinpoint locations
to life, killing all of the Norwegians. The Thing
only within 5 feet. The Thing can follow tracks by
spread to an American outpost, Outpost 31, in
smell with a Wisdom check (DC 10, +2 for every
the form of a sled dog. There the Thing
hour the trail is cold).
demonstrated its terrifying ability to perfectly
imitate any living organism that it assimilates. Infection (Ex): Any living creature hit by a
Thing's melee attack must succeed at a
Although it was initially thought to be
Fortitude save (DC 15) or become infected.
destroyed by the last two remaining crew
Bludgeoning or non-penetrating attacks do not
members of Outpost 31, recent evidence
transmit the condition. It takes 2d6*10 minutes
indicates that the Thing spread as far as
for the victim to completely transform. Victims
Argentina and possibly into civilization.
may still exhibit some signs of infection early on,
All Things have the following characteristics: which can be detected with a Spot check (DC
15).
Blindsight: Using nonvisual senses, such as
sensitivity to vibrations, scent, acute hearing, or Fire Vulnerability (Ex): A Thing takes
echolocation, the Thing maneuvers and fights as double damage from fire attacks unless the
well as sighted creatures. Invisibility and attack allows a save, in which case it takes
darkness are irrelevant, though the creature still double damage on a failure and no damage on a
can't discern ethereal beings. The Thing does success.
not need to make Spot or Listen checks to
Amorphous (Ex): A Thing is not subject to
notice creatures within 60.
critical hits. It cannot be flanked.

36 - The Thing
THING (TEMPLATE)

A Thing is a physical duplicate of a specific Improved Grab (Ex): If the Thing hits with a
humanoid, called a primary. Although a Thing claw attack, it can then attempt to start a
does not gain the specific life experiences of its grapple as a free action without provoking
primary, it can easily mimic the demeanor and an attack of opportunity.
general behavior of the primary, enabling it to fill
the same general role as the primary. A Thing is Tentacles (Ex): The Thing can sprout
identical in appearance to the primary. tentacles. On a successful grapple check
after grabbing, the tentacle attaches to the
opponent. It automatically deals claw
Template Traits damage and drains blood, dealing 1 point of
Constitution damage each round. A tentacle
Replacement is an inherited template that
can be ripped off (dealing 1 point of
can be added to any humanoid (referred to
damage) with a DC 12 Strength check or
hereafter as the original). A Thing uses all the
severed by a successful sunder attempt (the
primarys statistics except as noted here.
mouth has 2 hit points). A severed tentacle
Challenge Rating: Same as the original 1. continues to inflict damage for 1d4 rounds
after such an attack. A creature whose
Hit Dice: Change to one die type smaller
Constitution is absorbed.
than the primary.
Special Qualities: A Thing gains all of the
Special Attacks: A Thing retains all the
originals extraordinary abilities but none of its
special attacks of the base creature. The Thing
supernatural or spell-like abilities (including
also gains one ability plus one to three other
psionics). A Thing gains none of the originals
special attacks as described below. The save
other special qualities or talents.
DC against a special attack is equal to 10 + 1/2
Things HD + Things Con modifier unless In addition to its inherited extraordinary
otherwise noted. abilities, a Thing has the following special
qualities:
Bile (Ex): The Thing can spit bile up to 30
feet away, once per round. The target must Allegiances: A Things primary allegiance is
make a Reflex save (DC 20) or be blinded to itself. Things can work together when
for 1d4 rounds. need be towards a mutual goal, but secrecy
is paramount. An individual Thing will not
Detect Thoughts (Su): The Thing can reveal itself unless it is absolutely
continuously use detect thoughts as the necessary, even if that means silently
spell (caster level 18th; Will DC 13 negates). witnessing another Thing's destruction to
It can suppress or resume this ability as a preserve its identity.
free action. The save DC is Charisma-
based. If the Thing can read an opponents Change Shape (Ex): The Thing can change
mind, it gets a +4 circumstance bonus on into another form of living creature that it has
Bluff and Disguise checks. successfully attacked. The new form may be
of the same type as the subject or any of the
Engulf (Ex): The Thing can try to engulf a following types: aberration, animal, dragon,
Medium or smaller opponent grabbed by fey, giant, humanoid, magical beast,
three or more appendages. The opponent monstrous humanoid, ooze, or vermin. The
must succeed on a DC 14 Reflex save or fall assumed form cant have more Hit Dice than
and be engulfed. In the next round, the the Thing, to a maximum of 15 HD at 15th
Thing makes double its number of attacks level. The Thing can't become a form
(each with a +4 attack bonus). An engulfed smaller than Fine, nor can it become an
creature cannot attack the Thing from within. incorporeal or gaseous form. The Thing's
The previously attached mouths are now creature type and subtype (if any) change to
free to attack others. The save DC is match the new form. The Thing gains the
Strength-based and includes a +2 racial Strength, Dexterity, and Constitution scores
bonus. of the new form but retains its own
Eyes (Ex): The Thing has multiple eyes that Intelligence, Wisdom, and Charisma scores.
bestows a +4 racial bonus on Spot checks. It also gains all extraordinary special attacks
possessed by the form but does not gain the
extraordinary special qualities possessed by
The Thing - 37
the new form or any supernatural or spell- Flesh Transfer (Ex): A Thing can transfer
like abilities. For every six minutes that a its own flesh to a helpless living creature or
Thing has begun imitating a creature, it a living creature that it has pinned in a
receives a +1 circumstance bonus to grapple for 3 consecutive rounds. As an
Disguise checks, up to +10 after an hour. It attack action, the Thing sloughs flesh from
takes a full hour for it to actually look exactly its own body onto the helpless or pinned foe,
like the being it is mimicking. thereby transforming the latters body into
Thing flesh. The opponent may attempt a
Spawn Scuttler (Ex): The Thing spawns 1
Fortitude save (DC 10 + 1/2 Things Hit Dice
large scuttler upon death.
+ its Constitution modifier) to resist. Success
Thing Qualities (Ex): A Thing has all the indicates that the Thing has failed to transfer
standard resistances and vulnerabilities. its flesh to the opponent, but it can attempt
to do so again using another attack action
Absorb (Ex): As a full-round action, a Thing assuming that the proper conditions are still
can absorb the body (but not the equipment) in place. Failure indicates that the flesh
of any creature to which it has successfully transfer was successful and the opponents
transferred its flesh (see Flesh Transfer, body has begun to transform into Thing
below). The Thing gains a size category flesh. The opponent is then helpless for the
whenever it has absorbed creatures whose remainder of the process. The Thing must
combined size categories equal its own, stay in physical contact with the target for
according to the following equivalencies: 1d4 additional rounds before the transfer is
Four Tiny creatures equal a Small creature, complete. At that point, the opponent can be
four Small creatures equal a Medium-size either absorbed by the Thing or converted
creature, and four Medium-size creatures into a new Thing (see Absorb and Convert,
equal a Large creature. Thus, a Huge Thing above), at the attackers option. If the Thing
could have resulted from a Large Thing is physically separated from the opponent or
absorbing one Large creature, four Medium- killed before the flesh transfer is complete,
size creatures, or any mix of sizes that the opponent takes 1d4 points of
equals Large. The Things statistics remain Constitution drain and remains helpless for
the same after absorption unless it gains a 2d4 rounds. An opponent smaller than Tiny
size category. Any hit point or ability or larger than Large cannot be either
damage that the Thing has taken before absorbed or converted. If the opponent
absorbing its prey still applies to its new cannot be either absorbed, and a creature
statistics. A Thing cannot absorb a creature with less than 1 Hit Die or more than 16 Hit
larger than itself, nor can it absorb another Dice cannot be converted, it simply
Thing. becomes a dead Thing when the process is
Alien Physiology (Ex): A Thing does not complete.
need to eat or sleep the way a normal Fear Aura (Su): Any creature within 60 feet
creature does. It cannot starve or become of a Thing in its normal form must succeed
fatigued. A Thing is not subject to death on a Will saving throw (DC 10 + 1/2 Things
from massive damage or critical hits. Hit Dice + its Charisma modifier) or be
Cold Resistance 10 (Ex): A Thing ignores stunned for 1d4 rounds by its hideous
the first 10 points of cold damage from any appearance and otherworldly appendages.
single attack. An opponent that cannot see the Thing is
immune to this effect. Whether or not the
Convert (Ex): If desired, a Thing can save is successful, the creature cannot be
convert any creature to which it has affected again by that Things fear aura for
successfully transferred its flesh (see Flesh 24 hours.
Transfer, below) into a new Thing as a full-
round action. A converted creature becomes Hive Mind (Su): All Things within 200 feet of
in all ways a Thing of the appropriate size one another are in constant mental
category, losing all its own ability scores, Hit communication. If one is aware of a
Dice, class levels, skills, feats, species traits, particular threat, they all are. If one Thing in
and allegiances and replacing them with a particular group is not flat-footed, none of
those of a Thing. A creature with less than 1 them are. No Thing in such a group is
Hit Die or more than 16 Hit Dice cannot be considered flanked unless they all are.
converted. Immunities (Ex): Because a Thing does not
need to breathe, it is immune to suffocation,

38 - The Thing
inhaled poisons, and other detrimental detached portion is a new Thing of a size
atmospheric effects. If it has assumed a category smaller than the original, with the
form that normally breathes, it does so to normal statistics for a Thing of its size
look natural, but its immunities still apply. category. (Use the size equivalencies given
in the Absorb ability, above, to determine the
Mimic (Ex): A Thing can perfectly mimic any results of splits.) Any damage or other
creature that it has absorbed within the past negative effects previously suffered stay
hour. Changing its form to match that of the with the larger portion, or are randomly
absorbed creature is a full-round action that assigned to one portion if both are the same
provokes attacks of opportunity. The Thing size category. Neither portion of the split
retains its own Hit Dice, hit points, species doppelganger can be smaller than Tiny.
traits, desires, and allegiances, but replaces Once it has split apart, the Thing cannot
its own ability scores with those of the rejoin its parts; they are forever separate
absorbed creature. It also gains access to all creatures. A Thing can initiate a split at any
the absorbed creatures natural weapons, point on its bodya fact that makes binding
attack bonuses, skills, ability scores, feats, one nearly impossible.
memories, and even spells yet to be cast. All
of these abilities function at the effective Hit Skills: Because of its near-perfect mimicry
Dice or level of the absorbed creature. The ability, a Thing gains a +30 circumstance
Thing functions in all ways as the creature bonus on Disguise checks and a +10
did just before the absorption. The Thing circumstance bonus on Bluff checks when
must be of the same size category as the acting as the creature it is mimicking. These
creature it chooses to mimic, so it may need bonuses are not accounted for in the
to split or absorb creatures until its size is statistics blocks below. A Thing receives a
correct. It must acquire the equipment of the +4 racial bonus to Bluff and Disguise
absorbed individual to complete the ruse checks. *When using alter self, a Thing
properly. A Thing may mimic a particular receives an additional +10 circumstance
creature only once, and it can stay in that bonus to Disguise checks.
form for no longer than 24 hours. Thereafter,
Saves: As the original.
it automatically reverts to its Thing form,
losing all the knowledge, skills, feats, and Action Points: Things do not acquire or
abilities that the mimicked form provided. It amass action points.
does retain the memories of its actions while
Abilities: As the original.
in the mimicked form and any information it
gained during that time. Hit point and ability Skills: A Thing has access to any skill in
damage or drain taken in the mimicked form which the original has ranks, and all of a Things
is healed upon reversion to its original form, skills are class skills even if they are cross-class
but a Thing that is killed in a mimicked form skills for the original. A Thing gets a number of
remains dead. Any magical effects that were skill points per Hit Die equal to 4 + the Things
operating on the Thing in its mimicked form Intelligence modifier (minimum 1 skill point per
end upon reversion. Most Things try to Hit Die). The Thing can never have more ranks
return to their normal forms when their in a skill than the original.
mimicked forms have lost half their hit points
to damage. The Thing gains a +4 species bonus on
Disguise checks when impersonating the
Regeneration 5 (Ex): A Thing regenerates original.
5 points of damage each round but cannot
Feats: A Thing gains the originals feats but
regenerate fire, acid, or electricity damage. If
cannot use any feat for which it no longer meets
a Thing loses a limb or body part, the lost
the prerequisites.
portion regrows in 3d6 minutes. The
creature can reattach the severed member Automatic Languages: A Thing can read,
instantly by holding it to the stump. write, and speak any language known by the
original.
Split (Ex): If a Thing wants to escape
bonds, or enter an area of smaller confines Advancement: By character class.
than its current size would permit, or
Thing Scientist (Human Smart Ordinary
diminish its size to mimic a creature it has
5/Charismatic Ordinary 2): CR 6; Medium-size
absorbed, it can split off part of its body at
humanoid; HD 7d6+7; hp 31; Mas 12; Init +1;
will. Splitting is a full-round action that
Spd 30 ft.; Defense 14, touch 14, flat-footed 13
provokes attacks of opportunity. The
(+1 Dex, +3 class); BAB +3; Grap +3; Atk +3

The Thing - 39
melee (1d3, unarmed strike); Full Atk +3 melee (current events) +3, Knowledge (earth and life
(1d3, unarmed strike), or +4 ranged (2d6, SITES sciences) +7, Profession +3, Read/Write
M9); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Creator; SV English, Read/Write Korean, Research +11,
Fort +4, Ref +4, Will +3; AP 0; Rep +4; Str 10, Search +3, Speak English, Speak Korean.
Dex 12, Con 12, Int 12, Wis 11, Cha 9.
Feats: Dodge*, Educated, Personal Firearms
Skills: Bluff +4, Computer Use +4, Craft Proficiency, Simple Weapons Proficiency,
(chemical) +5, Decipher Script +3, Disguise +5, Studious.
Disable Device +3, Investigate +3, Knowledge

40 - The Thing
SLED DOG
Medium-size Animal Skills: Jump +4, Listen +5, Spot +5, Survival +1
Hit Dice: 2d8+4 (+5 when tracking by scent), Swim +5.
Hit Points: 13 Feats: None.
Initiative: +2 Challenge Rating: 1
Speed: 40 ft.
Defense: 13 (+2 Dex, +1 natural) Scent (Ex): This ability allows a dog to
Attacks: +3 melee detect approaching enemies, sniff out hidden
Damage: 1d6+3, bite foes, and track by sense of smell.
Face/Reach: 5 ft. by 5 ft.
Skill Bonus: Dogs gain a +2 species bonus
Special Qualities: scent
on Jump checks. Dogs also gain a +4 species
Saves: Fort +5, Ref +5, Will +1
bonus on Survival checks when tracking by
Abilities: Str 15, Dex 15, Con 15, Int 2, Wis 12,
scent.
Cha 6.
SMALL SCUTTLER
Tiny Outsider (Shapechanger) Challenge Rating: 1/36
Hit Dice: 0.5d8 (2 hp)
Initiative: +6 (+2 Dex, +4 Improved Initiative) Scuttlers are small, two-legged Things that
Speed: 30 ft have tiny faces of the creature the Thing
AC: 14 (+2 Dex, +2 size) imitated. They are more nuisances than
Attacks: Bite +1 melee anything, but their ability to contaminate human
Damage: Bite 1d3-1 beings should not be underestimated.
Face/Reach: 2 ft by 2 ft/0 ft
COMBAT
Special Attacks: Infection
Special Qualities: Thing abilities Small scuttlers spew out of other Things in
Saves: Fort +2, Ref +4, Will +2 packs and rely on overwhelming numbers to
Abilities: Str 8, Dex 14, Con 10, Int 10, Wis 11, take down their foes. They are most deadly for
Cha 10 their ability to spread infection.
Skills: Hide +20, Jump +8, Move Silently +11
Feats: Improved Initiative
LARGE SCUTTLER
Small Outsider (Shapechanger) Feats: Improved Initiative
Hit Dice: 1d8 (4 hp) Challenge Rating: 1/6
Initiative: +5 (+1 Dex, +4 Improved Initiative)
Speed: 30 ft These scuttlers are larger versions, with
AC: 12 (+1 Dex, +1 size) multiple legs. They making an unnerving
Attacks: Bite +1 melee clattering noise as they scuttle across metal
Damage: Bite 1d4 surfaces. Their nightmarish appearance is
Face/Reach: 5 ft by 5 ft/5 ft reminiscent of spiders with human heads.
Special Attacks: Infection
COMBAT
Special Qualities: Thing abilities
Saves: Fort +2, Ref +3, Will +2 Scuttlers specialize in hopping out of hidden
Abilities: Str 10, Dex 12, Con 10, Int 10, Wis places. They are particularly tenacious and
11, Cha 10 roam in packs.
Skills: Hide +16, Jump +11, Move Silently +10

The Thing - 41
SPITTING SCUTTLER
Small Outsider (Shapechanger) This scuttler can spew bile from an organ.
Hit Dice: 1d8 (4 hp) While the bile does not do any damage, it blinds
Initiative: +5 (+1 Dex, +4 Improved Initiative) targets.
Speed: 30 ft
COMBAT
AC: 12 (+1 Dex, +1 size)
Attacks: Spit +2 ranged Spitting scuttlers do their best to keep their
Damage: Spit Bile distance. They are usually accompanied by
Face/Reach: 5 ft by 5 ft/5 ft other scuttlers and act as ranged support, firing
Special Attacks: Infection bile from behind other scuttlers that engage in
Special Qualities: Thing abilities melee.
Saves: Fort +2, Ref +3, Will +2
Abilities: Str 10, Dex 12, Con 10, Int 10, Wis Bile (Ex): The Thing can spit bile up to 30
feet away, once per round. The target must
11, Cha 10
Skills: Hide +16, Jump +11, Move Silently +10 make a Reflex save (DC 20) or be blinded for
Feats: Improved Initiative 1d4 rounds.
Challenge Rating: 0

HUMANOID WALKER
Large Outsider (Shapechanger) Spawn Scuttler (Ex): A walker spawns 1d4
Hit Dice: 6d8+24 (45 hp) scuttlers upon death.
Initiative: +0
Change Shape (Ex): The Thing can change
Speed: 30 ft
into another form of living creature that it has
AC: 9 (-1 size)
successfully wounded. The new form may be of
Attacks: Bite +8 melee, 2 tentacles +3 melee
the same type as the subject or any of the
Damage: Bite 1d8+7, tentacles 1d6+1
following types: aberration, animal, dragon, fey,
Face/Reach: 5 ft by 5 ft/10 ft
giant, humanoid, magical beast, monstrous
Special Attacks: Infection
humanoid, ooze, or vermin. The assumed form
Special Qualities: DR 10, regeneration 5, thing
cant have more Hit Dice than the Thing, to a
abilities, alter self
maximum of 15 HD at 15th level. The Thing
Saves: Fort +8, Ref +5, Will +5
can't become a form smaller than Fine, nor can
Abilities: Str 20, Dex 10, Con 16, Int 10, Wis
it become an incorporeal or gaseous form. The
11, Cha 10
Thing's creature type and subtype (if any)
Skills: Climb +10, Disguise +6, Hide +2,
change to match the new form. The Thing gains
Intimidate +6, Jump +11, Knowledge
the Strength, Dexterity, and Constitution scores
(technology) +6, Listen +5, Move Silently +5,
of the new form but retains its own Intelligence,
Search +5, Sense Motive +6, Sleight of Hand
Wisdom, and Charisma scores. It also gains all
+5, Spot +5, Survival +6
extraordinary special attacks possessed by the
Feats: Improved Bull Rush, Power Attack, Run
form but does not gain the extraordinary special
Challenge Rating: 1
qualities possessed by the new form or any
supernatural or spell-like abilities. When using
Walkers are towering monstrosities of fused
its change shape ability, a Thing gets an
flesh, with large pincers and multiple legs. They
additional +10 circumstance bonus on Disguise
are practically invulnerable to normal weapons
checks.
and regenerate damage quickly. It requires a
flamethrower to put one down. Skills: A Thing receives a +4 racial bonus to
Bluff and Disguise checks. *When using alter
COMBAT
self, a Thing receives an additional +10
Walkers attack with single-minded tenacity, circumstance bonus to Disguise checks
charging opponents on sight.

42 - The Thing
BULLDOG WALKER
Huge Outsider (Shapechanger) Silently +8, Search +10, Sense Motive +10, Spot
Hit Dice: 10d8+50 (95 hp) +10, Survival +10
Initiative: -1 (-1 Dex) Feats: Improved Bull Rush, Iron Will, Power
Speed: 30 ft Attack, Run
AC: 7 (-1 Dex, -2 size, +10 natural) Challenge Rating: 5
Attacks: Bite +14 melee
Damage: Bite 2d6+13 Bulldog walkers are huge, four-limbed
Face/Reach: 10 ft by 10 ft/15 ft masses of stumbling amalgamated bodies. A
Special Attacks: Infection gigantic maw dominates the front of the
Special Qualities: DR 10, regeneration 5, thing creature.
abilities
COMBAT
Saves: Fort +12, Ref +6, Will +9
Abilities: Str 28, Dex 8, Con 20, Int 10, Wis 11, Bulldog walkers barrel forward without regard
Cha 10 to their own safety.
Skills: Balance +8, Climb +18, Hide +0,
Spawn Scuttler (Ex): A walker spawns 1d4
Intimidate +10, Jump +18, Listen +9, Move
scuttlers and 1 spitting scuttler upon death.

THING BEAST
Gargantuan Outsider (Shapechanger) Feats: Cleave, Endurance, Great Cleave, Great
Hit Dice: 24d8+168 (276 hp) Fortitude, Improved Bull Rush, Iron Will, Power
Initiative: -2 (-2 Dex) Attack, Run
Speed: 30 ft, tunnel 30 ft Challenge Rating: 17
AC: 4 (-2 Dex, -4 size)
Attacks: Bite +25 melee, 4 tentacles +20 melee Thing beasts are the largest amalgamations
Damage: Bite 2d8+11, tentacles 2d6+5 of all other collective Things. Other bodies are
Face/Reach: 20 ft by 20 ft/20 ft absorbed into its mass and bulge out in
Special Attacks: Infection pustules, spilling over into grotesque limbs and
Special Qualities: DR 10, regeneration 5, thing tentacles.
abilities, adaptation
COMBAT
Saves: Fort +23, Ref +12, Will +14
Abilities: Str 32, Dex 6, Con 24, Int 10, Wis 11, Thing beasts can borrow underground and
Cha 10 enjoy bursting from several places at once.
Skills: Balance +18, Climb +31, Hide +6, They are devious enough to know how to knock
Intimidate +20, Jump +27, Listen +20, Move out the lights or disable fire weapons.
Silently +18, Search +20, Sense Motive +20,
Adaptation (Ex): A Thing beast has
Spot +20, Survival +20
absorbed enough bodies that it can implement
any one of the special attacks of the Thing
template, once per round.

The Thing - 43
Links
"If we've got any surprises for each other we shouldn't be in any condition to do anything about it."

--Macready to Childs, The Thing

Books Web
For more information about books that were For more information about web sites that
used to help create this document, see Section were used to help create this document, see
15 of the Open Gaming License. Section 15 of the Open Gaming License.

The Thing: A Novel House of Horrors: The Thing

Who Goes There John Carpenter: The Thing

Comics John Carpenter's The Thing


The Thing from Another World & Climate of Maps of Outpost #31
Fear Collection
DVDs Outpost 31

The Thing Collector's Edition The John Carpenter Website: The Thing

The Thing Game


Games
The Thing (Playstation 2) The Thing Script

The Thing (PC) The Thing World

The Thing (Xbox) The Thing: Man is the Warmest Place to


Hide
Music
The Thing: Original Motion Picture
Soundtrack

44 - The Thing
About tthe
he Author
Michael Tresca
Michael "Talien" Tresca is a writer, communicator, speaker, artist, and gamer. He has an 11-year-old
D&D role-playing campaign, Welstar, which is one of the six worlds in RetroMUD and where many of his
short stories take place. Michael has published three D20 modules: "Tsar Rising", "All the King's Men,"
and "The Dancing Hut" from MonkeyGod Enterprises. He has written numerous supplements, including
"Frost and Fur" and "Abyss," also from MonkeyGod Enterprises, "Mercenaries: Born of Blood" from
Otherworld Creations, and "Combat Missions" from Paradigm Concepts. Michael has also contributed to
"Relics" from AEG and "The Iron Kingdoms Campaign Guide" from Privateer Press. Michael has also
written magazine articles for Spectre Press' Survival Kit series, Dragon Magazine, Scrollworks, and D20
Weekly. He has written a multitude of reviews of role-playing and computer games for RPG.net,
Gamers.com, Allgame.com, and Talien and Maleficent's Bazaar. Michael has presented at various
panels, including Dragon*Con, I-Con, and Bakuretsucon. When he's not writing, Michael can be found as
his alter ego, Talien, on RetroMUD as an administrator. Michael lives in Connecticut with his wife, who is
an editor, and his cat, who is fluent in English.

The Thing - 45
Open Gaming License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All
Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content;
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broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the
methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an
enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means
any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts;
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places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic
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are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the
Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create
Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content
may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No
terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may
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3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide,
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5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that
Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as
expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to
indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open
Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered
Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product
Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product
Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are
distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any
authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of
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10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor
unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the
Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so
affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach
within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent
necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
The Thing: Who Goes There?, Copyright 2003, Michael Tresca.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich
Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R.
Cordell, John Tynes, Andy Collins, and JD Wiker.
The End: Lost Souls Edition, Joseph Donka, Joseph Tierney, Martin Tierney, and Jeff Konkol, Copyright 2002.
Weird War II: Blood on the Rhine, Pinnacle Entertainment Group, 2001.
D20 Firearms Mechanics, Kenneth S. Hood, Copyright 2001.
Deadlands d20, Pinnacle Entertainment Group, Copyright 2001.
Dragon Lords of Melnibone, Chaosium Inc., Copyright 2001.
Evil, AEG, 2001.

46 - The Thing
Open Game Content
DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product
Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all The Thing
logos and identifying marks and trade dress, including all The Thing product and product line names, any
elements of The Thing setting, including but not limited to capitalized names, planet names, organization
names, characters, equipment, historic events, and organization, and all stories, storylines, locations,
plots, plot synopses, thematic elements, quotes from characters; all artwork, symbols, designs,
depictions, illustrations likenesses, poses, logos, symbols or graphic designs; any other unspecified
incarnations of The Thing creative property, including elements either derived or inferred from The Thing
setting, and website support materials.
DESIGNATION OF OPEN CONTENT: All stat blocks, new rules, new equipment, and new monster
rules are open content that are not part of the product identity.
Trademarks and copyrights are cited in this document without permission. This usage is not meant in any
way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and
remain the property of the owners. This game is for entertainment only.
D20 System and D&D is a trademark of Wizards of the Coast, Inc..
All original The Thing images and logos are copyright of their respected companies: The Thing is a
trademark of Universal Pictures Inc. Copyright 1982 Universal Pictures Inc. (United States and Canada). All
Rights Reserved.
All rights reserved.
This document utilizes Chiller and Impact fonts.

The Thing - 47
CAZADOR DE TROFEOS
V0.3

By Michael Tresca, Rob Cooper, and Mark Howe


D20 System and D&D is a trademark of Wizards of the Coast, Inc.. Predator, and Predator II are
Copyright 20th Century Fox. All Rights Reserved. Trademarks and copyrights are cited in this
document without permission. This usage is not meant in any way to challenge the rightful ownership of said
trademarks/copyrights. All copyrights are acknowledged and remain the property of the owners. This game is
for entertainment only. Rob Cooper provided statistics for the Yautja race, the Equipment chapter, and the
Advanced Classes chapter. Rob Cooper and Mark Howe provided statistics for the vehicles. This document
utilizes the Invisible Killer and Predator fonts.
You can get the latest version of this document at Talien's Tower, under the Freebies section.
This game contains spoilers about Predator (movies, books, etc.). You have been warned!

2 Predator: Cazador de Trofeos


Table of Contents
Table of Contents ........................................................................................................................................3
Introduction..................................................................................................................................................5
Summary...................................................................................................................................................5
Campaign in Brief ....................................................................................................................................5
Campaign Traits.......................................................................................................................................5
Timeline ....................................................................................................................................................6
Characters ....................................................................................................................................................8
Yautja as PCs ...........................................................................................................................................8
Occupations .............................................................................................................................................9
Skills ...........................................................................................................................................................11
Skills........................................................................................................................................................11
Equipment ..................................................................................................................................................13
Earning Equipment ................................................................................................................................13
Requisitioning Equipment ....................................................................................................................13
Armor ......................................................................................................................................................13
Weapons .................................................................................................................................................15
Handguns ...............................................................................................................................................15
Other Ranged Weapons ........................................................................................................................16
Longarms................................................................................................................................................17
Heavy Weapons .....................................................................................................................................17
Archaic Weapons...................................................................................................................................17
Miscellaneous Equipment.....................................................................................................................18
New Material ...........................................................................................................................................20
Vehicles ..................................................................................................................................................21
Allegiances and Reputation .....................................................................................................................22
Pledging Allegiance...............................................................................................................................22
New Allegiances.....................................................................................................................................22
Allegiances and Influence.....................................................................................................................23
Fame and Infamy....................................................................................................................................23
Castes .....................................................................................................................................................23
Using the Reputation Bonus ................................................................................................................24
Advanced Classes.....................................................................................................................................25
Arbitrator ................................................................................................................................................25
Ba-kevthei..............................................................................................................................................27
Ne-kevthei..............................................................................................................................................29

Predator: Cazador de Trofeos - 3


Ra-kev'thei ..............................................................................................................................................31
Space Travel ..............................................................................................................................................33
How It Works ..........................................................................................................................................33
Planets ....................................................................................................................................................34
Monsters.....................................................................................................................................................37
Predator, Unblooded .............................................................................................................................37
Predator, Young Blood..........................................................................................................................37
Predator, Blooded..................................................................................................................................38
Predator, Honored .................................................................................................................................38
Predator, Ancient ...................................................................................................................................39
Links ...........................................................................................................................................................40
Books ......................................................................................................................................................40
Comics ....................................................................................................................................................40
DVDs........................................................................................................................................................40
Games .....................................................................................................................................................40
Music .......................................................................................................................................................40
Web..........................................................................................................................................................40
About the Contributors .............................................................................................................................41
Michael Tresca .......................................................................................................................................41
Rob Cooper ............................................................................................................................................41
Mark Howe ..............................................................................................................................................41
Open Gaming License Version 1.0a ........................................................................................................42
Open Game Content..................................................................................................................................44

4 Predator: Cazador de Trofeos


Introduction
"When I was little we find a man -- like a butcher. The old ones in the village cross themselves and
whisper crazy things. 'Demonio, cazador de trofeos... Only the hottest times of the hottest years... 'Crazy
things... This year is grows hot. And we begin finding our men. We find them sometimes without their
skin. Sometimes...much, much worse. Cazador de trofeos...means the demon who takes trophies."
Anna, Predator
Predator: Cazador de Trofeos is a Modern followed by the Yautja, then your mate and
campaign supplement. For more information offspring. All others are unimportant. The Yautja
about D20 Modern, see Section 15 of the Open do not focus on large-scale conquest, as it is
Gaming License. unimportant compared to the Hunt. Clans can
and do fight each other, especially if one feels
The first half of the supplement is suitable for
its honor has been stained. The Clan Leaders
players and Game Masters. The last half is for
word is law and not following a Clan Leaders
Game Masters only.
word is punishable by death. The adjudicators
are the admin and law Yautja. Only the Council
Summary of Ruling Clans can override an adjudicators
Predator: Cazador de Trofeos is a role- word.
playing game set in the near future, where the
The Yautja travel in hunting parties. A typical
ultimate alien predators hunt the most
hunting party consists of 8 to 90 Yautja. During a
dangerous men and women.
hunt, each kill gains reputation for a Yautja. As a
Yautja gains reputation, it gains in status
Campaign in Brief amongst its peers. With higher ranks comes
They call themselves the Yautja but more honor.
everyone else calls them the Predators. What
everyone will agree on is they are the most Only a Blooded Yautja can compete in a
feared hunters in the entire galaxy. Most hunt. To become Blooded, a Yautja must go
encounters have been with a single Yautja and through an intense ritual, which ends in their first
the only survivors have been women and small kill. While it is usually a coming of age ritual, a
children. Their accounts have been sketchy at Yautja can participate in the ritual at any point in
best, but they consider the Yautja killing their life. After they are Blooded, their life as a
machines. Hunter begins.

The Hunt is everything to the Yautja. Every Almost all Yautja encountered are Blooded
single one of the Yautja has as its goal to be the and male. The lou-dte kalei, or female, is larger
ultimate hunter and each strives to perfect the than the male, but most of the time stays at
Hunt. Nothing else may matter besides the Hunt, home to raise the young. There are very few,
but the Hunt has rules. A Yautja must track his Blooded lou-dte kalei.
enemy and face him in combat. To not face your
enemy in combat is the cowards way. A Yautja Campaign Traits
will always try to face an enemy in hand-to-hand The future of Predator: Cazador de Trofeos
combat. If it is not possible, then ranged is a bleak one, where Predators roam free to
weapons are acceptable. The worst thing a hunt and kill and the government covers it all up
Yautja could do is to kill an enemy, at a in the futile hopes of capturing alien technology.
distance, while cloaked.
To the Yautja, if you are not a Hunter, you Background
are prey. One of the requirements to be a
Hunter is to be part of a clan and no one yet The Yautja as a people long ago gave up the
knows what it would take to make a non-Yautja arts of psionics and arcane magic, to pursue
part of a clan. technology. Most divine magic comes from
shamans who venerate the Warrior. As the
The Yautja are clannish in nature. The Clan Yautja have expanded their hunting grounds into
is the most important part of the social structure, the Empire they have encountered the Old Arts.

Predator: Cazador de Trofeos - 5


They are starting to see these as acceptable 1863: Two opposing Civil War units unite to
tools to use in the Hunt. oppose a Predator (Predator: Hell Come A'
Walkin').
The Hunt continues wherever the Yautja find
worthy adversaries, but they know with an 1881: A Predator hunts in Bengal, India,
organized society as their prey, they must move giving rise to the legend of the rakshasa
slowly as to not unite their prey against them. (Predator: Nemesis).
There will come a time in the near future, when
1896: A Predator hunts in London, England,
they have relearned the Old Arts, that the Yautja
giving rise to the legend of Spring-Heeled Jack
will not concern themselves about united preys.
(Predator: Nemesis).
The Yautja homeworld is a swamp-like planet
1914: Predators take part in the killing of
with extremely tall trees and a heavy methane-
World War I (Predator: Bloody Sands of Time).
laced atmosphere. The methane-laced
atmosphere is caused by massive chemical 1926: A Predator kills an escape inmate from
releases from the stagnant waters and rotting the Big Cypress Penitentiary in the Everglades
animal carcasses and vegetation. The tall (Dark Horse Presents #46).
vegetation obscures the sunlight to let very little,
1931: A Predator hunts in Bayou Lafourche,
if any, though to the planet surface.
Louisiana, giving rise to the legend of the
Along with the thick mists caused by the Gollywomp (Predator: Strange Roux).
atmospheric gases, the homeworld is close to a
1936: A Predator hunts in the Serengeti,
second planet, Praedra <pronounced prah-
giving rise to the legend of the Dudu Ya Porini
dray> or Brother of the Hunt. Praedra is in a
similar orbit around the systems sun, which (Predator: Jungle Tales).
obscures Homeworlds light for much of its solar 1947: A Nazi commandant encounters a
year. Predator in his quest for gold (Dark Horse
Presents #137 - Predator: Demon's Gold).
The homeworld is kept in a perpetual twilight.
This twilight forced all creatures to adapt their 1958: A Predator hunts in Fleener Creek,
vision or perish. The yautjas vision lies almost Oregon (Predator: Kindred).
completely in the infrared spectrum. Without a
Yautja helmets visual helmet, they are virtually 1959: A Predator hunts in Hollywood,
th
blind in other more sunlit worlds. California (Predator: Invaders from the 4
Dimension).
The Yautja homeworld is very damp and wet
with a lot of root like vegetation and trees. In the 1968: Predators hunt during the Vietnam
yautjas early evolution, they once lived War (Predator: Bloody Sands of Time).
burrowing amongst the soft mud and still waters 1984: A Predator hunts in Nicaragua
of the swamps, until they eventually evolved into (Predator: Captive).
a more amphibious life form that took to the
trees as a form of Yautja. Over time they 1987: In the jungles of South America, a
evolved further into a more anthropomorphic group of hardened Special Forces commandos
form as their tool using and building skills are on a routine rescue mission when they find
provided them more stable platforms upon which themselves being hunted by an alien predator.
to live. The group is slowly whittled away a Predator,
but eventually defeated by the sole surviving
member of the commandos, Major Dutch
Timeline Schaefer (Predator).
1100 A.D.: Saint George witnesses a ball of
fire fall from the sky. From the ball of flame 1988: A Predator hunts in Fleener Creek,
arises a dragon (actually a Yautja) which he Oregon (Predator: Kindred). A Predator hunts in
slays with his lance (Aliens vs. Predator: Annual Cobola County, New Mexico, attacking an Army
#1 Old Secrets). base and giving rise to the legend of the
adilgashii (Predator: Big Game).
1358: Li Yat, a charlatan, encounters the
Yautja in Tokyo (Aliens vs. Predator: Eternal 1989: A fleet of Predators hunt in New York
#1). City, pursuing Dutch Schaefer's brother
(Predator: Concrete Jungle).
1718: A band of pirates are hunted by a
Yautja, who eventually takes a gun crafted in 1990: A Predator ship crash lands in Yamal
1715 with the word "Roanoke" engraved in it Peninsula, Siberia. Russian and American
(Decade of Dark Horse #1). troops battle to take control of the vessel, only to

6 Predator: Cazador de Trofoes


have the Predators fix their ship and leave 2000: Superman discovers the ship
(Predator: Cold War). belonging to the Predator that Dutch Schaefer
defeated (Superman vs. Predator). Later that
1992: A Predator hunts human hunters in
year, the human-phobic alien race known as the
Kenya, Konza. Later, a prisoner takes credit for
Dominators genetically modify Predators to
the kills in Tucson, Arizona. The Predator
defeat the Justice League, only to have their
catches up to the braggart in Paloverdo State
experiment backfire. The Meta-Predators clash
Penitentiary and kills him. With plentiful and
with the JLA but ultimately choose suicide over
worthy prey, the Predator keeps on killing until
capture.
killed by inmates. Other Predators ultimately
retrieve the corpse before Special Forces can 2003: A team of drillers, scientists and
get to it (Predator: Race War). Batman defeats a archaeologists led by a billionaire industrialist
Predator in single combat. Disgraced, the who travel to Antarctica to investigate ancient
Predator commits suicide with its own blade. pyramid ruins buried deep beneath the ice which
Other Predators offer the blade to Batman as a predate those in Egypt and Mexico, suggesting
sign of honor (Batman vs. Predator). they were once the home of a great empire that
ruled over the Earth first. When they finally
1993: Four Predators land in search of prey
reach one of the pyramids, however, they
with superhuman capabilities: Ghost,
discover human skeletons and fossilized
Motorhead, Law, and X (Ghost #5, Agents of
remains of alien creatures that appear to hug
Law #6, Motorhead #1, X#18).
faces and burst out of chests, along with
1994: Another Predator hunts Batman, this evidence that such aliens may still be alive
one a Bad Blood who is in turn hunted by two somewhere in the ruins. The danger below them
other Predators. Federal agents in turn hunt the is frightening, but what the scientists also don't
Predators. All three Predators ultimately die in know is that something as dangerous lurks
the pursuit (Batman vs. Predator II). above them, happy to have had someone
uncover the Aliens: a group of five teenage
1996: Trackers pursue a Predator in the
Predators, following a tradition wherein young
jungles of South America, only to be Predators come to Earth every thousand years
slaughtered. A 60-million robot is sent after it
to go through their hunting rituals to reach
but is unsuccessful. Detective Schaefer is
manhood (Aliens vs. Predator).
brought in to track down this Predator, the
original that was supposedly killed by Dutch 2024: Spearhead is formed to combat
Schaefer (his brother) in 1987 (Predator: Dark Predators with state of the art technology. At the
River). same time, Subotai, an immortal Japanese
samurai, decides on a final showdown with the
1997: A Predator hunts in Los Angeles,
Predators (Predator: Xenogenesis).
killing off various drug kingpins. Officer Mike
Harrigan ultimately kills it. Other Predators 2227: A carrier containing Alien eggs is
ensure the original hunter's ship is destroyed ambushed by Predators (Aliens vs. Predator:
and leave Harrigan with a souvenior: a flintlock Xeongenesis).
pistol, marked 1750 (Predator 2). A Predator
hunts grizzly bears in the Alaskan wilderness
(Predator: Primal).
1999: Billionaire Tyler Stern, who has
created a Yautja-specific biosphere in the middle
of the Nevada Desert, traps a one-armed
Predator one within it. But the Predator gains
the upper hand and ultimately activates its self-
destruct sequence, destroying the biosphere,
Stern, and all of his work (Predator: Captive). A
conflict between Bad Bloods and another
Predator hunts them. It is all photographed but
the evidence is confiscated and all witnesses
eliminated (Predator: Homeworld).

Predator: Cazador de Trofeos - 7


Characters
"What the hell ARE you?"
"What the hell are YOU?"
Dutch to Predator, Predator

In the Predator universe, USM Marines is the As a rite of passage into adulthood, each
last remnants of resistance against the rise of male Yautja must hunt and kill his first kainde
the machines. The weak, slow, and stupid have amedha, or "hard meat". These hard meats are
long since been weeded out. USM Marines commonly known to humans as Aliens.
members are the toughest, savviest, and fastest Apparently the Yautja and aliens have a
humanity has to offer. As a result, all USM connected evolution and the Yautja consider
Marines members have access to combat feats. them to be the ultimate prey.
The rite of passage hunts are generally
Yautja as PCs conducted on uninhabited planets. Before a hunt
Yautja, known as "Predators" in the begins, the Yautja "seed" the hunting grounds
vernacular, are humanoid; they are bipedal, with Alien eggs, which are obtained from a
have two legs and arms, one head, two eyes, captive queen. Once the eggs hatch and the
and ears. While the Yautja's body may be Alien brood mature, a group of unblooded
humanoid in appearance, this cannot be said for warriors land on the planet, supervised by two or
its face. Having been described as having a face three veteran warriors. Equipped only with hand-
like a "mutated crab", the Yautja possess a very to-hand weaponry and armor, the young Yautja
distinct look. The most prominent feature of this is sent out. Those who survive and claim a kill
look are four mandibles which protrude from and are then inducted into their clan as fully blooded
surround a smallish mouth filled with sharp warriors. Knowing the danger presented by the
teeth. These mandibles are used for Aliens to the local ecosystem, the Yautja will not
communicating much like a cat uses its tail to leave a planet until every alien is killed.
communicate its mood. However, it is believed that Alien infestations in
the galaxy may be caused by the Yautja failing
A Yautja's skin has a remarkable color
to account for every released Alien.
because some parts are more greenish and
other parts are more with brown. When a Yautja As a side note, it is considered a great honor
gets older, its hair and skin color changes. Skin by the Yautja to participate in the hunts that
color is generally a pasty yellow mottled with obtain the Alien queen from which they obtain
black spots. their supply of eggs. To obtain a live queen, the
Yautja hunting party must venture into an Alien
On their head, the Yautja have course bristly
crche, succeed in defeating all the queen's
"hair" which is twisted into dreadlocks. One rite
warrior drones, and then subdue the queen
of adulthood is the ceremonial braiding of a
herself. Needless to say, many of these parties
warriors hair into the "dreadlocks" style worn by
never return. To understand the respect Yautja
the warriors. This process, usually taking
hold for the lethality of the aliens, in at least one
months of ritual and scalp pain is performed in
instance, the Yautja have accepted a human
public. At the slightest show of pain or
into their hunting clan who has successfully slain
discomfort on the part of the young warrior, the
an alien in single hand-to-hand combat.
entire process is started over again.
Yautja society is based on the concept of
Yautja appear to value other predatory
The Hunt. Whereas humans on earth were
species as the most challenging targets. This
agrarian, the Yautja never settled down. Their
would also explain their preference for hunting
culture revolves around the concept of hunting
humans, another highly successful Yautjay
and stalking prey. Very similar to a pack
species. The Yautja are very fond of trophies,
mentality, the strongest and most efficient
skulls being the most sought after. The Yautja
member of the group is the leader. This alpha
warrior's behavior is controlled by a code of
male controls the actions of the group. So far,
ethics (see Allegiances).

8 Predator: Cazador de Trofoes


only males seem to participate in hunts. Since Energy resistance 5 to fire, electrical,
females rule over their territory and generally run acid, and radiation damage: For yautja, boiling
internal affairs, Yautja have a matriarchal water gets uncomfortable after five minutes,
society. Rarely is it ever needed to be enforced invulnerable to electricity and to radiation.
however, males do not involve themselves with
Medium-Size: Yautja average between
female politics and females are uninterested in
seven and eight feet tall, with females even
male socialization.
larger. They weigh in excess of 300 lbs.
+4 Strength, +4 Constitution, +2 Dexterity,
Darkvision (Ex): Yautja can only see in one
-6 Charisma: The Yautja are much stronger and
spectrum of light, infrared. Yautja can see in the
faster than an average human. They've been
dark up to 60 feet. Darkvision is black and white
known to climb sheer walls, and throw a full-
only, but it is otherwise like normal sight, and
grown man 5 meters with one hand. They
yautja can function just fine with no light at all.
possess lightning quick reflexes and their
dexterity surpasses that of man. Light Sensitivity (Ex): Yautja are dazzled in
bright sunlight or within the radius of a daylight
+2 natural Defense bonus: The yautja have
spell.
a tough skin, which affords them some
protection to attacks. No Wealth: Yautja have no concept of
wealth. Their superior technology is earned, not
+2 racial bonus to Jump checks: Yautja
bought. Therefore, for purposes of purchasing
can jump very high and run fast, even when
equipment, Yautja add their Wealth bonus to
loaded down with weapons and trophies. Yautja
their Reputation bonus. This combined number
can jump up to three times their height, and can
determines what a Yautja can earn in
fall ten times their height and land on their feet.
equipment.
+2 racial bonus to Listen checks: Yautja
Non-Yautja Are Prey: The yautja see all
can hear a whisper up to 50 feet away.
non-yautja as prey. They cannot overcome this
Atmospheric Intolerance: Yautja breathe stigmatism and dont socially deal well with other
1% more oxygen, and 4% more nitrogen than races, so they have a 5 penalty to all diplomacy
humans. They can adapt to earth's natural checks.
gasses, but it could only last for 1 week at the
ECL: 5. Yautja look like normal people, but
most. If Dr Bergstrom is correct on her theory
they don't act like them. They are cold,
(Yautja: Homeworld), this could be because this
detached, and often confused by the world
is what the atmosphere was like on Earth
around them. Given enough time, an Alien
millions of years ago. For every 10 minutes for
Hybrid might eventually adapt, but few humans
which a Yautja goes without using a breather,
give them a chance.
their physical attributes reduce by 1. Spending
10 rounds on a breather will return 1 point lost
from each of the physical attributes. Occupations
Automatic Languages: Yautja, sign
language. Bonus Languages: Up to 5 Alpha
additional languages. The Yautja have a verbal Alphas are the leaders of a pride, held only
language of clicks and chirps and are capable of by the alpha male and the alpha female. These
mimicking other verbal languages to a degree. Predators make decisions for the pride and
They do pick up languages quickly, however choose where to hunt.
without formally studying the language as a
Race: Yautja.
secondary skill.
Native Outsider: Yautja are fast enough to Skills: Choose two of the following skills as
dodge bullets, if they see them coming and can, permanent class skills. If a skill the character
because of their tough hides, shrug off most selects is already a class skill, he or she
small-calliber bullets. As a result of their two receives a +1 competence bonus on checks
using that skill. Climb, Demolitions, Drive, Hide,
outsider levels, yautja gain a +3 to Reflex,
Fortitude and Will saves, a +2 Base Attack Knowledge (tactics), Move Silently, Navigate,
Bonus and have 16 skills points. Racial class Pilot, Survival, Swim.
skills include Intimidate, Jump, Climb, Heal, Bonus Feat: Select one of the following:
Move Silently, Listen and Survival. Yautja Brawl, Combat Martial Arts, Light Armor
receives the Endurance feat as its outsider feat. Proficiency, or Personal Firearms Proficiency.
They can hold their breath for several minutes.
Reputation Bonus Increase: +3.

Predator: Cazador de Trofeos - 9


Beta Bonus Feat: Select either Brawl or Personal
Firearms Proficiency.
The other members of a pride, these
Predators consists of everyone who is not an
Alpha but still mature and capable enough to be Lone Wolf
a warrior in their own right.
Lone wolves are Predators who have left a
Race: Yautja. pride to strike out on their own.
Skills: Choose two of the following skills as Skills: Choose two of the following skills as
permanent class skills. If a skill the character permanent class skills. If a skill the character
selects is already a class skill, he or she selects is already a class skill, he or she
receives a +1 competence bonus on checks receives a +1 competence bonus on checks
using that skill. Climb, Demolitions, Drive, Hide, using that skill. Bluff, Climb, Demolitions,
Knowledge (tactics), Move Silently, Navigate, Disable Device, Drive, Escape Artist, Intimidate,
Pilot, Survival, Swim. Jump, Knowledge (arcane lore, streetwise,
tactics, or technology), Move Silently, Pilot,
Bonus Feat: Select one of the following:
Ride, Spot, Survival, Swim, Treat Injury.
Brawl, Combat Martial Arts, Light Armor
Proficiency, or Personal Firearms Proficiency. Bonus Feat: Select one of the following:
Archaic Weapons Proficiency, Brawl, or
Reputation Bonus Increase: +2.
Personal Firearms Proficiency.
Reputation Bonus Increase: +1.
Subordinate
Subordinates are the lowest ranking
members of a pride without being dishonored. Spearhead Mercenary
They are often untested young members, but Spearhead is a strike team of two divisions
can also be Alphas who have lost their position. dedicated to tracking and eliminating the Yautja
They play an important role in caring for the threat on Earth. The Stalker division identifies
other members. and predicts Yautja strikes. The Blades are the
combat units dedicated to engaging the Yautja
Race: Yautja.
on their own terms with state-of-the-art
Skills: Choose three of the following skills as technology. For more information about crafting
permanent class skills. If a skill the character mercenaries, see Mercenaries: Born of Blood by
selects is already a class skill, he or she Michael Tresca. Mercenaries: Born of Blood
receives a +1 competence bonus on checks includes mercenary history and experience
using that skill. Craft (electronic, mechanical, or tables, a new primary class (Professional), rules
structural), Climb, Drive, Handle Animal, on recruiting mercenaries, two new prestige
Intimidate, Repair, Ride. classes (Commercialist and Specialist), 48 new
feats, exhaustive rules on creating contracts,
Reputation Bonus Increase: +1.
mercenary codes of conduct, a sample
headquarters, rules on creating mercenary
Omega companies, and two sample companies.
Omegas are the bottom of the pride. They Skills: Choose two of the following skills as
are scapegoats and are regularly abused and permanent class skills. If a skill the character
blamed for any fault that the pride might selects is already a class skill, he or she
perceive. receives a +1 competence bonus on checks
using that skill. Balance, Climb, Drive, Forgery,
Race: Yautja. Gamble, Hide, Intimidate, Jump, Knowledge
Skills: Choose two of the following skills as (streetwise), Move Silently, and Survival, Swim.
permanent class skills. If a skill the character Bonus Feat: Select one of the following:
selects is already a class skill, he or she Brawl, Combat Martial Arts, Light Armor
receives a +1 competence bonus on checks Proficiency, or Personal Firearms Proficiency.
using that skill. Disable Device, Hide,
Knowledge (streetwise), Move Silently, Sleight Wealth Bonus Increase: +3.
of Hand.

10 Predator: Cazador de Trofoes


Skills
"I ain't got time to bleed!"
Blain, Predator

Skills
Read/Write Language (Yautja)
The Yautja have a complex written language.
Bluff (Yautja) The following are Yautja letters and their English
During the hunt, Yautja employ a silent translation:
system of hand gestures to communicate with
each other. This "sign language" is very simple A: A
and only capable of relating simple messages or
ideas. B: B
A Yautja can use Bluff to send and
understand secret messages without speaking. C: C
The DC for a basic message is 10. Complex
messages or messages trying to communicate D: D
new information have DCs of 15 or 20. Both the
sender and the receiver must make the check
for the secret message to be successfully
E: E
relayed and understood.
F: F
Anyone listening in on a secret message can
attempt a Sense Motive check (DC equal to the
senders Bluff check result). If successful, the
G: G
eavesdropper realizes that a secret message is
contained in the communication. If the H: H
eavesdropper beats the DC by 5 or more, he or
she understands the secret message. I: I
Whether trying to send or intercept a
message, a failure by 5 or more points means
J: J
that one side or the other misinterprets the
message in some fashion. K: K
Back arched and mandibles flared:
rage
L: L
Head and eyes lowered: submission M: M
Head cocked to one side: curiosity or
regard N: N
Lower mandibles spread: aggression O: O
Mandibles click together: regard
Mandibles flared: anger
P: P
Placing one hand on another's Q: Q
shoulder, and shaking: greeting
Push with one hand at another's R: R
shoulder: challenge
S: S
Predator: Cazador de Trofeos - 11

T: T Kehrite: training hall/ dojo
Kiande: hard
U: U Ki'cte: stop, enough

V: V Ki'cti-pa: wrist knives


Kv'var: exercises, hunts
W: W
Kwei: tricky or sly
X: X Lou-dte kalei: child-maker(derogatory)
L'ulij-bpe: Crazy
Y: Y
Mei'hswei: brother
Z: Z Mi: fuel
Mo: no
Speak Language (Yautja)
Nain-desintje-de: "pure win"
The Yautja have a complex verbal language.
The following are Yautja words and their English Nan-dethan-gaun: "kiss of midnight" no
translation: mercy
Amedha: meat Nan-ku: alive
'Awu'asa: armor Naxa: type of fruit
Bpi-de: end, finish N'dui'se: Yautja's musk
Ch'hkt-a: nervous Nihkou'te: tooth or tusk
Chiva: trial, test Nok: unit of measure (equivalent to 13
inches)
C'nlip: intoxicating beverage
Ooman: humans
Dai-shui: Yautja musk
Pyode amedha: "soft meat" humanoid
Dhi'ki-de: unconscious, coma
Pyode: soft
Dto: a type of tree
Setg'-in: deadly and quick
Gkei'moun: easy or simple
S'yuit-de: low and demeaning
Gkinmara: camera
Tarei'hsan: bug
Gry'sui-bpe: stampede
Te'dqi: xenomorph secretion
Guan: night
Thei-de: death
H'chak: mercy
Thwei: blood
H'dlak: fear
Tjau'ke: hard packed dirt or type of rock
Hulij-Bpe: crazy
Ui'stbi: geography
Hult'ah: observer
Zabin: type of insect
Jehdin: individual, one
Z'skvy-de: birth of xenomorph from
Kainde amedha: "hard meat" aliens host, eruptive phase
Kantra: prayer

12 Predator: Cazador de Trofoes


Equipment
"Time to let 'ol 'Painless' out of the bag."
Mac to Blain, Predator

The result of the check determines whether


Earning Equipment and how quickly the Predator's clan can provide
Reputation checks are used to determine the Predator with the requested equipment. With
what Predators can receive and what gear they a success, the object is issued to the character.
might reasonably have access to. Every Generally, it takes 24 hours to obtain an object
Predator has a Reputation bonus that reflects through requisition, but if the object is especially
his or her buying power. Every object and common, or if the character beats the check DC
service has a purchase DC. To purchase an by 5 or more, it is available in 1d4 hours.
object, make a Reputation check against the
purchase DC. Requisitioned objects are loaned, not given,
to the character. Obviously, expendable objects
like ammunition dont have to be returned if
used.
Requisitioning Equipment
Situation Modifier
When a Predator needs more equipment Object is necessary for
than he or she has on hand, the character may +6
assignment
try to requisition it. A Predator's clan evaluates Object has obvious application
+4
whether the Predator really needs the object, for assignment
how soon the clan can supply it, and whether Object has peripheral
+2
application for assignment
the clan can reasonably expect to get it back Object has no obvious
when the Predator is done with it. 2
application for assignment
Object is rare 2
The result is determined by a level check Licensed 2
(1d20 + character level) against a DC equal to Restricted 4
the equipments purchase DC. Add the Military 6
Predator's Charisma bonus and Reputatoin Illegal 8
bonus to the check. Table: Requisition Modifiers Character is skilled or
+2
proficient in use of object
lists modifiers that may affect the check. Character returned all gear
undamaged on previous +2
mission

Armor
Equipment Nonprof. Maximum Armor Speed (30 Reputation
Armor Type Weight
Bonus Bonus Dex Bonus Penalty ft.) DC
Light Armor
Hunter Padding Tactical +2 +1 +7 0 30 2 lb. 13
Hunter Armor Tactical +3 +1 +5 0 30 15 lb. 14
Medium Armor
Hunter Armor Tactical +6 +2 +2 0 25 20 lb. 17
Heavy Armor
Ceremonial Armor Archaic +8 +3 +1 -6 20 50 lb. 23
Hunter Armor Tactical +9 +3 +0 0 20 35 lb. 19

Ceremonial Armor Hunter Armor, Light


Worn only by Ancients, this armor is a sign of This armor consists of forearm bracers, lower
the highest rank. It is made of interlocking leg bracers, shoulder plates, belt, armored briefs
ceramic plates that are resistant to Alien blood. with groin-cup, belt and sandals. There are six
It bestows an additional energy resistance of 10 hangers on the basic belt for other assorted
vs. acid damage. items.

Predator: Cazador de Trofeos - 13


Hunter Armor, Medium elbow, belt, armored briefs with groin-cup, belt,
sandals, integral heater, chest and back plates
This armor consists includes forearm
(light grade), the knees are better protected,
bracers, lower leg bracers, shoulder plates, belt,
quadricep (thigh) plates, torso plates, heavy
armored briefs with groin-cup, belt, sandals,
quadricep covers, and a light exoframe.
integral heater, chest and back plates (light
grade), the knees are better protected, and
quadricep (thigh) plates. Hunter Padding
This basic armor is given to all new
Hunter Armor, Heavy Predators seeking to advance themselves in
society. It serves as a flight suit, provides
This armor is used for hunting Alien Queens.
warmth and prevents chaffing.
It consists includes forearm bracers, lower leg
bracers, shoulder plates that extend to the

14 Predator: Cazador de Trofoes


Weapons
Rate
Weigh Wealth
Weapon Damage Crit Damage Type Range of Magazine Size
t DC
Fire
Handguns (require the Personal Firearms Proficiency feat)
Dart Gun 1d4 X2 Piercing 20 ft. S 20 box Small 0.5 lb. 12
Forearm Laser 1d10 20 Fire 200 ft. S 20 cell Small 2 lb. 16
Forearm
2d10 20 Fire 40 ft. S 20 cell Small 2 lb. 16
Plasma Caster
Forearm
3d10 20 Ballistic 200 ft. 1 6 int. Small 3 lb. 20
Rocket
Net Gun Special - - 10 ft. 1 1 int. Small 0.5 lb. 10
Pining Fork 1d10 X2 Piercing 10 ft. 1 1 int. Small 3 lb. 14
Longarms (require the Personal Firearms Proficiency feat)
Dual Heavy
3d10 X2 Fire 500 ft. S 20 cell Large 12 lb. 17
Laser Cannon
Plasma Caster 2d12 20 Fire 120 ft. S 11 box Medium 5 lb. 22
Scattergun 2d10 20 Fire 50 ft. S 10 int. Medium 4 lb. 16
Heavy Weapons (each requires a specific Exotic Firearms Proficiency feat)
Micro-Missile
6d6 20 Ballistic 400 ft. S 5 box Large 35 lb. 14
Launcher
Plasma Bolt
9d10 X2 Fire 600 ft. 1/2 60 cell Huge 175 lb. 26
Cannon
Archaic Weapons (require the Archaic Weapons Proficiency feat)
Combistick,
1d6 X2 Piercing 100 ft. 1 1 int. Medium 10 lb. 9
Short
Combistick,
1d8 X3 Piercing 50 ft. 1 1 int. Large 10 lb. 9
Long
Naginata,
1d10 X3 Slashing/Piercing - - - Large 8 lb. 15
Yautja
Scimitar,
2d6 19-20/X2 Slashing/Piercing - - - Large 8 lb. 6
Yautja
Wrist Blades 2d6 19-20/X3 Slashing/Piercing - - - Small 2 lb. 7
Wrist Blades,
2d6+1 19-20/X3 Slashing/Piercing - - - Small 2 lb. 8
Acid Resistant
Other Ranged Weapons (Weapon Proficiency feat needed given in description)
Burner 3d6 - Fire 90 ft. 1 10 int. Large 5 lb. 17
Chemical
3d6 - Acid 90 ft. 1 10 int. Large 5 lb. 17
Sprayer
Smart Disk 2d10 19-20/X2 Slashing 25 ft. 1 - Small 3.5 lb. 16
vehicles and parts of buildings, which could be
Handguns used for escape or cover by prey. A new mini-
rocket can be loaded into the launcher in one
Dart Gun standard action. When the rocket hits its target,
it explodes like a grenade or other explosive,
The dart gun fires self-propelled flechettes
dealing its 3d10 points of damage to all
that are poison-tipped.
creatures within a 5-foot radius (Reflex save DC
18 for half damage). Because its explosive
Forearm Laser features a shaped charge designed to penetrate
the armor of military vehicles, the forearm rocket
Similar to the forearm plasma caster, the ignores up to 10 points of hardness if it strikes a
laser sacrifices power for range. vehicle, building, or object. However, this only
applies to the target struck, not to other objects
within the burst radius.
Forearm Plasma Caster
This weapon is actually mounted directly on
the Predator's forearm and is triggered by fully Net Gun
extending his arm at a target. The net gun works like a normal net with the
following exceptions. The net is fired from a
hand held pistol (usually folded when not in use
Forearm Rocket and stored on a shin guard), which gives the net
This is a single mini-rocket, or gyrojet, which a maximum range of 40 feet. The edges of the
can be fired from a forearm launcher. The rocket net are weighted with spikes. Each spike is
inflicts a combination of fire and piercing dynamically designed to fly in the direction the
damage. This is typically used to destroy net is going, so if the spike hit an object, they will
Predator: Cazador de Trofeos - 15
embed themselves into it. The net is made out of Chemical Sprayer
xerbinium, but the strands are thin so the
Similar to the burner, the chemical sprayer
strength is a little less than normal items of
can project toxins or acid. Predators usually use
xerbinium. The net requires a Strength check
this weapon when energy weapons would be too
(DC 45) to burst free and has 30 hit points. A
dangerous (i.e., a caustic atmosphere) or when
person caught in a net can make an Escape
they want to capture their prey alive.
Artist check (DC 50) to escape.
It shoots a 5-foot-wide, 90-foot-long line of
acid that deals 3d6 points of acid damage to all
Pining Fork creatures and objects in its path. No attack roll is
This is a projectile weapon shot from a wrist necessary, and thus no feat is needed to
projector (this is the same device used to fire a operate the weapon effectively. Any creature
wrist rocket). The pining fork is in the shape of a caught in the line of acid can make a Reflex
Y with the inner part of the Y containing a save (DC 15) to take half damage. Creatures
barbed edge, like a fishhook. The fork has with cover get a bonus on their Reflex save.
limited range, but its real use to cause bleeding
The chemical sprayer's ammunition has
in prey. If a creature hit by a pining fork pulls it
hardness 5 and 5 hit points. When wielded, the
out, they suffer an additional 1d8 points of
chemical sprayer has a Defense equal to 9 + the
damage and will loose 1 hit point every other
wielder's Dexterity modifier + the wielder's class
round until the wound is bandaged.
bonus. A chemical sprayer reduced to 0 hit
points ruptures and explodes, dealing 6d6 points
Other Ranged Weapons of acid damage to the wearer (no save allowed)
and 3d6 points of splash damage to creatures
Burner and objects in adjacent 5-foot squares (Reflex
save, DC 15, for half damage).
The burner is a lightweight, carbine-format
burner designed for use in close combat. It Once the target is hit, fuel droplets from the
shoots a 5-foot-wide, 90-foot-long line of flame chemical sprayer stick and continue to burn,
that deals 3d6 points of fire damage to all inflicting 1d6 points of acid damage each
creatures and objects in its path. No attack roll is subsequent round. Acid engulfing a single
necessary, and thus no feat is needed to creature or object can be doused as a full-round
operate the weapon effectively. Any creature action.
caught in the line of flame can make a Reflex
A chemical sprayer can shoot 10 times
save (DC 15) to take half damage. Creatures
before the fuel supply is depleted. Refilling or
with cover get a bonus on their Reflex save.
replacing a fuel pack has a purchase DC of 13.
The burner's ammunition has hardness 5 and
5 hit points. When wielded, the burner has a
Defense equal to 9 + the wielder's Dexterity Smart Disk
modifier + the wielder's class bonus. A burner One of the most advanced pieces of
reduced to 0 hit points ruptures and explodes, equipment carried by the Predator, the smart
dealing 6d6 points of fire damage to the wearer weapon is a flat disc shaped weapon that can be
(no save allowed) and 3d6 points of splash held in the hand, or thrown at an opponent.
damage to creatures and objects in adjacent 5- Computer controlled gyros guarantee that the
foot squares (Reflex save, DC 15, for half disc returns to its wielder. When activated, it
damage). creates a disruptive field around itself, which can
cut through the hardest of metals. It's used
Once the target is hit, fuel droplets from the
mostly for ranged combat, but it can also be
burner stick and continue to burn, inflicting 1d6
used in melee combat. A special ring, worn by
points of fire damage each subsequent round
the thrower, indicates the landing position of the
until the flames are extinguished. A fire engulfing
disc. This way, when the disc returns, it
a single creature or object can be doused or
automatically adjusts to land on the throwers
smothered as a full-round action. Discharging a
fingers. The smart disc is bestowed upon
fire extinguisher is a move action and instantly
Ancients in a grand ceremony. This ceremony is
smothers flames in a 10-foot-by-10-foot area.
typically held on Homeworld or a Trophy Class
A burner can shoot 10 times before the fuel Hunter ship.
supply is depleted. Refilling or replacing a fuel
pack has a purchase DC of 13.

16 Predator: Cazador de Trofoes


Longarms Plasma Bolt Cannon
The plasma bolt cannon is a Yautja-portable
Dual Heavy Laser Cannon anti-armor weapon. The penetrating power is
such that is it rumored to be able to penetrate a
These dual heavy laser cannons rest on heavy tank within one mile.
each of the Predator's shoulder pads. The laser
sight gives an extra bonus to hit with the plasma Archaic Weapons
of +3. The sight is controlled by an IO interface
to a helmet and eye movement. This
functionality has been perfected over time and Combistick
has extremely fast response. Due to these This is a short spear, which extends from a 2
advancements, the normal 4 penalty to checks ft long shaft into a full-length spear. The spear
has been negated for purposes of the laser also has gyros in it to help keep the initial aim of
sight/IO port interface. the spear on target. It will continually correct the
trajectory of the spear until the spear impacts a
target. The spear is also completely made of
Plasma Caster xerbinium. Its battery lasts 2 years. In its longer
This plasma weapon rests on one of the form, the combistick has reach. A Predator can
Predator's shoulder pads. The laser sight gives strike opponents 10 feet away with a combistick,
an extra bonus to hit with the plasma of +3. The but it cant use it against an adjacent foe. If a
sight is controlled by an IO interface to a helmet Predator uses a ready action to set a combistick
and eye movement. This functionality has been against a charge, it deals double damage on a
perfected over time and has extremely fast successful hit against a charging character.
response. Due to these advancements, the
normal 4 penalty to checks has been negated
for purposes of the laser sight/IO port interface. Naginata, Yautja
In combat, with a single opponent, the more The Yautja naginata is a beautiful weapon,
experienced Yautja tends not to use this device covered in rare gemstones and strengthened
as it as felt it gives an unfair advantage. The with xerbinium. Blades top each end of the staff
battery running the laser rack can run up to 10 and the entire weapon is immune to acid. It has
years, and the battery generating the rounds is a conducting field similar to the cloaking device
effective for up to 8 months, but can be that allows it to remain cloaked when in hand. A
recharged with a special kit. Yautja naginata is a double weapon. A Predator
can fight with it as if fighting with two weapons,
but if it does, the Predator incurs all the normal
Scattergun attack penalties associated with fighting with two
The plasma shotgun is a multiple beam weapons, just as if the Predator were using a
th
weapon that acts quite similar to a 20 century one-handed weapon and a light weapon. A
shotgun, except it shoots burning hot plasma. Predator can use either head as the primary
weapon. The other is the off-hand weapon. A
Heavy Weapons creature wielding a Yautja naginata in one hand
cant use it as a double weapononly one end
of the weapon can be used in any given round. If
Micro-Missile Launcher a Predator uses a ready action to set a naginata
Similar to the plasma caster, the micro- against a charge, the Predator deals double
missile launcher rests on one of the Predator's damage if it scores a hit against a charging
shoulder pads. The laser sight gives an extra character. Predators treat Yautja naginatas as
bonus to hit with the plasma of +3. The sight is martial weapons.
controlled by an IO interface to a helmet and eye
movement. This functionality has been perfected
over time and has extremely fast response. Due Scimitar, Yautja
to these advancements, the normal 4 penalty This massive scimitar is common amongst
to checks has been negated for purposes of the Predators of the lower castes.
laser sight/IO port interface. The missiles
themselves weigh about a pound.
Wrist Blades
These dual blades extend out of a forearm
sheath. They are slightly curved, as a natural

Predator: Cazador de Trofeos - 17


claw would be. They are extremely sharp and sword. This would make is slashing. So the
are granted the keen ability. The activation of weapon can be used either way. This weapon is
the blades involves sensors tied to the muscles the preferred weapon of most skilled hunters. It
in the forearm and wrist. When the yautja tenses truly shows your skill when you can kill an
its muscles, makes a clenched fist and bends opponent in close combat.
the wrist inward, the blades extend for combat.
When any of these conditions are not met, the
blades retract. Depending on the way the Wrist Blades, Acid Resistant
weapon is used this can be either a slashing or These wrist blades are identical to their less
piercing weapon. One common tactic to use durable counterparts except they are immune to
thrust the tips of the bladed through an acid damage and are an inch longer.
opponent, which would make it piercing. Another
is to slash the blades across an opponent, like a
Miscellaneous Equipment
Object Size Weight Wealth DC Restriction
Bio-Helmet Small 1 lb. 15 Mil (+3)
Cloaking Shield Medium 5 lb. 10 Mil (+3)
Forearm Computer Small 5 lb. 15 Mil (+3)
Med-Kit, Heavy Medium 7 lb. 17
Med-Kit, Light Medium 5 lb. 15
Med-Kit, Medium Medium 6 lb. 16
Power Distribution Center (PDC) Medium 3 lb. 12 Mil (+3)
Survival Kit Medium 7 lb. 13
Trophy Preparation Kit Medium 5 lb. 16
HUD of the helmet. Adds +2 equipment bonus to
Bio-Helmet Language skill checks.
The helmet is not only protection for the Each helmet also consists of a standard
Yautja, but a symbol of their personality. Each breathing apparatus. This supplies the Yautja
helmet is tailored to suit the tastes of the with atmosphere equivalent of the Homeworld.
individual Yautja. The size shape is completely
up to the Yautja. A Predator operates the mask
by pressing buttons with its tusks. Cloaking Shield
The cloaking shield is the infiltration device
The features available to a helmet are
used by the Yautja. The shield uses a complex
infrared vision (an enhancement of the Yautjas
design of imaging devices, camera and mirrors.
natural vision), ultraviolet vision, low-light vision,
The cloaking shield is constantly taking images
nightvision (darkvision), EM sensor and gamma
in all directions and using the imagers to display
vision. For game purposes, the gamma vision
the image to the opposite side of the wearer.
only works where there is enough gamma
The cloaking shield, while powered by an
radiation to affect vision. Typical areas are
extremely powerful computer, cannot always
space and outside on planets in low
keep up with the quick actions of a Yautja on the
atmospheres. The vision is equal to normal in
run. This causes a slight distortion in the air
space and range in low atmosphere. The
surrounding a Yautja. An extremely alert
tracking/firing system for the plasma caster
opponent can see the distortion. The cloaking
operates on an electromagnetic frequency,
shield adds a +20 to a wearers hide. This
which can be used to "track" (+3 equipment
device comes in the form of a belt. The belt is
bonus to attack rolls).
controlled by a networked transceiver
The helmet has highly advanced audio connection to the forearm computer. The device
reception and transmission capabilities. Its requires a large amount of energy to use. The
sound amplification listening system enables the shield can be used for 20 rounds before it runs
Predator to pick-up, amplify and hear a whisper out of energy. The shield requires 2 hours of
300 feet away. A loudspeaker amplifies the non-use to recharge.
Predator's voice like a bullhorn. 80 decibels.
Range is roughly 4000 feet depending on
ambient noise. It also has a modulating voice Forearm Computer
synthesizer that allows the Predator to The forearm computer controls many of the
change/disguise its voice by altering tone, bass, devices used by the Yautja. It can control the
pitch, etc. All language translations and status wrist rocket, the cloaking shield, the self-destruct
from a forearm computer are transmitted to the device, the helmets vision modes and the

18 Predator: Cazador de Trofoes


plasma gun. The forearm computer also xerbinium case and typically attaches to the
contains a language translator, a voice recorder underside of the Power Distribution Center.
(with 20 minutes of recording time) and is the
targeting computer for the laser sight on the
plasma gun. The forearm computer Power Distribution Center (PDC)
communicates to all of the devices by a complex This device powers all of the items carried by
series of networked and inducted transceivers. a Yautja. It is a miniature fusion reactor and the
amount of energy it can put out is limitless for
game purposes. Each one of these items are
Med Kit, Light linked to a forearm computer to act as a self-
This kit contains enough tools to perform destruct mechanism. The typical delay time is 30
minor surgery and repair superficial wounds. seconds and will take out an area of 300 square
The kit also contains all the equipment in a blocks (1000 d6 of damage). If the connection to
standard medical kit as well as a shrapnel the forearm computer is ever severed, the self-
extractor, two wound clamps, one stimulant destruct mechanism goes shuts down and
shot, and one antiseptic tube. The whole kit is cannot be reactivated until; the link is
extremely compact and takes up an area reestablished (repair device check of 30). The
4x5x9. The kit is in a xerbinium case and forearm and the PDC MUST be equipped for the
typically attaches to the underside of the Power self-destruct mechanism to work. If either are
Distribution Center. not attached to the same creature, the self-
destruct will not work. The PDC is equipped with
storage points. When an item equipped with an
Med Kit, Medium attach mechanism is held near the PDC, it
This kit contains enough tools to perform activates a unique frequency which will activate
minor surgery and repair superficial wounds. a magnetic connection. The item will be then
The kit also contains all the equipment in a held in place. To remove an item all one had to
standard medical kit as well as a shrapnel do it to grab the item and issue a command into
extractor, six wound clamps, four stimulant the forearm computer to release it. A helmet can
shots, one antiseptic tube, and a wound stapler. be setup to do this through verbal commands.
The whole kit is extremely compact and takes up
an area 4x5x9. The kit is in a xerbinium case
and typically attaches to the underside of the Survival Kit
Power Distribution Center. This kit is the same dimensions of a Med Kit
and attached to the PDC the same way. This kit
contains antiseptic lamp, an emergency food
Med Kit, Heavy synthesizer, a vapor still, a breather mask with 2
This kit contains enough tools to perform hours of atmosphere and small flames stove.
minor surgery and repair superficial wounds.
The kit also contains all the equipment in a
standard medical kit as well as a DeTox probe, a Trophy Preparation Kit
hypospray and 15 drug vials. Typical lists of This kit is the size of a large suitcase. It
drug vials include three each of: bone coral, contains a bone scrubber, flesh dissolving
counteragent, healing booster, stabilizer and enzyme (12 uses), drain tube with vacuum,
stim. The whole kit is extremely compact and catch bag, skull piercer, bone polish and
takes up an area 4x5x9. The kit is in a preserver, 12 dressing hooks, and 300 ft cord.

Predator: Cazador de Trofeos - 19


could be made of xerbinium, but a quarterstaff
New Material could not.
Only weapons, armor, and shields normally
Xerbinium made of metal can be fashioned from xerbinium.
This is the incredibly strong metal used in all Weapons, armor and shields normally made of
metallic items the Yautja used. The process for steel that are made of xerbinium have one-third
mining and forging this material is a closely more hit points than normal. Xerbinium has 50
guarded secret among the Yautja. This metal is hit points per inch of thickness and hardness 30.
used in ship construction, weapon components
and computer components. Most xerbinium armors are one category
lighter than normal for purposes of movement
This ultrahard metal adds to the quality of a and other limitations. Heavy armors are treated
weapon or suit of armor. Weapons fashioned as medium, and medium armors are treated as
from xerbinium have a natural ability to bypass light, but light armors are still treated as light.
hardness when sundering weapons or attacking Maximum Dexterity bonus for armors and
objects, ignoring hardness less than 20. Armor shields made from xerbinium is increased by 2,
made from xerbinium grants its wearer damage and armor check penalties are lessened by 3 (to
reduction of 1/ if its light armor, 2/ if its a minimum of 0).
medium armor, and 3/ if its heavy armor.
An item made from xerbinium weighs half as
Xerbinium is so costly that weapons and much as the same item made from other metals.
armor made from it are always of masterwork In the case of weapons, this lighter weight does
quality; the masterwork cost is included in the not change a weapons size category or the
prices given below. Thus, xerbinium weapons ease with which it can be wielded (whether it is
and ammunition have a +1 enhancement bonus light, one-handed, or two-handed). Items not
on attack rolls, and the armor check penalty of primarily of metal are not meaningfully affected
xerbinium armor is lessened by 1 compared to by being partially made of xerbinium. (A
ordinary armor of its type. Items without metal longsword can be a xerbinium weapon, while a
parts cannot be made from xerbinium. An arrow scythe cannot be.)

20 Predator: Cazador de Trofoes


Vehicles
Hit
Name Crew Pass Cargo Init Maneuver Speed Defense Hardness Size DC Restriction
Points
Jag'd'ja Atoll 300 2,200
6 1,000 -4 -4 6 60 620 C 100 Mil (+3)
(Mothership) tons (220)
Man'daca
800 2,200
(Trophy 30 200 -4 +2 14 50 400 C 100 Mil (+3)
tons (220)
Class)
Ner'uda
(Standard 2,000 2,200
1 - -4 -4 6 20 80 G 30 Lic (+1)
Shuttle) lb. (220)

engines and being highly maneuverable for its


Jag'd'ja Atoll (Mothership) size. It is also very difficult to detect and has an
integral Cloaking Device, which is used for
Jag'd'ja Atolls are used as mobile platforms passing through hostile space or for allowing the
for other Predator ships, a sort of homebase vessel to pass unnoticed on a populated alien
away from home. These titans are truly massive world.
and extremely sophisticated vessels, providing a
mobile base of operations for several Within the vessel are individual quarters
squadrons. Given their size, motherships are complete with attached trophy area for all
typically lightly armed and armored. Jag'd'ja Predators on the vessel that make up its pride.
Atolls have a Jump Value of 2. Additionally, there are areas to train and improve
their hunting skills as well as an extensive
holding cell area in the heart of the ship
Man'daca (Trophy Class) designed to hold an Alien Queen and up to 400
The Predator Nations Trophy Class Hunters eggs in stasis for release onto a world. Such
are the standard vessel used by a Predator. A activities are common practice amongst the
pride usually consisting of anywhere from 3 or 4 Predators, who seed the Aliens onto barren
to 40 Predators -- these vessels typically need worlds and then return some years later to hunt
less. The vessel is elegantly designed appearing and hone their skills against them. The
vaguely like a fish with its tail curled back over Predators do this because they consider the
its head. The vessels are made of the resilient Aliens to be one of the most adaptable and
yet light material known as Xerbinium that they challenging of opponents they know of, at least
use to produce their weapons and armour. The until they discovered mankind. Man'daca ships
vessels are large, with internalised hangars for have a Jump Value of 3.
four separate Predator shuttlecraft used by
individual predators on the Hunt. Trophy Class
Hunters are unarmed; not due to a lack of Ner'uda (Standard Shuttle)
powerful weapon systems, but because This standard shuttle accommodates one
Predators view combat between vessels as Predator and his cargo for a solitary hunt. It is a
disdainful when compared to the honourable short range craft dedicated to planetary drops.
worthwhile challenge that is one on one Upon landing, it buries itself until retrieved or, if
personal combat. A Trophy Class Hunter is not necessary, detonated to avoid capture.
totally defenseless, however, having powerful

Predator: Cazador de Trofeos - 21


Allegiances and Reputation
"Shit happens."
- Predator, Predator 2

A Predator may have up to three allegiances, grounds, to settle a petty dispute, to reclaim
listed in order from most important to least honor, claiming the kill of another.
important. These allegiances are indications of
what the Predator values in life, and may
encompass people, organizations, or ideals. A The Yautja Code
Predator may have no allegiances (being a Bad
1. Hunt worthy game. When hunting, the
Blood) or may change allegiances as he or she
Hunter must be sure that his prey is
goes through life.
considered game, and lawful to kill.
If the Predator acts in a way that is Sometimes the Hunter will equal the
detrimental to his or her allegiance, the GM may odds (not using the plasma-caster or
choose to strip the Predator of that allegiance some other weapon). Worthy game
(and all its benefits) and assign an allegiance must fill the following criteria: Can
more suitable to those actions. Every time a defend itself and/or is able to kill the
Predator betrays the code, he loses 1 point of Hunter himself, of age (killing children is
Reputation. If a Predator's reputation falls below considered the height of bad manners)
1 he becomes an Eta. If it falls below 0, he may not linked to other lives (so that
then begin to gain Reputation again as a Bad removing the prey will not doom
Blood. another, e.g. pregnant women) and
unwilling to be hunted (what honor in
Pledging Allegiance killing one who wants to die?).
A Predators allegiance can take the form of
2. Not fail in the Hunt. If the Hunter fails
loyalty to a person, to an organization, to a belief
in his Hunt he usually takes his own life,
system, to a nation, or to an ethical or moral
preferring to die than to live in shame.
philosophy. In general, a Predator can discard
However, some cowards prefer to live in
an allegiance at any time, but may only gain a
obscurity rather than die. This is
new allegiance after attaining a new level.
considered to be dishonorable and
Having an allegiance implies having sufficient suicide is then "assisted" by an
intelligence and wisdom to make a moral or Arbitrator.
ethical choice. As a result, a Predator must have
Intelligence and Wisdom scores of 3 or higher in 3. Not claim the kill of another Hunter.
order to select allegiances. To take the trophy of another Hunter,
living or dead, is considered to be a
New Allegiances great insult. For example, two
Unblooded go on their first Hunt. One
Predators live by a very specific code of Predator takes on an Alien and both are
behavior. This code appears similar to human mortally wounded. While the wounded
warriors codes such as bushido and chivalry in hunter is dying, the other hunter
that it promoted bravery, martial skill, and loyalty conveniently finishes off the prey and
to the pack. Most of their laws are obvious and claims the kill as his own, abandoning
are dealt with by an Arbitrator. However, the wounded Predator. This is the most
sometimes when each party is accusing the embarrassing crime, and the hardest to
other, a wrestling match resolves the case. prove.
Usually this is only to the knock out or off ring,
but in the case of one side accusing the other of 4. Never murder another Predator. To
claiming the kill of another, it is to the death. The kill another Predator intentionally. This
most common reasons for a match, from most to excludes self-defense and killing a foe in
least common: Right to hunt, right for hunting

22 Predator: Cazador de Trofoes


a wrestling match to settle a dispute. Fame and Infamy
This is the worst crime.
Most Predators with a high Reputation bonus
5. Never kill while cloaked. It is very (+4 or higher) are considered well known within
dishonorable for a Hunter to kill prey their profession or social circle. Whether this has
while he is cloaked. It ignores all laws of a positive or negative connotation depends on
fair and honorable hunting, and giving the point of view of the person who recognizes
the prey a fighting chance. A Predator the hero.
who is discovered doing this is usually When a character has a positive opinion of a
banished from the Clan, and is Predators reputation, the Predator is considered
considered fair game for other Hunters. to be famous by that character. Fame, when
The only exception with this is to recognized, provides a bonus to certain
"remove" anything standing between the Charisma-based skill checks.
Hunter and his prey, or if a creature
attacks the Hunter that he is not When a character has a negative opinion of a
Hunting. Predators reputation, the Predator is considered
to be infamous by that character. Also, at the
6. Never harm the innocent. Those who GMs option, a Predator might be considered
have done no harm should have no infamous in certain situations due to events that
harm done to them. have transpired in the campaign.

7. Only kill the weak when hunting for Infamy, when recognized, provides a penalty
food. This is to purify the species' line. to certain Charisma-based skill checks.
It should be noted that Predators pay close
8. Show honor to another's kill. When attention to human society and respect
coming upon game wounded by another Reputations above all things. Should a human
hunter, and the animal is dying without character meet the criteria for the Hunt
sport. If the game still shows sport, it is according to the Predator Code, a high
to be a joint trophy. Reputation means a Predator will likely hunt that
character.
9. Will not join another's hunt, or hunt
in their territory, without their
permission. All trophies taken by this
Castes
manner are stolen trophies, and shall be Predators recognize various ranks in their
dealt with by the rightful owner. society that come with a minimum Reputation
bonus. Predators who break the Code can
10. Will treat those who defeat them in a eventually "flip" their Reputation, becoming Bad
fair hunt and show mercy as equals. Bloods and then begin gaining Reputation as
Predator must either kill their opponent infamous amongst other Predators. It is possible
and themselves, or treat their opponent to rise in rank in Predator society but it takes
as an equal. heroic effort and great risk.

11. Destroy any Predator who breaks the


Code. Those who break the Code are Bad Blood
renegades, and no longer considered to Bad Bloods are Predators who have lost all
be a Predator. Reputation and broken their allegiance to the
Yautja Code. To do so is to be marked for death
Allegiances and Influence by Arbitrators.
An allegiance can create an empathic bond Reputation: Bad Bloods can have any
with others of the same allegiance. With the Reputation score, but it always infamy to other
GMs permission, the Predator gains a +2 Predators.
circumstance bonus on Charisma-based skill
checks when dealing with someone of the same
allegianceas long as the Predator has had Eta
some interaction with the other character to
The Eta are the untouchables of Predator
discover the connections and bring the bonus
society. Be it a physical handicap or
into play.
psychological flaw, the Predator is incapable of
joining the hunt. Eta are servants and are
regularly abused by other Predators.

Predator: Cazador de Trofeos - 23


Reputation: All Eta have a Reputation of 0. Reputation: 15 to 20.

Unblooded Using the Reputation Bonus


The Unblooded are young Predators who Whenever the GM decides that a Predators
have yet to go on Hunt. They are forbidden from reputation can be a factor in an encounter, the
attacking Aliens or challenging each other to the GM makes a Reputation check (DC 25) for the
death. GM Predator involved. A Reputation check is
Reputation: 1. 1d20 + the heros Reputation bonus + the GM
Predators Int modifer. (Some Knowledge skill
modifiers might apply instead of the Int modifier,
Young Blood if the hero would be well known in the field
Young Bloods have achieved their first covered by the Knowledge skill.) Modifiers to the
successful Hunt. They are on their way to Reputation check depend on the hero and the
becoming Blooded but are usually still reckless GM Predator in question, as shown below. Note
and headstrong. that if the GM Predator has no possible way of
recognizing a hero, then the Reputation check
Reputation: 2 to 5. automatically fails.
If the GM Predator succeeds at the
Blooded Reputation check, he or she recognizes the
hero. This provides a +4 bonus or a 4 penalty
Blooded are experienced hunters who have
on checks involving the following skills for the
killed multiple opponents.
duration of the encounter: Bluff, Diplomacy,
Reputation: 5 to 10. Gather Information, Intimidate, and Perform.
Situation Reputation Check Modifier
The Predator is famous,
Honored known far and wide with
+10
The Honored are the elite of Predator either a positive or negative
connotation
society. They've hunted more than even the GM character is part of the
average Blooded. +5
Predator's Clan
The Predator has some
Reputation: 10 to 15. small amount of fame or +2
notoriety

Ancient The GM must decide that a Predators fame


Ancients are Predators who have beaten the or infamy can come into play in a given situation
odds, surviving long past their prime despite to make a Reputation check necessary. A
their repeated Hunts. They have killed Predator who doesnt know, or know of, the hero
thousands of prey. cant be influenced by his or her reputation.

24 Predator: Cazador de Trofoes


Advanced Classes
"There's no stoppin' what can't be stopped, no killin' what can't be killed."
King Willie, Predator 2

Arbitrator
Arbitrators deal with the most obvious and Action Points: 6 + one-half character level,
heinous crimes of Predator society. He rounded down, every time the Arbitrator attains
represents judge, jury and executioner. They are a new level in this class.
usually an honored one who has shown justified
rulings before, and there is no appeal for his
decisions. Class Skills
The Arbitrators class skills (and the key
ability for each skill) are: Balance (Dex), Climb
Requirements (Str), Computer Use (Int), Craft (chemical) (Int),
To qualify to become an Arbitrator, a Disguise (Cha), Demolitions (Int), Disable
character must fulfill the following criteria. Device (Int), Drive (Dex), Escape Artist (Dex),
Hide (Dex), Investigate (Int), Jump (Str), Listen
Allegiance: Yautja Code.
(Wis), Move Silently (Dex), Profession (Wis),
Base Attack Bonus: +15. Read/Write Language (none), Search (Int),
Sleight of Hand (Dex), Speak Language (none),
Race: Yautja.
Tumble (Dex).
Reputation: +15. Skill Points at Each Level: 7 + Int modifier.

Class Information Class Features


The following information pertains to the
The following features pertain to the
Arbitrator advanced class.
Arbitrator advanced class.
Hit Die: 1d8

Table: The Arbitrator


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +0 +0 +2 +1 Sweep +1 +0
2nd +1 +0 +3 +2 Profile +2 +0
3rd +1 +1 +3 +2 Contact, low-level +2 +0
4th +2 +1 +4 +2 Bonus feat +3 +0
5th +2 +1 +4 +3 Non-lethal force +4 +1
6th +3 +2 +5 +3 Contact, mid-level +4 +1
7th +3 +2 +5 +4 Bonus feat +5 +1
8th +4 +2 +6 +4 Discern lie +6 +1
9th +4 +3 +6 +4 Contact, high-level +6 +2
10th +5 +3 +7 +5 Without a trace +7 +2

Sweep (but not behind him or her). The Arbitrator can


use this bonus at the start of an encounter.
An Arbitrator knows how to size up an area
and get the lay of the land in a single sweep of Anything not concealed can be spotted in a
his or her eyes. This sweep provides a +4 sweep with a successful check (DC 10). The DC
circumstance bonus on Spot checks and covers for concealed or less obvious threats is equal to
an area out to 30 feet away from the Arbitrator their Hide check result.

Predator: Cazador de Trofeos - 25


For underworld or street contacts, this
expense is represented by a Wealth check
Profile
against a purchase DC of 10 for the low-level
By making a Gather Information check (DC contact, 15 for the mid-level contact, or 20 for
15) when talking to witnesses of a crime, the the high-level contact. For skilled experts, the
Arbitrator compiles a rough mental picture of the purchase DC is 10 + the ranks the expert has in
suspect. This mental picture provides a physical the appropriate skill.
description, including distinguishing markings
Bonus Feats
and visible mannerisms. Success makes the
profile accurate, at least concerning a particular The Arbitrator gets a bonus feat. The bonus
suspect as seen by witnesses. (For this Gather feat must be selected from the following list, and
Information check, no money changes hands.) the Arbitrator must meet all the prerequisites of
the feat to select it.
The Arbitrator can expand the profile by
making an Investigate check (DC 15) involving Advanced Firearms Proficiency, Alertness,
the crime scene or other evidence linked to the Armor Proficiency (light), Armor Proficiency
suspect. If successful, the Arbitrator combines (medium), Brawl, Defensive Martial Arts, Dodge,
eyewitness accounts with forensic evidence to Double Tap, Educated, Knockout Punch,
develop a profile of the suspects method of Personal Firearms Proficiency, Point Blank Shot.
operation. This provides a +2 circumstance
Non-Lethal Force
bonus on any skill checks made to uncover
additional evidence or otherwise locate and An Arbitrator becomes adept at using non-
capture the suspect. lethal force to subdue an opponent. From this
point on, he or she can deal non-lethal damage
Contact
with a weapon that normally deals lethal
An Arbitrator cultivates associates and damage (if he or she so chooses) without taking
informants. Each time the Arbitrator gains a the normal 4 penalty on the attack roll.
contact, the GM should develop a supporting
Discern Lie
character to represent the contact. The player
can suggest the type of contact his or her An Arbitrator develops the ability to gauge
character wants to gain, but the contact must be whether another character is telling the truth by
an ordinary character, not a heroic character. reading facial expressions and interpreting body
language. The Arbitrator must be able to see
A contact will not accompany an Arbitrator on
and hear (but not necessarily understand) the
missions or risk his or her life. A contact can,
individual under scrutiny.
however, provide information or render a service
(make a specific skill check on the Arbitrators With a successful Sense Motive check
behalf). opposed by the subjects Bluff check result or
against DC 10 (whichever is greater), the
The Arbitrator gains a low-level contact, mid-
Arbitrator can tell whether the subject is
level contact, or high-level contact.
deliberately and knowingly speaking a lie. This
The Arbitrator cant call on the same contact ability doesnt reveal the truth, uncover
more than once in a week, and when he or she unintentional inaccuracies, or necessarily reveal
does call on a contact, compensation may be omissions in information.
required for the assistance the contact renders.
Without a Trace
In general, a professional associate wont be
compensated monetarily, but instead will When an Arbitrator uses any of the following
consider that the Arbitrator owes him or her a skills: Balance, Climb, Disable Device, Escape
favor. Contacts with underworld or street Artist, Hide, Move Silently, and Sleight of Hand,
connections usually demand monetary those using Investigate, Listen, Search, or Spot
compensation for the services they render, and to detect the Arbitrators activity take a 4
experts in the use of skills normally want to be penalty.
paid for the services they provide.

26 Predator: Cazador de Trofoes


Ba-kevthei
The mightiest of the Predators are the Race: Yautja.
veterans known as the Ba-kevthei. Almost all
Reputation: +15.
had been one of the Honored and continued to
survive for centuries of hunts. Ironically, these
are the least concerned by the hunt anymore, Class Information
focusing their attention to their arthritis instead.
They are still great Warriors; they just have too Hit Die: 1d8
many trophies to care anymore. As a result, they Action Points: 6 + one-half character level,
are more compassionate and disciplined than rounded down, every time the character attains
most other Predator. Many have learned new a new level in this class.
fighting techniques over the ages. For example,
one Ba-kevthei who had hunted in 16th century Class Skills
Japan learned "Hira Baraki," or two sworded The Ba-kevtheis class skills (and the key
combat, and continues to use it today, and has ability for each skill) are: Balance (Dex), Climb
two custom swords. These represent less than (Str), Escape Artist (Dex), Hide (Dex), Intimidate
1% of the entire population. (Cha), Jump (Str), Knowledge (current events,
popular culture, theology and philosophy) (Int),
Move Silently (Dex), Perform (dance) (Cha),
Requirements Profession (Wis), Read/Write Language (none),
To qualify to become a Ba-kevthei, a Speak Language (none), Spot (Wis), Tumble
character must fulfill the following criteria. (Dex).
Allegiance: Yautja Code. Skill Points at Each Level: 5 + Int modifier.
Base Attack Bonus: +20.

Table: The Ba-kevthei


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +1 +1 +2 +0 Weapon Focus +1 +0
2nd +2 +2 +3 +0 Weapon specialization +1 +0
3rd +3 +2 +3 +1 Bonus feat +2 +0
4th +4 +2 +4 +1 Tactical aid +2 +0
5th +5 +3 +4 +1 Improved critical +3 +1
6th +6 +3 +5 +2 Bonus feat +3 +1
7th +7 +4 +5 +2 Improved reaction +4 +1
8th +8 +4 +6 +2 Greater weapon +4 +1
specialization
9th +9 +4 +6 +3 Bonus feat +5 +2
10th +10 +5 +7 +3 Critical strike +5 +2
At 2nd level, a Ba-kevthei gains weapon
Class Features specialization with a specific melee or ranged
weapon that he or she also has applied the
The following features pertain to the Ba- Weapon Focus feat or class feature to. The Ba-
kevthei advanced class. kevthei gets a +2 bonus on damage rolls with
Weapon Focus the chosen weapon.
At 1st level, a Ba-kevthei gains the Weapon Bonus Feats
Focus class feature, providing the benefit of the At 3rd, 6th, and 9th level, the Ba-kevthei
feat with the same name. The Ba-kevthei gets a bonus feat. The bonus feat must be
chooses a specific weapon. The Ba-kevthei can selected from the following list, and the Ba-
choose unarmed strike or grapple as the kevthei must meet all the prerequisites of the
weapon. The Ba-kevthei must be proficient with feat to select it.
the chosen weapon.
Advanced Firearms Proficiency, Archaic
The Ba-kevthei adds +1 to all attack rolls Weapons Proficiency, Armor Proficiency (light),
made using the selected weapon. Armor Proficiency (medium), Armor Proficiency
Weapon Specialization (heavy), Brawl, Burst Fire, Cleave, Combat

Predator: Cazador de Trofeos - 27


Reflexes, Exotic Firearms Proficiency, Exotic Improved Critical
Melee Weapon Proficiency, Far Shot, Great
For the weapon the Ba-kevthei has applied
Cleave, Improved Brawl, Improved Knockout
weapon specialization to the Ba-kevtheis threat
Punch, Knockout Punch, Power Attack.
range increases by one.
Tactical Aid
Improved Reaction
As an attack action, the Ba-kevthei provides
At 7th level, a Ba-kevthei gains a +2
tactical aid to any single ally (but not him or
competence bonus on initiative checks.
herself) within sight and voice range of the Ba-
kevtheis position. Greater Weapon Specialization
As a full-round action, the Ba-kevthei At 8th level, a Ba-kevthei gains greater
provides tactical aid to all of his or her allies weapon specialization with the weapon he or
(including him or herself) within sight and voice she selected at 2nd level. This ability increases
range of the Ba-kevtheis position. the bonus on damage rolls to +4 when using the
selected weapon.
This aid provides either a competence bonus
on attack rolls or a dodge bonus to Defense (Ba- Critical Strike
kevtheis choice). This bonus is equal to the Ba-
kevtheis Intelligence modifier (minimum +1), At 10th level, a Ba-kevthei gains the ability to
automatically confirm a threat as a critical hit
and it lasts for a number of rounds equal to one-
when attacking with the weapon he or she has
half of the Ba-kevtheis level in the advanced
applied weapon specialization to, eliminating the
class, rounded down.
need to make a roll to confirm the critical hit.

28 Predator: Cazador de Trofoes


Ne-kevthei
The Ne-kev'thei are the elite of the Predator
society. Not only have they survived many Class Information
Hunts, they have gathered many more trophies
than the average hunter or have performed a Hit Die: 1d8
great service to the entire Predator community. Action Points: 6 + one-half character level,
They comprise approximately 10% of the rounded down, every time the character attains
populace. a new level in this class.
Class Skills
Requirements The Ne-kevtheis class skills (and the key
To qualify to become a Ne-kevthei, a ability for each skill) are: Climb (Str),
character must fulfill the following criteria. Concentration (Con), Craft (Int), Handle Animal
(Cha), Heal (Wis), Hide (Dex), Jump (Str),
Allegiance: Yautja Code.
Knowledge (geography) (Int), Knowledge
Base Attack Bonus: +15. (nature) (Int), Listen (Wis), Move Silently (Dex),
Profession (Wis), Ride (Dex), Search (Int), Spot
Race: Yautja.
(Wis), Survival (Wis), Swim (Str), and Use Rope
Reputation: +10. (Dex).
Skill Points at Each Level: 6 + Int modifier.

Table: The Ne-kevthei


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +1 +2 +2 +0 1st favored enemy, Track +1 +0
2nd +2 +3 +3 +0 Bonus feat +1 +0
3rd +3 +3 +3 +1 Endurance +2 +0
4th +4 +4 +4 +1 2nd favored enemy +2 +0
5th +5 +4 +4 +1 Bonus feat +3 +1
6th +6/+1 +5 +5 +2 Woodland stride +3 +1
7th +7/+2 +5 +5 +2 Swift tracker +4 +1
8th +8/+3 +6 +6 +2 Evasion +4 +1
9th +9/+4 +6 +6 +3 3rd favored enemy +5 +2
10th +10/+5 +7 +7 +3 Hide in plain sight +5 +2
If the Ne-kevthei chooses humanoids or
Class Features outsiders as a favored enemy, he must also
choose an associated subtype, as indicated on
The following features pertain to the Ne- the table. If a specific creature falls into more
kevthei advanced class. than one category of favored enemy, the Ne-
Favored Enemy kevtheis bonuses do not stack; he simply uses
whichever bonus is higher.
At 1st level, a Ne-kevthei may select a type
of creature from among those given on Table: Type (Subtype) Type (Subtype)
Aberration Magical beast
Ne-kevthei Favored Enemies. The Ne-kevthei Animal Monstrous humanoid
gains a +2 bonus on Bluff, Listen, Sense Motive, Dragon Ooze
Spot, and Survival checks when using these Giant Outsider
skills against creatures of this type. Likewise, he Humanoid (aquatic) Plant
gets a +2 bonus on weapon damage rolls Humanoid (human) Vermin
against such creatures. Humanoid (reptilian)

As he progresses in levels, a Ne-kevthei Bonus Feats


may select an additional favored enemy from nd
those given on the table. In addition, at each At 2 and 5th level, the Ne-kevthei gets a
such interval, the bonus against any one favored bonus feat. The bonus feat must be selected
enemy (including the one just selected, if so from the following list, and the Ne-kevthei must
desired) increases by 2. meet all the prerequisites of the feat to select it.

Predator: Cazador de Trofeos - 29


Advanced Firearms Proficiency, Archaic Swift Tracker
Weapons Proficiency, Armor Proficiency (light),
Beginning at 7th level, a Ne-kevthei can
Armor Proficiency (medium), Armor Proficiency
move at his normal speed while following tracks
(heavy), Brawl, Burst Fire, Cleave, Combat
without taking the normal 5 penalty. He takes
Reflexes, Exotic Firearms Proficiency, Exotic
only a 10 penalty (instead of the normal 20)
Melee Weapon Proficiency, Far Shot, Great
when moving at up to twice normal speed while
Cleave, Improved Brawl, Improved Knockout
tracking.
Punch, Knockout Punch, Power Attack.
Evasion
Track
At 8th level, a Ne-kevthei can avoid even
A Ne-kevthei gains Track as a bonus feat.
magical and unusual attacks with great agility. If
Endurance he makes a successful Reflex saving throw
against an attack that normally deals half
A Ne-kevthei gains Endurance as a bonus
damage on a successful save, he instead takes
feat at 3rd level.
no damage. Evasion can be used only if the Ne-
Woodland Stride kevthei is wearing light armor or no armor. A
helpless Ne-kevthei does not gain the benefit of
Starting at 6th level, a Ne-kevthei may move evasion.
through any sort of undergrowth (such as natural
thorns, briars, overgrown areas, and similar Camouflage
terrain) at his normal speed and without taking
A Ne-kevthei of 9th level or higher can use
damage or suffering any other impairment.
the Hide skill in any sort of natural terrain, even
However, thorns, briars, and overgrown areas
if the terrain doesnt grant cover or concealment.
that are enchanted or magically manipulated to
impede motion still affect him. Hide in Plain Sight
While in any sort of natural terrain, a Ne-
kevthei of 10th level or higher can use the Hide
skill even while being observed.

30 Predator: Cazador de Trofoes


Ra-kev'thei
These are the Predators who don't hunt with Reputation: +5.
a clan, but engage solo in combat and war. They
are violent types, yet well respected. Special
equipment and weapons are given to these Class Information
conquering Hunters, who travel the galaxy alone Hit Die: 1d12.
as part of their birthright. There are many tales
of powerful Ra-kev'theis, passed down through Action Points: 6 + one-half character level,
generations. They are an elite sect, comprising rounded down, every time the character attains
barely 5% of the Predator race. a new level in this class.
Class Skills
Requirements The Ra-kev'theis class skills (and the key
ability for each skill) are: Climb (Str), Craft (Int),
To qualify to become a Ra-kev'thei, a
Handle Animal (Cha), Intimidate (Cha), Jump
character must fulfill the following criteria.
(Str), Listen (Wis), Ride (Dex), Survival (Wis),
Allegiance: Yautja Code. and Swim (Str).
Base Attack Bonus: +10. Skill Points at Each Level: 4 + Int modifier.
Race: Yautja.

Table: The Ra-kev'thei


Base
Class Fort Ref Will Defense Reputation
Attack Special
Level Save Save Save Bonus Bonus
Bonus
1st +1 +2 +0 +0 Fast movement, bonus feat +1 +0
2nd +2 +3 +0 +0 Uncanny dodge, +1 +0
3rd +3 +3 +1 +1 Trap sense +1 +2 +0
4th +4 +4 +1 +1 Bonus feat +2 +0
5th +5 +4 +1 +1 Improved uncanny dodge +3 +1
6th +6/+1 +5 +2 +2 Trap sense +2 +3 +1
7th +7/+2 +5 +2 +2 Damage reduction 1/ +4 +1
8th +8/+3 +6 +2 +2 Bonus feat +4 +1
9th +9/+4 +6 +3 +3 Trap sense +3 +5 +2
10th +10/+5 +7 +3 +3 Damage reduction 2/ +5 +2
applies only when he is wearing no armor, light
Class Features armor, or medium armor and not carrying a
heavy load. Apply this bonus before modifying
The following features pertain to the Ra- the Ra-kev'theis speed because of any load
kev'thei advanced class. carried or armor worn.
Bonus Feats Uncanny Dodge
th th
At 4 and 8 level, the Ra-kev'thei gets a At 2nd level, a Ra-kev'thei retains his
bonus feat. The bonus feat must be selected Dexterity bonus to AC (if any) even if he is
from the following list, and the Ra-kev'thei must caught flat-footed or struck by an invisible
meet all the prerequisites of the feat to select it. attacker. However, he still loses his Dexterity
Advanced Firearms Proficiency, Archaic bonus to Defense if immobilized. If a Ra-kev'thei
Weapons Proficiency, Armor Proficiency (light), already has uncanny dodge from a different
Armor Proficiency (medium), Armor Proficiency class, he automatically gains improved uncanny
(heavy), Brawl, Burst Fire, Cleave, Combat dodge (see below) instead.
Reflexes, Exotic Firearms Proficiency, Exotic Trap Sense
Melee Weapon Proficiency, Far Shot, Great
Cleave, Improved Brawl, Improved Knockout Starting at 3rd level, a Ra-kev'thei gains a +1
Punch, Knockout Punch, Power Attack, Track. bonus on Reflex saves made to avoid traps and
a +1 dodge bonus to Defense against attacks
Fast Movement made by traps. These bonuses rise by +1 every
A Ra-kev'theis land speed is faster than the three Ra-kev'thei levels thereafter. Trap sense
norm for his race by +10 feet. This benefit bonuses gained from multiple classes stack.

Predator: Cazador de Trofeos - 31


Improved Uncanny Dodge to determine the minimum level a rogue must be
to flank the character.
At 5th level and higher, a Ra-kev'thei can no
longer be flanked. This defense denies a rogue Damage Reduction
the ability to sneak attack the Ra-kev'thei by
At 7th level, a Ra-kev'thei gains Damage
flanking him, unless the attacker has at least
Reduction. Subtract 1 from the damage the Ra-
four more rogue levels than the target has Ra-
kev'thei takes each time he is dealt damage
kev'thei levels. If a character already has
from a weapon or a natural attack. At 10th level
uncanny dodge (see above) from a second
this damage reduction rises by 1 point. Damage
class, the character automatically gains
reduction can reduce damage to 0 but not below
improved uncanny dodge instead, and the levels
0.
from the classes that grant uncanny dodge stack

32 Predator: Cazador de Trofoes


Space Travel
"Ten years ago one of his kind stalked an eliminated an elite special forces crew in central America.
There were two survivors. They indicated that when trapped, the creature activated a self-destruct device
that destroyed enough rainforest to cover three hundred city blocks. Remarkable weaponry. That's right
lieutenant. Otherworld life-forms."
Peter Keyes, Predator 2

Humanity has spread like a disease to the automated probes can be sent toward a star. If
rest of the universe, terraforming, colonizing, it reaches the star's gravity well, the probe has
and stripping planets for their own purposes, time to recharge its drives and return, feeding
only to pull up and move on. Most planets have the coordinates to their owners. This is a very
been disappointing few are made from human imprecise and costly process probes that are
habitation. Although dangerous life forms have off by a few coordinates can be billions of miles
been encountered, none of them are intelligent off target.
enough to pose a threat that mines and sentry
All Jump Drives have a Jump Value ranging
guns can't handle. So far
from 1 to 5. For each Jump Value, the ship can
Jump 5 light years. In the Planet descriptions
How It Works below, all distances are given in the number of 5
There are two kinds of drives that power light year Jumps necessary to cover the
spacecraft: Displacement Drives and Jump distance. Thus, a ship with a Jump Value of 5
Drives. can cover a distance of 50 light years (or a Jump
Value of 10) with two jumps.
Displacement Drives displace the volume of
space directly in front of a spacecraft and drawn Spacecraft undergo considerable strain as a
the ship forward. It is a reactionless process, result of Displacement and Jump travel. They
capable of generating hundreds of G's of can only be serviced at bases, and each ship
acceleration. Theoretically, the maximum speed takes approximately one month to maintain.
of such a drive is the speed of light. In reality, Most ships require service after 25 Jumps.
the massive amounts of energy consumed make Pushing a ship further requires a Pilot check
such a speed impossible. Most drives equipped (DC = 10 + # of weeks beyond 25).
with Displacement Drives move at one-third the
speed of light as a result. As a result, very fast If the Pilot check fails by 5, it is stranded. The
ships have massive engines and little room for a Drive used at the time (Displacement or Jump)
crew. The majority of ships have Displacement fails and cannot be repaired.
Drives only and are restricted to their local If the Pilot check fails by 10, it is powerless.
systems. The vessel cannot use Jump or Displacement
Jump Drives, on the other hand, build on the Drives and can only support emergency life
reaction of Displacement Drives. It can be support.
activated when the spacecraft reaches one-fifth If the Pilot check fails by 11 or more, the ship
the speed of light. Instead of distorting space, explodes in 1d20 rounds.
the Jump Drive punches through it, allowing the
ship to enter hyperspace and emerge into
normal space several light years away. The Landing on Planets
jump takes approximately 24 hours. Upon Landing on a planet with an aerodynamic
arrival, the Jump Drive must recharge for six craft requires a piloting check of 20, minus the
days. During the six-day period, both Drives are size of the planet (the larger the planet is, the
utterly inactive and very vulnerable to attack. more likely a flat stretch of ground suitable for a
Jump Drives require accurate navigation landing field will be discovered), minus the AS.
coordinates. The military had this knowledge Unless there are special conditions on the
first, but Corporations eventually begged, planet, such as a tumultuous atmosphere or a
borrowed, and stole the information. In addition, storm system that make the landing difficult, the
pilot can take 10 on this check.
Predator: Cazador de Trofeos - 33
Sometimes a ship will crash while landing. If Falling characters on a light gravity plane
a ship that isnt aerodynamic is forced to land, a take 1d4 points of damage for each 10 feet of
crash landing is the only kind of landing it can the fall (maximum 20d4).
make. When a ship makes a crash landing, it
No gravity causes individuals on a planet
takes damage based on its size as follows:
with this trait to merely float in space, unless
Colossal Ships take 16d6 Hull Points,
other resources are available to provide a
Gargantuan Ships 12d6, Huge Ships 9d6, Large
direction for gravitys pull. Characters without the
6d6, Medium 6d6, Small 5d6, Tiny 4d6, and
Zero-G feat move at 1/4 Speed, suffer -6 to
Diminutive 3d6. A Ship also suffers 1-6 Critical
Attack and Skill checks, modified by their Dex
Hits, one of which is always a Major Hull critical
Modifier. Also, if the character is using a weapon
from a crash landing. A Piloting check of 25
with a Recoil Rating, he must make a Reflex
reduces the damage and number of criticals by
Save each round he attacks with that weapon
half.
(DC 15, modified by the weapons Recoil), or be
considered prone, floating away in a random
Planets direction each round until he is able to either
The Marine Corps has conducted military grab onto a solid object or make a Balance
operations on more than two-dozen worlds and check (DC as above +5) to right himself. Also, if
deployed to trouble spots on many more. the character is forced to make a Reflex save for
Regardless of the temperature, climate, or any reason and fails, he suffers the above result.
atmospheric conditions, Marines have to be
ready to fight. Atmospheric Standard: The Atmospheric
Standard (AS) is the practical measure the
Size: A planet's Size Rating is equal to its Marine Corps uses to determine how a Marine
radius in kilometers divided by 1,000. It takes a will perform under different planetary conditions.
ship a number of minutes equal to the planets The Atmospheric Standard for Earth is 1.
size, minus one minute per five points of the
ships Acceleration, to clear the atmosphere of a An AS of 1 is what all terraformers aspire to.
planet. An aerodynamic ship, fighting an To that end, cone-shaped atmosphere
opponent whose ship is not aerodynamic, is processors are placed on inhospitable planets.
unlikely to want to leave the atmosphere of any Powered by a 1.0 Terawatt fusion reactor, it
planet. The size of a planet also determines its draws in the planetary atmospheres through a
gravity type. series of louvers in the base and sides. This
atmosphere is then drawn up through a series of
Heavy gravity causes Balance, Climb, hot mass processors, arranged in a ring around
Jump, Ride, Swim, and Tumble checks incur a the fusion core. Each processor draws in the
2 circumstance penalty, as do all attack rolls. All atmosphere through a battery of turbines, which
item weights are effectively doubled, which compress and accelerate the gas. The gas is
might affect a characters speed. Weapon passed through a high temperature electrical
ranges are halved. A characters Strength and arc, which heats the gas and ionizes it.
Dexterity scores are not affected. Characters Magnetic coils then heat the gas to near plasma
who fall on a heavy gravity plane take 1d10 temperatures until the molecules are
points of damage for each 10 feet fallen, to a disassociated into their component atoms. The
maximum of 20d10 points of damage. harmful byproducts are separated while the
Light gravity causes creatures to find that remaining hydrogen, nitrogen, and oxygen
atoms are expelled back into the atmosphere.
they can lift more, but their movements tend to
be ungainly. Characters on a planet with the It is possible for a planet to have an
light gravity trait take a 2 circumstance penalty Atmospheric Standard without any specific
on attack rolls and Balance, Ride, Swim, and notation this means the planet may be
Tumble checks. All items weigh half as much. uncomfortable for human beings but not harmful.
Weapon ranges double, and characters gain a Use Atmospheric Standards as modifiers
+2 circumstance bonus on Climb and Jump whenever a penalty would be accrued due to the
checks. planet's particular environment.
Strength and Dexterity dont change as a High-pressure atmospheres inflict pressure
result of light gravity, but what you can do with damage of 1d6 points per minute for every AS of
such scores does change. These advantages the planet's rating. A successful Fortitude save
apply to travelers from other planes as well as (DC 15, +1 for each previous check) means the
natives. Marine takes no damage in that minute.

34 Predator: Cazador de Trofoes


Low-pressure atmospheres cause all non- A climate of frigid (below 0 F), causes
acclimated creatures to struggle for breath. characters to make a Fortitude save once every
Characters must succeed on a Fortitude save 10 minutes (DC 15, +1 per previous check +
each hour (DC 15, +1 per previous check + AS) AS), taking AS points of non-lethal damage on
or be fatigued. The fatigue ends when the each failed save. A character that has the
character is depressurized. Survival skill may receive a bonus on this saving
throw and may be able to apply this bonus to
In extremely low-pressure environments,
other characters as well (see the skill
creatures are subject to both fatigue (as
description). Characters wearing protective
described above) and pressure sickness.
clothing only need check once per hour for cold
Pressure sickness represents long-term oxygen
and exposure damage.
deprivation, and it affects mental and physical
ability scores. For every hour*AS a character A character that takes any non-lethal
spends in the environment, he must succeed on damage from cold or exposure is beset by
a Fortitude save (DC 15, +1 per previous check, frostbite or hypothermia (treat her as fatigued).
+ AS) or take 1 point of damage to all ability These penalties end when the character
scores. Creatures acclimated to the atmosphere recovers the non-lethal damage she took from
receive a +4 competence bonus on their saving the cold and exposure.
throws to resist pressure effects and pressure
A climate of frozen deals the planet's AS in
sickness, but eventually even seasoned Marines
lethal damage per minute (no save). In addition,
must abandon these dangerous elevations.
a character must make a Fortitude save (DC 15,
A caustic atmosphere is acidic, and +1 per previous check + AS) or take AS points
damages any ships or creatures in that of non-lethal damage.
atmosphere. Characters and ships in a caustic
A character in a hot climate (above 90 F)
atmosphere suffer the AS in damage each
must make a Fortitude saving throw each hour
minute they remain in the planets atmosphere.
(DC 15, +1 for each previous check + AS) or
Acid damage is resisted by the Physical DR of
take AS points of non-lethal damage. Characters
ships and spacesuits, however, any hull or suit
wearing heavy clothing or armor of any sort take
not designed for a caustic environment will lose
a 4 penalty on their saves. A character with the
one DR each round, until the protection is gone.
Survival skill may receive a bonus on this saving
Breathing a caustic atmosphere causes a
throw and may be able to apply this bonus to
character to immediately begin smothering, and
other characters as well (see the skill
inflicts 1d6 damage for each point of the planets
description). Characters reduced to
caustic modifier each round. Once the Physical
unconsciousness begin taking lethal damage
DR of a ship is breached, so is its hull.
(1d4 points per hour).
Some planets are irradiated. This radiation
In very hot (above 110 F) climates, a
can either be from an outside source, or
character must make a Fortitude save once
internally generated. If a planet is irradiated, a
every 10 minutes (DC 15, +1 for each previous
ship or character the AS in radiation damage
check + AS) or take AS points of non-lethal
each minute they are close to the planet (close
damage. Characters wearing heavy clothing or
enough to be within the planets atmosphere, if it
armor of any sort take a 4 penalty on their
had one, is a good way to judge whats close
saves. A character with the Survival skill may
and what isnt). An unprotected character
receive a bonus on this saving throw and may
exposed to the surface of such a world will take
be able to apply this bonus to other characters
1d6 + the planets AS rating points of radiation
as well. Characters reduced to unconsciousness
damage each round.
begin taking lethal damage (1d4 points per each
Climate: Planets with frozen climates inflict 10-minute period).
cold damage. An unprotected character in a
A character that takes any non-lethal
cold climate (below 40 F) must make a
damage from heat exposure now suffers from
Fortitude save each hour (DC 15, + 1 per
heatstroke and is fatigued. These penalties end
previous check + AS) or take the planet's AS
when the character recovers the non-lethal
points of non-lethal damage. A character that
damage she took from the heat.
has the Survival skill may receive a bonus on
this saving throw and may be able to apply this Torrid climates (air temperature over 140 F)
bonus to other characters as well (see the skill deal lethal damage. Breathing air in these
Description). temperatures deals AS points of damage per
minute (no save). In addition, a character must
make a Fortitude save every 5 minutes (DC 15,

Predator: Cazador de Trofeos - 35


+1 per previous check + AS) or take AS points parts suffer a trade modifier as a circumstance
of non-lethal damage. Those wearing heavy penalty. Other planets are considerably more
clothing or any sort of armor take a 4 penalty advanced with starports. Starports do not
on their saves. bestow any penalties.
Primary Terrain: This is the closest terrain Government: Most governments are either
that describes the majority of environments a run by Corporations or by the military. If the PC
visiting character is likely to encounter. Planets is from the appropriate background, he receives
with "various" as their Primary Terrain have as the Population Modifier as circumstance bonus
many diverse terrains as Earth. to all Charisma-based skill checks.
Natural Resources: Natural resources Campaign: What campaign the world is
determine the most common valuable appropriate for. In some cases, the planets
commodity native to the planet in question. have not yet been explored and are only
Craft or Profession checks related to the natural appropriate for USMC.
resource receive a circumstance bonus
Trade: All Craft, Profession, and Wealth
depending on the Trade Modifier.
checks receive the Trade Modifier as a bonus or
Indigenous Life Forms: The most penalty.
commonly encountered creatures on the planet.
Closest Jumps: How many light years it
Some creatures are known for their life forms
takes to reach that particular planet. Jump Drive
and these creatures have a higher chance of
navigation is a carefully regulated secret; PCs
being encountered. See the Monsters chapter
can't just hop to any planet they please. Finding
for more details.
a new route to a planet should be an adventure
Population: Population determines how in itself. The Jump Distance represents how
many people live on the planet. The less people many light years (multiplied by 5) a ship must
there are, the harder it is to make a Wealth Jump to reach the next planet.
check on that planet.
Population Population Modifier Ryushi
None -3
Size: 12,800, average gravity (1g)
Hundreds -2
Atmospheric Standard: 1
Thousands -1 Climate: Hot
Millions 0 Primary Terrain: Desert
Billions +1 Natural Resources: Rhynth
Indigenous Life Forms: stinging flies,
Conversely, the size of a population poisonous snakes, particularly lethal form of a
dedicated to a particular type of government scorpion, briar-wolves, and jack-lizards
(military) or trade (industrial) can work in PCs Population: Hundreds
favor. Starports and Bases: None
Government: Company Corporation
Population Trade Modifier Trade: Industrial
None -2 Closest Jumps: Thedus 12
Hundreds -1
Thousands 0 Ryushi has dual suns, and has a 19-hour
Millions +1 day. Even after sundown, the heat rarely falls
Billions +2 below body temperatures. The air is always
bone-dry and feverish winds occassionally blow,
sharp and unpleasant. The planet has artificial
Starports and Bases: Many planets merely
water holes.
have frontier installations, which are just
enough resources to service ships in and out. For more information about the Predator
All ship-related checks to repair of looking for universe, see Aliens: Game Over.

36 Predator: Cazador de Trofoes


Monsters
"If it bleeds, we can kill it."
--Dutch, Predator

Predator, Unblooded
Large Outsider (geography) +4, Listen +6, Move Silently +10,
Hit Dice: 4d8+16 (34 hp) Survival +6, Swim +7, Tumble +4
Initiative: +4 (+4 Dex) Feats: Athletic, Endurance, Stealthy
Speed: 40 ft
Defense: 17 (+4 Dex, -1 size, +2 natural, +2 Challenge Rating: 6
hunter padding)
Attacks: 2 wrist blades +2 melee or yautja The Unblooded are young Predators who
scimitar +2 melee; plasma caster +1 ranged have yet to go on Hunt. They are forbidden from
Damage: Wrist blade 2d6+5, plasma caster attacking Aliens or challenging each other to the
2d12, yautja scimitar 2d6+5 death.
Face/Reach: 5 ft by 5 ft/10 ft
COMBAT
Special Qualities: fire resistance 5, electrical
resistance 5, acid resistance 5, radiation Unblooded Predators are unpredictable
resistance 5, low-light vision because they have not yet been tested in
Saves: Fort +8, Ref +8, Will +4 combat. While they may possess weapons, it is
Abilities: Str 20, Dex 18, Con 18, Int 10, Wis unlikely they will be fully versed in their use.
11, Cha 10 Nevertheless, even an inexperienced Predator is
Skills: Balance +8, Climb +11, Heal +4, Hide more than a match for most other species.
+6, Intimidate +6, Jump +15, Knowledge

Predator, Young Blood


Large Outsider/Strong Hero 1/Fast Hero Skills: Balance +10, Climb +13, Heal +6, Hide
1/Tough Hero 2 +8, Intimidate +8, Jump +15, Knowledge
Hit Dice: 6d8+2d10+48 (68 hp) (geography) +6, Listen +6, Move Silently +10,
Initiative: +4 (+4 Dex) Survival +6, Swim +7, Tumble +6
Speed: 40 ft Feats: Athletic, Brawl, Endurance, Stealthy
Defense: 23 (+4 Dex, -1 size, +2 natural, +3
light hunter armor, +5 class) Challenge Rating: 10
Attacks: 2 wrist blades +4 melee or yautja
scimitar +4 melee; plasma caster +2 ranged Young Bloods have achieved their first
Damage: Wrist blade 2d6+5, plasma caster successful Hunt. They are on their way to
2d12, yautja scimitar 2d6+5 becoming Blooded but are usually still reckless
Face/Reach: 5 ft by 5 ft/10 ft and headstrong.
Special Attacks: melee smash,
COMBAT
Special Qualities: evasion, fire resistance 5,
electrical resistance 5, acid resistance 5, Young Bloods are much more dangerous
radiation resistance 5, low-light vision, remain than Unblooded because they are inexperienced
conscious but don't know it. Brash and overconfident,
Saves: Fort +11, Ref +9, Will +4 Young Bloods take unnecessary risks to prove
Abilities: Str 20, Dex 18, Con 18, Int 10, Wis themselves to their elders and gain reputation.
11, Cha 10

Predator: Cazador de Trofeos - 37


Predator, Blooded
Large Outsider/Strong Hero 3/Fast Hero Skills: Balance +10, Climb +13, Heal +8, Hide
2/Tough Hero 3 +8, Intimidate +9, Jump +15, Knowledge
Hit Dice: 9d8+3d10+48 (99 hp) (geography) +8, Listen +8, Move Silently +10,
Initiative: +4 (+4 Dex) Survival +8, Swim +8, Tumble +8
Speed: 40 ft Feats: Archaic Weapons Proficiency, Athletic,
Defense: 27 (+2 Dex, -1 size, +2 natural, +6 Brawl, Endurance, Personal Firearms
medium hunter armor, +8 class) Proficiency, Stealthy
Attacks: 2 wrist blades +8 melee or yautja
scimitar +8 melee; plasma caster +6 ranged Challenge Rating: 14
Damage: Wrist blade 2d6+5, plasma caster
2d12, yautja scimitar 2d6+5 Blooded are experienced hunters who have
Face/Reach: 5 ft by 5 ft/10 ft killed multiple opponents.
Special Attacks: melee smash, improved
COMBAT
melee smash,
Special Qualities: evasion, fire resistance 5, Blooded Predators are confident,
electrical resistance 5, acid resistance 5, experienced, and know enough to watch their
radiation resistance 5, low-light vision, remain opponents for prolonged periods of time. They
conscious, robust will stalk their prey, analyze their movements
Saves: Fort +12, Ref +11, Will +5 and behaviors, and even enjoy taunting them
Abilities: Str 20, Dex 18, Con 18, Int 10, Wis into making foolish mistakes.
11, Cha 10

Predator, Honored
Large Outsider/Strong Hero 4/Fast Hero Skills: Balance +11, Climb +14, Heal +9, Hide
4/Tough Hero 4 +9, Intimidate +10, Jump +16, Knowledge
Hit Dice: 12d8+4d10+48 (116 hp) (geography) +10, Listen +14, Move Silently +11,
Initiative: +4 (+4 Dex) Survival +10, Swim +9, Tumble +10
Speed: 40 ft. Feats: Archaic Weapons Proficiency, Athletic,
Defense: 31 (+1 Dex, -1 size, +2 natural, +8 Brawl, Combat Martial Arts, Combat Throw,
heavy hunter armor, +11 class) Endurance, Improved Brawl, Personal Firearms
Attacks: 2 wrist blades +12 melee or yautja Proficiency, Stealthy
scimitar +12 melee; plasma caster +10 ranged
Damage: Wrist blade 2d6+6, plasma caster Challenge Rating: 18
2d12, yautja scimitar 2d6+6
Face/Reach: 5 ft by 5 ft/10 ft The Honored are the elite of Predator
Special Attacks: melee smash, improved society. They've hunted more than even the
melee smash, average Blooded.
Special Qualities: evasion, fire resistance 5,
COMBAT
electrical resistance 5, acid resistance 5,
radiation resistance 5, low-light vision, remain A single Honored Predator can take out an
conscious, robust, uncanny dodge 1 entire squad of fully armed Marines. They are at
Saves: Fort +13, Ref +11, Will +10 the peak of physical performance and hone their
Abilities: Str 20, Dex 18, Con 18, Int 10, Wis deadly craft on a daily basis. The Honored are
18, Cha 10 few, but they are the definition of deadly.

38 Predator: Cazador de Trofoes


Predator, Ancient
Large Outsider/Strong Hero 5/Fast Hero +11, Intimidate +11, Jump +16, Knowledge
5/Tough Hero 6 (geography) +11, Listen +15, Move Silently +12,
Hit Dice: 14d8+6d10+48 (134 hp) Survival +12, Swim +10, Tumble +12
Initiative: +4 (+4 Dex) Feats: Archaic Weapons Proficiency, Athletic,
Speed: 40 ft. Brawl, Combat Martial Arts, Combat Throw,
Defense: 31 (-1 size, +2 natural, +9 ceremonial Endurance, Improved Brawl, Personal Firearms
armor, +11 class) Proficiency, Power Attack, Stealthy
Attacks: 2 wrist blades +14 melee or yautja
scimitar +14 melee; plasma caster +12 ranged Challenge Rating: 22
Damage: Wrist blade 2d6+7, plasma caster
2d12, yautja scimitar 2d6+7 Ancients are Predators who have beaten the
Face/Reach: 5 ft by 5 ft/10 ft odds, surviving long past their prime despite
Special Attacks: melee smash, improved their repeated Hunts. They have killed
melee smash, advanced melee smash thousands of prey.
Special Qualities: evasion, fire resistance 5,
COMBAT
electrical resistance 5, acid resistance 5,
radiation resistance 5, low-light vision, remain Ancient Predators do not normally engage
conscious, robust, second wind, uncanny dodge opponents in one-on-one combat, content to
1, uncanny dodge 2 allow other, younger Predators the opportunity
Saves: Fort +14, Ref +13, Will +12 for glory. Instead, they usually direct the action.
Abilities: Str 20, Dex 18, Con 18, Int 10, Wis Only in a great war or when pressed will
20, Cha 10 Ancients join the fray.
Skills: Balance +12, Climb +15, Heal +11, Hide

Predator: Cazador de Trofeos - 39


Links
Books Games
For more information about books that were Alien vs. Predator (SN)
used to help create this document, see Section Alien vs. Predator (Super Nintendo)
15 of the Open Gaming License. Alien vs. Predator 2 Gold (Windows)
Aliens Versus Predator: Eternal Alien vs. Predator 2 Gold (Windows)
Aliens Versus Predator: Hunters Planet Aliens vs. Predator 2: Primal Hunt
Aliens Versus Predator: Prey Expansion (Mac)
Aliens Versus Predator: War Aliens vs. Predator 2: Primal Hunt
Expansion (Windows)
Comics Aliens vs. Predator Extinction (PS2)
Aliens Versus Predator Collection Aliens vs. Predator Extinction (Xbox)
Aliens Versus Predator: Deadliest of the Aliens vs. Predator Gold (Windows)
Species Aliens vs. Predator MUD
Batman Versus Predator II: Bloodmatch Music
Batman Versus Predator III: Blood Ties
Batman Versus Predator: The Collected Predator 2: Original Motion Picture
Edition Soundtrack
Predator Versus Judge Dredd Web
Predator: Big Game For more information about web sites that
Predator: Cold War were used to help create this document, see
Predator: Cold War Collection Section 15 of the Open Gaming License.
Predator: Concrete Jungle
Predator: Hell & Hot Water d20 Aliens vs. Predator
Predator: Kindred d20 Yautja
Predator: Race War Invisible Killer Font
Tarzan Versus Predator: At the Earth's Core Predator FAQ 1.1
Predator Font
Predator Script
DVDs Predator: Eyes of the Hunter
Predator Predator: The Hunted
Predator 2 Savage Hunter: A Yautja/Predator
Information Site
Yautja Encyclopedia

40 Predator: Cazador de Trofoes


About the Contributors
Michael Tresca
Michael "Talien" Tresca is a writer, communicator, speaker, artist, and gamer. He has an 11-year-old
D&D role-playing campaign, Welstar, which is one of the six worlds in RetroMUD and where many of his
short stories take place. Michael has published three D20 modules: "Tsar Rising", "All the King's Men,"
and "The Dancing Hut" from MonkeyGod Enterprises. He has written numerous supplements, including
"Frost and Fur" and "Abyss," also from MonkeyGod Enterprises, "Mercenaries: Born of Blood" from
Otherworld Creations, and "Combat Missions" from Paradigm Concepts. Michael has also contributed to
"Relics" from AEG and "The Iron Kingdoms Campaign Guide" from Privateer Press. Michael has also
written magazine articles for Spectre Press' Survival Kit series, Dragon Magazine, Scrollworks, and D20
Weekly. He has written a multitude of reviews of role-playing and computer games for RPG.net,
Gamers.com, Allgame.com, and Talien and Maleficent's Bazaar. Michael has presented at various
panels, including Dragon*Con, I-Con, and Bakuretsucon. When he's not writing, Michael can be found as
his alter ego, Talien, on RetroMUD as an administrator. Michael lives in Connecticut with his wife, who is
an editor, and his cat, who is fluent in English.

Rob Cooper
Rob Cooper created the conversion to Dragonstar of the Predator species the Yautja, including
gaming statistics, equipment, weapons and a sample of their Trophy class hunting vessels. The
conversion also includes appropriate height and age tables and a full 20-level core class for Predators,
the Kev'thei. You can download it at Neo Innovations web site.

Mark Howe
Mark "Neo" Howe provided ship stats, corrections and tweaks for the Predator ships and also hosts
the Yautja supplement at the Neo Innovations web site. Mark is a 30-year old aspiring freelancer, full-time
role-player, and all around nice guy. He was born in Sheffield in the United Kingdom in 1973, has one
older brother, a fantastic border collie cross dog named "Thomas" and two excellent if somewhat
annoying parents. He love all things fantasy or sci-fi, reads heaps of novels, spends far too much time on
his computer, and has trained for many years to be an I.T bod. He is, however currently out of work and
a part time student. He loves the cinema and most kinds of music, R&B most of all. Mark role-plays twice
a week with his mates, for whom he has game mastered for many many years. He's gamed everything
from Worlds Beyond and Teenagers from Outer Space to Pendragon, Call of Cthullhu, and Rifts, but
through it all he has continuously played a D&D, AD&D and now D&D 3E campaign. You can see more of
Mark's work at the Neo Innovations web site.

Predator: Cazador de Trofeos - 41


Open Gaming
Gaming License Version
1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed
Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and
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be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell,
broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game
mechanic and includes the methods, procedures, processes and routines to the extent such content does
not embody the Product Identity and is an enhancement over the prior art and any additional content
clearly identified as Open Game Content by the Contributor, and means any work covered by this
License, including translations and derivative works under copyright law, but specifically excludes Product
Identity. (e) "Product Identity" means product and product line names, logos and identifying marks
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abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or
effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly
identified as Product identity by the owner of the Product Identity, and which specifically excludes the
Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used
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License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format,
modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your"
means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to
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5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation and/or You have sufficient
rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to
include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name
to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to
compatibility, except as expressly licensed in another, independent Agreement with the owner of each
element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any
Trademark or Registered Trademark in conjunction with a work containing Open Game Content except
as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.

42 Predator: Cazador de Trofoes


8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this
License. You may use any authorized version of this License to copy, modify and distribute any Open
Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Predator: Cazador de Trofeos, Copyright 2003, Michael Tresca,.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook,
Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Blood and Guts, Copyright 2003, RPGObjects; Author Charles Rice
Blood and Space, Copyright 2003, RPGObjects; Authors Charles Rice and Chris
Davis.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan
Tweet, Monte Cook, Skip Williams, Rich baker, Andy Collins, David Noonan, Rich Redman, Bruce R.
Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Predator: Cazador de Trofeos - 43


Open Game Content
DESIGNATION OF PRODUCT IDENTITY: The following items are hereby designated as Product
Identity in accordance with section 1(e) of the Open Game License, version 1.0a: Any and all Predator
logos and identifying marks and trade dress, including all Predator product and product line names, any
elements of the Predator setting, including but not limited to capitalized names, organization names,
characters, equipment, historic events, and organization, and all stories, storylines, locations, plots, plot
synopses, thematic elements, quotes from characters; all artwork, symbols, designs, depictions,
illustrations likenesses, poses, logos, symbols or graphic designs; any other unspecified incarnations of
the Predator creative property, including elements either derived or inferred from the Predator setting, and
website support materials.
DESIGNATION OF OPEN CONTENT: All stat blocks, new rules, new equipment, and new monster
rules are open content that are not part of the product identity.
Trademarks and copyrights are cited in this document without permission. This usage is not meant in any
way to challenge the rightful ownership of said trademarks/copyrights. All copyrights are acknowledged and
remain the property of the owners. This game is for entertainment only.
D20 System and D&D is a trademark of Wizards of the Coast, Inc.. Alien, Predator, Alien 3, and Alien
Resurrection are Copyright 20th Century Fox. All rights reserved.

44 Predator: Cazador de Trofoes

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