Documente Academic
Documente Profesional
Documente Cultură
Fate V2.0
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!
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
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
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.
Feat: Personal Firearms Proficiency. Skill Points at Each Level: 3 + Int modifier.
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
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.
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.
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
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.
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
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.
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!
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 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.
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.
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.
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)
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
--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
Class Information
Hit Die: 1d8
Class Information
The following information pertains to the
Navigator advanced class.
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
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
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.
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
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
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.
th
--Narrator, Friday the 13 , Part 7
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
th
Horror Nightmare on Friday the 13
th
Jason Lives UK Why Friday the 13 is Unlucky
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.
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!
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? 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
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.
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
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
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.
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.
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
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 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
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
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.
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!
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.
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
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.
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
High explosive rounds inflict +1 damage
again unarmored opponents.
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)
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
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.
Class Information
The following information pertains to the
Intelligence Specialist advanced class.
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).
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).
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.
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
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
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
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
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.
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
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
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
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)
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
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.
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.
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.
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.
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..."
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
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.
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.
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
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
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.
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.
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
34 - The Thing
Hazards
"Nothing human could have made it back here in this weather without a guideline..."
- Childs, The Thing
The Thing - 35
Monsters
"I don't know what the hell's in there, but it's weird and pissed off, whatever it is."
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."
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 Collector's Edition The John Carpenter Website: The Thing
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
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Rights Reserved.
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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
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DESIGNATION OF OPEN CONTENT: All stat blocks, new rules, new equipment, and new monster
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Trademarks and copyrights are cited in this document without permission. This usage is not meant in any
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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
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Rights Reserved.
All rights reserved.
This document utilizes Chiller and Impact fonts.
The Thing - 47
CAZADOR DE TROFEOS
V0.3
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.
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).
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
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
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
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.
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.
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.
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, 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.
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.