Morrow Project

Our agency has evidence that World War III will occur in 1989. 

Everything that can be done to avert the War is being done, but another avenue must be explored,  rebuilding after the War. 

Our side of the organization is dedicated to rebuilding America after the inevitable nuclear war.

In 1962 a mysterious man known by the name of Bruce Edward Morrow, origin unknown, gathered several of the country’s leading industrialists 

into an organization known as the Council of Tomorrow. He seemed to have possessed the ability to transport himself and some small amount of 

nearby matter into or out of the future. Building a convincing argument from the future, he and the council structured an organization dedicated 

to the continued survival of the human race beyond the point of destruction.

This organization brought forth the concept of The Morrow Project.

Volunteers are cryogenically frozen in hidden bunkers and provided with supplies and equipment to rebuild civilization 3 to 5 years after the war ends 

and the nuclear fallout diminishes. The Morrow Project will be coordinated by a central command post and record-keeping facility called "Prime Base." 

This is an immense self-contained bunker hidden underground in Nevada. The facility's advanced life support systems will allow the Project's leaders 

to survive the war and chronicle it and be in the best position to decide what should be done next.

The Morrow Project can not prevent the coming catastrophe, nor do they have the resources to help everyone immediately. We believe it is possible to help 

with the rebuilding, but even this will be a massive undertaking. Plan becomes action and over the years many well-trained teams will be cryogenically 

frozen in hidden bunkers to emerge at the time when their resources and help will do the most good.

Recon teams are to reconnoiter the countryside, report on local conditions and provide advice to Prime Base concerning which teams should be awakened next.

MARS teams make up the military arm of the Project—they are extremely formidable and heavily armed.

Science teams are broadly cross-trained scientific and technical units that can cope with a wide range of situations—from complex medical care and 

epidemiology to understanding unusual hazards and dangerous creatures. Their areas of knowledge range from biology to nuclear physics. They are 

equipped with a custom-built vehicle called the Science One and have armament second only to that of the MARS teams.

You were recruited in 1970 at the end of your tour of duty in Vietnam to be part of a six man Recon team.

You’ve successfully completed Morrow Project training and are now trusted to rebuild civilization using any means necessary.

Your team must rely on their ingenuity, training and each other to carry out the general orders of the project:

1. Assist the population in rebuilding America whenever possible.

2. Reunite with the bulk of the Morrow Project forces.

3. Survive!

Good Luck.

Morrow Project

Soldier (150 point template)

Attributes: 120 points

ST  10 [0]

DX 12 [40]

IQ  11 [20]

HT 16 [60]

Secondary Characteristics: -20 points

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 9 [-10]; Per 12 [5]; FP 11 [-15]

Basic Speed 7 [0]; Basic Move 7 [0]

Advantages: 21

Acute Vision 1 [2], High Pain Threshold [10], Night Vision 6 [6],

Reduced Consumption 1 [2], Temperature Tolerance 1 [1]

Perks: 2 points

Quick Reload (Detachable Magazine) [1], Walking Armory [1]

Languages 1 point

English (Native) [0]

Latin: Spoken (None)/Written (Broken) [1]

Disadvantages: -35 points

Partial Amnesia [-10], Sense of Duty (Team) [-5], Weirdness Magnet [-15] and

Pick one of the following

Overconfidence [-5], Incurious [-5], Intolerance (pick a country) [-5],

Trademark [-5] or Truthfulness [-5]

Skills: 55 points

Guns (Rifle) (DX/E)+6 [20]-18

Swimming (HT/E) [1]-16

Surgery (General (Trauma)) (IQ/A)+1 [4]-12

Fast Draw (Magazine) and Knife, all (DX/E) [1]-12

Boxing, Drive (Car), NBC Suit, Spear, Stealth, and Wrestling, all (DX/A) [2]-12

Parachuting (DX/E) [1]-12

Survival (Arctic) (Per/A)-1 [1]-11

Soldier, and Teaching, both (IQ/A)-1 [1]-10

Math (Applied), and Physician, both (IQ/H)-2 [1]-9

 

Pick 10 of the following skills 

Guns (Light Machine Gun, Pistol, Shotgun or Sub-Machine Gun), all (DX/E) Default+1 [1]-17

Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-15

Fast Draw (Pistol or Knife) or Gunner (Machine Gun), both (DX/E) [1]-12

Fishing or Scrounging, both (Per/E) [1]-12

Tracking (Per/A)-1 [1]-11

Piloting (Heavy Airplane or Helicopter) or Riding (Horse), both (DX/A)-1 [1]-11

Armory (Small Arms or TL0 Weapons), Electronics Operations (Com), 

Electronics Repair (Com), Explosives (Demo), Farming, Interrogation, Leadership, 

Mechanic (Any), Navigation (Land), Scuba, or Traps, all (IQ/A)-1 [1]-10

Engineer (Combat), Hazardous Materials (Radioactive), 

Strategy (Land) or  Tactics, all (IQ/H)-2 [1]-9

Technique: 6 points

•Pick One 

Targeted Attack (Rifle/Eye) (H) [6]-14

or

Quick-Shot (Rifle) (A) [6]-18

Custom Talents

At the GM’s option, you may create your own Talent with a custom skill list.

These are the verboten Ninja Weapon Talents, go ahead pick one.

Talent - Awesome [15/level]: +1/level to all skills

Talent - Good [10/level]: +1/level to twelve skills

Talent - Specialist [5/level]: +1/level to six skills

_____________________________

Languages

1-20   Spanish

21-26 Cantonese

27-32 Mandarin

33-38 French

39-44 German

45-50 Tagalog

51-56 Italian

56-61 Arabic

61-66 Russian

67-71 Japanese

72-75 Navajo

76-79 Nahuatl

80-83 Cree

84-87 Ojibwe

88-93 Latin

94 Swedish

95 Portuguese

96 Dutch

97 Greek

98 Korean

99 Polish

100 (roll 1d12)

1 Vietnamese

2 Hungarian

3 Slovak

4 Khmer

5 Lao

6 Welsh

7 Irish Gaelic 

8 Creek

9 Basque

10 Icelandic

11 Berber (Tashelhit)

12 Lokono

_____________________________

Custom Talents

At the GM’s option, you may create your own Talent with a custom skill list.

These are the verboten Ninja Weapon Talents, go ahead pick one.

Talent - Awesome [15/level]: +1/level to all skills

Talent - Good [10/level]: +1/level to twelve skills

Talent - Specialist [5/level]: +1/level to six skills

_____________________________

Morrow Project Issue, Personal Survival Kit

The survival kit is issued to all personal of the Morrow Project.

The kit consists of two plastic containers, each measuring 11.43 cm 

x 13.97 cm x 3.81 cm with each container weighting 0.45 kg, curved 

to fit in chest or thigh pockets. They are sealed with O-rings and 

held together by “C” clamps that run the length of the long sides, 

the clamps being slid off when the contents are needed.

Container No.1

1 Aluminum dish

1 Lipstick, anti-chap and sunburn protective

50 Iodine water-purification tablets

1 bar of soap (3/8 ounce)

1 Tincture benzalkonium chloride bottle (2CC)

1 Illuminating candle

2 Waterproof receptacles (rubber prophylactics)

11 A.P.C. tablets

6 Waterproofed matches

1 Single edge razor blade

3 Band aids

1 Adhesive plaster

1 Boric acid ointment, tube (1/8 oz.)

1 Gauze

6 Salt tablets (sodium chloride)

6 D-Methemphet hydrochloride tablets

1 Mirror with cord attached

1 Snare wire assembly

Container No. 2

1 Pliers

16 Oxytetracycline tablets

1 Wrist compass and strap

1 Fishing kit (plastic container, 2 wet flies with snell, 15 fish

hooks, nickel demon with double hook and 3 lead strip sinkers)

6 Waterproof matches

1 Single edge razor blade

1 Sewing kit (2 needles and thread)

1 Sparking metal (flint)

1 Fishing line

1 Sun and bug repellent, tube (1 oz.)

1 Absorbent cotton (2 grams)

1 Chamois

3 Band aids

2 Spare sinkers 

_____________________________

Morrow Project Issue, Bug Out Kit

This kit is intended to be included in the cryo freeze chamber for 

an emergency situation that may arise, ie. if the bolt hole is 

breached and you can’t get to your equipment in the vehicle. It can 

also double as an emergency bail out kit for a vehicle, once the bolt 

hole is abandoned.

Contents contained in a small olive drab backpack. 

Weight: approx 5.50 kg w/o weapon

            approx 8.75 kg w/ weapon

Kit includes

1 Colt .223 Imp Survival SMG w/ 30 rds magazines

1 Short range survival radio, range 10 kms. One channel only

1 Heavy duty reinforced space blanket, OD on one side, silver on

other

1 Light weight OD rain poncho

2 Large heavy duty trash bags

1 Water filter straw

1 Morrow Project Issue, Personal Survival Kit (look over to the left)

1 Personal first-aid kit

1 Small collapsible plastic bucket

1 Water storage bladder

1 OD plastic canteen & canteen cup

1 OD BDU pants

1 OD tee-shirt

1 OD wool sweater

1 OD wool watch cap

2 Pair grey socks

1 OD light weight windbreaker

1 Pair black leather gloves, w/ OD liners

4 Boxes of water/ wind proof matches, w/ OD plastic container

2 Disposable lighters

1 “Tommy” cooker and 3 boxes, of 25 fuel tablets

1 Set KFS (Knife, Fork, Spoon)

1 Folding pocket knife

1 Knife sharpening stone

20 m of OD para cord

1 Note pad w/ pen & pencil

1 Signal mirror

1 Signal whistle

1 Small flashlight

1 Folded local map

1 Compass

Toilet paper in sealed plastic bag

2 MRE meals 

Morrow Project

Soldier (150 point template)

You are very good at war.

Attributes: 60 points

ST  10 [0]

DX 10 [0]

IQ  11 [20]

HT 14 [40]

Secondary Characteristics: -10

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 9 [-10]; Per 11 [0]; FP 14 [0]

Basic Speed 6 [0]; Basic Move 6 [0]

Advantages: 61 points

Awesome 4 [60], Signature Gear [1]

Perks:

Quick Reload (Detachable Magazine) [1], Walking Armory [1]

Disadvantages: -40 points

Partial Amnesia [-10], Sense of Duty (Team) [-5], 

Skinny [-5], Weirdness Magnet [-15] and

Pick one of the following

Overconfidence [-5], Incurious [-5], Intolerance [-5],

Trademark [-5] or Truthfulness [-5]

Skills: 71

Guns (Rifle) (DX/E)+10 [20]-20

Swimming (HT/E)+4 [1]-18

Guns (Light Machine Gun, Pistol, Shotgun and Submachine Gun), all (DX/E) Default+1 [1]-19

Guns (Grenade Launcher and LAW), both (DX/E) Default+1 [1]-17

Savoir-Faire (Military) (IQ/E)+4 [1]-15

Fishing and Scrounging, both (Per/E)+4 [1]-15

Brawling, Fast Draw (Magazine and Pistol) and Knife, all (DX/E)+4 [1]-14

Boxing, Drive (Car) and NBC Suit, Spear, Stealth, Wrestling, all (DX/A)+4 [2]-14

Gunner (Machine Gun), Parachuting, both (DX/E)+4 [1]-14

Survival (Arctic) and Tracking, both (Per/A)+3 [1]-14

Armory (Small Arms and TL0 Weapons), Electronics Operations (Com), 

Explosives (Demo), Interrogation, Leadership, Navigation (Land), 

Soldier, Scuba, Teaching and Traps, all (IQ/A)+3 [1]-14

Engineer (Combat), Hazardous Materials (Radioactive), Math (Applied), 

Physician, Strategy (Land) and Tactics, all (IQ/H)+2 [1]-13

Surgery (IQ/VH)+1 [1]-12

Two More Skill: 

•Pick One of 

Piloting (Heavy Airplane or Helicopter) or Riding (Horse), all (DX/A)+4 [2]-14

•Pick One of

Farming or Mechanic (Any), both (IQ/A)+3 [1]-14

Technique: 6

Targeted Attack (Rifle/Eye) (H) [6]-16

_____________________________

_____________________________

sample custom loadout

Alice pack

M-16 with 10 extra mags, 28 rounds in each

12 Gauge with 100 rounds of 00 buck in a claymore bag, and 5 rounds in the gun

two Colt 1911 pistols with 4 extra mags

K-Bar

PRC-25 radio

Compass

Maps

10 x 50 Binoculars

Code book

Note book

2 grease pencils

2 Frags

2 canteens of water

6 LRRP rations

4 Morphine syrettes

2 field dressings

3 pairs of socks

Iodine tabs

.

.

.

.

A few humans have survived

Standard Morrow Project Issued Equipment

M1 Steel Helmet w/ Woodland Cover

(Weight: 2.00 Kg)

M1955 Armour Vest, Olive Drab

(Weight: 3.60 Kg)

All-Purpose Lightweight Individual Carrying Equipment (ALICE)

Y-Suspenders, Olive Drab

Equipment Belt, Olive Drab, w/ Quick Release Buckle

Small Arms Ammo Pouches, Olive Drab (2)

M7 Bayonet and Carrier, Olive Drab

Plastic E-Tool Carrier, Olive Drab, w/

Collapsible Entrenching Tool

LC-2 Canteen Cover, Olive Drab, w/

Plastic Canteen and M1 NBC Drinking Cap

First Aid Pouch, Olive Drab

M17A1 Protective Mask Carrier, Olive Drab, w/ 

M17A1 Protective Mask

Sidearm Holster, Black Leather or Olive Drab

Other Equipment that may be added

2 Quart Plastic Canteen and Cover, Olive Drab

5 Quart Flotation Bladder Canteen, Olive Drab

Rucksack, LC-2, Medium w/ Frame or w/o Frame, Olive Drab

2 Compartment Combat Field Pack, Olive Drab

Rucksack, LC-2, Large w/ Frame (17 Kg)

with the Following

Battle Dress Uniform (BDU), Olive Drab (2 pr)

M65 Jacket, Woodland, w/ Liner (1)

Boots, Combat, Black, w/ armored soles (2 pr)

Undershirt, Olive Drab (4)

Underwear, Olive Drab (4 pr)

Wool Socks, Grey (6 Pr)

Rainsuit, Rubberized Nylon, Olive Drab (1 set)

Field Cap, Ball Type, OD (1)

Field Cap, Round Brim, OD (1)

Sweater, Olive Drab (1)

Belt, Black with Brass Clasp Buckle (2)

Long Johns, Olive Drab (2 pr)

Gloves, Combat, Inner & Outer (2 pr)

Ground Sheet, Olive Drab (2) 

Sleeping Bag, w/ Outer, Inner, Hood & Liner (1)

Mosquito Net, Olive Drab (1)

Foam Bedroll, Olive Drab (1)

Toilet Kit, Basic (1)

Sun/ Wind/ Dust Goggles, Olive Drab Frame

w/ Clear and Smoked Lenses

Compass w/ Compass Carrier (1)

Protractor (1)

Field Message Pad (3) w/ Cover

Map Case, Olive Drab (1)

Geiger Tab (1)

M1 CBR kit (1)

I.D., Morrow Project (1)

MRE, 1 Day (14)

Lighter, Disposable (2)

Flashlight, Crookneck, Olive Drab (1)

Box, Matches, Wind & Rain Proof (3)

Rope, 50 m, Nylon, Olive Drab (1)

String, 100 m, Cotton, Olive Drab (1)

Carabineer, Locking “D”, Black (1)

Satchel, Personal Effects (1)

Cleaning Kit, Weapons, Universal (1)

Hopefully the game will not devolve into this but with enough beer...

A few ancient crumbling cities deep in the jungle and their warrior caste enjoy hunting humans for sport. 

The prisoners are eaten after being sacrificed to their dark god during a lunar eclipse.

_____________________________

75 point Morrow Project Template

_____________________________

Sniper 

(140 point template) 

Attributes +140

ST  10 [0]

DX 14 [80]

IQ  11 [20]

HT 14 [40]

Secondary Characteristics -8

Damage 1d-2/1d; BL 20 lbs.

HP 11 [2]; Will 9 [-10]; Per 11 [0]; FP 14 [0]

Basic Speed 7 [0]; Basic Move 7 [0]

Advantages 0

Perks +1

Walking Armory [1]

Languages +3

English (Native) [0]

Any one Language: Spoken (Native)/Written (None) [3]

Disadvantages -40

Weirdness Magnet [-15], Sense of Duty (Team) [-5], Skinny [-5] and Partial Amnesia [-10].

Pick one

Callous [-5], Code of Honor (Pirate's) [-5], Compulsive Carousing [-5*], Intolerance [-5], 

Overconfidence [-5*], Trademark (Simple) [-5], Truthfulness [-5] and Workaholic [-5].

Military and Morrow Project Skills +40 points

Guns (Rifle) (DX/E)+6 [20]-20

Guns (LMG, Pistol, Shotgun, SMG), all (DX/E) Default+1 [1]-19

Brawling and Knife, both (DX/E) [1]-14

Swimming (HT/E) [1]-14

NBC Suit (DX/A)-1 [1]-13

Camouflage and Savoir-Faire (Military), both (IQ/E) [1]-11

Armory (Small Arms), Electronics Operation (Comm), Navigation (Land) and 

Soldier, all (IQ/A)-1 [1]-10

Survival (Arctic) (Per/A)-1 [1]-10

Physician and Tactics, both (IQ/H)-2 [1]-9

• Pick one

Crossbow or Gunner (Cannon or Machine Gun), all (DX/E) [1]-14

or

Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-17

• Pick two

Explosives (Demolition or NOD), Forward Observer, Hazardous Materials (Biological,

Chemical or Radioactive), Mechanic (Gasoline or Diesel), all (IQ/A)-1 [1]-10

College Skills +4 points

Mathematics (Applied) (IQ/H)-2 [1]-12 and

• Pick one

Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),

Farming, Occultism, Meteorology, Public Speaking or Research, all (IQ/A) [1]-10

• Pick one

Anthropology, Archaeology, Astronomy, Biology, Botany, Chemistry, Diagnosis, 

Economics, Engineering (any), Forensics, Geography (U.S.), Geology, 

History (16th-Century U.S.), Law (any), Linguistics, Literature, Paleontology (any), 

Pharmacy (any), Philosophy, Physiology, Psychology, Strategy (Land) or 

Theology (any), all (IQ/H)-1 [2]-10

_____________________________

pick one of the Lenses

Better Sniper (+10 points)

Acute Vision 1 [2], Luck (Active, Combat) [5]

Weapon Bond [1], Signature Gear [1]

Fast-Draw (Magazine) (DX/E) [1]-12

Thief (+10)

Boxing (DX/A)+1 [4]-15 

Climbing and Stealth both (DX/A) [2]-14

Lockpicking (IQ/A)+1 [4]-12 

 

Hunter (+10)

Bow and Stealth, both (DX/A) [2]-14

Tracking (Per/A)+1 [4]-12

Fishing (Per/E) [1]-12

Armory/TL0 (Weapons) (IQ/A)-1 [1]-10

Night Owl (+10)

Less Sleep 3 [6], Nightvision 4 [4]

Pickpocket (+10)

Pickpocket (DX/H)+1 [8]-15

Streetwise (IQ/A)-1 [1]-10

Sleight of Hand (DX/H)-2 [1]-12

Pilot (+10)

Hot Pilot 1 [5]

Navigation (Air) (IQ/A)+1 [2]-12

Piloting (any) (DX/A)+1 [2]-15

Mechanic (same as pilot skill) (IQ/A)-1 [1]-10

Long Range Recon (+10 points)

Absolute Direction [5], Nightvision 5 [5]

Tough (+10 points)

Hard to Kill 2 [4]

Rapid Healing [5]

Good with Dogs [1]

Man (+10)

High Pain Threshold [10]

Stealthy (+10 points)

Compact Frame [1], Flexibility [5]

Climbing (DX/A)+2 [1]-16

Escape (DX/H)+1 [1]-15

Stealth (DX/A) [2]-14

_____________________________

Medic

Morrow Project (150 point template)

Attributes: 120

ST  12 [20]

DX 12 [40]

IQ  12 [40]

HT 12 [20]

Secondary Characteristics: -10

Dmg 1d-1/1d+2; BL 29 lbs.

HP 12 [0]; Will 10 [-10]; Per 12 [0]; FP 12 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages +30

Hard to Kill 2 [4], High Pain Threshold [10], Less Sleep 3 [6], Luck (Active, Combat) [5], Nightvision 4 [4], Signature Gear [1]

Languages +3

English (Native) [0]

Any Language: Spoken (Native)/Written (None) [3]

Perks +2

Walking Armory [1], Weapon Bond [1]

Disadvantages: -40

Weirdness Magnet [-15], Sense of Duty (Team) [-5], Skinny [-5] and Partial Amnesia [-10].

Pick one

Callous [-5], Code of Honor (Pirate's) [-5], Compulsive Carousing [-5*], Intolerance [-5], 

Overconfidence [-5*], Trademark (Simple) [-5], Truthfulness [-5] and Workaholic [-5].

Skills: 45

Surgery (IQ/VH)+2 [16]-14

Guns (Rifle) (DX/E)+3 [8]-15

Guns (Pistol) (DX/E) Default+1 [1]-14

Fast Draw (Magazine) (DX/E) [1]-12

Teaching (IQ/A) [2]-12

First Aid, Savoir-Faire (Military), both (IQ/E) [1]-12

Brawling and Knife, both (DX/E) [1]-12

Swimming (HT/E) [1]-12

Armory (Small Arms), Electronics Operations (Communications), Leadership,

Navigation (Land), Soldier, all (IQ/A)-1 [1]-11

Survival (Arctic) (Per/A)-1 [1]-11

Driving (Car) and Environment Suit (NBC Suit), both (DX/A)-1 [1]-11

Physician and Tactics, both (IQ/H)-2 [1]-10

Pick one from:

Gunner (Machine Gun), Guns (GL, LAW), Parachuting,  all (DX/E)+1 [2]-13

Piloting (Heavy Airplane, Helicopter or High Performance Airplane), Stealth, all (DX/A) [2]-12

Artillery (Cannon), Explosives (Demolition), Forward Observer, Scuba or Traps, all (IQ/A) [2]-12

_____________________________

MACV-SOG

(140 point template) 

"Sir, I am unaware of any such activity or operation - nor would

I be disposed to discuss such an operation if it did in 

fact exist, sir."

          -Captain Benjamin L. Willard

Attributes +140

ST 10  [0]

DX 12 [40]

IQ  14 [80]

HT 12 [20]

Secondary Characteristics -20

Damage 1d-2/1d; BL 20 lbs.

HP 10 [0]; Will 10 [-20]; Per 14 [0]; FP 12 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages 0

Perks +1

Walking Armory [1]

Languages +4

English (Native) [0]

Any one Language: Spoken (Native)/Written (None) [3]

Vietnamese: Spoken (Broken)/Written (None) [1]

Disadvantages -20

Sense of Duty (Team) [-5], Skinny [-5] and Partial Amnesia [-10].

Military and Morrow Project Skills +40 points

Guns (Rifle) (DX/E)+6 [20]-18

Guns (LMG, Pistol, Shotgun, SMG), all (DX/E) Default+1 [1]-17

Camouflage and Savoir-Faire (Military), both (IQ/E) [1]-14

Armory (Small Arms), Electronics Operation (Comm), Navigation (Land) and 

Soldier, all (IQ/A)-1 [1]-13

Survival (Arctic) (Per/A)-1 [1]-13

Physician and Tactics, both (IQ/H)-2 [1]-12

Brawling and Knife, both (DX/E) [1]-12

Swimming (HT/E) [1]-12

NBC Suit (DX/A)-1 [1]-11

• Pick one

Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-15

• Pick two

Explosives (Demolition, EOD or NOD), Forward Observer, Hazardous Materials 

(Biological, Chemical or Radioactive), Mechanic (Gasoline or Diesel), 

all (IQ/A)-1 [1]-13

College Skills +5 points

Mathematics (Applied) (IQ/H)-2 [1]-12 and

• Pick one

Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),

Farming, Occultism, Meteorology, Public Speaking or Research, all (IQ/A) [2]-14

• Pick two

Anthropology, Archaeology, Astronomy, Biology, Botany, Chemistry, Diagnosis, 

Economics, Engineering (any), Forensics, Geography (U.S.), Geology, 

History (16th-Century U.S.), Law (any), Linguistics, Literature, Paleontology (any), 

Pharmacy (any), Philosophy, Physiology, Psychology, Strategy (Land) or 

Theology (any), all (IQ/H)-2 [1]-12

_____________________________

Lenses (pick one, go ahead, it's ok)

Sniper (+10 points)

Acute Vision 1 [2], Luck (Active, Combat) [5]

Weapon Bond [1], Signature Gear [1]

Fast-Draw (Magazine) (DX/E) [1]-12

Special Forces (+10 points)

Traps (IQ/A) [2]-14

Armory/TL0 (Weapons), Interrogation and Leadership, all (IQ/A)-1 [1]-13

Tracking (Per/A) [1]-13

Intelligence Analysis and Strategy (Land), all (IQ/H)-2 [1]-12

Leatherworking and Sewing/TL0, both (DX/E) [1]-12

Medic (+10 points)

Surgery (IQ/VH) [8]-14

Diagnosis and Physiology, both (IQ/H)-2 [1]-12

Night Owl (+10 points)

Less Sleep 2 [4], Nightvision 6 [6]

EOD (+10 points)

Explosives (EOD) (IQ/A)+2 [8]-16

Traps (IQ/A) [2]-14

Mechanic (+10 points)

Compact Frame [1], Flexibility [5]

Climbing (DX/A)+2 [1]-14

Escape (DX/H)+1 [1]-13

Lockpicking and Mechanic (any), both (IQ/A)-1 [1]-13

Scholar (+10)

Teaching (IQ/A) [2]-14

Leadership (IQ/A)-1 [1]-13

Strategy (Land) (IQ/H)-2 [1]-12

• Pick six

Anthropology, Archaeology, Astronomy, Biology, Botany, Chemistry, Diagnosis, 

Economics, Engineering (any), Forensics, Geography (U.S.), Geology, 

History (16th-Century U.S.), Law (any), Linguistics, Literature, Paleontology (any), 

Pharmacy (any), Philosophy, Physiology, Psychology, Theology (any) or 

Veterinary, all (IQ/H)-2 [1]-12

_____________________________

Medic 

(150 point template)

Attributes +60

ST 11 [10]

DX 11 [20]

IQ  11 [20]

HT 11 [10]

Secondary Characteristics -4

Damage 1d-1/1d+1; BL 24 lbs.

HP 14 [6]; Will 9 [-10]; Per 11 [0]; FP 11 [0]

Basic Speed 5.5 [0]; Basic Move 5 [0]

Advantages +57

Combat Reflexes [15], Hard to Kill 2 [4], High Pain Threshold [10], 

Less Sleep 4 [8], Luck (Active, Combat) [5], Nightvision 9 [9], 

Rapid Healing [5], Signature Gear [1]

Languages +3

English (Native) [0]

Any Language: Spoken (Native)/Written (None) [3]

Perks +3

Deep Sleeper [1], Walking Armory [1], Weapon Bond [1]

Disadvantages -40

Weirdness Magnet [-15], Sense of Duty (Team) [-5], Skinny [-5] and Partial Amnesia [-10].

Pick one

Callous [-5], Code of Honor (Pirate's) [-5], Compulsive Carousing [-5*], Intolerance [-5], 

Overconfidence [-5*], Trademark (Simple) [-5], Truthfulness [-5] and Workaholic [-5].

Military and Morrow Project Skills +64  points

Guns (Pistol) (DX/E)+5 [16]-16

Guns (LMG, Rifle, Shotgun, SMG), all (DX/E) Default+1 [1]-15

Surgery (IQ/VH)+3 [20]-14

Knife (DX/E)+1 [2]-12

Brawling (DX/E) [1]-11

Savoir-Faire (Military) (IQ/E) [1]-11

Swimming (HT/E) [1]-11

Physician and Tactics, both (IQ/H)-1 [2]-10

Search, Survival (Arctic) and Tracking, all (Per/A)-1 [1]-10

Armory (TL7 Small Arms and TL0 Weapons), Electronics Operation (Comm), 

Navigation (Land) and Soldier, all (IQ/A)-1 [1]-10

Driving (Automobile), NBC Suit and Stealth, all (DX/A)-1 [1]-10

• Pick one

Gunner (Cannon or Machine Gun), both (DX/E) [1]-11

• Pick two

Forward Observer, Hazardous Materials (Biological,

Chemical or Radioactive) or Mechanic (Gasoline or Diesel), all (IQ/A)-1 [1]-10

College Skills +7 points

Mathematics (Applied) IQ/H-2 [1]-9 and

• Pick two

Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),

Farming, Meteorology or Occultism, all (IQ/A) [2]-10

• Pick one

Anthropology, Archaeology, Astronomy, Biology, Botany, Chemistry, Diagnosis, 

Economics, Engineering (any), Forensics, Geography (U.S.), Geology, 

History (16th-Century U.S.), Law (any), Linguistics, Literature, Paleontology (any), 

Pharmacy (any), Philosophy, Physiology, Psychology or Theology (any), all (IQ/H)-1 [2]-10

_____________________________

Recon 

(140 point template) 

Attributes +140

ST 14 [40]

DX 12 [40]

IQ  12 [40]

HT 12 [20]

Secondary Characteristics -8

Damage 1d/2d; BL 39 lbs.

HP 15 [2]; Will 10 [-10]; Per 12 [0]; FP 16 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages +8

Absolute Direction [5], Reduced Consumption 1 [2], Temperature Tolerance 1 [1]

Perks +1

Walking Armory [1]

Languages +4

English (Native) [0]

Any one Language: Spoken (Native)/Written (None) [3]

Vietnamese: Spoken (Broken)/Written (None) [1]

Disadvantages -40

Weirdness Magnet [-15], Sense of Duty (Team) [-5], Skinny [-5] and Partial Amnesia [-10].

Pick one

Callous [-5], Code of Honor (Pirate's) [-5], Compulsive Carousing [-5*], Curious [-5],

Intolerance [-5], Overconfidence [-5*], Truthfulness [-5] and Workaholic [-5].

Military and Morrow Project Skills +30 points

Guns (Rifle) (DX/E)+3 [8]-15

Guns (LMG, Pistol, Shotgun, SMG), all (DX/E) Default+1 [1]-14

Stealth (DX/A) [2]-12

Brawling, Gunner (Machine Gun), Knife, all (DX/E) [1]-12

Swimming (HT/E) [1]-12

Camouflage, First Aid and Savoir-Faire (Military), all (IQ/E) [1]-12

Armory (Small Arms), Electronics Operation (Comm), Explosives (Demolition), 

Navigation (Land) and Soldier, all (IQ/A)-1 [1]-11.

NBC Suit (DX/A)-1 [1]-11

Survival (Arctic) (Per/A) [1]-11

Physician and Tactics, both (IQ/H)-2 [1]-10

College Skills +5 points

Mathematics (Applied) (IQ/H)-2 [1]-10 and

• Pick one

Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),

Farming, Occultism, Meteorology, Public Speaking or Research, all (IQ/A) [2]-12

• Pick two

Anthropology, Archaeology, Astronomy, Biology, Botany, Chemistry, Diagnosis, 

Economics, Engineering (any), Forensics, Geography (U.S.), Geology, 

History (16th-Century U.S.), Law (any), Linguistics, Literature, Paleontology (any), 

Pharmacy (any), Philosophy, Physiology, Psychology, Strategy (Land) or 

Theology (any), all (IQ/H)-2 [1]-10

_____________________________

pick a Lens

Sniper (+10 points)

Acute Vision 1 [2], Luck (Active, Combat) [5]

Weapon Bond [1], Signature Gear [1]

Fast-Draw (Magazine) (DX/E) [1]-12

Special Forces (+10 points)

Traps (IQ/A) [2]-12

Leatherworking and Sewing/TL0, both (DX/E) [1]-12

Armory/TL0 (Weapons), Interrogation and Leadership, all (IQ/A)-1 [1]-11

Tracking (Per/A) [1]-11

Intelligence Analysis and Strategy (Land), all (IQ/H)-2 [1]-10

Combat Engineer (+10 points)

Carpentry and Masonry, both (IQ/E) [1]-12 

Electrician, Electronics Repair (Comm), both (IQ/A) [2]-12  

Engineer (Combat) (IQ/H) [4]-12

Tough (+10 points)

Extra Hit Points 3 [6]

Hard to Kill 2 [4]

Burglar (+10)

Wrestling (DX/A)+2 [8]-14 

Lockpicking (IQ/A) [2]-12

Medic (+10 points)

Surgery (IQ/VH) [8]-12

Diagnosis and Physiology, both (IQ/H)-2 [1]-10

_____________________________

Tracker

150 Point Morrow Project Template

Ma got eaten by a gator while feeding the chickens, Pa drowned when the still blew up. 

Raised by his drunken coon ass grandpa deep in the bayou, joined the Army the day he 

graduated from the University of New Orleans. Recruited by the CIA after his second tour 

in Vietnam, joined the Morrow Project after a year with MACV-SOG.

Attributes +40

ST 10  [0]

DX 10 [0]

IQ  12 [40]

HT 10 [0]

Secondary Characteristics -6

Damage 1d-2/1d; BL 20 lbs.

HP 12 [4]; Will 10 [-10]; Per 12 [0]; FP 10 [0]

Basic Speed 5 [0]; Basic Move 5 [0].

Advantages +70

Artificer 1 [10], Born War-Leader 1 [5], Hard to Kill 2 [4], High Pain Threshold [10], 

Luck (Active, Combat) [5], Nightvision 9 [9], Rapid Healing [5], 

Reduced Water Consumption 1 [1], Temperature Tolerance 1 [1], Strangler 4 [20]

Perk +2 

Walking Armory [1], Weapon Adaptation (Knife to Brawling) [1]

Languages +6

English (Native) [0]

Cajun: Spoken (Native)/Written (None) [3]

Spanish and Vietnamese: Spoken (Broken)/Written (None) [1]

Latin: Spoken (None)/Written (Broken) [1]

Disadvantages -40 

Weirdness Magnet [-15], Sense of Duty (Team) [-5], Skinny [-5] and Partial Amnesia [-10].

Pick one

Callous [-5], Code of Honor (Pirate's) [-5], Compulsive Carousing [-5*], Intolerance [-5], 

Overconfidence [-5*], Stubbornness [-5], Truthfulness [-5] and Workaholic [-5].

Skills +78

Brawling  (DX/E)+6 [4]-16

Knife (Brawling) [1]-16

Tracking (Per/A)+4 [2]-16

Guns (Rifle) (DX/E)+5 [16]-15

Stealth (DX/A)+4 [2]-14

Wrestling (DX/A)+4 [2]-14

Guns/TL7 (Light Machine Gun, Pistol, Shotgun, Submachine Gun), all (Default)+1 [1]-14

Carpentry, Masonry and Savoir-Faire (Military), all (IQ/E)+1 [1]-13

Teaching (IQ/A) [2]-12

Engineer (any two), Intelligence Analysis, Strategy (Land) and Tactics, all (IQ/H) [2]-12

Architecture, Armory (Heavy Weapons and Small Arms), Electrician, 

Electronics Repair (Comm), Leadership, Machinist, Mechanic (any), and 

Smith (Black), all (IQ/A) [1]-12

Guns/TL7 (Grenade Launcher and Light Anti-Armor Weapon), both (Default)+1 [1]-12

Electronics Operation/TL7 (Comm, Medical and Scientific), Farming, 

Hazardous Material (Radioactive), Navigation (Land), SCUBA and 

Soldier, all – (IQ/A)-1 [1]-11

Survival (Swamp) (Per/A)-1 [1]-11

Surgery (IQ/VH)-1 [4]-11

Gunner/TL7 (Cannon) and Parachuting, both (DX/E) [1]-10

Swim (HT/E) [1]-10

Diagnosis, Mathematics/TL7 (Applied) and Physician, all (IQ/H)-2 [1]-10

Drive (Automobile) and NBC Suit, both (DX/A) [1]-9 

_____________________________

Shooter

(150 point template)

Attributes: 140 points

ST 11 [10]

DX 15 [100]

IQ  10 [0]

HT 13 [30]

Secondary Characteristics: 10 points

Damage 1d-1/1d+1; BL 24 lbs. 

HP 11 [0] Will 10 [0]; Per 12 [10]; FP 13 [0]

Basic Speed 7.00 [0]; Basic Move 7 [0].

Advantages: 28 points

Gunslinger [25], Signature Gear [1], Honest Face [1], Walking Armory [1]

Disadvantages: -50 points

-20 points chosen from among 

Code of Honor (“Stay bought”) [-5] or (Soldier’s) [-10], Fanaticism (Employer, nation, or service) [-15], 

Greed [-15 ], Intolerance (Russia or China) [-5], Sense of Duty (Team) [-5] or (USA) [-10]. 

• -10 points chosen from

Bad Temper [-10], Berserk [-10], Bloodlust [-10], Bully [-10] or Honesty [-10]. 

• -20 points chosen from

Callous [-5], Impulsiveness [-10], On the Edge [-15], Overconfidence [-5], Stubbornness [-5].

Skills: 12 points

Guns (Pistol, Shotgun, or Submachine Gun) (E) DX+2 [4]-17

Fast-Draw (Magazine) (E) DX [1]-15 

• Seven of Guns (Light Machine Gun, Pistol, Rifle, Shotgun, or Submachine Gun) (E) DX+1 [1]-16

Crossbow, Fast-Draw (Pistol), Gunner (Machine Gun), Guns (Grenade Launcher), 

Liquid Projector (Flame thrower), all (E) DX [1]-16; or Throwing (A) DX-1 [1]-14.

More Skills: 10 points

Wrestling (A) DX [2]-15

Karate (H) DX-1 [2]-14

Driving (Automobile or Motorcycle) and Stealth, both (A) DX-1 [1]-14

Survival (Arctic) (A) Per-1 [1]-11

Armory (Small Arms) (A) IQ [2]-10

Soldier (A) IQ-1 [1]-9

_____________________________

Librarian

150 point character template

Bodies fill the fields I see, hungry heroes end

No one to play soldier now, no one to pretend

Running blind through killing fields, bred to kill them all

 -Metallica

Attributes: 70

ST  9 [-10]

DX 10 [0]

IQ  12 [40]

HT 14 [40]

Secondary Characteristics: -10

Damage 1d-2/1d-1; BL 16 lbs.

HP 9 [0]; Will 10 [-10]; Per 12 [0]; FP 14 [0]

Basic Speed 6 [0]; Basic Move 6 [0].

Advantages: 30

Extra Attack 1 [25], Ambidextrous [5]

Languages 1

English (Native) [0]

Apache: Spoken (Broken)/Written (None) [1]

Perks: 2

Technique Mastery (Dual Weapon Attack (Pistols)) [1], Walking Armory [1]

Disadvantages: -40

Weirdness Magnet [-15], Disturbing Voice [-10], Partial Amnesia [-10], Skinny [-5].

Skills: 97

Guns/TL8 (Pistol) (DX/E)+11 [40]-21

Guns (Light Machine Gun, Rifle, Shotgun and SMG), all (Default)+1 [1]-20

Fast-Draw (Pistol) (E) DX+3 [8]-13

Swimming (HT/E) [1]-14

Electrician, Explosives/TL8 (Nuclear Ordnance Disposal), Farming and Teaching, all (IQ/A) [2]-12

Savoir-Faire (Military) (IQ/E) [1]-12

Computer Operation (IQ/E) [1]-12

Survival (Arctic) and Tracking, both (Per/A)-1 [1]-11

Armory (Small Arms), Electronic Operation (Comm and Medical), Scuba, Soldier and Traps, all (IQ/A)-1 [1]-11

Brawling and Knife, both (DX/E) [1]-10

Engineer (Combat), Mathematics (Applied) and Tactics, all (IQ/H)-2 [1]-10

Driving (Car) and Environment Suit (NBC Suit), both (DX/A) [1]-9

Physician (IQ/H) [4]-12

Surgery (IQ/VH) (Default+1) [1]-8

Select five skills from:

Carpentry, Masonry, both (IQ/E) [1]-12

Electronics Repair (any), Mechanic (any), all (IQ/A)-1 [1]-11

Anthropology, Engineer (any), Forensics, Psychology, all (IQ/H)-2 [1]-10 

Techniques: 9

Dual Weapon Attack (Pistols) [9]-25

.

After a generation or two the original Morrow Project mission statement might be distorted to sound like this...

Generations ago our ancestors were reaching for the stars when the Earth was shattered by their hubris and technology. 

The Synthetic Gods they trusted with the care and safety of their own planet turned upon one another, and in a jealous rage, these Gods murdered the world.

Amidst the chaos of that time, our forebears had seen fit to prepare for such an event. They knew we could rebuild the world from the ruins. 

And so, while the terraforming event twisted man and beast, and the nuclear fire turned the world to ash, the Morrow Project did sequester themselves to wait out the holocaust.

Much time had passed before the world had calmed and our Worthy Brethren could once again build new temples and restore that which was Lost. 

And so begins our Great Undertaking, to rebuild civilization in an age determined to see it remain a specter of the past. 

With the wisdom we keep within our sacred order, we will raise this world from death, to build a place where Pure Strain Humans and Homo Superiors can live in harmony.

Be ever vigilant, lest the foes of civilization rend you asunder, be they servants of the Machine Goddess, mutated reavers of the wastelands, or mercenary bands of slavers, 

all will threaten our progress in rebuilding the world. When encountered, dispatch them with haste.

And so now you enter to aid in recovering from the ashes of our world, and in doing so diligently, help to further advance our most noble enterprise.

Survive, and perhaps one day you will be raised to the illustrious degree of Master Architect and preside over a Lodge of your own.