In 1962 a mysterious man known by the name of Bruce Edward Morrow seemed to have possessed the ability to transport himself and some small amount of matter into the future and back. He had discovered that World War III will occur in 1989 and every effort taken to avert it resulted in a different cause for the war. Finally realizing he could not prevent it, he formed a different strategy, rebuilding after the inevitable nuclear war. Convincing a handful of major industrialists, he formed an organization known as the Council of Tomorrow, a group dedicated to the survival of the human race and rebuilding civilization.
This organization brought forth the concept of the Morrow Project. Volunteers are cryogenically frozen in hidden bunkers to be awakened 3 to 5 years after the war ends and the nuclear fallout diminishes. The teams are provided with survival training and supplies to help rebuild civilization.
Recon teams are to reconnoiter the countryside, report on local conditions and provide advice on which teams should be awakened next and where they are needed.
MARS teams are the military branch of the Morrow Project.
Science teams are scientific and technical units broadly cross-trained from medical aid to dealing with chemical, biological, and radioactive hazards to dangerous creatures.
_____________________________
You were recruited at the end of your tour of duty in Vietnam to be part of a six man Morrow Project Recon team. Each team member was selected because he has no family, and is a combat veteran.
Your Recon team is expected to identify friendly survivors and then provide them with support, protection and training. And at the same time gather intelligence on where to best deploy MARS and Science teams.
Standard training for civilian survivors is broken up into four parts:
1. First aid, water purification and hygiene.
2. Basic combat training and fortification.
3. Farming and sniper/counter-sniper tactics.
4. Long range patrols and establishing contact and trade with other survivors.
If the Recon team is expecting to be in the area for an extended duration they are also to start basic education (literacy, math, etc.) for the young until a Science team arrives.
The team should also identify enemy supplies and activity and carry out offensive operations against strategically important targets until a MARS team arrives.
Soldier [150 points]
Attributes [120]
ST 10 [0]; DX 12 [40]; IQ 11 [20]; HT 16 [60].
Secondary Characteristics [-25]
Damage 1d-2/1d; Basic Lift 20 lbs.
HP 10 [0]; Will 8 [-15]; Per 12 [5]; FP 11 [-15].
Basic Speed 7 [0]; Basic Move 7 [0]; Dodge 10.
Vision 13.
Advantages [31]
Acute Vision 1 [2].
Animal Empathy (Horses Only, −80%) [1].
Animal Friend 4 (Horses Only; campaign cost) [4].
High Pain Threshold [10].
Night Vision 6 [6].
Reduced Consumption 1 [2].
Signature Gear (Good Horse and tack) [1].
Temperature Tolerance (Cold) 1 [1].
Perks [2]
Quick Reload (Detachable Magazine) [1].
Walking Armory [1].
Languages [6]
English (Native) [0].
Latin: Spoken (None)/Written (Broken) [1].
Italian: Spoken (Broken)/Written (None) [1].
Arabic: Spoken (Broken)/Written (None) [1].
Tagalog: Spoken (Broken)/Written (None) [1].
Greek: Spoken (Broken)/Written (None) [1].
Navajo: Spoken (Broken)/Written (None) [1].
Disadvantages [-50]
Extremely Hazardous Duty [-20].
Sense of Duty (Squad) [-5].
Weirdness Magnet [-15].
Choose another 10 points of disadvantages.
Quirks [-5]
Always complains about his food [-1], Fondness for unconventional makeshift culinary choices [-1], Oneirophobia (fear of dreams; quirk-level) [-1], Philogyny (love of women) [-1]., Scubaphilia (love of scuba diving) [-1].
Skills [60]
Guns (Rifle) (DX/E)+6 [20]-18;
Swimming (HT/E) [1]-16;
Surgery (General (Trauma)) (IQ/A)+2 [8]-13;
Fast-Draw (Magazine), Knife, both (DX/E) [1]-12;
Boxing, Driving (Car), NBC Suit, Spear, Stealth, Wrestling, all (DX/A) [2]-12;
Survival (Arctic) (Per/A)-1 [1]-11;
Soldier, Teaching, both (IQ/A)-1 [1]-10;
Mathematics (Applied), Physician, both (IQ/H)-2 [1]-9;
Riding (Horse) (DX/A)+2 [8]-18;
Animal Handling (Horses) (IQ/A)+2 [8]-17.
Riding and Animal Handling include +4 from Animal Friend; the latter bonus applies to horses.
Techniques [11]
Targeted Attack (Rifle/Eye) (H) [6]-14.
Mounted Shooting (Rifle/Horse) (H) [5]-18.
Languages — Roll d100
01–20 Spanish
21–26 Cantonese
27–32 Mandarin
33–38 French
39–44 German
45–50 Tagalog
51–56 Italian
57–61 Arabic
62–66 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
98–100 Roll 3d6 on the table below
Rare Languages — Roll 3d6
3 Icelandic
4 Hungarian
5 Slovak
6 Khmer
7 Lao
8 Welsh
9 Korean
10 Cajun French
11 Irish Gaelic
12 Polish
13 Creek (Muscogee)
14 Basque
15 Vietnamese
16 Berber (Tashelhit)
17 Lokono
18 American Sign Language
_____________________________
_____________________________
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
Nightwatch [150 points]
Attributes [180]
ST 14 [40]; DX 13 [60]; IQ 12 [40]; HT 14 [40].
Secondary Characteristics [-71]
Damage 1d/2d; Basic Lift 39 lbs.
HP 12 [-4]; Will 8 [-20]; Per 12 [0]; FP 10 [-12].
Basic Speed 5 [-35]; Basic Move 5 [0]; Dodge 8 before encumbrance.
Advantages [16]
Less Sleep 4 [8]; Night Vision 8 [8].
Perks [2]
Quick Reload (Detachable Magazine) [1]; Walking Armory [1].
Disadvantages [-50]
Extremely Hazardous Duty [-20]; Sense of Duty (Squad) [-5]; Weirdness Magnet [-15].
Choose another 10 points of disadvantages.
Five Quirks at [-1] each. Roll 3d6 for each using the GURPS Quirks table.
Skills [72]
Guns (Pistol) (DX/E)+6 [20]-19;
Guns (Rifle), improved from Pistol default [4]-18;
Guns (Shotgun), default [0]-17;
Guns (Submachine Gun), default [0]-17;
Guns (Grenade Launcher), default [0]-15;
Swimming (HT/E) [1]-14;
Savoir-Faire (Military) (IQ/E) [1]-12;
Fishing, Scrounging, both (Per/E) [1]-12;
Fast-Draw (Pistol) (DX/E)+1 [2]-14;
Fast-Draw (Magazine), Knife, both (DX/E) [1]-13;
Boxing (DX/A)+2 [8]-15;
Driving (Car), NBC Suit, both (DX/A)-1 [1]-12;
Spear, Stealth, both (DX/A) [2]-13;
Gunner (Machine Gun), Parachuting, both (DX/E) [1]-13;
Survival (Arctic), Tracking, both (Per/A)-1 [1]-11;
Armory (Small Arms), Armory (TL0 Weapons), Electronics Operation (Communications), Explosives (Demolition), Interrogation, Leadership, Navigation (Land), Soldier, SCUBA, Teaching, Traps, all (IQ/A)-1 [1]-11;
Engineer (Combat), Hazardous Materials (Radioactive), Intelligence Analysis, Mathematics (Applied), Physician, Strategy (Land), Tactics, all (IQ/H)-2 [1]-10;
Riding (Horse) (DX/A) [2]-13;
Farming (IQ/A) [2]-12.
Technique [6]
Targeted Attack (Pistol/Eye) (H) [6]-15.
_____________________________
Nightwatch’s Loadout
Worn / Carried — 37.91 lbs.
BDUs — 3.00 lbs.
Tee-shirt, underwear, worn socks — 0.70 lb.
Jungle boots — 3.00 lbs.
Web gear — 3.00 lbs.
Two utility pouches — 1.00 lb.
Hip holster — 0.50 lb.
Shoulder holster — 1.00 lb.
M16 slung on back — 0 lbs.*
One loaded M16 magazine and 10 spare magazines, 28 rounds each — 10.52 lbs.
Colt 1911 in hip holster — 0 lbs.*
Colt 1911 in shoulder holster — 0 lbs.*
Two loaded pistol magazines and two spare magazines, seven rounds each — 2.00 lbs.
K-Bar and sheath — 1.25 lbs.
Two fragmentation grenades — 2.00 lbs.
Two full one-quart canteens — 6.00 lbs.
10×50 binoculars — 3.50 lbs.
Compass — 0.14 lb.
Folded map — 0.10 lb.
Two field dressings — 0.20 lb.
Four morphine syrettes — negligible.
ALICE Pack / Attached Gear — 70.05 lbs.
Large ALICE pack with frame — 10.00 lbs.
12-gauge shotgun tied to pack — 0 lbs.*
100 spare 00 buck shells, plus five loaded — 13.65 lbs.
Claymore bag for shells — 0.50 lb.
PRC-25 with battery and antenna — 24.00 lbs.
Two spare loaded 1911 magazines — 1.00 lb.
Six LRRP rations — 3.00 lbs.
Additional food — 5.00 lbs.
Iodine purification tablets — 0.10 lb.
First Aid Kit — 2.00 lbs.
Personal Basics — 1.00 lb.
Three spare pairs of socks — 0.45 lb.
Rain poncho — 1.00 lb.
Sleeping bag — 8.00 lbs.
Code book — 0.25 lb.
Notebook and two grease pencils — 0.10 lb.
Gun weights waived by Walking Armory; ammunition and magazines counted normally. Some equipment weights are estimates.
Total — 107.95 lbs.
Pack on: Medium Encumbrance; Move 3, Dodge 6.
Pack dropped: No Encumbrance; Move 5, Dodge 8.
.
.
20-round M16 magazines, and Walking Armory for the guns:
Clothing and carrying gear
BDU jacket and trousers: 3 lb
T-shirt: 0.4 lb
Socks: 0.15 lb
Boonie hat: 0.3 lb
Jungle boots: 3 lb
Web gear, including its pouches: 3 lb
Hip holster: 0.5 lb
Shoulder holster: 1 lb
Subtotal: 11.35 lb
Weapons and ammunition
M16 and two .45 pistols: 0 lb toward encumbrance
Nine loaded M16 magazines—one in the rifle, eight spare: 6.3 lb
Two loaded seven-round .45 magazines, no spares: 1 lb
Bayonet and sheath: 1.5 lb
One Claymore mine: 3.5 lb
Claymore accessories: 2.5 lb
One fragmentation grenade: 1 lb
Subtotal: 15.8 lb
Other equipment
Two full one-quart canteens: 6 lb
Compass: 0.14 lb
Tarpaulin: 3 lb
Entrenching tool and carrier: 3 lb
Personal basics, scattered through the pouches: 1 lb
Subtotal: 13.14 lb
Total: approximately 40.29 lb. Clothing, Claymore accessories, bayonet/sheath, and tool/carrier include estimated weights.
.
.
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
_____________________________
(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 reached for the stars. In their pride they forged mighty engines and entrusted the care of the world to Synthetic Gods. Yet those Gods, jealous one of another, turned upon each other, and in their madness murdered the world. The heavens burned. The land was twisted. Beast and man were forever changed.
Yet there were those who foresaw the coming ruin. The Morrow Project prepared hidden sanctuaries, that the Worthy Brethren might endure and one day emerge to reclaim the world. Long ages passed. When at last the fires had cooled and the poisoned skies had cleared, the Brethren arose once more. They rebuilt the Lodges, spreading the wisdom of the ancients, and began the Great Undertaking—the restoration of civilization.
That sacred labor is now entrusted to you. Know that the road is beset by many enemies: the servants of the Machine Goddess, the twisted reavers of the wastelands, the traffickers in flesh, and all who would see mankind remain in darkness. Show them neither fear nor mercy. Carry always the wisdom of the Order. Defend the innocent. Preserve the knowledge of the ancients. Build where others destroy.
In so doing, you shall help raise the world from death itself. Should your deeds prove worthy, perhaps one day you shall be elevated to the honorable rank of Master Architect, there to preside over a Lodge of your own and continue the Great Undertaking.