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NPC's

NAME-
       Jonathan "Buzz" Ziss

ATTRIBUTES-

WT:

30

 

BAP:

7

 

Age Group:

3

WL:

10

 

MNA:

3

 

Base Age:

40

STR:

15

 

PCA:

2

 

Actual Age:

42

DFT:

15

 

CDA:

2

 

 

 

SPD:

15

 

DRT:

32

 

 

 

HLH:

20

 

 

 

 

 

 


TALENTS-

 Charismatic  3
 Combative 15
 Communicative 5
 Esthetic 5
 Mechanical 10
 Natural 5
 Scientific 5


SKILLS-

Skills:

Score:

BCS:

 

Skills:

Score:

BCS:

Survival (Rural):

35

7

 

Stealth (Urban):

50

10

Pre-Ruin Culture:

40

8

 

Stealth (Rural):

50

10

Knife Use:

45

9

 

Auto Driving:

55

11

Literacy(x2):

100

20

 

Lock Picking:

55

11

Tech Use(x2):

100

20

 

Beast Riding:

50

10

Unarmed Combat(x2):

90

18

 

Auto Mechanic:

55

11

Mathematics:

40

8

 

Search (Urban):

65

13

Archery:

60

12

 

Electrician:

55

11

Modern Pistol:

60

12

 

First Aid:

50

10

Modern Rifle:

60

12

 

High Tech Use:

55

11

Tracking (Rural):

40

8

 

Pilot (Rotary x2):

100

20

Tracking (Urban):

40

8

 

Foreign Language (Speaking Spanish):

45

9

Computer Science (Programming):

45

9

 

Initial Language (English):

45

9


ARMOR-

Types:

Code:

Coverage:

Armor Value:

Total ENC:

Baseball cap:

LC

1

1

.0005

Shirt:

LC

4-9 21-22

1

.004

Pants:

HC

10-18

2

.009

Combat Boots:

LL

17-20

3

.016

Gloves:

LL

29-30

3

.008

Leather Jacket:

HL

3-9 21-28

4

.12

Average Armor Value: 4
Total Encumbrance of the Armor:
0.1575

FIREARMS-

Type:

BBL

Action

Magazine
Capacity

Caliber
(BDG)

Type of Rounds

Damage

ENC

SG-10

-

AL

Tube-Mag
5

10Ga
(36)

00 Buck

4D10+4

.8

M1911A1

STD

AL

Box 7

.45 ACP
(11)

Hollow
Point

1D10+1

.4

P-37

STD

AL

Box 7

.45 ACP
(11)

Hollow
Point

1D10+1

.3

 AMMO-
 Shot Gun: 5 rounds loaded, 5 rounds in stock bandoleer, 2-5 round belt bandoleers. Total of 20 rounds.

M1911A1: Shoulder holster under left arm. 1 magazine loaded plus 2 on belt, total of 21 rounds. All hollow point rounds.

P-37: Right ankle holster under pant leg. 1 magazine loaded, total of 7 rounds. All hollow point rounds.

WEAPONS-

Type:

Length:

Format:

Survival:

 Hands:

Second Strike

WDM

ENC

Switch Blade

S

S/T

7

1

T

1.2L

0.2

Kept in right front pants pocket.

SPECIAL EQUIPMENT-

Carried in Backpack:

Item: ENC:
Binoculars (10x) 0.45
Med Kit 1: 5 med supplies, 6 bandages 0.31
Box with 20 rounds of 00Buck 10GA Shells 0.04
Box with 22 rounds of 45 ACP hollow pointed rounds 0.022
5 Meal Ready to Eats (MREs) 2.5
Large Mag light (With 2 E-1 batteries) 0.42
2 E-1 batteries 0.02

Pockets also contain:

Item: ENC:
High quality lock picks 0.025
handcuffs (with keys) 0.02
Bic Lighter 0.001

 
NOTES-
          Buzz was a bounty hunter before the war. A loner by nature he enjoyed his job. He was a sort of hunter hired to find the hardest of escaped criminals. The type that no questions were asked if he returned with a dead bounty.
          Since the war his skills as a hunter of humans has not been needed. Passing time and making money as a bouncer or bodyguard he has become bored with the town he lives in. Buzz is now looking for an opportunity to travel again for any reason.
          Buzz has been psychic all his life. He knows by observing a person exactly how a person will fight. He uses this ability to help in any fight he's involved with by avoiding injury. Just by observing an opponent he can determine what weapon he is up against even if it's hidden. He can also tell just when the attack will be launched when he's got his attention on the opponent. He uses this ability to avoid injury. This power in game terms is ESP: Combative Talent called Combat Sense. His PSI=15, Group 3 (1D10)
          Buzz's appearance is that of a LARGE (235 lbs. at 6'3") stereotype Biker. He has a BA in Criminal Justice but will hide this fact. He is a very intelligent man but wants people to underestimate his intellect by usually asking many questions to clarify anything that's discussed with him. He is also a very aggressive man when on the offense and will always shoot first at the moment a situation has gone against him. He lives by the saying "Kill'em all and let God sort'em out" He is cautious when on the "hunt" and he trusts only those he has battled with. Presently he trusts no one.

         
 GM Notes- I call my campaign Earth's Fate because of all the hardships the nuclear war caused for the people of earth, it is nothing compared to what is on store for the future of mankind. Earth has been inhabited by two alien races, One, the Zill are the conquerors and the other are called the Donis, who are attempting to save the earth. Information for each of the aliens is provided. I have not included NPC statistics for the two races so you, as a GM, can make up the specific powers, abilities and equipment for the creatures. The info provided for each of the alien races is the bare facts needed for a colorful campaign. As a GM you can increase the detail as much as is needed.

The Zill

          The Zill have been visiting our planet over the past 60 years or so. Designating the human race as a primitive race they felt we wouldn't be a threat for many years. This changes during WWII when the US detonated two atom bombs over Japan. This alerted the Zill that they had misjudged us as a race and decided to infiltrate into our society. This precaution enabled them to actually guide our advancements into directions that caused more confusion, thus slowing our technological advancements. To further slow our maturing as a race they began to abduct humans for study. In just ten years the Zill created diseases that could mean the downfall of the human race if major human efforts and resources in the field of medicine didn't concentrate on cures. This drew us away from pure scientific technology break thoughts. They also developed human clones of key leaders and scientists throughout the world and replaced them with their cloned agents. Not only did these clones lead us into wrong directions and develop governing policies that kept us in a warring state but also kept the Zill informed of all developments.
          This plan altered when in Earth's year 1959, another race of alien's called the Donis began to war with the Zill. The Donis discovered the Zill's next planet to plunder was Earth and they began to attempt to remove them by utilizing agents on earth. As a standard contingency the Zill had set a virus into the beginnings of our computer programming languages. This string of programming would enable the Zill to take control of any present or future computer. This ability of control was exercised on our nukes many years later as the Zill decided a full invasion was necessary for their own continued existence.
          On 1 Jan 00, the Zill began a systematic chain of events that would bring the world to a nuclear war. Many of the Zill's human agents were used to assist in the triggering of these events. Many of the bio-toxins the Zill had tailored for human destruction were moved to specific locations by these agents. During the 24 hour blackout of the US spy satellite the Zill repositioned one of their Battlecruisers from its orbit of Saturn to a secret location on the dark side of the moon. Once all the preparations were completed they activated the launching of many nuclear missiles on 5 May 00. The placement of the bio-toxins coincided with many of the areas targeted by the missiles. This strategy also cut many continents of earth in half by radiated wastelands.
          Three years passed before they occupied the eastern portion of the US, Europe, and Russia. Enslaving the survivors found there, they began to create the Zoid. The Zoid were used to form small combat forces of altered humans. The rest of the humans were rounded up to be used as laborers. The Zill began to harvest the earth of it's natural resources. Small pockets of resistance was smashed by the Zill or by the Zoid soldiers. There are still pockets of resistance but nothing has been organized on a scale to threaten the Zill.

The Zoid

          Humans taken by the Zill have a chance to be designated as Zoid Crew. These humans are altered into combat soldiers by having their minds and bodies enhanced with alien bio-mechanical alterations. Any Zoid will appear human until observed closely. Do to the fiber-mech brain replacement the skull has been reinforced with an alloy metal. This reinforcement gives the head (loc 1-2) an AV of 10 for any penetrating type damage. Many Zoids are involved in heavy combat and the human flesh that still grows over this skull may be torn and cut without any attempt to repair the flesh. The metal will be visible under the torn flesh. This superficial damage is usually ignored by Zill and Zoid alike unless the Zoid must blend in with humans. Zoid combat prowess is due to the Neuro Burst Nerve/Muscle Enhancements to their bodies. This enhancement will effectively double the strength and speed of a human.
          All Zoid are committed to serving the Zill as soldiers. They are extremely violent in combat giving no quarter or care for injuries to themselves. They are immune to the shock factor penalties of the game and operate until only critical injuries effect them or their DRT is reduced to 0. All skills the human had are retained as a Zoid because the victims mind is downloaded into the new fiber-mech brain. All physical related skills are adjusted by the enhanced attributes of the body. All past memories are retained but ignored because of present mission programming is dominant over natural thought.
          All Zoids will also have the following skills added by programming and are standard for all Zoid encountered. Knife, Pistol Modern, Rifle Modern, Auto Weapon, Search, Interrogation, Tactics, Auto Driving, Tech Use and Demolitions. Zoids will never be encountered in groups less than three and usually patrol in team size elements of five or squad size of ten. For every ten there is a leader class Zoid, eleven total in a squad. Standard weaponry for a Zoid is an M16A2 with 7 full magazines of ammo. If a full team is encountered one will be equipped with a M249 SAW. If a full squad is encountered then add an M60 MG also. All Zoid will have one hand to hand weapon of some sort and all leaders will also have a side arm in addition to the M16A2.

                                             
The Donis

         The Donis were once a very peaceful race. Then the Zill found their galaxy and by the time the Zill left only one of the ten populated planets of the Donis remained. Nearly wiped out of existence the Donis became the only enemy the Zill have. This is due to the simple fact that the Donis is the only race to survive a Zill attack and enslavement of a race. Only by spiriting away a number of Donis on a Zill cargo ship has the race endured.
          Over the last 2000 years the Donis have thrived on the single planet that survived. Sworn to revenge the Donis have become more of a warrior race. Physically weaker and less in number than the Zill the Donis have adapted and evolved their psionic abilities and tactics. At any given time the Zill out number the Donis 4 to 1. At the time the player characters encounter the Donis the Zill will out number the Donis on earth 10 to 1.
          This has caused the Donis to act through agents that they recruit on the planets that the Zill have begun to pillage. They are slow and careful in their planning and have saved 5 of 7 races over the past 1000 years.. Organizing resistance and rebel liberating forces the Donis will reveal themselves to only a select few and assist in guidance against the Zill. They will never conduct an outright attack exposing themselves to the Zill. Although they are capable of a direct attack they need to remain hidden from the Zill. To date the Zill still have the Donis categorized as extinct. If any agent of the Donis is captured by the Zill it will become a priority to rescue that agent(s) or kill that agent(s). Once the agent is tortured or his/her mind is downloaded into the Zoid fiber-mech brain the Donis secret will end. This will also make it possible that the Zill will simply destroy earth and move on.

GM Notes

          I started my campaign with the PC's located in the central US. Since I have the Zill patrol the wasteland any attempts to venture east of the Mississippi have ended in failure. The PC's don't know this of course but in the 10 years or so that have passed since the bombs fell, no one has made it across. The population remaining in the US on the west side of this wasteland have no clue as to Earth's Fate. Once the PC's adventured enough to be considered a force to be reckon with, I role-played the encounter between them and a Donis liaison I called "Bob".
          In my game I made the Donis the typical "grey" alien in the classical description. The Zill, who the PC's haven't seen yet are a typical brute, ugly alien (the bad guys). Each alien has their own weaponry and equipment to make it interesting for the PC's. I hope this basic scenario helps anyone interested in the aliens on earth, save mankind style of campaign.

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