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 |
|
|
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 |
Caliber |
Type
of Rounds |
Damage |
ENC |
SG-10 |
- |
AL |
Tube-Mag |
10Ga |
00
Buck |
4D10+4 |
.8 |
M1911A1 |
STD |
AL |
Box
7 |
.45
ACP |
Hollow |
1D10+1 |
.4 |
P-37 |
STD |
AL |
Box
7 |
.45
ACP |
Hollow |
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
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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