A few 150 point characters already made, they can all shoot, some have some useful non combat skills.
Arctic Submariner Scientist: A highly educated cold-weather specialist with medical knowledge and experience beneath the ice.
Ice Cowboy: An arctic musher whose sled-dog skills, toughness, and combat luck suit life in the frozen wasteland.
Medieval Melee Master: An overconfident swordsman with fast neck strikes, two sword attacks, and strong karate skills.
Two Weapon Fighter: A sneaky fighter who pairs suppressed .22 pistols with knives and can attack with both hands.
Outrider: A horse specialist who excels at riding, handling horses, and shooting from the saddle.
Hunter Cowboy: An animal specialist who handles livestock, pack animals, and veterinary problems.
Builder Farmer: A practical builder and grower who can help a settlement repair, rebuild, and feed itself.
Flint: A ST 15 rifleman with medical training, tracking skills, and primitive weapon-making knowledge.
Nightwatch: A strong pistol specialist whose excellent night vision and reduced need for sleep make him useful after dark.
Leader Scout: A capable scout and communicator who helps the team work together and deal with strangers.
Sniper Medic: A skilled rifle marksman who can also treat wounds and perform surgery.
Axe Medic: A close-combat specialist who combines a two-handed axe with medical and surgical training.
Grenadier Tech Guy: An explosives and electronics specialist who handles demolition, bomb disposal, and equipment repairs.
Truck: A ST 19 powerhouse who carries heavy gear while contributing skilled pistol shooting and medical care.
Patch: A curious generalist who repairs machines, treats injuries, solves technical problems, and fights with karate and judo.
Singing Cowboy: A pistol marksman and multilingual musician whose extraordinary HT 21 helps him survive to sing another song.
Roll 3d6 or choose a character.
3 Arctic Submariner Scientist
4 Ice Cowboy
5 Medieval Melee Master
6 Two Weapon Fighter
7 Outrider
8 Hunter Cowboy
9 Builder Farmer
10 Flint
11 Nightwatch
12 Leader Scout
13 Sniper Medic
14 Axe Medic
15 Grenadier Tech Guy
16 Truck
17 Patch
18 Singing Cowboy
16 characters, excluding Outrider’s horse.
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The Morrow Project has evidence that World War III will occur in 1989.
Unable to prevent the coming catastrophe, well-trained teams will be cryogenically frozen in hidden bunkers.
They will emerge 3 to 5 years after the war ends and the nuclear fallout diminishes to help with rebuilding America, hopefully when their resources and training will do the most good.
MARS teams are the military arm of the Morrow Project.
Science teams are cross-trained from Anthropology to Robotics to Surgery.
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 trade.
If the Recon team is expecting to be in the area for an extended duration they are also to start basic education (literacy, math, carpentry, history, 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.
_____________________________________________________
Morrow Project Soldier [150 points]
TL7
Attributes [160]
ST 15 [50]
DX 12 [40]
IQ 11 [20]
HT 15 [50]
Secondary Characteristics [-30]
Damage 1d+1/2d+1; Basic Lift 45 lbs.
HP 10 [-10]; Will 8 [-15]; Per 12 [5]; FP 10 [-15]
Basic Speed 7 [5]; Basic Move 7 [0]
Dodge 10; Vision 13
Advantages [21]
Acute Vision 1 [2]
High Pain Threshold [10]
Night Vision 6 [6]
Reduced Consumption 1 [2]
Temperature Tolerance (Cold) 1 [1]
Perks [2]
Quick Reload (Detachable Magazine) [1]
Walking Armory [1]
Languages [1]
English (Native) [0]
Latin (Spoken: None / Written: Broken) [1]
Disadvantages [-50]
Extremely Hazardous Duty [-20]
Sense of Duty (Squad) [-5]
Weirdness Magnet [-15]
Code of Honor (Soldier’s) [-10]
Quirks [-5]
Bad temper when drunk [-1]
Loves horses [-1]
Loves swimming in natural environments [-1]
Likes gods [-1]
Quiet talker [-1]
Skills [45]
Guns (Rifle) (DX/E)+6 [20]-18
Swimming (HT/E) [1]-15
Surgery (General (Trauma)) (IQ/A)+1 [4]-12
Fast-Draw (Magazine) (DX/E) [1]-12
Fast-Draw (Knife) (DX/E) [1]-12
Knife (DX/E) [1]-12
Boxing (DX/A) [2]-12
Driving (Car) (DX/A) [2]-12
NBC Suit (DX/A) [2]-12
Spear (DX/A) [2]-12
Stealth (DX/A) [2]-12
Survival (Arctic) (Per/A)-1 [1]-11
Tracking (Per/A)-1 [1]-11
Armory/TL0 (Weapons) (IQ/A)-1 [1]-10
Soldier (IQ/A)-1 [1]-10
Teaching (IQ/A)-1 [1]-10
Mathematics (Applied) (IQ/H)-2 [1]-9
Physician (IQ/H)-2 [1]-9
Technique [6]
Targeted Attack (Rifle/Eye) (H) [6]-14
Worn and Carried Equipment — approximately 40.69 lbs.
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 pouches — 3 lb
Hip holster — 0.5 lb
Shoulder holster — 1 lb
M16A1 — 0 lb*
Two Colt 1911 pistols — 0 lb*
Nine loaded 20-round M16 magazines: one in rifle, eight spare — 6.3 lb
Two loaded seven-round .45 magazines: one in each pistol — 1 lb
Bayonet and sheath — 1.5 lb
Claymore mine — 3.5 lb
Claymore accessories — 2.5 lb
Fragmentation grenade — 1 lb
Two full one-quart canteens — 6 lb
Compass — 0.14 lb
Tarpaulin — 3 lb
Entrenching tool and carrier — 3 lb
Personal basics, distributed among web gear pouches — 1 lb
Two tourniquets — 0.4 lb
Walking Armory ignores gun weight for encumbrance. Magazines and ammunition still count.
Large ALICE Pack and Contents — approximately 35.85 lbs.
Pack and frame — 10 lb
Sleeping bag — 8 lb
Lightweight rain poncho — 1 lb
Food — 5 lb
First-aid kit — 2 lb
Basic surgical kit — 2 lb
Two field dressings — 0.2 lb
Three spare pairs of socks — 0.45 lb
Spare T-shirt and underwear — 0.6 lb
Water-purification tablets — 0.1 lb
Two lighters and waterproof matches — 0.2 lb
Flashlight and spare batteries — 0.5 lb
20 metres of paracord — 0.3 lb
Local maps — 0.1 lb
Notebook and pencil — negligible
Four loaded seven-round .45 magazines — 2 lb
Four loaded 20-round M16 magazines — 2.8 lb
Gun-cleaning kit — 0.5 lb
Encumbrance
Pack on: approximately 76.54 lbs.; Light encumbrance; Move 5, Dodge 9.
Pack dropped: approximately 40.69 lbs.; No encumbrance; Move 7, Dodge 10.
Equipment weights include estimates. Surgery uses the campaign’s IQ/A treatment for General (Trauma).
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Six man Recon team
Leader (250 points)
Attributes: +180
ST 14 [40]
DX 12 [40]
IQ 14 [80]
HT 12 [20]
Secondary Characteristics: -6
Damage 1d/2d; BL 39 lbs.
HP 16 [4]; Will 12 [-10]; Per 14 [0]; FP 12 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages +34
Born War-Leader 4 [20], Hard to Kill 2 [4], High Pain Threshold [10]
Perks +2
Walking Armory [1], Weapon Bond [1]
Languages +3
English (Native) [0]
Any one Language: Spoken (Native)/Written (None) [3]
Disadvantages -40
Partial Amnesia [-10], Unknown [-20] and
• A further -10 points chosen from among Bloodlust [-10], Callous [-5], Chummy [-5],
Gregarious [-10], Code of Honor (Soldier’s) [-10], Code of Honor (Pirate’s) [-5],
Compulsive Carousing [-5], Gullibility [-10], Hidebound [-5], Honesty [-10],
Incurious [-5], Intolerance [-5], Light Sleeper [-5], Overconfidence [-5],
Post-Combat Shakes [-5], Sense of Duty (Team) [-5], Truthfulness [-5] and Workaholic [-5].
Skills +24
Leadership (IQ/A)+4 [2]-18
Savoir-Faire (Military) (IQ/E)+4 [1]-18
Intelligence Analysis, Strategy (Land) and Tactics, all (IQ/H)+2 [1]-16
Boxing (DX/A)+4 [16]-16
Driving (Automobile) and Riding (Horse), both (DX/A)-1 [1]-11
Military and Morrow Project Skills +38 points
Guns (Rifle) (DX/E)+4 [12]-16
Guns (LMG, Pistol, Shotgun, SMG), all (DX/E) Default+1 [1]-15
Physician (IQ/H) [4]-14
Survival (Arctic) (Per/A) [2]-14
Camouflage (IQ/E) [1]-14
Armory (Small Arms), Electronics Operation (Comm), Navigation (Land) and
Soldier, all (IQ/A)-1 [1]-13
Stealth (DX/A) [2]-12
Brawling and Knife, both (DX/E) [1]-12
Swimming (HT/E) [1]-12
NBC Suit (DX/A)-1 [1]-11
• Pick two
Explosives (Demolition or EOD), Forward Observer, Hazardous Materials (Biological,
Chemical or Radioactive), Mechanic (Gasoline or Diesel), all (IQ/A) [2]-14
• Pick one
Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), all (DX/E) [1]-12
College Skills +15 points
Engineering (Civil) (IQ/H) [4]-14
Farming and Teaching (IQ/A) [2]-14
Mathematics (Applied) IQ/H-2 [1]-12 and
• Pick one
Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),
Occultism, Public Speaking or Research, all (IQ/A) [2]-14
• 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, Meteorology,
Paleontology (any), Pharmacy (any), Philosophy, Physiology, Psychology or
Theology (any), all (IQ/H) [4]-14
____________________________________________________
Soldier (250 points)
Attributes: +140
ST 14 [40]
DX 12 [40]
IQ 12 [40]
HT 12 [20]
Secondary Characteristics: -2
Damage 1d/2d; BL 39 lbs.
HP 18 [8]; Will 10 [-10]; Per 12 [0]; FP 12 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages +70
Animal Friend 3 [15], Born Soldier 3 [15], Combat Reflexes [15], High Pain Threshold [10],
Stalker 3 [15]
Languages +9
English (Native) [0]
Any three Languages: Spoken (Native)/Written (None) [3]
Perks +3
Deep Sleeper [1], Walking Armory [1], Weapon Bond [1]
Disadvantages -40
Partial Amnesia [-10], Unknown [-20] and
• A further -10 points chosen from among Bloodlust [-10], Callous [-5], Chummy [-5],
Gregarious [-10], Code of Honor (Soldier’s) [-10], Code of Honor (Pirate’s) [-5],
Compulsive Carousing [-5], Disturbing Voice [-10], Hidebound [-5], Honesty [-10],
Incurious [-5], Intolerance [-5], Overconfidence [-5], Post-Combat Shakes [-5],
Sense of Duty (Team) [-5], Truthfulness [-5] and Workaholic [-5].
Skills +23
Riding (Horse) and Stealth, both (DX/A)+4 [4]-16
Camouflage and Savoir-Faire (Military), both (IQ/E)+3 [1]-15
Scrounging (Per/E)+3 [1]-15
Tactics, Veterinary (IQ/H)+2 [2]-14
Animal Handling (Horse), Falconry, Leadership, Navigation (Land), Packing,
Soldier and Teamster, all (IQ/A)+2 [1]-14
Tracking (Per/A)+2 [1]-14
Military and Morrow Project Skills +32 points
Guns (Rifle) (DX/E)+5 [16]-17
Guns (LMG, Pistol, Shotgun, SMG), all (DX/E) Default+1 [1]-16
Brawling and Knife, both (DX/E) [1]-12
Swimming (HT/E) [1]-12
Armory (Small Arms), Electronics Operation (Comm), both (IQ/A)-1 [1]-11
NBC Suit (DX/A)-1 [1]-11
Survival (Arctic) (Per/A)-1 [1]-11
Physician (IQ/H)-1 [2]-11
• Pick one
Gunner (Cannon or Machine Gun), both (DX/E) [1]-12
or
Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-14
• Pick two
Explosives (Demolition or NOD), Forward Observer, Hazardous Materials (Biological,
Chemical or Radioactive), Mechanic (Gasoline or Diesel), all (IQ/A)-1 [1]-11
College Skills +14 points
Teaching (IQ/A) [2]-12
Mathematics (Applied) IQ/H-1 [2]-11 and
• Pick one
Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),
Farming, Occultism, 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, Meteorology,
Paleontology (any), Pharmacy (any), Philosophy, Physiology, Psychology or
Theology (any), all (IQ/H) [4]-12
Tunnel Rat (250 points)
Attributes: +150
ST 9 [-10]
DX 14 [80]
IQ 14 [80]
HT 10 [0]
Secondary Characteristics: -4
Damage 1d-2/1d-1; BL 16 lbs.
HP 12 [6]; Will 12 [-10]; Per 14 [0]; FP 10 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages +71
Absolute Direction [5], Combat Reflexes [15], Flexibility [5], Hard to Kill 2 [4],
High Pain Threshold [10], Less Sleep 4 [8], Luck (Active, Combat) [5], Nightvision 9 [9],
Rapid Healing [5], Reduced Consumption 1 [2], Signature Gear [1],
Temperature Tolerance 2 [2]
Languages +3
English (Native) [0]
Any one Language: Spoken (Native)/Written (None) [3]
Perks +4
Compact Frame [1], Deep Sleeper [1], Walking Armory [1], Weapon Bond [1]
Disadvantages -40
Partial Amnesia [-10], Unknown [-20] and
• A further -10 points chosen from among Bloodlust [-10], Callous [-5], Chummy [-5],
Gregarious [-10], Code of Honor (Soldier’s) [-10], Code of Honor (Pirate’s) [-5],
Compulsive Carousing [-5], Gullibility [-10], Honesty [-10], Incurious [-5], Intolerance [-5],
Overconfidence [-5], Sense of Duty (Team) [-5], Truthfulness [-5] and Workaholic [-5].
Skills +34
Guns (Pistol) (DX/E)+6 [20]-20
Knife (DX/E)+2 [4]-16
Climbing (DX/A)+2 [1]-16
Escape (DX/H)+1 [1]-15
Fast-Draw (Knife, Magazine and Pistol), all (DX/E)+1 [1]-15
Fishing (Per/E) [1]-14
Traps (IQ/A) [2]-14
Search and Tracking, both (Per/A)-1 [1]-13
Technique +5
Ground Fighting (H) Knife [5]-16
Military and Morrow Project Skills +20 points
Guns (LMG, Rifle, Shotgun, SMG), all (DX/E) Default+1 [1]-19
Navigation (Land) (IQ/A)+2 [1]-16
Stealth (DX/A) [2]-14
Brawling (DX/E) [1]-14
Camouflage and Savoir-Faire (Military), both (IQ/E) [1]-14
Armory (Small Arms), Electronics Operation (Comm), and Soldier, all (IQ/A)-1 [1]-13
NBC Suit (DX/A)-1 [1]-13
Survival (Arctic) (Per/A)-1 [1]-13
Physician and Tactics, both (IQ/H)-2 [1]-12
Swimming (HT/E) [1]-10
• Pick one
Guns (Grenade Launcher or LAW), both (DX/E) Default+1 [1]-17
• Pick one
Explosives (Demolition or NOD), Forward Observer, Hazardous Materials (Biological,
Chemical or Radioactive), Mechanic (Gasoline or Diesel), all (IQ/A)-1 [1]-13
College Skills +7 points
Mathematics (Applied) IQ/H-2 [1]-12 and
• Pick one
Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),
Farming, Occultism, Public Speaking, Research or Teaching, all (IQ/A) [2]-14
• 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, Meteorology,
Paleontology (any), Pharmacy (any), Philosophy, Physiology, Psychology or
Theology (any), all (IQ/H) [4]-14
____________________________________________________
Medic (250 points)
Attributes: +200
ST 20 [100]
DX 12 [40]
IQ 12 [40]
HT 12 [20]
Secondary Characteristics: 0
Damage 2d-1/3d+2; BL 80 lbs.
HP 25 [10]; Will 10 [-10]; Per 12 [0]; FP 12 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages +12
High Pain Threshold [10], Signature Gear [1], Temperature Tolerance 1 [1]
Perks +4
Deep Sleeper [1], Honest Face [1], Walking Armory [1], Weapon Bond [1]
Languages +3
English (Native) [0]
Any one Language: Spoken (Native)/Written (None) [3]
Disadvantages -40
Partial Amnesia [-10], Unknown [-20] and
• A further -10 points chosen from among Bloodlust [-10], Callous [-5], Chummy [-5],
Gregarious [-10], Code of Honor (Soldier’s) [-10], Code of Honor (Pirate’s) [-5],
Compulsive Carousing [-5], Gullibility [-10], Hidebound [-5], Honesty [-10],
Incurious [-5], Intolerance [-5], Overconfidence [-5], Post-Combat Shakes [-5],
Sense of Duty (Team) [-5], Truthfulness [-5] and Workaholic [-5].
Skills +29
Physician (IQ/H)+5 [24]-17
Surgery (IQ/VH) Default+2 [2]-14
Diagnosis (IQ/H) Default+1 [1]-14
Physiology (IQ/H) Default+1 [1]-13
Carousing and Singing, both (HT/E) [1]-12
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 and Knife, both (DX/E) [1]-12
Swimming (HT/E) [1]-12
Camouflage and Savoir-Faire (Military), both (IQ/E) [1]-12
Armory (Small Arms), Electronics Operation (Comm), Navigation (Land) and
Soldier, all (IQ/A)-1 [1]-11
NBC Suit (DX/A)-1 [1]-11
Survival (Arctic) (Per/A)-1 [1]-11
Physician and Tactics, both (IQ/H)-2 [1]-10
• Pick two
Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), all (DX/E) [1]-12
• Pick one
Explosives (Demolition or NOD), Forward Observer, Hazardous Materials (Biological,
Chemical or Radioactive), Mechanic (Gasoline or Diesel), all (IQ/A)-1 [1]-11
College Skills +12 points
Mathematics (Applied) IQ/H-2 [1]-10 and
• Pick one
Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),
Farming, Occultism, Public Speaking, Research or Teaching, all (IQ/A)+2 [8]-14
• Pick three
Anthropology, Archaeology, Astronomy, Biology, Botany, Chemistry, Economics,
Engineering (any), Forensics, Geography (U.S.), Geology,
History (16th-Century U.S.), Law (any), Linguistics, Literature, Meteorology,
Paleontology (any), Pharmacy (any), Philosophy, Physiology, Psychology or
Theology (any), all (IQ/H)-2 [1]-10
Driver (250 points)
Attributes: +240
ST 14 [40]
DX 14 [80]
IQ 14 [80]
HT 14 [40]
Secondary Characteristics: -8
Damage 1d/2d; BL 39 lbs.
HP 15 [2]; Will 12 [-10]; Per 14 [0]; FP 14 [0]
Basic Speed 7 [0]; Basic Move 7 [0]
Advantages 0
Perks 0
Languages +15
English (Native) [0]
Spanish (Native) [6]
Any three Languages: Spoken (Native)/Written (None) [3]
Disadvantages -40
Partial Amnesia [-10], Unknown [-20] and
• A further -10 points chosen from among Bloodlust [-10], Callous [-5], Chummy [-5],
Gregarious [-10], Code of Honor (Soldier’s) [-10], Code of Honor (Pirate’s) [-5],
Compulsive Carousing [-5], Gullibility [-10], Hidebound [-5], Honesty [-10],
Incurious [-5], Intolerance [-5], Light Sleeper [-5], Overconfidence [-5],
Post-Combat Shakes [-5], Sense of Duty (Team) [-5], Truthfulness [-5] and Workaholic [-5].
Skills +6
Carousing and Singing, both (HT/E) [1]-14
Administration and Leadership, both (IQ/A)-1 [1]-13
Driving (Automobile) (DX/A)-1 [1]-13
Mechanic (MP Vehicles) (IQ/A)-1 [1]-13
Military and Morrow Project Skills +30 points
Guns (Rifle) (DX/E)+3 [8]-17
Guns (LMG, Pistol, Shotgun, SMG), all (DX/E) Default+1 [1]-16
Stealth (DX/A) [2]-14
Brawling and Knife, both (DX/E) [1]-14
Swimming (HT/E) [1]-14
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
NBC Suit (DX/A)-1 [1]-13
Survival (Arctic) (Per/A)-1 [1]-13
Physician and Tactics, both (IQ/H)-2 [1]-12
• Pick one
Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), all (DX/E) [1]-14
• Pick one
Explosives (Demolition or NOD), Forward Observer, Hazardous Materials (Biological,
Chemical or Radioactive), all (IQ/A)-1 [1]-13
College Skills +7 points
Mathematics (Applied) IQ/H-2 [1]-12 and
• Pick one
Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),
Farming, Occultism, Public Speaking, Research or Teaching, all (IQ/A) [2]-14
• 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, Meteorology,
Paleontology (any), Pharmacy (any), Philosophy, Physiology, Psychology or
Theology (any), all (IQ/H) [4]-14
____________________________________________________
Ecologist (250 points)
Attributes: +210
ST 17 [70]
DX 12 [40]
IQ 14 [80]
HT 12 [20]
Secondary Characteristics: 0
Damage 1d+2/3d-1; BL 58 lbs.
HP 22 [10]; Will 12 [-10]; Per 14 [0]; FP 12 [0]
Basic Speed 6 [0]; Basic Move 6 [0]
Advantages +20
Strangler 4 [20]
Perks +3
Power Grappling [1], Trademark Move [1], Weapon Adaptation (Knife to Wrestling) [1]
Languages +3
English (Native) [0]
Any one Language: Spoken (Native)/Written (None) [3]
Disadvantages -40
Partial Amnesia [-10], Unknown [-20] and
• A further -10 points chosen from among Bloodlust [-10], Callous [-5], Chummy [-5],
Gregarious [-10], Code of Honor (Soldier’s) [-10], Code of Honor (Pirate’s) [-5],
Compulsive Carousing [-5], Gullibility [-10], Hidebound [-5], Honesty [-10],
Incurious [-5], Intolerance [-5], Light Sleeper [-5], Overconfidence [-5],
Post-Combat Shakes [-5], Sense of Duty (Team) [-5], Truthfulness [-5] and Workaholic [-5].
Skills +16
Wrestling (DX/A)+6 [8]-18
Knife (DX/E) Wrestling [1]-18
Brawling (DX/E)+5 [2]-17
Stealth (DX/A)+4 [2]-16
Tracking (Per/A)+4 [2]-16
Leadership (IQ/A)-1 [1]-13
Military and Morrow Project Skills +26 points
Guns (Rifle) (DX/E)+3 [8]-15
Guns (LMG, Pistol, Shotgun, SMG), all (DX/E) Default+1 [1]-14
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
Swimming (HT/E) [1]-12
Physician and Tactics, both (IQ/H)-2 [1]-12
NBC Suit (DX/A)-1 [1]-11
• Pick one
Gunner (Cannon or Machine Gun), Guns (Grenade Launcher or LAW), all (DX/E) [1]-12
• Pick two
Explosives (Demolition or NOD), Forward Observer, Hazardous Materials (Biological,
Chemical or Radioactive), Mechanic (Gasoline or Diesel), all (IQ/A)-1 [1]-13
College Skills +12 points
Naturalist (IQ/H) [4]-14
Teaching (IQ/A)-1 [1]-13
Electronic Operation (Scientific), Electronics Repair (Comm), both (IQ/A)-1 [1]-13
Mathematics (Applied) (IQ/H)-2 [1]-12 and
• Pick one
Cartography, Criminology, Electronic Operation (any), Electronics Repair (any),
Farming, Occultism, 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, Meteorology,
Paleontology (any), Pharmacy (any), Philosophy, Physiology, Psychology,
Strategy (Land) or Theology (any), all (IQ/H)-2 [1]-12
.
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250 Points may seem like a lot until the PCs encounter heavily armed cannibal mutants with tech level 9 weapons, psionics and mutant healing abilities. No worries, just head for one of the red dots on the map
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