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Published by archangel777, 2022-10-03 17:46:39

HU - Justice Machine - PAL501

HU - Justice Machine - PAL501

Doctor Vargos

adds 120 t o S.D.C., adds 2- 12 to P.s., and adds 2-8 t o
P.P. . Can carry, lift , throw weights 20 times greater
th an normal. In addition, roll on the mutant "Unusual
Char acteris ti cs Table" for yet another possible physica l
c hange. Any special abilities that may occur from such
an "unusual" characteristiC also apply. (See H.U., pg. 6 1
and 62). Also roll to determine if an unknown variable
causes the "unusual characteristic" to be random which
means the person rolls each t ime the character transforms.
Roll Percentile Dice

1- 60 Stable, consis tent transformation.
61-00 Unstable, random Change for each transformation.

Doctor Vargos' s Transformation
Height Increases f r om Sft 81n t o 6ft 8in. Weight increases
from 140 to 280lbs. Speed i ncr eases f r om 16 to 32; S.D. C.
becomes 176; P.S. 28; P.P. 18 and can c arry and ~
up to 28,000 Ibs and 11 ft up to 56,OOOlbs. Th e "u nusual
charac teristic" is extreme hairiness (stable, consistent
change everytimel. The change lasts approximately 24
hours unless cancelled by means o f chem ical counter agenlS
which will reverse the transformati on within 20 minutes.
Vargos always has an ample supply o f his tr ansforming
serum on hand at all times (on his person and hidden
in his lab and apart ment).

S,h
in Chemislry

Scholast ic Skills (all include scholas t ic bonuses)
Basic Math

" .Algebra

" .GeomelTy
"..Trigonometry
"..Calculus

."...Physics
Biology ""9""""99..........."........
Chemistry
Chemistry: Analytical
Chemistry: Pharmaceutical

Computer Technology/Operat ion
Pathology

Radiation Te ch no logy/Medical
Paramedic
Research

Fencing (W.P. all Blade)

Swimming: Basic ""9...
Swimming: S.C.U.B.A.

DR. VARGOS II , M.A. 7, P.S. 16, P.P. 13, Secondary Sk ills ..."""""""96"................"........
Real Name: Lewi s Vargos Body Building
14 0lbs Running .."77..
Alignment: Anarchist 33 S.D.C.: 56 (plus Ice Skat i ng
Atlrlbutes: I.Q. 15, M. E. Dance ,,%
P.E. 12, P.B. 10, Spd. 14.
Age: 38 Male Prowl
H and to Hand: Basic
Normal '''eight: 5h Electronics (basic)
t 20 when changed) Photography: Video

unassuming but secretly frustrated; Drugs
Cool<
able to dominate others. Pent-up hoslilhy Sew ing (basic)

anger comes OUt when transformed. Fishing
Study Animals
Power Category: ~peri men! St udy Philosophy

Super Power: Physical Transformation: t his is a major Pilot: Au tomatic
Pilot: Small Truck
physical change triggered by c hemical stimuli or, at will, Pilot : MotOr/Speed Boal
Speak German
if mutsn! or alien. In Doctor Vargo's case the Irans- Read/Write L atin
Read/Write German
formation occurs as the resull of 8 che mical injectio n.
"
The phYSical transformation Is usually quit e start ling adding

1-4 feet to one's height, doubles weight. doubles ~

Combat Skills (all bonuses are included) longer, thi c: k wi ld hair, broad nose, deep se t eyes and
wild look; are so differem from the Doctor' s nor mal appear-
NOTE: Bonuses apply only when transfor med. ance that it's unl ikely that anyone would recognize him.
Attacks per Melee: four
Bonuses to Strike ~4 , Parr y .4, Dodge .4, D amage .5, Warhead
Ro ll ....Ith Punch or fall ,2, Pull Punch _2.
Personal Pro file: Doctor Vargos is an assistant to Doctor WARHEAD

Von Croft in the research division at New Haven. In Real Name: Bobby Benday
addition to hi s work with Von Cro ft he has been developing
a chemical that would control aggression in humans. Alignment: AnarchIst

He hoped to achieve this by altering the human chemistry. Attribut es: I.Q. 12, M.E. 8, M.A. 8. P.s. 24, P.P. 16, P.E. ,
certain hormones, etc. , chemically t o produce a much
more sedate. calm individual without dulling the senses P.B. 8, Spd. 66 (40mph)
as most current tranquilizers and mood depressants do.
Such a chemical treatment could give a whole new life Age: 8 M ale We ight: SI Olbs Height: 4ft 6in

to many of the dlsHUbed superbeings, such as Killgore, Hit Points; None 5.D.C.: 600
held In New Haven' s detention center, and eventually
Dispositio n: SelfIsh, angry, frustrated, i mpudem and hostile;
be released to the mainstream medical world.
Doctor Vargo's Initial experiments with animals were has delusions of grandeur; c r aves po wer. Prone t o temper

an overwhelming success; however, the same process seemed tantrums.
an uller failure with human subjects. The experiments
Vit al Stati sti cs: Construction: All standar d it ems; reinforced
seemed to Intensify the aggression, anger and hostility booy f rame and limbs; No hIdden or re tr act able limbs
of humans rather than calm and negate such hostllhy. or weapons. Basic audio unit and voice synthesi zer.
With some political maneuvering on the part of other
99
research scientist s jealous o f the time and money alotted
for Vargo's futile experlmenlS, the project was canceled.
Still DoclOr Vargos con tinued to develop his serum on
hiS own lime. At long last he was sure he had the proper
elements for success but couldn't get the facili ties, money
or volunteers for testing the radically new formula.
Frustrated by the lack of support and confident of the
formula ' s effects, he decided t o test It on himself.

The re sull.5 were startling. Not only did the formula

alter the Doctor' s emotional state but it also caused an
Instant, dramatic physical transformat ion as well. Vargos
found himself Itansformed, not unlike "Doct or leckIe and
Mr. Hyde", from a small, physically unimpressive man

into a hany, muscular giant of a man; rippling with power
and primal aggression. The formula amplified the sub-
merged anger and frustration the introverted doctor had
fearfully kept submerged inside all his life. Now with
his new, power ful body (and stimulated hostility) he no

longer had to play the subm issive little man t OO respec t ful
to even argue effectively. This wa s the new DoclOr Vargos
who woul d show his colleag ues that he was not a helples~
pawn to be used and abused then discarded with the rest

of the Hash.
At this point nobody In New Haven knows of the

Doctor's formula or his plans for revenge. Vargos doesn't

resem the superh eroes or Hamm et Dash, but he does
hate many of his rude, arrogant colleagues who have mani-
pulated him, thwarted his re search, stolen his ideas and
trealed him with contempt. With the exception of kindly
old Doctor Von Croft (Vargo's dearest friend!, t he o t hers
will all pay. ALL! He will extract his vengeance by

sabotaging proj ec"'iS,""vandalizing labs and private residences,
physical beatings, terrorizIng by stalking and chasing people
and Ihen disappearing after leaving a trail of destruction.
Also by discr~diting fellow sciem i sl S, by framing them
f or c rimes and Indiscreti ons they didn't commit and to
even murder some of his most hated personal foes. A l though

Vargos Is a political buffoon in his normal form, he Is
very knowledgeable of Ihe In.fighting, games ami hostilities
among his colleagues. This knowledge will aid him greatly
in his crueler, bestial persona.

Authorities such as police, superheroes, robotS, or
anyone who opposes him will be deait with quickly as

an enemy or fool, although he is NOT likely t o int entionally
kill such people. Doctor Vargos, even in his more pr imal,
vindictive form , Is not a lTuly evil man but emot ionally
twisted and bitter. However, this anger doesn't go so
far as to prompt hIm to sabotage all of New Haven.
Indeed, In a severe c risi s, it Is very possible that the
Doc t or would come to New Haven's (or Doctor Von Cr oft ' s)
aid forsaking his secr et pr lmal-Id and the inevitable reper-
cussions of his criminal ac tivitie s (although he would try
to flee before being captured and brought to justice).
II 's im portant to not e that the physical transfor mation
is so dramatic that even the Doctor ' s f aci al f eatures.

<0 ',m,,": Body SlTength: equal to P.S. 25, . 10 The Wisp

Augmented Lo wer Body St r eng th: equal to P.S. 25. Real Name: Unk nown

Standar d Physic'a l Pro wess: equal to P.P. 16, +1 to strike, Allgnment: Anarchist

parry and dodge. Attribut es: I.Q. 10, M .E. 12, M.A. 10, P. S. - , P.P. - ,

Exua Speed: equal to a speed of 66 or 40mph. P.E. 20, P.B. 8, Spd. 15.

ROIating Body Parts: head, hands, arms and upper torso Age: Unknown Gende r Unknow n Weight : None

can rotate in a full 360 degree circle. Height : Srt H it Po intS: 30 So D.C.: 30

Hover Jets: built into feet and legs (leg Joints lock when Disposition: Fr iendly, easy going, sometimes talkative and

jets are aClivated). Maximum speed of 80m ph. ann'lying.

~Ptlcs Po we r Ca t ego r y: Psionic (alien)
elescoplc: range 1200 feet, 6ft field of vi sion. Psi- A bilit ies: 62 Inner Strength Points (I.S.P.)

Nightsight: range 600 feet, amplifies exlslfng light to Telepathy: r ange: 340ft, duration: 18 minutes, I.S.P. COSt:
4, saving throw vs psi onics (standard).
see clearly in the dark. NOTE: some light must be present. Telepat hic proDe is an extended telepathy that enables
the being to read a person's mind; I.S.P. COSt: an addi-
I nfra- Red: nlnge 600 feet, sees in the Infra-red spectrum
tional 6 I.S.P.
of light and can pick-up heat emana tion s. Bio-r egene r ati on: I.S.P. COSt: 6, restores hit points and

Visual Unit S.D.C.
range: 620 yards, durat ion: 2 minutes,
that can pick-up and pin-point heat emana-
tions. Range 200 feet; field of detection,20 fOOl radius. I range: self, duration: 10 minutes, I.S.P. cost: 4.
Radiation: Detects and registers the amount of radiation See Au r a: range:120 ft , duration: 4 melees, I.S.P. cos t: 4.
within a 30 foot radius. Six t h sense: range: 60ft, durat ion: 2 melees, I.S.P. cost: 2;
Radar: Can estimate speed. loca t ion, direction of objects alerts the Wisp to Impending danger. See H.U. psioni c
within range at 65% proficiency. Range Is five miles. section, pages 68 to 75 for details.
Sonar: an underwater equivalent to radar: 65% proficiency,
five mile range. : 4th
Special Items None
Flotation Device: a special mechanism that preveOiS the
robot from Sinking. Activates automalically when the linclude scholastic bonuses)
robot is submerged.
Underwater Capabi lities: water proofing and sealing of Second ary Sk i lls
all internal mechanisms and joints for underwater per- None
formance. Combat Skill s
Reinforced Body Armour: for greater S.D.C.. Capabilities A tt acks per M e lee (psionic only): Three
for energy we apons have been disengaged until Bobby
is mature enough to handle the responsibility of his robot Personal Profile: Who or what thiS slTaTlge entity Is, i s
form. as much a mystery as where it came from and what it ' s
SEE H. U. Robot section for specific details, pages 39- doing in New Haven. The Wisp, as people call it, simply
48. appeared one day and has been popping up ever since.
The thing seems to be friendly wi t hout the slightest him
'0' of aggression or hostility. It has avoided numerous attempts
3rd Grade of capture, wiiJ not surrender to or work with authorities
nor aTlswer any questions about Itself.
,,%include scholastic bonuses)
The Wisp is seen from time 10 time just hanging
Read/Write English 50% around , presumably observing. Occasionally it t alks to
Computer fundamentals/Operation 50% people via t elepathy, usually about nothi ng of any signi f i-
cance. On t hese occasions i t can be quite a nuisance;
Study: FIction 80% tagging along, commenting on everything t he per son says
Crafts: Model Making 50% or does. There have been a few i nstances when t he entity
60% has warned someone of impending danger but these are
50% i solated events. Although it has apparemly adopled New
H aven as Its home. it has not made any permanent friends
Combat Sk ills (atl bonuses included) with the possible exception of Nebo wh o has reported
Attacks per M elee: Two five sigh t ings, in two of which the Wisp warn ed him about
Bonuses to Strike .), Parr y .1. Dodge · 1, Dam age ... 10; serious problems in the tunnels he maint ains.
Roll with Purn::h or fall ... 1. His augmented strength en-
Ph ysically the Wisp appears as a five foot tali, opaque,
ables Warhead to carry or throw up to I SOOlbs and lift gaseous mass. It can hover and move al about the same
20001bs. speed as a nor ma! human. Of course it can ooze under
Personal Pr ofil e: Bobby is an eight year old child who doors, through c racks and key-holes and canot be physically
disobediently snuck i nto a highly restricted area dealing grabbed or held. This means physical kinetic attacks
witll robot experimentation by Von C ro ft. The child acci- such as punches, bullets, knives, clubs, etc. do NO damage.
dentally activated a device tha t permanently transmitted Like wise gas has no effec t. H eat, cold, and energy do
his mental essence into a small rODot intended for heavy half the normal damage. The Wisp has no physical or
psionic means o f auack. However, its knowledge and
labor. psi-abilit ies could sever ely threaten the security of New
The lTansforma tlon would be a difficult th i ng for Haven.

any adult to deal with; the effects on the child has Deen
doubly traumatic. The child, nick-na med Warhead Decause
of his temper and appearance, is e~lremely hot tempered
and prone to violent temper tant r ums. He seems to De
becoming more bitter, hostile and unmanageable with

each passing day. Recently Warhead severely beat up
three technicians who made a sarcastic comment abou t
the child 's condition. He has become more br utal, given
to sudden mood c hanges, and a compulsive liar. NOTE:
psychological disorders incl ude: ManiC depression and tend-
encies loward paranoia, schizophrenia and sadism. Warhead

hates and dlslTuStS Von Croft (phobia).

100

Prosecutor Zarren

PROSECUTOR ZARR EN

Joseph Zarren

14, M.E. ]2, M.A. 13, P.S. 16, P.P. 13,

Spd. 10.

We ight : 150 He ight: Sf! l Oin.

;~~:;~~i~~:t:f~~~'i: 64and admecbeitiitofuusl., vind ictive,

i i : Investigative

Sciences/f orensics 90%, In vestl-

\ galive 85%, Research 90%, Surveillance Systems 85%,
\' Cryptography 85%, W.P. Enersy Pistol, Hand to Hand:

I\ Experl.

Level of Experience: 9th

Le vel of Education: Master's Degree In Law

Schol asti c Bonus: +30%

Occupation: Cheif Criminal Prosecutor, special government

auachment .

,,%Scho lastic Skills (all Include scholastic bonuses)

Basic Ma l h

Basic Biology 9.%

Computer Technology/Operation ,9,%'%

Wrhing: Non-fiction ,,%
World His t ory: Georwell ,,%
Law: Federal
Law: Cri minal ,,,,%%
HiSlOry: Political

Psychology (the sludy or) ,,9,,%'%%
Anthropology
Business ,,%
,,%
Economics
Chemistry (Basic)

Algebra ,,9,,%%'"

Calculus
Par amedics

Bo",lng

Fencing (W.P. Blade)

Secondary Sk Ill s .,%

Body BuUdi ng/Weight Llh l ng ,9,%.%
Dance
,,8,,5%%/60%
Swi mming: Basic
C r afts: M odel Bu i lding .',0%%
AU l omot lve M echanics (basic)
Com pu ter Programming .,,,,,,,%%%,'
F i sh i n g
Hu nting (W.P. R i fl e) ,,,,9,,,,0%%%%%

Photography: St ill ,9,6%%
Drugs
Fo r ge r y
Pick Locks
Prowl

Study: Comemporary Ean h
Speak Eanh English
Read/Wrile Ea rl h English
Pilot: M anual Trans mission
Pilot: A ut omatic
Pilot; Single Engine Plane
PUOt: Sail Boat

Combat Skills
Allacks per M e lee: Si",

Bonuses 10 Slrlke ·3, Parry . 4, Dodge - 4, Damage .3;
Ro ll with Punch or Fa lJ _3, Pull Punch .2.
Ki c k Auac k does 1-6 damage.
K nock Oul /Slun on a roll of 18-20
Crhic al Sirike from behind (triple damage)

'0'

Personal Profile: Prosecutor Joseph Zarren is a special mighl c reate more questions In f ar 100 many individuals.

federal prosecutor and politic al s!rateglst. He has achieved Thus, the Council Central accepted Prosecutor Zarren's

his influential position at an earl y age supported by upper evidence and set in moti on the approprlate propaganda

government constituents. He has used his every political to destroy the Justice Machine's repu t ation among t he

connection to gain hand holds and leverage to advance peopJe.

his ca reer and 10 destroy riv als or those he hates. Zarren's only mist ake was his overlealousness to

Jealo us o f the Justice Mach iner's blissful l"norance see the Justice Mac hine destroyed. To achievt: thiS, he

o f the polillcal arena and their unrivaled public adorati on, personally followed the I.M. 10 Earth, way-Jayed them,

Zarren plotted to destroy them. He first carefuJly arranged t ried, judged and was about to execu te Ihem when Maxinor

that the Just ice Machine be assigned to the Mallinor man- interceded.

hunt. He then gave them sanction to follow Maxinor The Justice Mac hine was dealt a severe blow 10

t o the ot her dimensional wo rld known as Earth. It was their ideals. Zarren ranted about their f ool hearted

only after their departure to Earth that ProsecutOr Zarren truSt in a corrupt system that used them like pawns and

wa s able to implement the fina l phase o f his scheme. now wrongly condemned t hem to death. Maxinor, t he

He was able to provide the Council Central wi th very enemy, coming to their rescue and reiterat ing Zarren's

damaging evidence (aJi false) linking the 1.M. as allies words. Words they would soon learn rang of bitter truth.

in league with ar ch- rebe l Maxinor. Zarren had done his ironically, they could nOt find Maxinor and, even if they

.....ork well, for while the Council knew full well that t he had, they were so blind to cause and country that they

c harges were false they co uld nOt deny that the Justice would never had believed a wo rd Maxinor may have t old

Machiners had left the ever observant world of Georwell th em. Yet thank s to Zarren, they couldn 't deny Maxi nor' s

with t he very persuasive Maxinor. The paranoid rulers stunning accusations. Because o f Zanen the 1.M. were

of GeorwelJ couldn 't all o w the Justice M achine to r eturn enemies of Georwell and wo uld eventuall y contribute to

to their old POS t, for by being with Maxinor there was the government's demise.

always th e threat of contamination. There was always As for Prosecutor Zarren, he is held capt ive at

the possibli l y that Maxinor could have aroused suspicions; Maxi nor' s Earth Stronghold in New Haven. He r esents

could have created doubts • . . which would lead 10 dis- the Justice Machine more than ever, longing for the day

turbing questions; and it is never good for the state to he can extract his revenge.

be questioned. The Council could not take the risk that The events described took place in the 1.M. comic

such popular heroes among the people might be swayed book issue number one. Zarren made a brief appearance

against them. Super-patriots wh ose words and action 102 as a cap tive in New Haven In I .M. issue number three.

Von Geist

VON GEIST be reassembled, loined by other sons, and t he flght woul d
continue. However. whal staned as youthful excitement
"'n""","=,"" Max"'ell Von Geist soon turned to disillusionment.

-. Dtabollc The old Nazi's were indeed old and spoke of the
world In terms 40 )'ears old; Von Geist began developing
l.Q. 16, M.E. 12, M.A. 15, P.S. 19. P.P. 16, his own ideas. The old ,,,en had failed . he began to th i nk;
"they are no longer worth y to be pure Aryans by their
S. Spd. 14. bad el(ample". Many of the old Nazi's also had contacts with
the drug smugglers In South America and terrorist groups
Male Weight: 1431bs I-Iel ght : Sf! Sin ar ound t he wor ld. Von Geist kept quiet about his own
plans and lear ned all he could about these groups; their
Hit Points: 52 5.D.C.: 70
structure and o r ganization. Ih was during this t ime that
Disposition: Mean; suspicious, vengeful, cruel and sadistic. his father passed away). Stili showing the face of a loyal-
ist , Von Geist moved to West Germany after learning
En jo.vs dominating and intimidating o thers; megalomaniac . of a secret neo-Nazi group there. His fellow Nul's fed
and clothed him while teachIng him aCCOl.lnting so he
He feels he is superior to all as II true aryan. cou ld wo rk in a small "fr ont~ business Ihey operated. Some-

Power Ca t egor y: Special Training - - how, even thOl.lgh these people were near his age, Von
Geist began to view them as weak and conservative.
Training: Weapons Expert: W.P. Energy Pistoi, W.P. Energy He c r aved action and power and he wamed both quickly.
Ret urning 10 South America, he remained cordial to the
I \\. P. Rifle (military), W.P. Automatic PiStol, W.P. o ld Nazi's but now put his energies i nto working with
the drug smugglers full time.
El(ploslves/Demoll tl ons 73/6B'lb.
He began as a delivery man on small and medium
~~~ :;.8'h College sile, heavily armed boa t s. T hen he was t augh t to co-pilot
t win engine planes hauling cocaine and marijuana into
bonus) the U.S.• Soon, he was being o f fe r ed air and sea assign-
ments that would test any professional's abilities to slip
Basic Biology ,,%bonuses)
by undetected. As lime Went on he became more and
Buslne~ ,,,,,,%%% mote satisfied; here was the action he craved.

Accouming

Music: Piano 79%

Psychology (the stud\' of) ,9,%0"
Psycho-Therapy

Resear ch ,9,0%%
Theolog y/ Phil osophy

Hand t o Hand: E~pert

Bol(lng

Secondary Skills

General AthletiCS

Bod\' Buildmg/Weight LIfting

Archery

~.P. Blpde (knife)

W.P. Chain

Disguise 73%

forger) ""7 1%
Pick Locks

Spepk German ,,9,,0%%%
Pilot: Automatlc ,,%
Pilot: T"'ln Engine Plane
Pilot: Motor/Speed Boats

Combat Skills (include all bonuses)

Attac ks per Melee: Sil(

Bonuses to Strike .3. Parr y .5, Dodge .5, D am age .7.

Roll wit h Punch or Fall .4, Pull Punch .2.

Kick Attack does 1-6 damage.

Critical Strike from behind.

Knock- Out/St un on a roll of 18-20

Per sonal Pr o fil e: M al( well Von Geist is a neo-Nall. Thorough-

ly indoc trinated by his father, a former 5.5. officer, he

has been Instilled "'lIh Nazi dOClrlne. The young Von

Geist read all he could about Hitler's Germany supple-

mented by his father's diary. He learned pll about t he

"master race~ and their belief that they we r e superior

to all others, menially. physically and socially; to that

end his father encouraged him to develop his body and

mind and to learn the piano. By the time he was ready

for college Von Geist had read dOlens of books on psy-

chology and philosophy, always proving t o himself the

inferlorlly of any other "'ay of Ilfe or manner of t hought.

Strengt h and the right he wa s taught tha t was his

to express that strength bred a cruel child. The seed

of paranoia ""as also plamed early. Von Glest ' s father

instructed him to keep his Nazi philosophy secret unt il

he was a man. At that lime, he would cominue the

fight , develop a follOWIng and fan the flames of Naziism

anew.

Traveling to South America with his father, Max

the young adult, WllS introduced to many former Nati's.

It was then that Von Giest recei ved his special training

fr om the elite Nali old guard. He was sho""n how to deal

out death and tonure o n a daily basis. Many uneducated

local peasams were selected as models for his education.

The use of weapons and explosh'es, as well as smuggling

and guerrilla tactics, were taught. Adrenalln flowed through

Von Geist's veins; he could now do what he had to do.

No", the remaining fragments of the Third Reich would
10 4

Too sman to become involved in using drugs, he THE SOLDIERS
saved the large sums he wa s being paid and hired some
The mercenaries, thu gs. and Nazi's that comprise
men. He then t r ained the men in sm uggl ing tac ti cs and Von Geist's army are or iented lOward guerrilla warfare,
collected a portion o f their pay after he gOt them work. special assaults. smuggling and other co ven operati ons.
Soon he had f ormed a small arm y of about 200 men; Basic Requirements: I.Q. 8 or higher, P.S. 9 or higher,
any alignment, bu t pred o mlllalely evil o r selfish.
mercenaries, Nazi fanati cs aod thugs. Not long after that, Basic Trained Skills: W.P. automa t ic pist ol, W.P. military
he had a secre t base camp built, partly undergr ou nd, o n rifle, W.P. knife, hand t o hand: basic or expert (50% o f
the South Amer ican coas t . Now he was ready to do his all merc enaries are train ed In hand to hand: assassin or
martial an si, prowl and some sort o f physical trainin g
work. The drug smuggling continued, but he added ex- {weight lifting and general athletics are com mon!. Other
tOrllOn, kidnapping, assassination, t heft and terr ori sm t o skills might incl ude, pick locks, su rveillan ce systems, inves-
his JiSt of activi t ies. M ost of these jobs he did fo r hire, tigative, medica l: first aid, any other weapon proficiencies,
Ihe rest ......ere hiS o " n plan to deslroy those wh o might pilOling skills (especially slllgie en gine, twin en gine. sm811
Inhibll his rise to power. SIUJ deslrtng to be the true jet planes and hel icopter) an d physical sk i lls (especially
boxing, wr es tling, c [imblll g and swimm i ng).
Aryan, he no" sail. that gaimng personal wealth was the
key to power. Perhaps he could still resurrect the pure
Nazi Ideals, bUI that had noll. become only a basis for
his orientation and methods; not a g~al.

As the scope of hiS activities have gr o \l,'o, so has

the concern of those at New Haven, The Just ice Machine

has successfull) fOIled one major operation of Von Geist's

and is ready to do so again, It seems that his recent
stealing of some experimental energy weapon prOlOtypes,

the Hector IV robot and other high t echnology [terns,
has brought him internatlona[ attent ion. All the beller
to Von Geist who IS now considering adding super villains
to his organlzall on, NOt surprisingly, these bold moves
have won him about 300 sympathizers In the c r iminal
underworld.

VON GEIST'S AR MY

V"n Geist's neo-Na71 orgalllzation conSists [argelv
of mercenaries, militant youn~ NaZi's and thugs, lured
by the po t enua[ o f greal wealth an d po wer. The arm)
IS only about 200 Strong bu t are generall y well trained
with several Veteran mercenaTies in their ranks. EveD
the non-professlona[ mercenaries are fairly well trained
and seasoned by some degree o f aClion in the field. Von
Geist and his men have expended a lot of energy supp[ylng
arms and military assistance t o a number o f Interested
parties In South America. They are also skilled i n para~
military strikes, drug runnIng and smuggling o f all kinds.

Based in South Amerlca, Von Geist' s opperations
have a great deg ree of flexibi[ity In the o ften war lOrn
and pol itically corrupt country. This also makes him cen-
trally located in a turbulent country t olerant of his indis-
cretion, placing him conveniently near North America
and Africa; twO major areas of activity, yet outside the
reach of their [a " '.

Recently th e Nazi's have become inc re asingly bold,
ex t ending operations to incl ude industrial espionage and
terrorism . Von Geist has decided II ' S time 10 [et th e
world kno '" that he exists by pulling a number of daring
robberies and acts o f terr orism in the Uni ted States.
U[timately he seeks immense weal th, powe r and immortality,
the latter being the most ImpOTlant. To achieve his III
gotten glory, he pJans on initia ti ng several cl ever schemes
thtH Wi ll embarass th e U.S. government pr oviding him
the recognit ion he c r aves. These schemes will inc lude
a f alse nuclear bomb scare, kidnapping, destruc tion o f
government pr operty and a variety o f "fa[se" leads and
t hreats. Pending the succ ess o f these incident s (that' s
a hint game masters), they will be followed by a series
of new activi t ies aimed al more destructive and profitable
endeavors. Von Ge ist is al so seri ously looking 1O include
super po we red indivldu a[s In hi s organization. NOTE:
Since the Justice Mac hine has already foiled one o f his
plots (J,M. annual) they, and Ne'" Haven, wili be the brunt
of his revenge in future schemes.

105

Weapons Explosive Projectiles: Ran ge: 90ft, Rate o f fire: 4 per
me lee, Damage: S-36, Clip Load: 12 each. These c artridges
The use of a particular weapon varies depending are fired from each weapon appendage.
on the sit uation. Conventional arm s are mOSt common,
particularl v 9mm and .4$ calibre ",eaponsipiSlOlsJrevolvers, Smoke Bomb Spr ay: Range: 3ft, fills a 30sQ. h. area.
AK- 4 7 rifles, grenades and blade weapons. Special st r ike bli ndi ng th ose in or on the o ther Side o f the smoke cloud

for('es may Include the use o f sub-machine guns, explosives, !looking Int o It); -2 t o strike, parry and dodge. Capacity
special gimm ic ks, and energy we apons (standard ion weapons for only three clouds.
and an occasional laser rifle. SEE H. U. rule book).

UNIFORM AND BODY ARMOUR

The standard uniform has a basic padded vest pro-
t ecting the chest and back: A.R. 8. 5.D.C. 1$. A helmet
that can be fllted wllh a radio COmmUnlcation unit Is
also part of the standard uniform. Standard issue includes
a knife, automatic pistol. AK-47.

GAME MAsrER NOTE

You can use Ihe follo"'ln8 basic stats in randomly

generating N.P.C. Nati ' s. Average: I.Q. 9, P.S. 17, P.P. 12

Spd. I S, P.E. 12; Average S.D. C.: 40, HII Poims: P.E.

I each level of experience. Hand t o Hand:

'~,~.~;!~C"~:'~'t. Determination o f experience
-I with a roll of one being first

level, twO being second level , and so on up t o six bein g

Sixth level.

Hector IV

THE HECTOR IV ASSAULT DROID

Uector IV is a r obo t proto-type deSign stolen by

Von Geist and curre nt ly used in hiS mercenar) activities.

fortunatel) , Von Geist lacks t he facili ties and e xperti se

t o mass these deadly bailie droids (he has only

I The drold is quick, silent and

Standard items,

other

8thn8dn vocabula ry, !~:: ~~~~~::' ~ Tracking ComsbyanttheSskizilelsr

(combat kn owl edge, Languages (81, Speci al

Invest igative Skill. Artlfictal Imelligence.

S.D. C. 300, Wei ght:

Special Additions

Air Propelled Hover Jets: maximum speed: SOmph.

Booster Jets fo r added mobility and shorl bursts of speed.

Maximum speed I 20m ph, durati on: five minutes.

Rotating Body Parts: w eapon appendages can rotate in

a comple te 360 degree ci rcle.

OptiCS
Telescopic: Range 1200ft; fi eld of Vision Sft radiu s.

Nightsight: Amplified light sys t em to see clearl y in the
dark: Ran ge SOOh,
Infra- Red and Ultra- Vi o let sees in tha t spect rum of light.

Targeting Sight: super imposes target c r oss-hairs.

Sensors
- - -Include !-leat. Mo tio n, Radiatio n, Radar (5 mile rangel.

Radio Com-Link !transmitter and receiver. 4 mile range),
Micro Cameras 124 shoul. ~See H. U. rule book. page
41, for detailed descripllon).
\\ eapons
La ser Rod: Range 420ft, Rate o f fire 4 per melee, Dam-
age: 4-2 4, Ener g}' Capacity: 20 charges. The beam emitS

from the eye pla t e.
Ion Blaster (two): Range 300!!, Rate o f fire: 4 per melee,
Damage: 3-18, Energy Capacity': 24 charges. The beam s

are fi r ed from each ", eapon appendage.
Elec tri cal Charge: Range: 10 ft, Rate o f fire: 4 per melee,
Damage: varies, 1- 4, 1-8, 2- i2, 3- 18 or 4-24. Energy

Capacity: 24 light charges o r 13 heavy.

NOTE: See H.U. rul e book, page 42, f or detailed weapon

desc ri ption. 106

,.

•0 c 0
"0 .,'
,
• •.. •,' • •
0G
o· 0

• " , •0 •

.. • o·
• • •0

0 • 0• ,0

0

WOUl.D YOU

LOOK AT THAT
NEEDLE TUMP OFF

-n.4E GAUGE!

107

_..

.• .

-. . .

.' -. .'.

108

10 9

· ·-I FEAft. 1: W~LL
HAVE TO DO WHAT I
HAVE S'NORN NE"V~

TO DO!

110

The Adventure Scenario
., .~ '."".,,,,-....,

, ~,, ·," A

THE SCENARIO

The crl$ls Is clear, the danger Immediate; st range, t o stasis sleep? This could lead to the c haracters fleeing

powe rful subterranean creatures have gained access 10 New Haven or having to prove themselves loyal , honorable

New Haven through the larges! o f the geothermic power and capable human beings while on probation. This could

tunnels. Wh y Ihey attack is unknown to the people o f be especially Interesting for ex-c riminals trying to turn

New Haven. What Is girmly apparem is Ihal they are a new lea f. This situatio n also makes It possible to Incor-

extremely host ile and deadly foes ben t on wreaking havoc porate any kind of superbelng , from bioniC t o alien, with

and death. The situation Is compounded by the fact that evil alignments or scrupul ous good.

both the justice Machine and the free force a re a wa y Another Opt ion is playing existing, pre-defined char-

from New Haven and not likely to return in time 10 De acters. Likely chara c ters for this scena rio could include

of aid even I f t hey could be located. The sa vage c reatures the Puma, Nebo, the f orever man, the Wanderer, Master

must be contained and e.~pelled before they c an severely Mind, Warhead, Nightshade, Killgore, Doctor Vargos, or

damage the geothermic power ceme r or the rest o f New even Blood Mast er /though nOt likely). The only problem

Haven. Already there are a dozen dead and three times with playing any o f these cha ract er s Is that they are

as many injured. It's unlike ly that the sec urity force generally ver y high level o r powerful and coul d be di fficult

can restrain th ese Inhuman creatur es without sustaining to play in an extensive campaig n. This is especially t rue

severe casual ties (If they can stop them at alII. Conse· with an Inexperienced game master or player s. However.

quently. Hammet Dash has made a desperate deCIsion these cha rac ters could be a load of fun if played as a

to release a handful of superhuman Individuals from their one-shot, isolated game or mini-series.

slasis sleep. f or t he peopl e playing t he Justi c e M achi ne or free

This Is an opportunity for a game master to begin f or c e, fear not, you c an play In this scenario. Ho w?

his campaign and Int r oduc e new superpowered player cha r - Easy, the c haracters unexpectedly return to New Haven

acters intO the New Haven/lustice Machine envi ron ment. early finding the place locked In tu r moil. Ru shi ng to

[ mUSI poinl ou t tha t not all the people locked Int o stasis the geothermic po wer c enter. th ey have the opportunity

are evi l or c ri minals. Many are cha r ac ters who su ffer of enc ountering a wandering Lava Man and the villain

from emotional shock, confusion or disability that have Dar k ling raIding New haven of ilS secret s (see the Darkling

yet to be corrected. Game masters should incorporat e scenario coming up nex t).

these elements Initially. resol ving them In (uwre adven- While New Haven security forces are struggling to

tures. One of the Immedi ate predicaments will be what 's contai n the lava-men In the geo-thermlc center and the
done wi th these charac ters after the conflic t. Will they r est o f the populat ion have taken to shelters; Da rkling
be allowed to /oln the fo r ces of New Haven o r sen t back has set OUI to st eal several t Op secret plans. By having

I II

The Justice Machine characters can be very fun

to play and, although they tend to be powerful and high

level, they are less difficult to play than some o f the

other more outlandish cha r acters. The same is true with

the lava· men do his dirty work, no one should suspect the free force who are mid-level characters. G.M.'s

any foul play until he's safely resumed his civilian identity. and players should feel fr ee to play any of these characters

The lava·men obey simple hand geStures and are directed advancing their direction and growth as they deem appro-

by Darkling's emotion manipulation. For eltample, by priate within the conteu of their individual game,

instilling a feeling of hate or anger toward a particular

person(s), he can manipulate the c reatures to attack that THE DARKLING SUB-PLOT

person(s).

It 's pure happen·stance that our heroes, whoever During the confusion of the Lava·men's assault,

they may be, stumble upon Darkling In the middle of an unscrupulous native of New Haven decides to take

a robbery. The lava·men have already slain tWO guards advantage of the turmoil by stealing the plans for several

and incapacitated seven other s, while another dozen are experimental advances In robotics and bionics. It is imper -

locked In an adjoining room. Darkling stands triumphant ative that he be stopped. for the i nformation must NOT

with plans describing new surgical techniques for bionic fall into the hands of anyone who will twist these advances
to evil purposes.
implantS In one hand and a stolerl ion rifle In the o ther

(a co mm orlly used weapon by New Haverl security soldiers).

At his feet Is a portfolio cas e Wit h the tell·tale lrlsignias DARKLING

of the robotics division and security seal. Irl the case Roger Trenton

are the plans for an eltperimental robot. Plans that cannot : Miscreant

fall IntO the wrong hands without deadly consequences. I.Q. 15, M.E. 20, M.A. 8, P.S. 18, P.P. II,

Darkling is a capable (ighter, well versed in the 10, Spd. 12.
martial arts and in good physical condition (in addition
M ale Weight : 150 He ight: Sf, l Oin

to his psionic abilities and influence over the lava-menl. 3 I 5.D.C.: 64

He has no Intentions of surrendering himself or the plans. Greeay,--d'eceitful. quick tempered. grumpy.

fearing captu re will lead to his imprisonment in the noto- ~~~f~1f.~~. Cocky and mean.
rious stasis sleep, he will fight viciously without mercy,
using every dirty trick In the book. More likely than I i : MI.uSt.aPn. t 7P8s. ionEicctoplasmic Arm: range: 30ft,

not he will try to deploy his subterranean pawns to cover duration: 20 minutes, I.S.P. COS t : 8; creates a vaporous

him while he makes his escape. Game Masters use your arm up to 30ft away, adds one eura physical attack.

discret ion as to specific tactics and actual comba t. Don't Empa t hiC Transfer: allows the psionic to pr oject false

forget his o ther psiOniC power s such as the ectOplasmic emotions into another person. Range: 120ft. du rat ion:
arm, which can be used to strike from behind o r hide 2~12 minutes, I.S.P. cost: 6; sta ndard. saving throw. (See

the plans while atl eyes are on him or the lava monsters. H.U., pg. 70 for descriptions). I.S.P.

The Immediat e dilemma for our her oes is determining cost: 2, range: 12ft. Resist

a COurse o f action. Do they stay and StOp this mysterious Fat igue are his other j J

vJllain or do they let him get awa y while th ey hurry to Level of Ellperience: 5th

assist In the containment of the main lava·man assault Level of Education: Special Training

at the geothermic power center ? Since this man is obviously Scholastlce Bonus: ·20%

cont rolling the lava·men in this room the heroes might Occupation: Medical Technician

wonder If he's actually their leade r or the master-mind Scholastic Skills (all include scholastic bonuses)

behind the assault on New Haven. Delaying to capture Basic Math 98%

the man will jeopardi ze coun t less lives, yet letting him Geometry 98%

go could be JUSt as danger ous, even worse if he turns Algebra 98%

the stolen plans over to an evil fo r ce. Of course, i f Biology 98%

the vi llain can be dispatched immediately they will have Writing: Fiction 85%

averted two crises! Bolting (high school)

G.M. NOTE: the secrets Darkling is stealing will Chemistry 85%

have serious repercussions on New Haven as well as the Chemis tr y: Analytical 75 %

world. Potential buyers of the plans could include: Von Radiation Technology: Medical 75%

Geist's Nazi group or the Dominator s, In addition to the T rigonometry 95%

mor e con ventional poli ti cal sour ces or perhaps an or gani- Calculus 98%

zation o f your own design. Physics 70%

112

Secondary Skills ,,,. Lava Men
Electronics: Basic ,",'%.
Computer Operation The lava-men are a semi-Inteltlgent race of savage,
Computer Programming subterranean gaints who act more on instinct and emotion
than logic or reason. Apparently they somehow gained
Pick Locks '0% access to one or more o f the larger geotherm ic power
tunnels that run deep In t o the earth. Climbing up into
Pilot: Automatic 98% what seemed a ve ry allen wor ld the lava men struck out
In violence. Ext remely aggressive and territorial. the
Pilot: MOlor/Speed Boat 88% lava- men have seemingly claimed the power plant as
theirs, slaying anyone ....ho opposes them. The immediate
Hand to Hand: Manial c risis that threatens New Haven Is tha t the subterranean
c reatures' rampage of destruction could do Irrepa rable
General Athletics damage to the power plant which would severely Impair
the ent ire city. Furthermore, if they can't be contaIned,
Swimming Basic 98C!b they could kill and Injure thousands of people as well
as do hundreds of milllons of dollars in damage. Even
W.P. AutomOllc Pistol though the entire area has been sealed off, the creatures
seem to possess the power to penetrate conventional bar-
Combat Skills !Include all bonuses) rie rs while even energy weapons have proven to be inef-
fective against their natural body armou r. Since all at-
Attacks per Melee: five hand to hand (plus ectoplasmic temps at com munication have proven futile, It's clear
that New Haven will have to d raw upon superhuman re-
arm when applicable) , or Four psionic. sources to survive this bizarre Invasion. Approximately
300 lava- men have invaded the power plant, with the
Bonuses to Strike 03, Parry oS, Dodge .5, Damage .3, possibility of several hundred more a rriving unless they
can be repelled and the access tunnels sealed.
Roil .....Ilh Punch or Fall .5. Pull Punch -4, Save vs Psionic
The follOWing are the statistics common to !!l lava-
Attack .3.
men. Mutation and power variations are rare among these
Karate Kick does 1-8 damage. genetically stable c reatures. The attributes. hit points,
5.D.C. and experience levels, all represent the ave r a ge
Body BlockfTackle does 1-4 damage. or typical lava man.

Koock. Out/Stun on a natural 20. THE LAVA·MEN

I ~~~',:"'Roger Tremon, a.k.B. Da rkling is a seedy.
~ who believes the world owes him for

he has suffered. Actually Tremon has been

quite fortunate, but he [s so petty. bluer and selfish that

he feels dow ntrodden. A laboratory technician of some

skill, he has assisted In many special projectS ....ith such

nolables as Doctor Von Croft, Doctor Weekly and even

Hammet Dash. Ho....ever. he has consistent ly Inftated

his own Importance and subsequently resents not getting

the credit or recognnion he feels he deserves for his

efforts. Consumed by his delusions and greed Trenton

will don a black skHype mask, black shirt and suit, trans·

forming himself into the Villain called Dark!!ng (as in

the darkling son of New Haven).

Trenton has never revealed !O anyone that he pos·

sesses mutant pSIOnic abilities. Abilities he uses only

as Darkling. Up until now he has used those powers for

peuv revenge, pranks and insignificant theft; subtle tests Alignment: Anarchist

to ascertain the full range o f his psionic abilities. Tests Att ribut es: I. Q. 6, M.E. 18, M.A. 8, P.S. 24 (minimum

that have led him !O believe that he's now ready to grad· 18, maximum 30), P.P. 14, P.E. 20, P.B. 8, Spd. 10.

uate !O bigger things. The lava- men's attack has Simply Ave r age Age: 30 Asexual We ight: 600lbs

provided him the perfect cover to make his big move. Height: 8ft Average Hit Points: 40 5.D.C.: 300

The Scenario A.R.: 14

Darkling has used his empathic t r ansfer po wers to 15i$pOsition: Aggressive, hostile, easily aggravated, natural

manipulate a handful of lava-men to aid him in his treach· predators, merciless In combat: will fight to the death.

ery. (Game master's use your dIScretion as to the exact Appea r to be dr iven by Instinct and emotion.

number of lava-men depending on the number and strength Po we r Category: Allen

of the player characters. I recommend a t least tWO and sNuapteurrhael roAbfitlaitmiees: ~~~~Jl~f;j~~ {cIonmclpuodsinedg

no more than six). The lava·men, who communicate em-

pathically, are particularly receptive !O Da rkling ' s empa thi c of some sort of living i 14 (this

manipulation. Ironicatly Darktlng's unique empa t hic nature means tha t rolls t o stri ke that are 14 o r less may hit

could enable him to turn most, If not all. o f the marauding but do NO da mage. Only rolls to stri ke of 15 or higher

subterranean c reatures. Instead he has elected to serve hi t and do da mage ). Punches, bullets, explosives, energy

his own self Interest letting New Haven fend for Itself. wea pons and elect r icity only do half their r'l() r mal damage

A sequence variation: Game mas ters should feel free (even if a 15 o r higher Is rolled). Magne t ism, cold and

to situate events as you desire. Instead o f having the psionics can be ext remely effective wea pons agains t these

simul taneous conflict, you might elect to have your heroes c reatures. having full effect on them. Communication be ·

discover Darkllng after the majority of the lava-m en have t Ween the lava-men is achieved th ro ugh a for m of e mpa th y:

been pus hed bac k to thei r sub terranean home. The heroes, Range: 180h, No I.S.P. needed; no ot her psionic abilities

battered, beaten and exhausted, stumble upon Darkling are possible: func t io ns exactly like the psionic po we r des-

on their wa y to sick bay o r perhaps on simple patrol !O c r ibed In the Heroes Unlimited rule 70.

make certain no lava-men have gotten th is fa r (NOTE: Super Power: Is a variation o f th~'.~~i'f:~~~'¥;!;!!-!~

Bionic research Is located In the Sick bay/medical resea rc h Earth super powe r descrIbed In

area). At full st rength the heroes could handle the situa- ~and 106.

tion without great diffic u lt y, but now they are extremely Earth (range:

taxed; an edge that will work to Darklings favor. we ll the

Another Interestng factor, with the com plication book,

o f the Darkling situation, is how Hammet Dash will reac t

to the decisio ns (and possible failu re) of any unp roven

or criminal characters released from stasis !O a id In the

repelling of the lava·men. Dash Is nOt an extremely com-

passIonate o r understanding man; thuS he may view these

heroes' actions as Irresponsible, foolhardy o r suspicious.

"'

anyone else In New Haven are aware of the lava-men's
susceptibility to cold. Of course. while the c reatures
can't sur vive for long on the Earth's surface, they can

sur face long enough to wreak total destruction and mayhem.
The lava-men are not intentionally evil or c ruel

but driven by instinct to destroy any creatures unlike
them. frighteningly their only purpose seems to be to

fight and reproduce. They have no concept of skills.
power, wealth, fame, good o r evil. They have no socie ty
as we know it , but they do roam together In groups that

can number Into the tens of thousands. Likewise they
exhibit no hostJlJty what soe ver to ward their own kind,
only flon-Iava-men.

' HE PLOT THICKENS (or Who are those guys?)

Presumably the lava men have stumbled across New

Haven by accident, but this is not entirely true. The

assault was actually arranged by tWO other creatures (see

Skills page three of the "Attack o f the Lava Men" introductory
comic strip. The bottom panel hints that there is a much
Only applicable skiJJ equivalents are listed. more Insidious hand Involved).

Hand to Hand: BasIc One o f the creatures Is of the same subterranean
race as the villain Vesuvius of the DominatOrs. Like
ClimblnJ 62/72'1& the lava-men, these people have existed long before the
time of man, deep within the earth. However, continual
Combat SkJJJs (aH Donuses Included) conflict with the savage lava-men, who instinctively hunt
and destroy c reatures not like themselves, have nearly
Attacks per Melee: four annihilated Iheir fellow subterraneans.

Bonuses to Strike ·2, Parry ..2, Dodge -I, Damage ..9. Physically these other subterranean humanoids resemble
more handsomely sculpted lava-men. They appear to be
RolJ with Punch Of'" faIJ ..2. PUU Punch ..2, Save vs Psionic composed of a living miner al substance, creating a thick,
rock-like, body armour (A.R. 14, 5.D.C. 300). They tOO
Attack ·2, Save vs Toxin ..3, Save vs Coma/Death -9. are impervious to fire and heat and possess superpowers
that enable them to cont rol fjre. They are not quite
Crush/Squeeze does 1-6 damage (plus damage bonus) as power ful In raw strength , rarely exceeding P.S. 24
(20 Is the norm). Emotionally they tend to be aggressive,
Punch does 1·8 damage (pius damage Donus) hostile, arrogant , Insensitive and savage by most human

Can Carry or Throw up to 1200tbs: lift up to 2400lbs
(average).

NOTE: Lava-men are generally heavy and slow to perform

any acts of agility such as gymnastics, kicks or other

maneuvers. Nor do they seem to use any weapons except

for the occasional hurled object or blun t object used as

an Impromptu club.

The Lava-men are unskilled primi tives standards. Intellectually they are about on the same level
as humans (although I.Q. statS never go beyond 18 with
the bowels o f the earth. Thei r physiology 9 being the nor m. This means no bonus die roll if a
17 o r 18 Is r olled when creat i ng these creatures).
Is totally allen to human understanding as they appear
This particular creature Tannr, Is particularly aggres-
to be composed o f some kind of Ilving mineral substance. sive, to the point that he has been dr iven from his tribe
for repeatedly challengi ng Its leader. Tannr has decided
AJI lava-men (a human reference name) have no sexual that his people can no longer endure their eternal battle
with the lava-men and must seek an alternative to the
distinctions with one looking very much Ilke another.
nurturing warmth of the inner earth. As fate would have
Reproduction occurs only in extreme heat. usually In a il. he has discovered a being who has revealed marvelous
secrets to him. Secrets about the surface world dominated
lava pit. Two Indistinguishable (to human eyes anyway)
by the puny creatures called humans. He has learned
lava-creatures submerge themselves completely in a pool of the magic of technology and the ability to c reate ani-
ficlal heal sources by the names of thermo-nuclear, solar
of lava, a momh later they emerge with a rock-like egg and geothermic energy. These are the wonders the puny
surface ones can command . . . powers that will make
about t wo feet In diameter. The egg Is set aside and
them the !)erfect slaves. Tannr's people can survive much
forgotten with neither parent ever returning to it. A longer on the su rface than their lava- men cousins: up
to three weeks without III affect. After that time they
month later the egg hatches reveallng a miniature version fall Into a death-like coma and die within one to four
weeks unless i mmersed in life giving heat. However.
of the parents. The young one has its full instincts and
I f the subterraneans are periodically bathed In in tense
functions without Instructi on or care. Within one year
heat {as Infrequently as five or si x hours every tWO weeksl,
the creature will have reached full maturity. As for
they can survive on the surface Indefinitely. These sub-
sustenance, the crea tures seem to convert heat energy terranean beings also have the capability to vocalize as
well as comprehend o ther languages.
internally. The energy conversion Is a con tinual process

that works whether the creatures are active or dormant.

However, this means they need a cons tant extreme heat

source. Without the energy source, the creatures will

fall Into a state of hybernatlon within five days and die

within a month unleu 3 heat source is provided. [n temp-

eratures below freezing the lava-men will fall into hyber-

nation within three days and within 24 hours If tem-

penHures are sub-zero. Unfortunately, Hammet Dash nor

'"

Tannr's ally is an e xtra-terrestrial being who was
conducting a geological study of the planet Earth 300,000
yea rs ago. A freak mishap immobilized the subterranean
digger and killed all on board except fo r him. Trapped
miles below the planet' s surface, it pi aced itself In a

stasis field where it has lain dormant until recently dis-
covered by Tannr. With Tannr' s assistance It was able
to make Its way to the surface where It found the planet

to be inhabited by humans. Immediately an evil plan
was conceived to undermine the human race. The ext ra-
terrestrial was easily abie to convince Tannr of his people's
superiority over humankind and that it was his place to
lead his people against the surface dwellers. Once con-

quered, the surviving humans would be forced to serve
them as slaves to transform the surface Into a more habit-
able environment for the subterraneans. The alien assured
Tannr that what knowledge of science they might lack
In building the artifically heated environments for the
subterraneans, he possessed and would gladly supply. To

bolster Tannr's confidence, the alien decided a display
of superiority was required. The underground human city
(New Havenl Tannr had accidently discovered a few yea rs
earlier would be perfect. Better yet, the alien used its
psionic abillties to turn Tannr's very enemy, the lava-
men. into their tools of war.

r

I

: Tannr l,\ ..J/
Miscreant
I.Q. II, M.E. 9, M.A. 12, P.S. 22, P.P. 13, ";;""!!'-"O: Tannr is an aggressive, mean, arrogant

10, Spd. 10. :;;; longs to rule over his people. Manip-
Male Weight: 500lbs Height: 8ft ulated by the Runner, he has decided that the surface
54 5.D.C.; 300 A.R.: 14 world can be conquered, its people enslaved and ItS surface
Disposition: Aggressive, impudent~ky, arrogant, c raves converted to a suitable environment. This will be achieved,
power. wit!'! the aid of the empathic/telepathic Runner by manip-
ulating his people's greatest enemies the lava-men, into
Power Category: Allen attacking the surface world. Of course the Runner and
Super Power: Alter Physical Structure: fire. Add 200 Tannr have additional ideas for world conquest, but the
SoD.C. when aflame; impervious to rire and heat. Powers lava-men's assault is {he first phase. The anack o n New
Include: Radiate Heat, fire Ball , continuous Bolt of flame, Haven was Just a small test run. Game Masters, feel
Wall or Circle of flame and Super Nova . Tannr (as with free to take this as far as you want to. The allegiance
between Tannr and the Runner Is quite strong, with both
.!l!. subterraneans) CANNOT fly!! When not aflame he surprisingly helpful and tolerant of each other.

appears to be a dark. red stone giant . See H.U. rule book,
pages 100-101 for complete power description. Also see
the description of the villain Vesuvius.
Level of Experience: 7th

Level of Education: High School
Scholastic Bonus: .5%
Occupation: Warrior

Scnolastlc Skills fall include scholastic bonuses}

Basic Math 98%

Hand to Hand: Expert

Wrestling

W.P. Blunt

Cli mbing 91/98%

,,%I are at 3rd level profidencies)
,,,,,,%%%
Mammals
Energy Sources

C~"~~,,,E,,',,rtOh pEenragtliisOhn 67%

m.
All secondary skills have been taught by the Runner.

bonuses are included)
Sill;

Bonuses to Strike .3, PalTY ..2, Dodge .1. Damage .10,
Roll with Punch or fall ..4, Pull Punch .2.

Kick Attack does 1-8 damage (plus damage bonuses)
Pin/Incapacitate (by holdIng) with a roll of 18-19-20.
Crush/Squeeze does 1-4 damage (plus damage bonus )
Body Blockrrackle does 1-4 damage (plus damage bonus).
NOTE: Don't fo rget his additional 200 S.D.C. when aflame.

115

periments to c reate a superior breed of man that would

spa w n the Mechanolds. Originally designed to better with-

stand the rigors of space exploration, the frail human

creature s were genetically rec onstructed and reinforced

with advanced robotics; c reating the ultimate cybor g.

The experime ms were perhaps tOO successful, for it c reated

a new type of crea ture, a creatur e tOO far removed from

the realm o f humani t y. The new life form soon proved

t o be superio r to Its creator In every way and although

these quasi-mechanoids were both loyal and benevolent ,

their presence Instilled only suspicion and hatred among

their human creators. Eventually the paranOia provoked

the humans to destroy that whi ch they had created. How-

ever. the new life fled; wracked in confusion and sorrow.

In a futile attempt to appease their creatOrs. the

new life gathered great knowledge from every corner

of their galaxy. They achieved In a few brief centuries

what man could nOt have attained in a thousand. During

that time they also made great strides in Improving both

cheir genetic and robotic slTucture. When they returned

home the new life appeared even more allen chan before

thei r departure and were greeted with horrendous animos-

ity. The agony of rejection, the fea r , the hatred, were

all magnIfied by their empathic nature and forever Ingrained

withi n the racial memory that would corrupt every Mechan-

oid to come. Eventually the humans and the new li fe

(Mechanoidsl clashed in a long and bloody battle that

saw the Mechanoid rise triumphant over the ashes of

its creatOrs. Human-kind had create<! them. deserted

them , and tried to destroy them; ye t it was they who

proved superior. No longer would they tolera te such degr a-

dation at the hands of infer io rs. The new life had been

inscilJed with a bloodlust that would never be scated.

The Mechanoid nightmare had begun.

The Insane hatred for humanoid life is likely to be

a genetic defect perpetuated by continual cloning of the

same flawed DNA structure, and s[[m ulated and eJl;aggerated

by rac ial memory and psionic empathy passed on from

generat ion to generation.

The Runner, currently on Earth, was one o f several

exploring the miner al rich plane t to decide whether It

was ripe fo r mining dissectIon; a process In wh ich the

planet Is actually spilt IntO sections llke an orange and

processed. Somehow the ~Digger" that the Runner was

aboar d sei zed up, becoming immobile, followed by the

f reak destruc tion of the entire cre w except for a handful

of robots and the one Runner. The Incredible power sour ce

still Intact, all sys tems were sh ut down and channeled

Madness from a Distant Star exclusively to a single stasis chamber. Placing itself
In stasis, the haleful allen laid dormant for 300,000 years

Undoubtedly the questions on most reader's minds until Tannr accidently disrupted the nearly eJl;hausted energy
are why would this aHen conceive such a maniacal plot? supply; awakenIng the Runner to an unsuspecting world.
What could It possibly hope to achieve? The answer is Driven by Its hatred for human life, it is determined to
simple and terrifying: genocide. Fate has played a cruel destroy, or at least disrupt, the world around It. Tannr
trick on the planet Earth. for it has placed a M echanoid his people, and the lava-men are the ideal pawns for
Runner in the midst of B low level, technological human its innial plans. NOTE: the digger, like all Mechanoids,
society. The only promising aspect is that It is alone. was part machine and part living creature. Since the
Jiving creature is dead, It would be impossible to reactivate
The Mechanoids are an ancient race of c r eatures the giant device. The computer sys tem is also annihilated.
renowned for their unrivaled technology, power and evil.

Their c ruelty quickly became a thing of legend as they

swept the universe, hunting out and ex terminating entire

wo r lds. Their experiments on humanoid life fo r ms are

far more hideous than Doctor Von Croft's worSt night- THE RUNNER

mares. The Mechanoids are a r ace of merciless, megalo- Real Name: None

maniacs with but three all consuming purposes: expansion, Alignment: Diabolic

knowledge and the termination o f all human life. If the Attributes: I.Q. 20, M.E. 20, M.A. 16, P.S. 24, P.P. IS,

Mechanoids power s rival the gods then they are mad gods; P.E. 16, P.B. 8, Spd. ISmph.

god beings without mercy, justice o r compassion. A male- 300,210 Asexual Weight : 4600lbs Height: 15ft

volent force consumed in uner hatred and contempt fo r lOft Width: Sft Hit Points: 44 5.D.C. : 200

all living things. A devour ing madness that makes them ~~!!'~',,::Mean, cruel, sadistic, extremely hostile toward
view humanity, its cousins, and its allies as all being a
pan of a hideous, malignant cancer that must be termi- It's a careful planner and clever strategi st,

nated. Total genocide of all humanoid life and its sym- Robo t ics and Psionics

pathizers wherever it's found. i 690 I.S.P., 12th level proficiency; psionic

Ironically, the Mechanoid' s ancestry is rooted in attacks per melee: seven. Abilltiell Include: Bio-Regeneration,

human (humanoid) origin. A people whose only true fla w empathy, teleki nesis Bnd Telepathy and ALL secondary

was their Insatiable quest for knowledge, Irregardless of psi powers. (SEE H.U. rule book, pgs 69-75 for exact power

the COSt. It would be their genetic reconstruction eJl;- "' descriptions).

Runner

Robotic/Bionic Enhancement Include: /A.R. Computer Programming
Computer Repair
14, 5.D.C. 300), Impervious to heat, Con~ Biology
Anth ropology
stTuction: all s tandard items; basic environmental Dody
Medical Doctor
armour, life support system, independent oxygen supply Microbiology
Su r geon
and recirculation system (indefinite capaCity), superior Specialist (genetic reconstruction, cloning, neurology, neuro-
radiation shielding, insulation (electrical attacks do 1/3
damage), coolant circulatory syste m. surgery, bionic implants)
Special Additions
Augmented Upper Body Strength: equal to P.S. 24, ..9 Pathology
Radiation T,«',"olo.:1' Medical
to damage.
Augmented Lower Body Strength: equal to P.S. 24, enables

the Runner to leap 12 feet long or 12 feet high.

Speed: 15mph. 89%
Locking Body Jolou lall)
,8,9%%
Opt'Ci
ALL See H.U. rule book pg. 41) 65%
Sensors
ALL (See H. U rule book pg. 41) Audio Communications 69%

Combat Skills {all bonuses are Included)

Weapons Auacks per Melee: Three hand to hand, or Seven psionic

Laser Rod: the Runner's left hand Is a high Intensity laser Bonuses to Strike hand to hand or with laser .2, Parry ·3,
intended u both a tool and weapon. Damage: varies,
doing 1-6, 3·18 or 5-30; Range: 2400ft. Dodge .1, Damage .9. Roll with Punch o r fall ..4. Pull
Retractable Blades: in each finger of the right hand Is
Punch .2, Save vs Psionlcs ..3, Save vs Toxin .. 1. Save

vs Coma/Death ..5, Ability to Inllmidate 65%.

aI sharp blade that can be e.:uended or retracted Punch or Stomp does 2-12 damage (plus damage bonus).
I blade does 1-4 damage; a fuJI swipe does
bonus). La5ers do 1-6, 3-18 or 5- 30 damage. Range: 2400ft .

Personal Profile: The Runner is the Mechanoid Jack-of-

13th all trades. Ali Runners have a rudimentary knowledge
: Ph .D Medical (specializing in genetics,
o f physics, genetiCS. biology, surgery, electronics, navigation,
EngIneering and Astra Physics.
mechanics, robotics and com munication. The typical

Genetic EngIneer. Runner is an expert In two of these areas; In the c ase
scholastic bonuses)
of this speclfic Runner, It Is an ell.pert in genetiC engi-
':~:~:.:::~~~'tO Earth sciences.
Ali are at neering, surgery and mechanical engineering (specifically
of •
Basic Math the areas of robotics). They are among the few free
Algebra
Geometry thinkers in the Mechaooid society.

Trigonometry This Runner, like most of his kind, is possessed by

an insane hatred of humanoid life and loves to spend ItS

free time conducting hideous biological and genetic experi-

Calc ulus ments on humans. It very much enJoys the thrill of the
Physics
Astrophysics hunt and matching witS with Its Inferior human opponents.
Navigation (space)
Mining Engineering One of the fatal (Jaws of this powerful creature Is that
Electrical Engineering
Computer Technology/Operation It underestimates all humans. This can provide a valuable

edge when forced to confront It. I must point out tha t

the Runner Is not so c razed as to fight to the death or

so egocentric as to make obvious blunders in logic.

117

Mechanoid Oigger

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II'

GAME MASTERS SECTION

~IOW TO PLAY GLOSSAR Y Of TERMS

The Justice Machine game book is !!.£!. a game In Explanation of Terms
itself but a source book to be used with the Super Hero
role-playing game Heroes Unlimited. Although the material f or someone not familiar whh fRP games. there
in this book can be adapted 10 any game sys tem it 15 is often a number of terms which may be confusing.
specifically designed for use whh Heroes Unlimited (avail- As with any hobby, a certain vocabulary has de\·eloped
able 81 most hobby shops or directly from PalladIum Books. with whi ch enthUSiasts converse. Here is a cross seclion
COSt Is $14.95 post paid). and explanauon of the gamer's vocabulary.

[n regard 10 equipmem or other needs, the usual
game requiremems of dice, players and game masl er apply_

USEf"UL GAME JNFORMAT ION GLOSSARY An a!tribule is a category, either menta!
ATTRIBUTE or physical , used to define a certain portion
The following sect ion presents a smattering of game
Information found In the Heroes Unlimited rule book. of a character. The set containing all
The Information which has been excerpt ed is very basic of a character's attributes ddlnes that
character In its most basic form. Altrlbute
material that can be essential to game play and under-
!~~~:~~~2J:',:j:i~~~~!;~~M~~.E.:fPP,/r.Msoe.wn/teasls,
standing. II's been Included to provide quick reference Beauty,
fot players and game maste rs alike. Likewise, players
who bought the Justice Machine source book 10 supplement Spd./Speed.
their own knowledge of the characters or for inclusion
InlO another game system would be lost wnhou t thiS
Information.

"'

CAMPA IGN - A campaign is the term for a long standing a person is a megalomaniac, II doesn't
series o f adventures based on o ne pani cular
world, event, or set of charac ters. Camp- mean thai he is a genius but only
aigns are conduc ted by gamemasters, who that he believes himself 10 be superi or.
are responsible for seiling thing s up and
maintaining continuity. A well conducted PLAYER A player IS a person who pla ys in an FRP
campaign can provide countless hours campaign.
of enjoyment over a long period of time,
ROLL-A -TWENTY -SIDED This means t o roll dic e and
CHARACTER - A ch aracter Is a player's "plaYing piece"
In a role-playing game. In itS most generate a number within
basic form it consists of a set of altn-
bUies whi ch vary depending on the SpeCI fic the staled range. In thlS
game played.
case a number from 1-20

would be obtained.

OEATli Often In conversations among game player s, one ROLL PERCENTILE - ThiS means to generate a number
wi ll hear such phrases as "I gOt killed", "I died". from 01-100. To do thi s 1.... 0
"I chopped off Its head", "We wiped 'em out". ten-sided dice are reqUITed:
one die Indicates the lens and
etc. This can be rather disturbing t o the un- the other the ones.
101Iiated. but, in most cases. these phrases
refer to their characters' actions in the game RUN - This term can mean to conduct a campaign or
or 10 pia)' in a game. Examples: "He runs a cam-
and nOl their real lives. fRP games cannot paign.", "I run in a campaign".
and should not, be classified as being overly
Violent. ThiS is a func ti on of the particular SAVINGS THROW - A system t o give pla ye r s one lasl
chance 10 survive some adverslt}.
gamemaster and his/he r group. and not the By rolllOg under, or over, a cen ain
game IlSelf. value, as 3et by the GM, player$ are
permllled to somehow avoid unpleasant
DICE - All rant as)' role-playing games use dice of one
form or another. Common dice come with circumstances.
four. six, eight. ten, twelve or Iwe nt) sides.
In the context of mosl game rules, these vanous SCENARIO - A speCific adventure or series of events
forms are distinguished by a capital "D", follo.... ed whi ch a GM has drawn up 10 challenge
by a number which indicates the range .... anted. the players wllh. A scenariO can be
for example "OS" would IndiCate an eight-sided as small as one or tW O r oom house, or
die. A number before the "0" indicates ho.... as large as an entire baulefleld.
man) of the required dice one should role,
i.e., "30S" indicates that three eight-Sided dice STAT - An abbreviation for STATISTIC. See ATTRIBUTES.
are to be rolled.

fRP - fanta s} Role-PlaYing games. THE EIGHT A1TRIBUTES

GM - Gamemasters (GMs) are those people who design and
conduct fRP campaigns.

H.U. The abbreviation for Heroes Unlimited which refers
directl y t o the Heroes Unlimited Ro le- PlaYing

Game/Rule book, whi ch Ihis book is meant 10
supplemenl.

J.M. - The abbreviation for the Jusllce Machine superhero CREATING A CHARACTER
team. "J .M. the comiC book" refers to the or iginal

comic book from which most of this book is based.

MEGALOMANIA - This is a menial disorder charac t erized The c reation o f a hero is no small thing and requires
the consideration of several elements. Those elements

bv delusions of grandeur, wealth, po",er include:

etc. ii's important to point ou t that I. ) Determining the eight attributes.

characlers suffer ing from megalomania 2. 1 Hit points and S.D.C.

are nOt Wide eyed, babbling pychopalhs 3.) Type of po we r / abitities !see ra ndom power tablel.
out to rul e the enlire wo rld. People 4.) Alignments

"'ho are megalomaniacs generally en- 5.) Educational level, skills and occupation

Vision themselves as being superior t o

their fell ow man and are dTiven to

prlwe this delUSiOn of grandeur thr ough

their actions. They need the adoral ion

of the masses t o have th eir appare nt

genius, superi ority, acknowledged and

praised. These individuals musl be

the best, . . . not o ne of the beSt or

second best, but the ~ best. Many

great, good and wonderful pe ople

have achieved marvels because of this

Insatiable need to prove themselves

the best. This condition does I'I()t, in

Itself, make a person great no r a

mastermind, it simply spurs the person

10 tTy his besl o r, perhaps, attempt the

impossible. Consequently, jusl because

12.

THE A1TRIBUTES

All characters, whether Ihey are ordinar), humans, would be 1980 ( that's 5940 ft or a little more than a
mutants, or aliens, are composed of eight (8) attributes. mile). Upon reachmg the P.E. limit of I I minules, the
person's speed is reduced by half. Recovery Time: 30

r.Q. minutes rest for full recover}.

Mental Endurance 1M. E.)

Mental Arfinity (M.A.l

Physical Strength (P.S.)
Physical Pro.....ess (P.P.,

Physical Endurance lP.E.) ATIR IBUTE BONUSES
Physical Beauty (P.B.J

Speed (Spdl

Exceptionally high rolls of 16, 17, or 18 provides

Each of these attributes mdl cate Ihe character's the character with speCial bonuses or conditiOns/abilities
base strengths, weaknesses and natural abilitIes. They in conjunction with that attribute (see bonus chart),

rna) also help determine a character 's occupation. Furthermore, the roll of 17 or 18 allows the player
to roll an additional bonus die for thai particular attnbute.

The bonus IS applied onl) to the Btlnbute In whIch 17

DETERMINING ATTRIBUTES or 18 was rolled. When a bonus attribute ro ll happens

the player ro ll s one additional 6-sided die, adds the number

Three six-sided dice 8Te rolled to determine each rolled to the specific attribute and check s the attribute
IndIvidual 8unbute. The higher Ihe number, the grealer bonus chart for the bonus abIlities.

the abIlity. Generally, a roll of 3-7 is considered 10 ..... NOTE; Altrlbute bonuses apply to both ordinary humans
8-10 average, 11 -15 high and 16 or greater exceptional. and super-beings in addition to any skill bonuses, t ramlng,
I am a fIrm believer in rolling up a character and sticking or super-powers.

wllh the origLnal rolls without adjusting or re-rolling very

10..... or average Stats. Keeping 10.... rolls are Doth fun

and realistic, addmg personality to a character. It forces

the player to really think aDout his/her deficiencies as

welt as the exceptlonal-aiiTIitles. Not all charac ters have

to be perfect or muscle-Dound. Play that character with

an I.Q. of 5, P.S. of 20 and super-powered. Strong, but DESCRIPTION OF AlTRlBUTE BONUSES
dumb.

I.Q.: The allribute bonus thart indicates the bonus percent-

age added to !.!! of the character's skills including occupa-

ATIRIBUTES: A BRIEF DEFINITION tional, scholastIc, and secondary, ThiS IS a one time skill
bonus applied to all skills at first level, It IS not added

Intelligence Quotient II.QJ: This simply indicates again with each new experience level. only once-at the
t he Intelligence of the character. For the exact I.Q. beginning of the character's training/Study.

multiply the attribute by ten. Exampl y I.Q. 5, a rea l M,E.: Indi cates the bonus added to saving thro .....s against
I.Q. of 50, I.Q. 10 • real I.Q. of 100, I.Q. 15 • real I.Q. psionic attacks and Insanity.
of ISO, and so forth.

Mental Endurance (M.E.): This Indicates how much M.A.: Reflects the incredible charisma of that person,
The chart Indicates the percennge probability of the char-
mental and emollonal stress the character can withstand. acter invoking trust or IntimidatIon of others.
Mental Affinhy (M.A.): This IS the character's personal
magnetis m/chansma. Many powerful men, such as Hitler

and President Lincoln, were not physically attractive but P.s.: Shows the bonus to inflict damage in hand to hand
possessed Incredibly magnetic personalities. The sign of combat.
a natural leader.

Physical Strength (P.S.): ThiS IS the ra..... physical

power of the character. P.P.: Reflec lS the character's exceptional qUickness and
Physical Pro",ess (P.P.): This indicates the manual dex tent y, providing bonuses to parry, dodge, and strike,

dexterity and agility of a character. ThiS applies to the

use of the hands and the nimbleness of movement (not P.E.: Indica tes JUSt how much physical punishment the
character can withstand, providing Donuses to survive greal
to be confused with speed).
Physical Endurance (P.E. ): This Is the strength of phYSical punishment, coma/death (add t o percentile roll )
and Donuses to save vs. polson and radiat ion.
the character's constitution; the amount of physical puni sh-
ment (hit points) the character can withSllnd and resistance

to fatigue, disease, coma, and so on.

Physical Beauty (P.B.I: This Indicates the physical P.8. : Reflects the cha racter's incredible physical beauty/
attractiveness of the character.
appearance. The chan Indicates the percentage probabiht},
Speed (Spd): This is specifically ho w qui ckly the of people belnl charmed and/or impressed by the person'~

character can run the mile. Speed ODES NOT apply t o sheer attractiveness,
the use of weapons, tools or number of attacks, parries,

or dodges; all of which fall under the physical prnwess Spd: the Increased speed factor is like a Donus In and

(P.P.) category.
Maximum Runnlnl Speed: Spd X 20 • how many yards of itself, being able to ru n the mile very quick I)'. A Spd
four melee rou nds) of 22 IS equal to aboul 15mph although an average person
(meters) per minute (one minute
a character can run. Example: Spd of 9 X 20 • 180 yards cannot malnnin that Tat e of speed for a full hour. As
per The physical endurance (P.E.) Indicates ho....· a reSU lt o f the charac te r's speed and nimbleness he can
o hen move (run/leap) OUt of harms .....a)' and Is I"en
long the character can maintain this maximum
Spd. o f 9 X 20 • 180 yards per minute; a bonus to dodge. See chart.
NOTE: All att ribut e bonuses are In addition to an~' other
P.E. the person can maintain that speed
skill, training, or superpower bonuses.
for II minutes before tlrln8. Total yards run in II mmutes
121

AITR IBUTE BONUS C HART

1617 181920 21 22 2J 011 % 25 26 21 28 29 30
.,% •,% .6% .,% •,% ·9% .1 0% .12% .13% .14% . 15% .16% . 17%
"I.Q. add to !!!I sk Ills. .3% .3
.1 .2 .2 .3 75% 88% .6 .6 96% 98%
Thi s is a one l ime bonus' 0% '0% 60% 65% ' 0% -1O 90% 92% 94 % ·14 ·15
·3 .6 -II .12 -1 3
., ., .. ., ., ., .,M.E. save vs. I1:sionics • I·3
,...M.A. Irust/charisma ,,%.1 .6 • 6

., ., ., ., ., .", "P.s. Hand 10 Hand -I

Combat : damage

., ., ., ., ., ., ., ., ., .,P.P. Bonus to parry. -I
dodge, & strike
.6% .,% .,%
P.E. save V$. coma! .5% 5 5. . .9% - 10% .11 % .12% • 13% .1 4% ·15% • 16% .17% .1 8% .19%
•I 6O "" ·3 '0"
,,% '0% •• ,,% •• .6 .6 94 % ,,%
•I •I .3 •3 ,,% 90% 92%
., ., ., ., ., ., ., .,save VS. (OXIllS .3 ••
death.
., ., .,"", ••P.B. charm/lmpress
". ".. •• •• •• .,Speed: Bonus to dodge .1-I

' 0%

PHYSICAL STRENGTH AND WEIGHT Throwing Extremely Heavy Objects

A character can easily carr} 10 times hiS physical Extremely strong c harac ters with a P.S. altribule
strength (P.S.] attribute of weight in pounds. Thus, a of 15 or higher can hur l any extremel ~' heav y objec t
character with a P.S. of 10 can carry 100 Ibs (45 kg); that can be ca rried o r lifted, one foot for each P.S.
P.S. of 12 " 120 Ibs; and so on. The character can pOln! of strength. Example: P. S. 17 • 17 feet. Dam age:
carry this maximum load IP.S. X 10) while executing Hurled heavy objects do 1-8 damage for every 100 Ibs.
light activilles, wa lking, jogging, standing. for four t imes Effective range for thrown objects weighing less than
his P.E. attribute before he must SlOp and rest. Examl1:le: one pound IS approximately 60 feet and do 1-6 damage.
P.E. 11 X 4 • 44 minutes of light exertion before needing
10 rest. Heavy exertion, running. combat. etc. takes Move ment and uenion
its loll much qUicker. allOWing the person to carry the
load for only half as long: P.E. X 2. To keep the game simple and a s quick moving as
possible, light aClivity such as walking, jogging. standing
Resting for 10 minutes will enable the character guard, d riving. doing repairs and so on do not affe!;'t
to resume his pace of activity ummpalred. AllOWing the character's P.E. or Spd. Even intense aCllvit)"
no rest reduces Spd. by 10% every half hour. such as I:' minutes of combat, follo...·ed by light activity
or rest enables the character t o func t ion at t OP errlc ie nc~.
Extremely Strong Characters It is all a matter of pacing oneself.

Characters wit h a physical st ren gt h of 15- 19 can Prolonged periods of combat or hea\'y exerllon
carry 20 times their P.S. attribute, Characters wlth Ian hour or more of intense physical exertion) will take
a P.S. of 20-23 can carry weight 30 times their P.S.• it s toll o n the character. Reduce once every hour:
and those with a P.S. o f 24 or higher can carry wei ght -2 Spd
50 times their P.S. attribute. -I initiati ve
-I 10 parr y and dodge
The same conditions for exertion apply as mentioned
earlier.

Lifting We ight HIT POINTS

lifting weight/objects is different than carrying HIT POIf'fTS (life points) and
weight. To lift a weight requires a lit t le leverage, an STRUCTURAL DAMAGE CAPACIIT (S.D.C.) POI NTS
adrenalin rush. no (or lillIe] movement, and is usuall y
sustained for a short period of time. Hit poinu might besl be thought of as life points,
because they indicate how much physical damage lcuts,
A character can lift a weight that Is 30 times brui ses, etc.] a character can withstand before helshe
his P.S. attribute. This means a character with a P.S. dies. Structural Damage Cap&Clty (S.D. C.) points are
of 12 can lift a weight up t o 360 Ibs. similar to hit points but represent physical tOughness
or endurance rather than life. Damage absorbed by one's
The effort exerted is great and cannot be maintaIned S.D.C. might best be thought 01 as superficial damage.
for any great length of time. Maximum length of time aches and pa ins. While damage t o one's hit POints are
is one melee/ 15 seconds for each P.E. attribute POint. considered severe and oft en life threatening.
Example: a P. E. o f 10 • 20 melees or twO and a half
minutes that Ihe weight c a n be held up. This can be Both S.D.C. and hit pOintS are observed during battle
repeated after one mi nute o f res! up to five times in (or melee] to determine how much damage is being inflict·
a row. After that the duration is CUI by!. ed on friend and foe. Each time a character is struck
by a weapon he takes phYSical damage. The indiVid ual
El:tremely St rong C haract e r players keep score of ho....• many hit points or S.D.C.
points their charac ter has by subtracting the damage
Characters wilh a physIcal strength of 1:'-19 can from his c haracter each t ime that character is hit by
lift 40 times their P. S. attribute in weight. Charac t ers a weapon. Likewise. the game master keeps score of
with a P.S. of 20-23 can lift weigh t 60 l imes their P.S.• ho .... much damage the player Inflicts upon hiS opponent.
and t hose with a P.S. of 24 or higher can 11ft we ight 122
100 tImes their P.S.

The same conditions for exertion apply as mentioned
prevlousl).

Combal, S.D.C, and Hit PointS DAMAGE

ThIS Is ho.... It all works in a combat situat ion. Serious Physical Damage
Whe n a character Is struc k by a weapon (bullet, blast,
energl bolt, knife, club, punc h. et c.l he t akes physical A c harac ter recellles serious physica l damage .... hen
damage. The damage is subtrac ted ftr st fro m t he S.D.e. he loses a great amount of S.D.C. o r hit points. The
Althought painful , the damage absorbed b) S.D.e. is following Is a liSt of side effects from physic al damage.
NOT lethal, This is ho.... in a John Wayne movIe he The affects of t he damage are genera lly temporary and
can be riddled wit h bullet It but they' re all only flesh cumutalllle. Thus, If a c harac ter su ffe rs the loss of
wounds and he's ambltng o H an hour later to take o n a great deal of hI! point s or S.D.C. wit hin a short time
t.....ent) bandil$. Ah, the stuff of heroes. he lIIill suffer the multiple affects o f phYSIc al dam age.
Roll each time sellere damage Is endured.
Afte r all the S.D.e. poInts are depleted (ze ro) the
damage tS Subtracted from t he c haracter' s hit points,
ThIS is sellere damage and a great loss of hit points
indtcates a possible hfe threatening situallon. When a
character has zero hn potnts he lapses Into a coma and
.... 111 soon dIe unless extenSIve medIcal aId is applied.
When a charac ter's hit potnts have been reduced far
belo.... zero, he IS dead and beyond salling.

Determining Hit Points

I. ) Base Hit Points: Halltng rolled up your eight
attributes you will recall th at one is Physical Enduranc e
(P.E.) The physical endurance score indIcates your c hara-
c ter's base/starling amount of hit POints. ThIs tS the
number of hll pOint damage that c haracter can sust ain
before lapSing Into a coma.

2.) Building Hit Points: After determIning your base
hit points, pick up I sl;I(-sided dIe, roll It and add the
number rolled to your hit POlO t base. Only roll I 5[;1(-
sided dIe, one time.

As your character gro....·s In kno....ledae and e;l(perie nce
so wil l he al so mature physicall y, increasing his hIt point s.
Each time a character attains a new experience level
roll I SIx-sided dIe and add it to the e;l(isting hit points.

S.D.C. determination IS quit e dlHerent. Each Random
Power ca tegory prOllides a cenatn number of S.D.e.
This usually reflec ts the nature of training or speC Ial
physical traiu such as mu tant or alien. Additional S.D.C,
are gained th rough phYSIc al traimng.

RECOVERY OF IllT POINTS

After a ball Ie, c harac ters who halle sustained phy- Side-dfecu f rom Physical Damage (S.D.e.)
SIcal damage must te nd to their wo unds. The alle nding
of wounds can be administered b)' fellow charac ters, Roll on th Is table whe n 80'110 or mo re (altl S.D. C.
trained medic a l personnel o r by oneself If the c haracter poin ts are depleted. Im pa irment Is temporary, lasting
has fIrst aId skills and is nOt physicall), impaired. 2-8 da ys Iroll 2 four-sided dIc e).

first aid ty pe skillS Include baSIC and Immediate Ro ll Dama&e Mi nu s e s
medica l treatme nt such as bandagtng and c leaning of Pe rcent ile
wounds, stopping of bleeding, and so on unt il the character
can recellle better medIc al care. 1- 14 Minor bru ises and lacerations Spd -2

Recollery: non-professional t reat ment. Thi s Is basic -I to dodge
fir st aId t ype treatment by o neself or non-medically
tra ined and professiona lly experienc ed people. This type 15-29 Sellerel y bruised and battered P,P, - I
of Ireat ment may be used if the characte r does not
wan t to inlloille the police o r hospital s. It is not necessa- 30-44 musc le s ~
Tlly Inferior treatment, especially for not tOO serious Damaged (sprain, pulled, cut , P.P. -3
a ilments, but JUSt lacks the full fa cilit ies and experll se
of a ma jor medical institution. Rate of Recollery: e tc.) arm or shoulder
Two hit points per day (24 hours).
45 - 5 9 Damaged leg or hlp Spd is !
Recovery; professional t reat ment: This is medical
treatment from a doctor, clinic o r hospital. Rate of -2 to dodge
Recollery: two hit points per da )' for the firsl two da ys,
and four hit poInts per day fo r eac h foll o wing da y until 60-74 Damaged hand and/or wr ist P.P. - I
the character has regained all his/her original hit points.
.S. -2
Recollery of S.D.C. Points
7$ - 89 Head Injury - 5% on all
Characters naturally recOller their S.D.C, a t a rale
of hlle (5) per each hour of reSI and relaxallon. ThIS skills, Spd -2
mea ns th aI the charac ter must rest or sleep to rebuild
his phySIc al bod}' sHength, ---without rest t he c harac ter 90-00 Da maged bac k o r pelllis P.E. -I
does NOT regain his S.D.C. POInts.
P.P. -2

Spd -3

NOTE: none of t hese effects are permanent nor life

threatening. Minuses apply to that one limb. Speed

minuses affec i the whole body. Remember effects are

cumulatille; roll eac h time the c ha ract er Is badl), hun.

'23

Side-effects from Ph ysic al Damage (Hit Poi ntS) from that time on are sundard; see Recover y of Hit
POIntS. NOTE: Thi s can be attempted every hour.
Roll on this table when 75'1b to 99% (almost all)
hit points are depleted. Impairm ent Is temporary lasting Recovery Rati o (roll 2 out o f 3)
1-4 ""eek s Iroll I four-sided die}.

Roll Damage Minuses Treatment from non- professIonal medIcal mdl\ldual,
Percentile
but with medica! skills, 1-18%.
1- 10 '"'Severely battered bruised Spd -2 Tr ea tm ent from an Intern or nurse IR.N.} 1· 32%.
11 -20 Treat ment fr om a doctor w ithout proper fa cilities 1- 46'1.:.
"mTorn muscle -3 to dodge T r ea tm ent from a doctor at a clinic tralr f aclli u esl
P.P. -3
P.S. -2 1-56%
Treatment fr om a hospital 1-66%.
21 - 29 Torn leg muscle Spd IS ~ Treatment from a major, large hospital 1- 70'1.:..

30- 39 "mfractured bone: -2 to dodge
40- 49 P.P. -2
frac tured bone: I•• P.S. -3

Sod IS ;

-4 to dodge

50·59 fractured bone: ribs or pelvIs P.E. -2 Roll on t his table when a charac t er has lost all
60-69 o f his/her hit pointS and has been near dea th leoma I.
70-79 "mBroken bone: Spd is 2 Impairment is permanent as a resul t of the grave ph}SICal
damage. NOTE: This Is nOt a mandatory table, but IS
Broken bone: I,. P.P. is ~ left up to the gamemaster' s discretion.

P.S. is i

Spd IS 1/3
-6 t o dodge

80- 89 Broken bone: fibs P.E. -3

P.P. -I

90-00 Severe ConcuSSion ~ 1- 10 No permanent damage.
-8 on all 11 - 20 MaJor stiHness in joints; redu ce P.P. by 2.
21 -39 M inor stif fness in joints; re duce P.P. b) ).
skills, Spd -3 40-55 Legs impaired; walk with a lImp; reduce

NOTE: None of these errects are permanent nor lIfe threat- 56-70 Spd by 2.
7 1-82 Major scarring; redu ce P.B. by 2 .
emng, ahhough painful and debilitating. Minuses appl y 83-92
93-00 Chronic pain; re<!u ce P.E. by J.
t o that one particular 11mb. Speed minuses affect th e Minor brain damage; reduce I.Q. b) J.
M ajor brain damage; red uce I. Q. by 2 and
whole bod y. Remember, effects are cumulatIve. M. E. by I.

About blood loss. When a character is severely BODY ARMOUR
hurt , has onl)' 15% of his hit pOintS, and is bleeding;
he will soon die of blood loss unless he or she rec eives NATURAL BODY ARMOUR
ImmedIate medical attention. Even a basic fIrst aid

and no or little movement can bind wounds and pr event
further blood loss/damage. Withou t me<!ical aid the person
will continue to lose blood and take one point (hit point)

of damage every minute' " melee rounds.

Surviving Coma and Death Some of t he superpowers. as well as unusual Halts
of alIens, and mutant s, prOVIde a character with a natura l
When a character's hit points are reduce<! to zer o bod)" armour. This means the character ha~ a natural
lor lessl he/she collapses; lapsing into a coma. Thi s ph)'sical defense whether it be scaly skin, physical tr ans-
c harac ter is near death and "" 111 die in a mailer of hours formati on, or invulnerabil it y, ThiS is NOT t o be confu sE'C
unless he/she r eceives immediate medIcal treatment. with S.D.C. poi nts whi ch Is physical endurance and nOt
a body armour.
Ho.... much damage below zero a charac ter can
undergo Is Indicated by the physical endurance (P.E.) All natu r al body armour has two condItions Armour
attribute. A character can take one point of damage
below zero (negative I , -2, -3. etc.1 for each P. E. POint. Rating (A.R.) and Struc trual Damage Capacity (5.D.C.).
Example: A character with a P.E. of 9 Wi ll lapse into Unl ike artificial armour, natural armour provides much
a coma 8t zero hit poIntS, but still Jives up to negative greater protection. Any atucks rolled under t he natura l
9. However. If the character r eceives more damage A.R. do absolutely NO damage; bullets bounce off, knIves
(which is ver y possible) than the P.E., he is dead with
no hope of recovery. Thu s, If a charac ter with a P. E. glance off harm lessly, punches don' t hurt, and energl
of 9 takes 10 points, or more. below zero, exceeding blasts do half damage. An )' other con dllions concerntng
hIS P.E., he Is beyond medIcal help and dies. natural bod) armour ..... itl be explained In deuII under
each specific power descrIption.
Coma Length
How a natural A.R. wo rk s is simple. Any sHike
The lengt h of time a char acte r w ill survIve w ithout to attack r olled under t he A.R. does no or l ittle damage.
treatment In a coma Is again indica ted by the P.E. A strike r olled above the A.R. does f ull damage and
Add one hour f or each P.E. point. Example: P. E.9_ IS sub tr acted f i r st from th e S.D.C. and then hit points.
9 hours; P.E. 10. 10 hours, and so on. Example: A superher o has an A.R. or 14; an allacker
Is shOOllng a . 45 aut omatic pistol and rolls a 12 to sHlke.
Recovery from a Coma The bullet DOES STRIKE, but does NO damage because
It dId not penetrate the natural body armour. Ano t her
Whether a character survives the coma and IS stabil· bullet, ano ther roll to strike, and a 16 IS rolled. Thi s
Ized tbrought back to at least one hit point above zero} time the bullet strikes and penetra tes the natura l bod}
is determmed b) the roll of percentile dIce. If the player armour's A.R. of 14. The bullet hi t s and does fULL
r olls tW O success f ul r ecover)" r olls out o f three trie s, damage. NOTE: for t hIS example I ha\"e not included
the character breaks OUt o f the coma and is no longer the superh ero' s option to dodge the bullets whI ch he
In danger of dyi ng. ThI S also means t hat he IS brought cert ainly cou ld do In the game.
up to one hit point above ~ero. Recovery of hit point s
The Struc tural Damage Capacity (5.D.C.) of natural
bod y armour IS how much damage the armour can sustain.
S.D.C. from natural body armour is In addition to S.D.C.

gained from ph ysic al tra ining.
124

STRUCTURAL DAMAGE

CAPACITY (S.D.C.)

STRUCTURAL DAMAGE CAPACITY (5.D.C.)

Most th ings living and non-living have a Structural
Damage Capacity.

The 5.D.C, of objects and structures such as doors,
wal ls, &ares, tables, hand-c uffs, cars, et c. is the amount
of damage that the object can withstand. These S.D.C.
points function exactly like hit poi nt s. An y damage
susta ined is subtracted from the 5.D.C. Whe n the S.D.C.
is redu c ed to zero 11 Is bro ken or smashed beyond repair.

The 5.D.C. of living c reatures including humans,
mutants, and aliens Indicates the enrB ph ysical body
Strength or endurance of a character. All superheroes
and villains staTt with a certain degree of S.D.C. pOints
depending on wh ich Random Power category they fall
into. Additional SO.C. c an be bu ilt up thro ugh many
of the physical training skills. How c an thiS wo rk you
ask" WeI!, StOp and think about h. Trained athletes,
especially boxers and wrestlers have built their bodies
up so that they can endure phYSical pumshmem. Thus,
their S.D.C. IS generally quite high. Compared to an
ordinary person Wit h no or Int le ph yS ical trainin~ !like

mel a boxer is considerabl y more powerful. The boxer
can take a punch from an o rdinary guy without flinching
!think of Mr. T), but a punch from the boxer IS likel y
to knock the air out of the ord inary guy and do phYSical
damage iaffectlng S.D.C. or e\'en hll pOints). The reason
is Ihe boxer has a much higher S.D. C. Cha rac te rs wil h
a high S.D.C. can surVlve greal falls, shootings. et c.
without suffering bodily harm, hus t lik e a John Wayne
movle!l.

When a chara c ter is hurt the damage is first sub-
tracted from hiS S.D.C. After t he S.D.C. pOlms are
deple ted the damage IS subtrac ted from t he c haracter's
hlt POints. There is r-;O ARMO t.:R RATIr-;G Invo lved
In thiS t ype o f S.D.C. II is not a body armour per se,
bUI a phySICal toughness.

Natural body armour has a similar S.D.C. but IS
lougher and is In addition to regul ar S.D.C. If an attack
does nOt penetrate the A.R. of a nalural bod) armour
no damage is taken, not even o ff the S.D.C. It Is only
If the attack penetrates the A.R . that dam age is subtract ·
ed. Damage IS first subtracted from the body armour's
S.D.Co; onCE" depleted the body armour is ineffective
and damage is subtracted from the S.D.C. of Ihe phySical
body. After the S.D.C, o f the phYSIcal body is depleted,
da mage is subtracted (rom the hl l poims.

Artificial armour such 85 buJ!et proo f vests and
bIOniC or robotic arm ou r also has an armour ra t ing (A.R. )
and S. D.C. The armour rallng indica tes exactly how
much protection is afforded b\' the armour and how easily
il IS penetrated. The hlghe~ the A.R. the better. If
an attack roll 10 strike is less than the A.R. of the
armour, the armour absorbs the attack; subtract the
damage from t he armours S.D.C. When the arm ou rs
S.D.C. is depleted it no longer affords protec t ion and
is useless.

If an attack roll t o strike Is higher than the armours
A.R. it penetrates the armour inflic llng damage 10 the
physical body's S.D. C. (not the armours S.D.C.) andlo r
hit points.

RECOVERY OF 5.D.C.

ALPHABETICAL LISTNatural body arm ours which are the result of a
superpower will list eltactl)' how man y S.D. C. are recover-

ed per hour. OF SUPERPOWERS
Typical physical 5.D.C. recovers al a rale of five

IS) per hoor of test. ThiS means that as a c haracter

rests and rec upera tes the phYSic al st rength of the body

(S.D.C.) is restored.

See hit points. $.D.C. and Physical Damage sections

for side effects and extenuating circ umstances regarding Aher PhySical Structure

Ihe recovery of 5.D.C. and hit points. Anima l Abilities

An imal MetamorphosIs

Control lot hers)

Conltol Elemental forces

SUPERHERO 5.D.C. TABLE Create Forcefield
Darkness Cont rol

All superheroes get a bonus Structural Damage Capa- Energy Absorp tion
Energy Eltpulsion
CIt\ IS.D.C.l. The S.D.C. table conveniently Im s the
bonuses for e ach random power c stegory. The indlviduitl Elttrao rdlnary PhySical Endurance
Extraordinary Physical Prowess
po... er calegory descnptlons will also list the S.D.C. bonus:
D! r-..Ot Count the bonus listed there again as II IS onl) Elttraordlnary Sltength
a reminder of what the S.D.C. bonus IS for that c ategor) . Flight Iwjn,lled)

Flight (wingl ess)

Glide

Gravity Ma nipu lation

Growth

SUPERHERO STRUCTURAL DAMAGE CAPACITY I$.D. C.) TABU Healing Fact or
Heightened Senses

Robollcs Special/AT! ificlal Intangibilit y
Bioni CS Special{Artifi Cia l Invisi bil ity
Invulnerabilit y
Special Training 30 S.D.C.
Mu tants 40 S.D.C. or SpeCial Magnetism
PhYSic al Training 30 S.D.C. plus bonuses Mim ic
Experiments 40 S.D.C. o r SpeCia l
PSlonics (non- mutant) Rad a r
20 S.D.C. Shape-Changer
Hardware 20 S.D.C. and/ or SpeCial Shrink
SO S.D.C. or SpeCial Sonic POll er
Allen Speed

NOTE: Arllflcisl a rm our or mechanical gI mmick s like St retching
force-fIelds provide varYing degrees of protecllon. Specific TeJepon
Transfe rai/Possession
Structural Damage Capaci tieS depend upon each type of Underwater Abili t ies
armours construc tion, cost and special propert ies. Vibratio n
WeIg ht Decrease
In the c ase of mutants, experiments and aliens some
of the super· powers produce an Increased S.D.C. or creates Weight Increase
a speCial bod~ armour or force fIe ld.

RANDOM POWER TABLE

The following Is a li st of common objects and structures Ro ll Pe rcentile Dice Power-Type
and their 5.D.C. rating
1- 10 Robotics
5.D.C. St ruc ture 11 - 20 Bionics and Implants
21 -30 Special Training
100 Common wooden door 31 -S0 Mutant s
170 Heavy wooden door S I- 60 Physical Training
.0 Common door lock 61 -70 Experiments
25 Slide or chain lock 71 -80 P s io n i c s
100 Dead bolt lock 81 - 90 Hardware
200 Reinforced dead bolt lock and door jam. 9 1-1 00 Ali e n
350 Met al grill door
600 Metal door Crealins Heroes and Superheroes (and villains)
250 Metal grill wlndo...·
10 Glass Window Afte r the attributes are determIned the pla~'e r rolls
100 Car windshield (note: bullets ..... il1 penetrate) on t he Rando m Po wer Table. This will indIcate ""' hat
150 Car door, locked superpower c ategory the characte r falis Into. The pla}er
75 Padlocks then flips ahead to that cate go ry to determine the nature
50 Safe deposit type box (locked) o f his superpo....er/abilitles. If t he po... er c ategor> of
350 Safe, light mutant, or experiment, or allen is rolled up the pla\'er
800 Safe, heavr will also roll on the Superpowe r Table. See H. U. ru le boOk.
120 Hand cuffs
60 C hainS, light Onc e the superpowe rs and abilities are determined
150 ChainS, heavy t he player then determines hi s o r her educational leve l
120 Plas ter and wood wa ll (6 foot square) and skills. These skills should be chosen 10 supplement
.00 Brick or concrete wa11 14 foot square) the c harac ter's superpowers and goals.

The player then continues to de velop hIs cha racter
by determIning alignments, hit pOint s, equipment, optional
personality Modif iers and so on.

126

WEAPONS

ANDCOMBAT

Weapons and Combat

Anyone c an use, or attemp t 10 use, an y weapon.
Ho.... ever. ....hl'lOul a ....eapon proficiency (...... P.) t he) attack
....nh NO BONUSES t o strike, or parr).

We apon Proflclencies (W.P.) chains and so on.

A person trained in a pa rti c ular ....eapon skill hypel COMBAT NOTE: When a player rolls to strike; an)
gains 8 certain degree of expertise ....ith thai ....eapon r oll of 5-20 Wlil strike unless parried or dodged. An y
type. This e xperllse is reflec ted by the gaining o f bonuses. r o ll under five (1 --4) Is an aut o matic miss. Try agam.
Proflclencies fo r ancient weapon types like swo rd, knife,
bow and arrow Include bonuses 10 strike, parry, Ihro..... H AND TO ~IAND COMBAT SK ILLS: these are skill s and
Ihe weapon, and (when appropriate) ral e of fire. Moder n techniques used in fi sticuffs and close-quarters. one on
,..-eapons pro/lclenCles Incl ude a bonus t o stnke, and a one, combat . Each t y pe of combat has lis o .....n o ri enta ti on
number of hi ts per c l ip (accuracy). and techniques. There ar e four specifiC types of H and
t o Hand Combat:
fencing Includes W.P. sh. sword, W.P. l arge swo r d,
and " .P. knife. BaSIC
Expert
Arc her)' Includes all 00.... and arro .... .ype wea pons; Mart ial Arts
W.P. bo'" and W.P. c rossbow. Assassin
127
W,P, Blunt Incl udes clubs, staves, and mace type
weapon s W.P. Chain includes all t y pe s of c hain type

we apons such as ball and chain, weighted c hains, ordlnar,

Hand to Hand combat IS a crucial skill if a character Bonuses to Strike and Parry
desi res mo re attacks lactions! per melee andlor spec ia l
bonuses to parry, dodge. damage and others. Most charac ters will have a bonus (or cumula llve
bonus) to sl rike o r parry. The bonus 10 strike and parry
The follo"'mg IS a brief e;ll;planatlon of terms found is added to the number roiled on the t....enl y SIded die.
under these skill abilities. See Combat Section for speclflc boosting the chance to successfully st rike and/or parry.
ru les. Eumple: If a chilracter has a .1 to st rike and he rolls
a 13, it would be modified to a 14 due to the bonus.
(.! Plus to damage: th is 15 the damage bonus gained in
combat training. ThiS Does NOT apply {O pistols. automatic Bonuses to Dodge
or energy t ypes of ....eapons.
(.) Plus to parry/dodge: thi S Is the bonus gained to block Dodge bonuses work exact ly like the bonus to parry
or avoid an opponents attack /strike. or strike. adding to the die roll. increasing the c hance
Attacks per melee: Indicates the development of speed to successfully dodge. Eumple: A 14 Is rolled to dodge
and de;ll;terity in combat providmg a greater number of by a charac ter with a .2 to dodge; the fina l modified
auacks/actlons per melee. result is a roll of 16.
Pull punch; IS the abllllY to control the force of the a n ack/
punch. Bonus to Pull a Punch
(. ) Plus to rol l with punch/ rail: th iS ability enables t he
character to roll or move ....lth the fo rce of the blo.. A character cannot a uto mallcall)' pu ll a punch.
or fall taking halfW damage. but must roll an II or higher to successfully pull hIS
punch. If a 9 is rolled. the characte r will fai! 10 pull
Kick attack : t hiS is an offenSive assault using the foot his punch and unintent ionall y strike doing fULL damage.
and leg Strength. much like a karate kick. The mart ial Ho....ever. if he has a bonus of .3 to pull a punch It
is added t o th e die r oll o f 9 • 12. su ccess full~ domg
kick a nac k l! a specifiC type of kic k a ttack doing s light ly less damage.

more damage. Neither kick Is an additional anack. but Bonus to Ro ll with a P unc h or fall
an opllonal attack ability.
Knock-out/stun: thiS appIJes to a natural. unmodified, roll The bonus to roll ....ith a punc h works exac t ly like
to slrlke. The assault IS so ....ell placed and devastati ng a parr}. To roll "'ith a punc h the c haracter mUSt malch
that it tem porarily s tuns!rncapacnates ones opponent for o r better hiS attacker's roll t o slnke. The bon u~ to
1-6 melees. roll with a punch/ fall IS added to the number rolled on
Critical strike: like the knock-out. thiS auack is so power - t he twenty Sided die Inc reasing the c hanc e of success.
fu l and/or placed at a nerve o r ....eak spot. that It does
double damage 10 his opponent. CrU lcal slTikes are applic- To roll with a fall the player must roll a 14 or
able only on natural rolls, t hai is. rolls not subSidized higher on a twent y sided die. In both c ases a failed
by bonuses to slrike. roll means the charac ter takes full damage.
Critic al s trike from behind: is a sneak allack doing doub le
damage to one's opponent. Bonuses to Damage
Critical strike from behind (;11;3): a sneak allack doing
triple damage from behtnd. Damage bonuses indicate the amOUnt of extra damage
Death Blo....; the assassin can become so skilled th at he Inflic ted 10 a hand to hand a tt ac k. A damage bonus
IS capable of strlklOg down and killing an opponent With may be gamed throua;h combat training. phySical Skill s,
a Single blo... An instant kill IS scored ....he n a natural ra'" phYSIcal Strength. super-power. o r any combination
20 (unmodified b)" bonuses to strike! is rolled. of these. Eumple: ou r hero has bUilt up hiS physical
bod} to a P.S. of 16 providing a damage bonus of ·1.
BONUSES IN COMBAT he also has a ·3 to damage fr om hiS hand to hand: E;II;pert
skill (4th level). for a l o tal of .4 to damage.
All bonuses add to the c harac ter's abllit) to success-
full y accomplish some a Clion. Bonuses are added 10 Minuses
the die roll modifying the fin al outcome of the roll.
Most bonuses are c umu lative. Mmuses to strike, parry, dodge. or damage are
usualJ} the result of gases. to;ll;ins, drugs. illness. fatig ue.
Attribute Bonuses super-powe r or some olher outside Influence. These
penal lies are subt rac ted fro m the die roll dec reasmg
the chance of a successful maneuver.

These are bonuses gained through natural physical Action or Aflack
or mental strengths that give a character an e;ll;tra added
degree of agility. strength. endurance. etc. (see the Since most actz vll~ durmg a meie(' ro und IS co mbat;
ela;ht attributes). we have concent rat ed on combill aCllo n such as attacks
per melee. Slrlke, parr}, and dodge. Yet. there will
Physical Tra ining Skills be times when a charac te r wi ll fore-g o comba t to do
so methmg else whether it be to tie his shoe laces or
Additional combat bonuses can be gained from ma ny t n to reach some device before it blo.. s up. AClllllues
of the phYSical skill areas. These bonuses are the result ot'her tha n combat are called a Cll ons. A c haracter can
of euenslve HalOmg and praClice. attack, ac t. or do nothmg durmg a melee.

Weapon Proficiency (W.P.) ALL c haracters ha ve one action per each attacl<
per melee. ThiS means a character " It h t .. o attacks
Weapon proficlencies .... ill provide bonuses to stTike per melee c an Opt to perform twO ac tions; a charac te r
and/o r pa rr y ....ith that parllc ula r wea pon oniy. These with four auac ks per melee c an Opt to perform four
bonuses are applicable ONLY ....hen the weapon IS used. ac tions. An a c tion is an ) fL:LL mO\eme nt. Example:
If the weapo n is not belOg used t hen the W.P. bonuses the hero unhooks hi S grapphna; hook fr om hi S belt (one
do NOT apply. NOTE: A person c an use a .....eapon ac tion) throws it across to the neighboring roof l ap (second
for ....hic h he has no W.P.• bUI has no bonuses to strike
or parry. actio n). tests t he lme to see If it 's secure (3rd
action). and t hen leaps off his buildmg swingIng down
128

HAND TO HAND BASIC

Level I . 2 t o pull/ roll with punch/ fall
2 ·2 te parr)'/dodge
3 2 attacks per melee
4
; - 2 to str ike
. 2 to damage
6 Kick Au ack does 1-6 damage

7 One additional attack per melee
Crll ical slnke from behind
8 Knock-oul /s lun on a rol of 19-20
9 An additional -2 t o parr)'/dodge

10 One addit iona l a u ack per melee
CrIIlcal slt ike on a roll of 19-20
"12 An addit ional ·2 10 roll with punc h/fall
An additIOnal -2 t o dama ge
13
An additional ·1 t o strike
14
15

HAND TO HAND EXPERT

Leve l I .2 t o pull punc h/ roll with punch/ fall
2 2 attac ks per melee
3 -2 to parry/dodge
· 3 10 strike
4 Kic k attack does 1-6 damage
-3 to damage
; One additio nal att ac k per melee
Kn ock-oui /s tun on a ro ll o f 18-20
6
7 Crllical strike from behind (X31
8 One additional attac k per melee
9
10 An additional · 2 10 damage
C r it ic al st r ike on a roll of 18-20
"12
An add itional . 2 t o parry/dodge
13 An add itional - 2 t o s t rike
Death blow on a ro ll of a na t ura l 20
14
15

HAND TO ~IAND MARTIAL ARTS

Level I . 3 to parry/dodge
2 2 attac ks per melee
3 .4 10 pull punchlroll with punc h/ fall
4 Ki c k attack does 1-8 damage
;
-3 to strike
6 One additio nal attac k per melee

7 Knock-out /stun on a roll o f 17·20

8 Body t hro w (J udo li ke flip) does 1-6 damage
vic t im lose s imative and one att ac k th at melee,
9
10 One additional auac k per melee

"12 Crillcal str ike on a roll of 18- 20
.4 10 damage
13 An addi tional . 2 to pa rr y and dodge
14 One additional attack per melee
15
Deat h blo w on a roll of a na t ural 20
An addi ll onal . 2 t o damage

HAND TO HAND ASSASSIN

10 the ol her (41h aCl io n) in a n an empt t o s mash thr ough Level I .2 t o St r ike
129 2 2 attacks per melee
a wlndo..... in tha t buil ding. To del e r mi ne if he success- 3 . 3 t o pull punch/ roll wit h punc h/ fall
fu lly hit s a nd s mas hes thr ough the windo w the pl ayer 4
mus t roll t we nty side d die 10 strike his I8rget. ; · 4 to damage
One additional auack per melee
6
7 · 3 t o parry/dodge
Kn ock-out/sl un on a roll of 17- 20
8 One additional attac k per melee
9
10 Kick aH ack does 1·6 damage
C r itical St rike on a roll of 17-20
"12 An additional . 2 to s tr ike
Death blo...· on a roll o f a nal ural 20
13 One additional attack per melee
14 An addu lan ai .2 t o da mage
15 An addi u onal _2 to str ike

Non-Heroes and tile Untrained

Ordinary people ....ithout combat Hain lng such as
boxing, ....resiling or one of the hand to hand skills are
at a ddinite disadvantage In a combat situation. They
have only one attack or action per melee and do ~t
get an automatic parry attempt like heroes and combat
trained people. The player must announce whether the
character is attempting to parry or dodge; no announce·
ment means no parry or dodge. The only bonuses that
ma y apply to parry are from a possible weapon skIll
(W.P.) or from P.P. attribute bonuses. Lacking a skIll
at arms. any such defensive maneuvers count as an attackJ
action. This means that if the character attemptS to
parry or dodge he forfeits his next strike. To prevent
the lou of an attack the normal person must hold his
ground, take damage from the attack, and then strike
back.

Only superheroes, superviltains. and combat trained
indIVIduals get an automatic attempt to parT} an attack.
Like.....ise. only the~ gel an extra attack per melee and
additional attacks through hand to hand combat skills.

SAVINGS THROWS

Savings throws appl y to attacks o ther than hand
to hand combat Including. poison, toxic gases. insanit y.
coma. some super·po....ers. psionics and other mind controll
attacks. As wllh all combat . savings throws are deter-
mined by the roll of a t....enty sided die. Like a parry.
the higher the number rolled. the better. Also like a
parry. a successful savings thro.... means that the person
has blocked the attack and Is not affected. There are
some toxins and gases ....hlch s t ili do half damage even
if a successfu l roll Is made.

Each type of attack has a base strike ratio thaI
must be equalled or bettered by the ddender in order
t o succeS5fully save.

The rollo_ing are the BASE savings throws needed
each category,

"6

~~~;1:'lil.~51:_': dodge out of the way).
15 (non,pslonlCs). 10 (psionic characters).
"-"''''''''- (see coma and hit points)

Ordinary Hum ans

Ordinary humans are people who do not possess any

extraordinary powers or traIning fa r Deyond the norm.

Their 8 attributes are limIted to the base roll of 3 six ·

sided dice. with possible attribute bonuses added. Thi s

does not mean that all ordinary people are stupid. incompe'

tent, or clumsy. On the COntrary, many ordinary people

ma y be smarter. more agile. stronger andlor more skilled

than a partIcular superhero. However. they do not have

the superhero's extra power(s) or training. Conversely.

an ordinary person with an exceptional attribute does

..!!2!. make himlher II mutant or superhero. Example: A

characler may have an exceptionally high I.Q. of 20 (or

strength, or pro....ess) placing him or her above his peers

as a gemus. but does nOI automatically make thai character

a superhero or even superhero material. Attacks per

Melee: one unless hand to hand or other combat skIlls

are studied. 130

ALIGNMENTS

TH E ALIGNMENTS P rincipled (800d)

Good: Pri nc ipl ed and Scr u pulou~ PrinCIpled charac ters are gene rall y the strong mo ral
Selfish: Unpri nc ipl ed and A nar..;hiSI type. Superman IS of a prinCipled alignment wit h the
Evil : Mi sc re an t , Abe r rant a nd Diabolic hi ghest regard for the lives of o t hers, their well being,
truth, Justice, and honor. They will always all em pi 10
Alignments aTe an important faClor in developing work wH h and lI'Ithln the law.
a character, his/her attitudes and moral pnnCI pl es. AL L
pi avers must choose an allsnment for their char<lcler. Principled Charac ters Will
I. Always keep his word.
He roes 2. Avoid lies.
3. Never attac k, harm , or kill and unarmed foe.
M ost heroes w,1I be: o f 8 good al ignm ent, prinC ipled o r 4. Never harm s an Innocem.
scru pulous. These character s have a great reg ar d fo r S. Never tOrtures fo r an )' reason.
li fe, j ust ice and freedom. They will neve r (or r are ly) 6. Never intentionally kills.
in tentio na ll y uk e the life of e ven a villam. 7. Alwa ys helps others.
8. Alwa ys wo rks whhln the lall' whenever possible.
Anti-her0e5 and Vigilantes 9. Will neve r break the law unless c ond.llons aTl~ desperate.

These c harac te rs aTe besl suit ed 10 Ihe selfish a lig n- This means no breaking and entry. t heft . to nure,
mentS of unprincipled a nd ana rc h,sl. The e vil a lignme nt s unprovoked assaults, etc.
of abberant and even miscrea nt may appl~' depending 10. Res pect s authority, law, self-diSCipline and ho nor.
on Ihe character's regard or disrega rd o f life, justice . I I. Works weli in a group.
and the la w. 12. !'lever likes "dirty" mone y or Item s.
13. Never betrays a friend.
The se c harac ters tend to ha ve t heir o.....n code of
ethiCS and vle.....s of Justice .....hich usua lly conflictS .....it h NOTE: Dirty money, inc luding propert y, is money
the la...... Ami-heroes, and o he n vigilames, are ruthless o r item s that belong to cnminals. It doesn' t matter hOIl
a nd merciless cha rac ters who blatently break the la..... the money o r item s were gained, the hero .....ill nut touc h
a nd Viola te the rights of the Individual. It IS not un- it even If destitute. As far as he is conc e rned it is
comm on for e ithe r to threaten or beat up a perso n If blood money,
they fe el justified, bre ak int o ho mes and offi ces, stea l
documen ts, item s (and even dirt y money I; destroy propert ) Scrupulous (good)
and act as Judge, jury, and executioner' The end always
Justifies the means! Scrupulo us characters value life and freedom a bove
all else and despise t hose who would depr ive o thers of t hem.
Many may argue that these are both appropriate ThiS type of hero IS typIc a lly portrayed in man) Cl inl
and necessary aCtiOns to combat those vllhans who are Eastwood and Charles Bronson films; the person who IS
~beyond the law". But in the eyes of th e law these forced to work beyond t he law, yet for the lall, and the
a c tio ns are JUSt as Illegal as the c rim inals these charac t- greater good of the people. The)' a re nOt vicious or vin-
ers bring to their just ice. The degree of violence, cruelt y dic llve men, but are men driven to righ t injustice. I
and mercy lS8iso a fac tor In an anti-hero alignment. must POint out t hai these charac ters will always attempt
Those who have a $t rong personal c ode of honor and to work with or within t he law whenever possible.
regard for Innocen t people are likely to be aberrant.
Anti- he roes who ha ve little regard for others and ha ve Scrupulous Charac ters Will •• .
no code of honor are likely to be anarchist o r miscreant. I. Keep his word to any other good person.
2. Lies only to people of selfish or evil alignments.
No Neutral Ali8nments 3. Never Bttac k o r kill an unarmed foe .
4. Never harm s an innocent.
There is no suc h thing as an absolute or neutra l 5. Never to rtures fo r pleasure, but may use muscle \ 0
a lignment. An absolute, true ne utra l person could not elttrBCI infor ma t ion fr om c riminal s o r evil charac ters.
make a deCISion, fight cri me, go advemuring, kilt, or 6. Never kills for pleasure; will a lways allempt to bTlng
ta ke any ac tio n of any kind wllhout leaning toward good, the villai n to just ic e al.ve no-mallet ho w vile he
eVIl, or self-gratific ation. It 15 humanly ImpoSSible and may be.
is therefore elimlnal e d in the context of Ihis game. 1. Alwa ys helps o t hers.
8. Will attempt to work wit hin the law whenever possible.
I realize that some of the philosophers OUt there 9. Will bend and occassionaUy, break the law when deemed
may disagree wll h this , but that's a tOPI C fo r ph ilosophi c al ne<:essa ry. This means the)' ma y use slTong arm
debale and no t a fa c to r of t hIS game. Sorr y. no neutral s; te<:hnrques, harass, break and enter, theft, and so
this 15 one of the very few definitive, unbending rules
of th is game. 00.

GOOD ALIGNMENTS 10. DistrUSt authority and fears t he law ma y not be an
Principled effective weapon agains t crime. Ho.....ever, they will
Sc rupulous try not to blatantly break the law.

JUSt bec8use a characte r is of a good ahgnmem It I], Work wit h groups, but disli ke confining la...·s and bureau-
does not make him or her a saint. Good charac te rs c racy {red lapel.
c an be JUSt a5 Irrilating, obnoxious, arrogant, full of
quirks, and even prejudiced. Likewise they may find 12. Neve r takes "dirt y money" or he ms.
them selves stepping outside the boundTles of the law 13. Never betrays a friend.
In the tt quest to combat evil and injusll ce. To these 131
he roes life and freedom are of the highest priority.
Such a person can al ways be tr usted in a life and death
s i t u a l l o n.

SELfiSH ALIGNMENTS Laws and rules infri nge on hI S person al freed ar!"
Unprincipled and were meant 10 be broken. He ",,11 nOt hesita t e 31
An archIst uSing st r ong arm techniques. breaking and entering. theft,
hara ssment. destruction o f private proper!}. am! ~(. on.
Selfish alIgnmentS are nOt necessarily evil but are ThIS Includes aCllng as Judge, jury, and executioner. After
c harac ters wh o always have their best Interest and opinions all, there is the wrong way and hIS way. These Charclers
In mind above all others. are usua lly the daring vigilante or aOli~hero who fee ls
the end just ifIes the means. The anarch,st aligned per sor
Unprincipled (selfish) is always looking for th e best deal and self -gratIfI c ati on.
and will ... o rk with good, selftsh or evil 10 3t1 alO hi S g oal~.
ThiS is still a bas lcall) good person ...·ho tends to The anarchist is continually teetering between good and
be selfish, greedy and holds hiS personal freedom, welfare eVIl; rebel!lng and bending the la... to fll hiS needs.
and opinions in the hl/i!htest regard s. He dIslikes confining
la... ~ , self-dIscipline and dlstrusu. authont~. He vle ... s Anarc hist C haracters Will
th e la... as well Intenti oned but clumsy and ineffective. I. May keep hiS word.
Keeping hIS best Interests In mInd he will always loo~ 2. Lies and cheats as he feel s necessary.
ou t for himself. ThiS tend s 10 be an arro@:ant. impetuous, 3. Are not likely to kill an unarmed foe. but cerullnl y
schemer seekmg the praise of mIllions and makmg a buc k knock -ou t, attack or beat - up an unarmed foe.
to boot. He IS a freebooter who "" 111 do what he must 4. Never kill an InnOCent, but may harm or kIdnap.
to achIeve hIS goah>, stoPPing short of anarch) Clnd a ~. Will use I Orture to extraci Infor mation, but not hke l)
tOla l disregard of the law. ThIS guy IS likely (0 be a to do so for pleasur e.
VIgilante type whose Intentions are good. tnes to be faIT 6. Seldom kills for pleasure.
and honest but find s the la ... too confining to be effective, 7. Is not likely 10 help someone without an ultenor mOIlVe
Thus. he goes hIS own more effiCIent route (al least that's even If II'S only to sho...· o ff.
ho... he sees 111 wo rking outSide the law, 8. Rarely work s wllh,n t he la.... unless it serves his pur pose.
9. Constantly breaks the law t o achieve hIS goals.
ThIS character IS also likel y to take Rdirt) mane} R
and Itt'm~ "'lIh tht' concept that It ... iII help him In hi S 10. Has little r especi for authoru)', t he la ..... or self-discipline.
crusade agamst eVil. An \TOntC t"'l5l of Justice as he II. Does not work we ll w it hi n groups. tends to do as
sees H. After all, Ihe loss of money/hems will hurt the
vllhans t oo. .....111'1 thI S in mind, he may also desHoy pro- he pleases despite orders to the contrar).
pen} of kno ...·n c Tlmlnal s. He WIll not deal in illega l 12. Will take -dirt} mone)~ or Items ...·lthout hesitation.
activities, drugs, or take money from innocent or good 13. May betray a fri end.
people lonly kn own c riminal s), The unprincipled character
may associatt' wllh bOth good and evil characters and
o f len has paid informants. spIes. and stoolies. He is often
templed 10 lie and cheat and hates himself for being
loyal to his ideals and helping o thers. He is basicall)
a good guy.

Unpri ncipled Characters Will . •.

I. Keep hIS word of honor.
2. Ue and cheat If necessary (especiall) if anarchist

or evil alignmenlS are Involved).

3. Never kill s an unarmed foe, but WIll cerlalnly take

advanl8ge of one.

4. Never harms an innocent. the EVIL ALIGNMENTS
~. Does not use tonure unless absolutel)' necessary. M iscreant
Aberrant
6. Never kills fo r pleasure. will aHempt to bring Diabol ic

villain to justice alive, or ruin hIm.

7. Usually helps those In need.
8. Rarely attemptS to work w ithin the la...·•

9. Will blatantly break the la...· to achieve his cTlme- All evil charac t ers are not benl on global domination
or universal genocide. They are not manIacal people schem-
busting goals. Ing to harm Innocent people. Nor are all evil charact ers
10. Dislikes and distrusts authorny. the law, and bureau - sadIst ic and untruSlworth). Man) eVIl characters rna)
ac tua lly seem kind or likeable.
craC). feels t he) have been corrupted and abused.
II. Works wnh groups. espeCIally if 11 serves hiS neeos. There Is nothing wrong wi th playing an evil character
although he may not su rviv e t OO long if he break s the
IS pr o f ilablc, andlor he's In the limelight. law. or betra ys o r harm s too m any people. Remember.
12. Will lake RdlTlY money~ th!s Is a fantas y r ole-playing game, not realit y. You
13. Never betrflYs a friend.
14. Has a hIgh regard for life and freed om.

can pis)' any t ype of make-believe cha ra cter you destre.

However, If an evil character IS chosen be prepared 10

Anarchist (selrish) play in character.
Evil alignmenlS are a step beyond the self-gratifIca-

This type of charac ter likes t o indulge himself In t ion of the selfish alignments. Evil cha r ac t erS are usually
ruth less indiViduals wh o are will ing to sayar do anything

everything. He IS the Insurgent. gambler and high r oller. t o ac hieve the i r goals. Human life has lillie meaning

The uncommi lt ed freebooter ....ho Is more likely to be t o them while friends tend t o be (but nOt always) people

a cnmefighler because he enJOYS the thrill o f danger and to use and discar d ....hen they ar e no longer of value.

excitement th an an) caUSl:!. ThIS character will at least Evil aligned people do not automallcally slay any good

conSider doing anything If the pnce is r ight o r the cha- person because o f di fferent ethics and philosophy. All

llenge greal. like moths dra.... n to a flame, the anarchISt the beller to use good and the la.... t o achieve th elf o ...·n

is attracted t o the lure of the impossible, dangerous and goals. for Ihe end al....ays Justifies the means.

the underdog. They are intngued by po....er, glory. and Game master s, if a good c harac ter Ignore s hIS align·

wealth. Life has meaning but hIS has the greateSt meaning. ment guide lines, betraying fri ends. and breakinG t he la ... .

Innocent 1I,'es are pr otected. but OCC & Slon"lI~ some must uSing unnecessa r) violence: drop his alignment to the

be sacrtflced f or the greater cause. apprOprtate selfish or e"11 alignment.

132

Miscreant levit) Aberra nt Characters Wil l .••
I. Alwa ys keep hIS word of honor.
This self-serving, unscrupulous character is only out 2. lies and cheats t hose not worthy of his respect; good,
for himself. Power, glory, wealth, position and anYlhing selfish, and evil.
Ihal will make his life more comfortable or pleasurable
IS his goal, It doesn't matter ...'ho gets caught 10 the 3. Mayo r may not !till an unarmed foe.
middle, as long as he comes out smelling hke a rose. 4. Never kil ls an innocent. parllcularl~ a child, but m.H
ThiS person will lie, cheal, and hurt anyone to allain
hiS goal1>, harm, harass, or kidnap.

If a miscreant characler becomes a vigilante/hero S. Ne\'er tortures for pleasure, but ...·ill use II to extract
u will be for some personal reason or vendeua, This Informa t ion.
character can be no more than an anti-hero unless he
changes hiS ways, IYes, Just as good characters can fall 6. Never kills for pleasure; will always ha\'e a reason.
InI O an enl alignment, evil aligned characters can up
grade themselves Into good alignments. To change to a 7. Mayor rna) not help someone lfl need.
good ahgnment the character must work at It and not 8. Rarel) attempts to work ....I\hln the la....
break the gUidelines set for that speciflc alignment I. 9. Wi ll break Ihe la.......lthout heSltalion.
10, Has no ust- for the la ... or bureaucrac\. but respecl~

ho nor, self-dlsclpllfle and the concept of la... ~ amJ

order.
II. Will ....ork .... lIh others to allaln hiS goals.
12. May take ~dltl) mone)~.

13. Never be tra ys a friend.

Miscreant Charac ters Will . . •

I, \\111 not necessaTlI} keep hiS word to anyone.

2. Lies and c hea ts Indlsc rimlnatel) (good, evil, selfish).

3. Will kill an unarmed foe as readily as he would a

potential threat or com petitor.

4. Will harm and use an Innocent.

S. Uses torture for e.lltracting information and pleasure. Diabolic (evit!

6. May kill for sheer pleasure.

7, Feels no compulSion 10 help without some sort of ThiS is the category where the megalomamacs, vlolenl

tangible reward. and most despicable characlers fa ll. ThiS is t he c ruel,
8. Has no deference to the law but will work within brutal killer who trU Sts no one and has no value for an~

the law If he musl. life other than his own. A diabolic person wi ll crush

9. Will blatantly break the la... for hiS own goals and anyone or anything that gets In hiS ....a )'. The)' will lIe,

pleasure. cheat, use and abuse an)'one nOI more po...·erful than the m-

10. Dislikes and distrusts authoTity and the la..·. selves. Aberrant aligned characte rs h nd these unhonorable

II. Work s wuh olhers If it Will help him alUm hiS personal people lUSt as revolting as good aligned characlers.

goal.

12. V.lll take MdlTlY monel M and Mhot M goods without hesuallon Diabolic Characters Will •• .

13. Wi ll betrav a friend if it serves his needs. I. Rarel) keeps hiS word (and have no honor).

14. Has lillie -respeci for other's lives. 2. lie and cheat anyone.

J. Most certain I) atuck and kill an una rmed foe.

4. Wilt hurt. and kill an innocent ....ithout a second thought

or for pleasure.

S. Uses tonure to extract information and for pleasure.

6. Will kitl for sheer pleasure.

At:.errant (evil! 7. Is like ly to help someone onl) on a wh im.
8. Rarely attempts to work Wi thin the la.....

The cliche that there IS "No honor am ong thievesM 9. Blat8fltly breaks the la .....
is false whe n dealing with the aberrant character. Th iS 10. Despises honor, authority and self-discipline. Views
IS a person who IS driven to attain his goals t hrough force,
them as weaknesses.
power, and intimidation. Yet the aberrant person stands I J. Does nOI work well wit hin a group; constantly di sregard-
apart from the other evil characters because of his person-
al code of ethiCS (although twis ted ethiCS by the standards ing orders and vying for power/command.
12. Will alwa ys take ~dITl Y m on e y~, hOI goods, drugs,
of good). He expects loyally from his minions, punishing
disloyalty and treachery with a Swift, merciful death. etc.
An aberrant person will always keep his word of honor 13. Wil l betray a friend; after all, you can always find

and up-ho ld any bargains. He will define hiS terms and another friend.
14. Associates most ly with o ther evil alignments.

live by them whether anyone else likes it or not.

The aberrant character is an honorable man who' ll

never break his personal code of honor. He respec ts cour-

age, st reng th, cleverness and sel f-d iscipline, even in hi S

adversaries. C RIMINALS AND VILLAINS
If an anti-hero, he will completel y disregard the law

and deal out Justice as he sees fit. He will never be Crim inals and YilIainS Wi ll always be of an evil or
cruel or vindIctive and wil l always be absolutely positive selfish alignment. Most comm on alignments will be Anar-
that the person is guilt y before he deals out his brand chist , Miscreant, Diabolic and then Aberrant. The follOWing
Is a kind of general alignme nt cate gory. Most of the
of lusllce. However, OfloCe he condemns a person he will
see to it that the person is deslroyed. When he acts petty thieves, robbers, stoolies, number runners, StTon(l
he will strike without mercy. men, and fl unkies tend to be of anarch ist and especlalll
miscreant alignmen ts. Armed robbers, burglars, murderer:.,
Whether villain or anti-hero, the aberrant character drug dealers, upper echelon gangSters, hit men and similar
looks upon people without ho nor o r loyalty as wo rthless tend to be of miscreant alignment or possibl}' diabo lic,
and disgustlng low hfe. likeWi se, neither will he allow anarchist, or aberrant. Especially brutal cTlminals. murder-
ers, and rapists, are likely to be dia boliC or miscreant.
anyone to interfere with hi s aCt ivllles. Any c rlmlflal can be of any of the eVi l altgnments o r
Do not think of the aberrant c harac'ers as misguided anarchist. Of-course. anyone can break tht'" la... und(' r

good guys. They will break all laws with Impunit y, harass t he right CircumStances.
Iheir vic tims, destroy property, beat and murder. This
applies to both villain pnd anti-he roes. Onl y theIT methods
and degree of violence rna) vaT}'.

133

HERO IDENTrn' _ _ _ _ _ _ _ _ _ _ _ _ _ _ R EAL NAM E._ _ _ _ _ _ _ _ _ _ _ _ _ _ __

IQ _ __ ALIGNMENT _ _ _ _ _ _ _ _ _ HIT POINTS _ _ _ _ 5. D.C. (natural) _ _ __
ME _ __
MA _ _ __ Age: Sex: Weight : ____ Height: Disposition: _ _ _ _ __

P5 _ __ COMBAT SKILLS: Attacks Per Melee: Strike: ____ Parry: _ _ __

Dod8."_ _ _ _ Dodge (only): _ __ Pull Punch : Roll with

PP_-- Punch/Fail: Knock Out / Stun: _ _ __ Prowl:_ __
PE _ __
PB _ __ Critical Strike: ____ Deathblow: Criucal Strike from

5PO _ _ __ Behind: Body Block: Kick Attack: Crush/

Squeeze: Pin Down: Balance: _ _ __

Experience Level: _ _ __ Leap: ____ Bac k Flip: Climb: Damage'c _ __
Experience Poinu: _ _ __
Othere'- - - - - - - - - - - - - - - - - - - - - - - - - -
Super Power Category

EDUCATIONAL LEVEL: _ _ _ _ __ SCHOLASTIC BONUS: _ _ _ _ __

SCl10LASTIC SKILLS SECONDARY SKILLS WEAPON PROflC IENCIES (W.P.)

OCCUPATION: _ _ _ _ _ __
Occupation Bonus: _ _ _ _ __
Sk ills Related t o Occupation:

PSION ICS: Secondar)· Abilities:
Inner Strength POints (I.S.P.): _ _ __ Major Abilities:

EQUIPMENT AND OntER INfORMATION:

'"

HERO IDENTITY _ _ _ _ _ _ _ _ _ _ _ _ __ REAL NAME_ _ _ _ _ _ _ _ _ _ _ _ _ __

IQ _ __ ALIGNMENT _ _ _ _ _ _ _ __ HIT POINTS _ _ _ _ 5. D.c. (natural) _ _ __
ME _ __
Mo _ _ __ Age: Sex: Weigh t : Height : ____ Disposition: _ _ _ _ __
P5 _ __
COMBAT SK ILLS: Auacks Per Melee: _ _ _ _ Strike: Parry: _ _ __

Dodge:~_ _ _ Dodge (only): Pull Punch: ____ Roli with

pp--- Punch/Fall: ____ Knock Out/Stun: Prowl:_ __
PE _ __
Crilical St r ike: _ _ _ _ Deathblow:~___ Critical Strike from
PB _ __
5PO _ __ Behind: Body Block: ____ Kick Attack: Crush/

Squeeze: Pin Down: Balance: _ _ __

Experience Level: _ _ __ Leap: ____ Back flip: ____ Climb: Damage'c _ __
Experience Points: _ _ __
Olher'c - - - - - - - - - - - - - - - - - - - - - -
Super Power Category

EDUCATIONAL LEVEL: _ _ _ _ _ _ SCHOLASTIC BONUS: _ _ _ _ __

SCHOLASTIC SK ILLS SECONDARY SKILLS WEAPON PROflC IENCIES (W.P.!

OCCUPATION: _ _ _ _ _ _ __
Occupation Bonus: _ _ _ _ __
Skills Related to Occupat ion:

PSI O N I CS: Secondary Abilities:
Inner Strength Points U.S.P.): ____ Major Abilities:

EQUIPMENT AND OTHER INfORMATION:

135

INDEX -A-

Adventu re Scenar io 11 1- 11 8
Alignment s 13 1, 132, 133
Aliens
Georwell 27-37
Guardians 38-47
Ju st ice Machine 8-26

Killgore 91, 92

Lava-Men I 13. 114
Mec hanoid Runner 116, 117
M ax inor 71-73

Subterranean Tannr 114, 115

Vesuvius 84, 85
Wande rer 74, 75
Wi sp 100, 10 1
Zarren (Prosecutor) 10 1, 102
Youth-Quake 73
Att ribut es 120, 121 , 122

- 8-

Bi onics
Empowered by; Diviner 15
Empowered by; Master Mind 64, 65
Knowledge of; Mechanoid Runner 116, I 17
Knowledge of; Von Croft 58, 59, 60
Knowledge of; Hammet Dash 55, 56

Research of; New Haven 50, 52, 58-60
Body Arm our 124, 125

-c -

C. I. A. 50, 94

Character Sheets ((or r eproduc ti on) 134, 135

-D-

Damage 123, 124
Dimension Loc k 32, 52. 72
Drugs (See Dem on 20, 21)

-E-

- F-

fr ee Force

Hi stor y of 68
Chara cters 68, 70

-G-

Game Master Section 119- 135
Alphabetic al list of Superpowers 126
Alignment s 13 1, 132, 133
Attributes 120, 121, 122
Attribute Bonus Chan 122
Body Armour 124, 125
Damage 123. 124
Glossary of Term s 119, 120

136

Hit Points 122, 123
Hit Point Recovery 123
Hand to Hand Combat 127, 128, 129
Slructural Damage Capacity (S.D.C.) 125
Weapon Profi ciency 127
GeorweJJ 27-38
Council Central 28-30
Dimension Lock 32, 52, 72
Execution Module 33
Government 27-3 1, 33, 101, 102
Justice Machine 8, 9, 10, 11 -26
History of 27, 28
Mysterious Eight (See Council Central 28, 29, 30)
Planet of 27
Police of 28
Rebel Underground 33, 72
Research Cent ral 31
RobolS of 34-37
Technology of 3 1
Terror Troopers 30, 31
Guardians, The 38-47
Brief History 39
Characters 39-47

-H-

Hand to Ha nd Combat 127, 128, 129, 130
Heroes 70-78
Non-Superpowered 28-30, 57-65
Hit Points 122, 123

- 1-

Justice Mach ine 10 5
Availability of the Comic Book 7
Characters J 1-26
History of 8, 9, 10
History of the Comic Book 7
Involvement with Free Force 10, 68
Involveme nt with Georwell 8, 9, 10, 33, 72
Involve ment with the Guardians 40, 41, 42, 44, 46, 47
Involve ment with Heroes 55, 59, 68, 72, 73, 76, 77
Involvement with Villains 8 1, 88, 91 , 92, 101, 102,

- K-

- L-

- M-

Marti al Arts (See Hand to Hand Combat)
Maxinor 32, 7 1, 72, 73

-N-

New Haven 48-66
Backg round Hi story 50
Data/Layout 52, 53, 54

137

Free Force 67-70
Important Characters/Occupants 57-64, 67-76
Map of 53
Robots of 65, 66
Soldiers of 50, 5 1
Vi Itains of 80, 86, 91, 93, 94. 96, 97-102. 105
Weapons of 51
New Superpowers (See Superpowers NEW)

-0-

-p-

-Q-

-R-

Robots 34-37, 65, 66, 80, 81, 87, 88, 99, 100, 106

Of Georwelt 34-37
Deathspencer 34
Sentry Droid 34, 35
Light Assault Droid 35
Heavy Assauh Droid 35, 36
Hu nter Droid 36
Mega-Bot 37
Of New Haven
Fixil 65
Servitor 66
Other Robots
Blood-Master 80, 8 1
Grappler 87, 88
Hec t or IV 106
Warhead 99, 100
Knowledge of; Hammel Dash 50, 56, 57, 58
Knowledge of; Mechanoid Runner 116, 117

-5-

Saving Throws 130
Scenario 107-118
Attack of the Lava-Men (introductory comi c strip) 107-110
Adventure Scenario III - I 18
Darkling Sub-Plot 112-113
Darkling (villain) stati stics 112- 11 3
Lava-Men 113- 114
Plot Thickens I 14- 118
Tannr the Subterranean 11 5
Madness from a Distant Star 11 6
Mechanoid Runner 11 6, 11 7
Mechanoid Digger 11 8
Su perheroes

Blazer 16, 17, 18, 76
Challenge r I I , 12, 13, 93
Cont roller 68, 69
Demon 19, 20, 21, 77, 93
Diviner 14, I S
Foreverman, The 75, 76
Free Force, The 67-70
Hammel Da sh 50, 55, 56, 57
Havoc 69, 70

138

J ustice Machine, The 8-26, 72, 93, 10 1, 102 (See Georwe ll )
Maxinor 71-73, 32, 33
Ms. Liberty 7, 77
Nebo 73, 74
Nightowl 69
Snow Ghos t 78
Talisman 22, 23
Titan 24, 25, 26, 44
Wanderer 74, 75
Youthquake 73
Supe rpowers NEW
Nightlightn ing: Alter Physical StrUCture 45
Nightshade: Disruptive Touch 93
Talisman: Karma
Vague: Precognition 8 1, 82
DoctOr Vargos: Transfor mati on 98, 99

-T-

-u-

-v-

Villains 79- 106
Big Brain 39, 40
Blood·Master 80, 8 1
Crusader 40, 41
Da rk ling III, 112, 11 3
DominatOrs, The 8 1-86
DoctOr 'largos 98-99
Elastico 86
Grappler 87, 88
Gua rdi ans, The 38-41
Georwell: The Council Central 28, 29, 30
Hector IV 106
Hellca t 82, 83
Howler 83, 84
Hunk, The 4 1, 42
Inhe rit or 88, 89
Killgore 9 1, 92
Kille r Whale 89, 90
Lave-Men 107- 110, 113, 11 4
Male factor 42, 43
Man Hunter 92, 93
Monolith 43, 44
Nigh t Jightning 45, 46
Nightshade 93, 94
Phaser 46, 47
Prophet,The 94, 95
Runner, The 116, 117
Robots (eviJ) 34-37. 106
Sea Crea ture, The 95, 96, 97
Speed Demon 85
Stalker, The 97
Tannr 11 4, l IS
Vague 81, 82
Ve su viu s 84 , 85
Von Geist 103- 106
War Head 99, 100
Wi sp , The 100. 10 1
Za rren . Prosecut or 10 1, 102

139

-w-

Weapons and Combat 127- 130
Wea pon Proficiencies (W.P.) 127
Weapons o f . . •
Bl ood-Master 80
Challe nger ' s Guns 12
Cr usader ' s Shield 41
Demon 's Billy Cluh 2 1
foreverman, The 75, 76
GeorweJl 30, 33, 34-37

Gr appler, The 87, 88
Hammel Dash's Chair 55, 57

MalefaClOr 43
Mechanoid Runner 117
Nebo 74
New Haven 51
Talisman ' s Cane 23
Von Geis t 105, 106

-x-

-y-

-z-

Zarren, the ProsecutOr 10 1, 102

1<0

ART INDEX
Anderson, Brent 130
Austin, Terry 8
Bradford, Aubrey (& Rei nhold) 56
Buckler, Richard 7
Byrne, John 9, 16
Grell , Mike 14
Gulacy, Paul - from Piece
Guslovich, Mike - Comic Strip & all the rest
Lay t on, Bob 24, 129
Kirby, Jack 103
Reinhold, Bill 10, 13, 17, 18, 48, 49, 54, 58, 59, 60, 96
Rubenstein 11 9
Sienkiewicz, Bill 26
Siembieda, Kevin 117, 118
Vosburg, Mike 77, 136
Zeck, Mike 127
Willingham, Bill 141

141

""II;:"'~~II\.

~v.c..¥-

'"

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