Game Writer: Gene Stanley Pritchard Game Designer: Gene Stanley Pritchard Cover Illustrator: Drew Johnson
Produced & Published By:


The Guildhall Press 121 Sexton Crescent Toronto, Ontario M2H 2L7 Canada E-Mail: mutazoids@guildhallpress.com Website: www.playbmovie.com
RPG-13 System Playtesters: Matthew Brown, Angus Burnett, Geoffrey Canie, Max Cranley, Brent Caudill, Mike Demetro, Tim Denee, Dave Erlenbusch, Michelle Green, Joe Hildreth, Karl Jennings, Ian Little, Jason McGibney, Christopher McGlothlin, James McGuire, Gregory Naipaul, Janet Pall, Ky Patterson, Andrea Radasanu, Brian Rahn, Bradley Reckless, Charles Robinson, Elizabeth Rosell, John Sanchez, Michael Schloss, Michael Sinardi, Chris Smith, Ken St. Andre, Tony Stanfield, Chris Walkley, Julia Walkley, Andrew White and Myles White. Ack!-Knowledgements: Very special thanks to Sheryl Demetro and Jean Morrison. I want to express my pride in “Crystal” Danqing Shi and “Leslie” Pei Zhao for the courage they have shown and the wonderful things they have achieved in the time it took me to complete this work. I would also like to thank Devo for creating the spud music to which the final portion of this game devolved. Tremendous gratitude is also due George Harrison, John Lennon, Carl Perkins, Joey Ramone and Dee Dee Ramone, for being constant companions through many years via their music; they are sorely missed since their untimely deaths. Thanks also to Ken Whitman, Christopher Clark and the others who created the first and second editions of Mutazoids (with an entirely different system), as well as to Moses “Wolfy” Wildermuth and Stephen Lee who made it possible to bring the game back from the dead.
Deposited in the National Library of Canada Mutazoids is a trademark of Money Talks Enterprises and is used under license. Grace Fuller, Guy Everett, Metamen, Metazoids, the Scared Stiff logo, The Guildhall Press logo, the RPG13 logo, and the RPG-13 Warning are trademarks of The Guildhall Press. Mutazoids: The B-Movie Mutant Apocalypse RPG is copyright © 2003 by Mike Demetro. All illustrations are copyright © 2002 by Drew Johnson. ISBN 0-9688612-3-7 Printed in the USA 1 2 3 4 5 6 7 8 9 10


The majority of the background to this game was written before the September 11th terrorist attacks. The publication of this game was therefore not conceived as an insensitive, opportunistic and/or sensationalist means to exploit public outrage over current events. The attacks were incredibly tragic and reprehensible. The specific details of the background were also written without knowledge of how eerily prescient parts of the game would later become. It was decided not to alter the text beyond minor revisions that became necessary in the interests of good taste but to leave the game intact as a means for players to portray the brave police, militia, soldiers and counter-terrorist agents whose heroism should so obviously be admired and brought to the attention of everyone. We hope you will use this game to play out the actions of courageous and morally outstanding individuals faced with a grim future in which freedom must be safeguarded against those that would seek to undermine it through overt actions or mere lack of faith. Mutazoids Demo B-Movie Mutant Apocalypse Genre Rules. Mutazoids Demo is the second of several b-movie backgrounds using the RPG-13 B-Movie Game System. The game is designed around the RPG-13 Core Rules (1/4 of this book) that are necessary to play no matter what genre is chosen. Mutazoids Demo and the other Genre Rules (such as the 3/4 of this book that covers the mutant apocalypse genre) provide the specific rules that tailor the game to the background being used. The Core Rules paired with any of the Genre Rules provide for a very detailed duplication of the feel of each genre. The RPG-13 B-Movie Game System series also tries to cover many backgrounds without falling into the trap of generic games. With more universal games, it is necessary to do a lot of work oneself or to spend money on a supplement. The advantage is that only a few new rules have to be learned and not a whole new system. Each RPG13 B-Movie Game System book uses the same rules with a few necessary changes and different advice, so although the games are separate, you don’t have to learn a whole new set of rules each time. The rules do not feel the same each time even if all the players already know how to play. The RPG-13 B-Movie Game System gives you a very broad genre with each set of genre rules, each paying special attention to several genres within the broad scope of the game. The RPG-13 B-Movie Game System line covers dozens of topics in several books. That can make it a lot cheaper than buying one game for each slightly different background. This book has the RPG-13 B-Movie Game System Core Rules and the Mutazoids Demo B-Movie Mutant Apocalypse Genre Rules. The expansion books will have genre rules of their own that tie into the RPG-13 B-Movie Game System Core Rules in this book and provide very good value without the blandly identical feel of universal system supplements. 3

The Guildhall Press publishes this game and a series of genre expansions using the RPG-13 B-Movie Game System. We are a publishing company based in Toronto, Canada. Our website is at www.guildhallpress.com and contains information on all of our projects. Our www.playbmovie.com website contains a demo of this and other RPG-13 B-Movie Game System titles. The www.trythegame.com website will gradually include demos for all of our work. This game includes the RPG-13 B-Movie Game System Core Rules and the

B-movies have had a huge influence on modern filmmaking. Although critics have never given them proper credit, audiences have always known instinctively that the “B” in b-movie promises movies at their “Basic” best. Today, the term “b-movie” means any low-budget film, or even any film that is panned by the critics, but it has a much more illustrious past. Initially, b-movies (or “bottom films”) got their name because they acted as filler, produced by the major studios to provide the secondary film of a double feature. They were also called “b” because their budgets were restricted. When the cinemas opened up to smaller studios and independent filmmakers, the term “b-movie” evolved to refer to “indie” films. But b-movies have existed almost as long as movies in general. The term has come to encompass all the phases of its history. B-movies are all about doing more with less. B-movies are where untested writers, directors, and actors paid their dues, where fading stars and filmmakers return when the last embers of their fame lose their glow. B-movies often arise from controversy, and disagreements over themes, quality, and talent. Bmovies are an experimental lab where themes and genres bubble together, directed consciously and subconsciously.

Role-playing is a very curious sort of gaming. There is no board and there are no pieces; the rulebook is as thick as a 30-year-old freshman and there are no winners, losers, or even a finish line. Role-playing is a recreation and a form of play but isn’t really a type of gaming at all. If you define “game” as a competition with a set structure and a well-defined beginning and end, role-playing doesn’t have any of these defining traits. Role-playing is sometimes compared to the theatre. Most plays have set characters, scenes, lines, and sets, with actors bringing life to a 4

predetermined drama. Role-playing isn’t quite so pre-defined. If anything, it’s closer to group improvisation, although not as freeform. There are set roles, an outlined plot, and firm guidelines for resolving any questions where success is uncertain. Role-playing is almost entirely verbal. The Protectors of Civilisation, the name given to the players of Mutazoids Demo, are imaginary and the action takes place entirely in the imaginations of the players. That is why no board or game pieces are necessary. Role-playing is based on teamwork. The players are there to have fun and to direct the roles they play in a spirit of co-operation towards positive goals. The fun doesn’t come from the adrenaline of competition but from the joy of watching a story develop. That is why there are no points, no winners, and no losers. Role-playing games are segmented into episodic storylines. An individual story only takes a session or two to play out, but the chain of stories that are connected by the same central characters can last indefinitely. Like soap operas, the story only really ends when the producers cancel the program. That is why these games have the reputation for lasting forever. Ultimately, role-playing games are inspired by games, theatre, and improvisation. They are recreational, involve set roles and basic plot outlines, and give the participants a great deal of control over the flow of events. The participation is social, the activity fun, and the goals are cooperative. One of the participants is an impartial judge, or referee, who resolves any disputes and guides the story along. In RPG-13 B-Movie Game System he is called The Chief Magistrate (CM), and he portrays every role except those created by the other participants. Everyone else playing the game is a player. Each player creates a single character – a role that s/he plays for the purposes of the game – known as a Protector of Civilisation. Each time players gather for a session of play, they are involved in an individual story. Each story – called a Misadventure – can take one or more of these sessions to play out. The ongoing story of the Misadventures that the Protectors of Civilisation find themselves in is known as a Diary. This Diary can be never-ending and is linked merely by the fact that the group playing is more or less consistent, even if some players drop out or join over time. A

parallel to this structure might be a television series with continuing characters, or a film series based on consistent central characters. The Chief Magistrate can invent whatever s/he wants and the CM’s rulings must be respected. The things the CM invents should be consistent with the setting and s/he should be consistent and fair when dealing with disputes over rules interpretation, but the final decision is the CM’s. To be effective, the CM should be familiar enough with the game to handle this job without too much trouble. Players should not run their Protectors of Civilisation as people who are in a movie and aware of their position. RPG-13 B-Movie Game System is not a spoof of this kind; it requires mock solemnity from its players. There must be a division between what a player knows and what the Protector s/he portrays knows. The Chief Magistrate must also respect this division when s/he portrays the other characters in the game. The CM should not describe the scenes as if there were cameras, lights, and microphones filming the action just out of sight. Role-playing is fairly straightforward and can be picked up easily after a few minutes of feeling self-conscious are forgotten. Over time there is endless scope for improvement and refinement. RPG-13 B-Movie Game System rewards regular play.

The RPG-13 B-Movie Game System will capture the feel of the genre conventions for the background I present. Each game will pay extreme attention to these clichés and traditions, because that is what characterises “b” films most of all. RPG-13 B-Movie Game System games pay close attention to detail, but don’t try to duplicate reality slavishly. The rules concentrate on the feel of play, rather than the duplication of a genre’s more superficial factors. Games too often make for dull reading. A lot of time is spent studying the rules. They shouldn’t put you to sleep. I have spent more time reading certain games than playing them. The rules

for Mutazoids Demo are written in a light style we hope will be entertaining to read. The game includes so many genre conventions that what you originally construct as a serious drama, and play with a straight face, will gain “b” status during play. Running the game as an action adventure or thriller and developing all the excitement and chills you can stand will be much more effective than playing things for laughs. Make sure everyone playing has a good idea of the RPG-13 B-Movie Game System approach, the style that everyone else is playing. Each player should be walked through the sections, “Dicing with Death,” “Challenges,” and “Pushing Your Luck” at minimum – and have the other sections in “Playing the Game” described during play as situations arise. Guide each player through making a Protector of Civilisation and skim through all the steps in “The Protectors” section. When play is about to start, emphasise the fact that the style of the genre is important. Everyone in RPG-13 B-Movie Game System is a regular person, and is basically good. No matter how gruff and mean they may act, all the central figures in RPG-13 B-Movie Game System are proactive and more or less altruistic. You can learn this game the day you buy it and play it the next day. Your players will easily pick up the rules as they go along, even if they are novices. The game is quick to learn and everything can be picked up during the first couple of sessions. Aside from the basics I have just described, play can begin almost immediately. As time passes, the hints for running your game can be used to add more enjoyment. The game is meant to provide everything you need to master the game, not to require mastery for play to start! You can look forward to the quick release of Misadventures and genre expansions. The Guildhall Press will support the game fully for years. Of course, don’t just take our word for it! Go on and play and you’ll see!



In the late 20th century North America, Europe and Asia started to form the huge continental trade blocks that would eliminate trade regulations within the boundaries of member nations. These blocks of trading nations would try to dominate world trade and exclude non-members from existing as anything more than a herd of cattle to be gradually devoured. Critics described the trade blocks as having “dismantled many small walls in order to use the bricks to build big walls.” The poor nations in South America, Africa, the Middle East and southern Asia became further isolated and exploited with every new declaration that trade barriers were being removed and the world economy democratized. The eventual effect of this would be to create what was called the “north-south polarity” and pave the way to unify the interests of poorer nations. From the dawn of the first cities to the era of unceasing mechanical cacophony, the northern nations dominated and used their dominance to maintain their mastery over the rest of the world. Although ludicrous notions such as “White Man’s Burden,” “Manifest Destiny,” and “the Monroe Doctrine” were discarded, the north retained the wealth and power that they had accumulated. Why shouldn’t they? No one can blame a man for wanting to support his own self interest even if many of the poorer peoples of the world should hate him for what his pride and greed can cause. The north-south polarity was an inevitable consequence of the fact that only certain countries developed on a roughly equal footing as industry was pioneered in the 19th century. Inertia made it hard for poor nations to develop at all while it became progressively easier for wealthy nations to increase in power. Southern nations seemed irrevocably mired in poverty. Is it any wonder that this should be resented? As inevitable as it was that nations that did not industrialise in the 19th century would remain impoverished, it is perhaps equally inevitable that they should strike back in time. Without the military might of the north, it is no surprise that their vengeance would be radical and as unconventional as it would be organised. The ultimate expression of the rage of the developing peoples of the world was the Organisation for Cultural Freedom.

Primitive man probably arose in Africa in the southern section of the northern hemisphere. Civilisation itself was wrought north of there as the first kingdoms arose in the Middle East and built cities in the sand. The great powers of the Middle Ages were from even farther north. It was the Europeans of the far north that colonized most of the rest of the world. Finally it was the Europeans and foremost Britain that led the world in industrialising and developing the modern world economy.


The Organisation for Cultural Freedom, or OCF, was a loose association of national and revolutionary movements mainly centred in the Third World, especially those based south of the equator. It was hoped to be an umbrella organisation that would form the nucleus of a mass international movement for the emancipation of developing nations from what they called “imperialist domination and exploitation.” The 16th, 17th, 18th and 19th centuries were eras when Europe colonized much of the rest of the world. Although the 20th century was a time of gradual emancipation from foreign rule, by the 21st century it was clear the developing nations were still dominated economically foreign countries. The Third World needed to develop its industry the way Europeans had, but were too far behind to easily catch up. Even when foreign banks lent money for the development of industry a profit was made and the developed nations gained more from the deal than those they helped. In normal trade the advanced countries that were more stable had stronger dollars that could buy a lot without giving very much in exchange. Political independence did not equate to economic independence and the world economy was a very real concern. No nation was self-sufficient. Although history is primarily a chronology of internal struggles within a nation and wars with competing powers, it is the more long-term and savage antagonism between competing economic systems that defines each era. This conflict has become more rapid and violent in recent centuries rather than just a slow evolution of economic structures. The 15th through 18th centuries were characterised by violent revolutions that overthrew traditional feudalism (and often the monarchies that ruled them) and replaced it with industrial “free market capitalism” which was proclaimed both good and inevitable. The 19th and 20th centuries were so defined by the opposition between the traditional “free market capitalism” of the West and the Communist “state capitalism” of 8

the East (with the orthodox Marxist “production for use” seeking to overthrow both systems) that many thinker heralded the “end of history” when one of the systems collapsed and eliminated the traditional dichotomy. The short sighted outlook that proclaimed an end to history failed to recognise that the 21st century would bring a new economic system to oppose the traditional “free market capitalism” of the West. This opposition would come in the form of the OCF and its “internationalist economic isolationism.” It may never be known if this new economic system is destined to triumph over free market capitalism but the OCF would succeed in undermining the world economy in many ways. The OCF member organisations were dedicated to such ideas as independence, nationalisation of industry, land reform, equality, higher wages, and rapid industrialisation. Members of the OCF agreed upon very little aside from whom they each wanted to overthrow. The initial goal of the OCF was to find a common ground and ways to work together. The OCF looked to the largest ever antiimperialist movement for inspiration—Mahatma Gandhi and Indian nationalism. Known for his pacifism and hunger strikes, Gandhi used those methods to gain sympathy from his countrymen. To oppose colonial rule Indian nationalists boycotted foreign goods, advocated a reliance on local craftsmanship and finally expelled foreign industrialists. Although largely successful, India bred its own industrialists who traded internationally and the standard of living remained very low despite more rapid industrialisation than the rest of Asia. Seeking to correct the mistakes it perceived in its model, the OCF proposed members seek to take control of developing nations and withdraw from the structure of world trade altogether. The OCF member countries, trading only with each other to make up for a lack of self-sufficiency would be a trade block like in the big three in North America, Europe and Asia but would stand alone. Unlike the insular Comecon that formed from the USSR and its satellite nations after World War II, the OCF members would not be made up of puppet states dominated by a single strong member. Although they would not be equal, each member would be relatively weak nation, and no single country would be much stronger than another.

The OCF members were accused of being Communists, Luddites, Fascists, Socialists, Stalinists, tribalists, anarchists, separatists and just about any other type of “-ist” imaginable. There was no actual ideology common to the OCF outside of the few core principles required to join. The primary tenet was simply that once a movement assumed control of its national government with OCF help, it trade solely with other countries led by OCF member organisations and help fund the OCF. The larger goals of the OCF were to prevent the developed nations from exercising economic domination through making world trade harder. Industrial sabotage and the disruption of communication, transportation and energy necessary for the modern economy was considered vital. If no country had ever fully managed to break out of the world economic structure for very long, the OCF would work to ensure its supporters success by making the world economic structure untenable. The OCF was not pledged to right or left wing political ideologies but to the dismantling of the infrastructure that enabled world trade. With each act of violence that made trade difficult, the terrorists responsible were suspected of OCF membership. The OCF defended its violent acts by contrasting its efforts against the violence inherent in maintaining the system it opposed. In the system it attacked the OCF perceived mass environmental damage threatening humanity itself, the spectre of nuclear annihilation, the inevitability of conventional wars to redefine world markets over saturated with healthy economies in competition, deaths due to inferior products, starvation, homelessness, rising rates of depression and suicide, support of military dictatorships for cheap labour, and disease left uncontrolled due to inflated pharmaceutical costs. As many people as might die due to the world’s problems whatever economic system was developed, the OCF claimed the lives lost to its actions were dwarfed by the millions of unnecessary deaths lost each year to the forces it opposed. To maintain 90% of the world’s resources in the hands of 10% of the population, and to have 90% of these wealthy few controlled by the top 10% of their own peers caused the world’s resources to be focussed on enriching a tiny handful of people far beyond their capacity to

actually benefit from the wealth. The OCF argued that it didn’t care about the interests of one nation versus another or concerns of left or right wing politics. It argued that political solutions only led to new forms of political organisation that remained locked into the world economy. It claimed to be a politically neutral organisation that used relatively small acts of violence to work against a structure that depended on an endless orgy of killing. The OCF was criticized by people of every political stripe for not dedicating itself to building anything. Whether called monstrous or brilliant, its aims were seen as not working to replace the current systems with anything positive and tangible. As much as it might achieve its ends of allowing countries run by its members the ability to make a new start without outside forces making dreams for the future impossible, it did nothing to ensure the people it hoped to benefit would be helped to achieve whatever goals they set once obstacles were removed. The OCF was compared to a builder who demolishes an apartment where many people live without plans to build new dwellings or places to accommodate those made homeless.

The new millennium was expected by some to bring disaster. As people awaited a computer related apocalypse and the “Year 2000 Problem,” scholars argued that the new millennium actually would start in 2001. As the “Year 2000 Problem” turned out to be grossly exaggerated in its menace, the world breathed a sigh of relief. Survivalists turned out to be right about the millennial apocalypse, and so did scholars who pointed out the millennium’s true start in 2001. In late 2001, a well orchestrated attack against American soil was heralded as the most incredible act of terrorism yet seen. Many thousands of lives were lost. The Struggles had started with the free world declaring a “Crusade Against Terror” that led to an increasing number of long-term military actions and espionage efforts. As a determined response from the United States and its allies was organised to punish those directly responsible, the true reasons for the unprecedented level of daring, planning and success was missed. The Organisation for Cultural 9

Freedom had recruited its first member organisations and started to weave together worldwide opposition to western nations. It had organised its first spectacular act to disrupt the world economy. The years that followed were a time of such turmoil that the next two decades were known as “The Struggles.” There was so much violence that the name was coined early on and used by the people living through those times, and it was not just a term applied later by historians.



It was the OCF, funded by members who had formed governments in their native lands, who first developed the bio-weapon known as “metamen.” No other group was ever able to develop metamen sufficiently to make their use truly feasible. Metamen are used by the OCF to infiltrate society in developed nations and perform various acts of sabotage, infiltration and espionage. Their great capabilities are of great assistance in this. They are stronger, tougher, faster, and smarter than normal humans. They also often possess psychic powers due to mutated neural pathways. Metamen are indistinguishable from normal humans when not visibly exercising their extraordinary abilities. The metamen were an invisible network backed by the OCF that acted as “super spies” to perform the more isolated, individual and deadly acts of terror that were vital to augmenting the OCF’s general terrorist and guerrilla style aims. Metamen could act to perform acts of horror that would be impossible for normal agents of the OCF.
















Overwhelming American military and technological supremacy will continue to make the United States the foremost world power. Many groups will continue to view America as their enemy due to perceived national, cultural, religious or ethnic grievances and they will also see themselves as unable to combat the United States through accepted military methods. This means many groups around the world will actively pursue terrorist methods as a primary political strategy and that they will target America far more than any other nation. American citizens and companies will also be targets, whether located in foreign nations or at home. 11



Countries that have religious, cultural or ethnic violence, weak governments, unstable economies and poorly guarded borders breed terrorists, revolutionaries, criminals and other dissidents and undesirables. They also make for safe havens for terrorist cells. Whether the countries have governments that are friendly to America, or regimes that oppose American ideas, the large number of such nations will make the crusade against terror a never-ending one. State supported terrorism is nonetheless on the decline, as transnational networks of terrorists with wealthy private benefactors become the norm. Aside from traditional military technology, this new breed of diverse and flexible terrorists uses information technology, computers and other sophisticated methods. In the next decade, terrorist tactics will be centred upon inflicting mass casualties through increasingly subtle methods. Terrorists will seek to restrain, circumvent or minimize American power, to exploit perceived weaknesses, and to exhaust American morale. The public have a civic duty to never tire in their dedication to freedom as a bloody hand of evil strikes the United States in repeated barbarous acts. Although the devastating toll of terror may cause peace-loving people around the world to recoil in horror, as images of fire and destruction are etched in our minds, as the faces of fanatics who commit unspeakable acts of menace and murder become known and as tens of thousands of Americans are mourned with profound grief, we must renew our resolve. The free world faces a vicious and pitiless foe we must champion freedom today, tomorrow and always. However long the struggle and however great the sacrifice, the champions of freedom will come together and have the last word.


The Incident is the name given to the unknown time, place and means of the release of the plague, intentionally or unintentionally, by whoever was responsible. As there are no facts, the Incident is really only a theory based on supposition because the public demanded a scapegoat. It is believed the Organisation for Cultural Freedom created the mutazoid plague with the intention of decimating the population of developed nations and disrupting industry, communications, transportation and energy production so modern life would be impossible in the industrialised world. Only areas where people had the skills to produce goods without electricity and gasoline and to have small scale commerce without international trade and the infrastructure that entailed would remain relatively undisrupted. It is believed that the plague was accidentally released before an inoculation could be developed and administered en masse in those countries governed by OCF members because no country was unaffected. Due to the accident and suddenness of its onset, the plague may not have been deliberately developed at all but merely an unforeseen mutation of the modified retrovirus used to administer the genetic changes that created the metamen. If metamen were in action world-wide, and the mutation of the organism that spawned the metamen was an unforeseen natural part of a viral lifecycle, then the mutazoid plague could have been simultaneously released in many places and covered the world quite quickly. The cancer rate jumped enormously in 2014, the first mutant birth was recorded in 2015 and the last death from plague-spawned cancer was recorded in 2023. Scientists speculate that the Incident was probably in 2013 due to the likelihood of a dormancy period. At the time no one knew the cause was a virus that was spreading rapidly. A seeming jump in cancer rates was a surprise blamed on nuclear testing, greenhouse effect, changes in diet and many other popular scapegoats. Within a year of the Incident, scientists were mostly agreed that the menace facing them was some sort of DNA virus. The news media dubbed it “the plague” and there was a general panic. Despite quarantine efforts and attempts to keep people from fleeing infected regions, there were already carriers in most areas. By the summer of 2015, 1/3 of the world population was dead and scientists feared that the plague would reach the entire population before long. Most governments declared a state of national emergency if they had not done so already and subjected its population to martial law. Huge burial details tried to cope with the masses of unburied corpses that proved a breeding ground for countless diseases. The next several years were ones of continual civil disorder. Mass panic, famine, disease and an inability of government to solve the problems facing its citizens, or even to alleviate the suffering, caused riots. The police and military were called out and employed legal and extra-legal violence to try to impose order. The governments of the world largely tried to relocate populations en masse to the cities in order to make it easier to police them, but the result was a tremendous death toll at the hands of disease, famine and even more riots. By 2023 most of the population of the world was dead and society had disintegrated. It was the end of the old world. Because viruses are normally inert and such widespread epidemic type diseases are known to occur in waves, there is no reason to think the plague itself is definitely extinct. It may reassert 13

itself in waves every few years in one part of the world or another and we would never know due to a lack of international communication. The governments of the world are quick to assert that the virus could not have survived but there is no evidence to really judge the matter either way.

Humans are those descended from parents who were infected with the plague but in whom the plague caused no displacement or deformation of the parents’ genes. The humans now alive would be entirely descended from the people who developed cancer as a result of the plague but who were treated successfully for that cancer. The plague itself was a highly imprecise way of causing mutations and many cases did result only in tumours. Some of these cancer survivors intermarried. The full chromosomes of each parent of a child were spared to enable the child to have a full normal set of genes. Most people support the attempts of the government to isolate normal humans from acceptables and mutazoids to marry only each other and rebuild a normal and healthy humanity from the devastation left by the plague.

reproductively compatible with pure-strain humans in a physical sense and therefore are not a distinct species for physiological reasons but due to “courtship” factors. Most of the population are acceptables and the deformed members of humanity are tolerated out of necessity. This segment of the population form the “mutant majority” of second-class citizens.

Those born with substantial mutations join the mutazoid population if they survive. Mutazoids are characterized as such, more precisely, because they are predicted to be reproductively incompatible with pure-strain humans from a physical standpoint and therefore not the same species. Mutazoids are not strictly human but are still hominids and close cousins to humanity. Mutazoids are still segregated, however, because it has not been conclusively proven how the mutagenic virus spreads and because a few mutazoids might be able to breed with humans against all predictions. Even those people who are incorrectly classed as mutazoids and who therefore retain a technical physical ability to mate with humans are not the same species but merely acceptables with atypically bizarre mutations. With genetic material incorporating traits from insects, animals and/or humans, mutazoids are not all equally viable. Even if a mutazoid survives infancy many factors contribute to making survival until adulthood difficult. Severe mutations (such as possessing an exoskeleton instead of an endoskeleton) may cause the mutazoid to collapse under his own weight if and when he grows beyond a certain size and becomes structurally unsound. Mutazoids who remain in the cities within the bounds allowed by society may survive by performing degrading unskilled labour for a starvation wage. Many mutazoids go rogue and become outlaws or flee to the west in hopes of meeting up with resistance groups in the outlands. Dissident mutazoids must all confront the armed hostility of normal society in one way or another.

The metamen of the post-plague era are the descendants of those original metamen who produced normal offspring. They are stronger, tougher, faster, and smarter than normal humans. They also often possess psychic powers due to mutated neural pathways. Metamen are indistinguishable from normal humans when not visibly exercising their extraordinary abilities and their existence is officially denied. They are classed as part of the human population and the classification is genetically accurate.

Anyone born with merely cosmetic mutations that are not considered substantial is termed an acceptable. Acceptables are characterized as such, more precisely, because they are 14

The metazoids are to acceptables and mutazoids what metamen are to humans. Metamen are indistinguishable from other acceptables and mutazoids when not visibly exercising their powers and their existence is officially denied. They are counted as acceptables or mutazoids under the law, according to their physical traits and this classification is accepted by geneticists.

Almost all of the research and thought given to the mutazoids was conducted between 2015 and 2020 as society gradually disintegrated but before it had fallen into complete chaos. Geneticists and other scientists, doctors, psychologists, philosophers, and lawyers led the general population in trying to draw some consensus on the nature of the plague and its offspring. By the end of the early years of the plague, survival had become far more of a concern than intellectual questions.

The main component ensuring public support for government constraints on mutazoids is the high incidence of freak outs. Freak outs are the seemingly random outbursts of psychotic, psychopathic and/or sociopathic behaviour in mutazoids. Neurosis and eccentricity are not uncommon at the best of times. Strict policing of the mutazoids is necessary because of a tendency toward criminally insane acts from individuals who had previously seemed normal. Although much rarer, freak outs are not completely unknown even among acceptables. Mutazoids that do snap and become cunning fiends or sudden berserk killers are a worse concern than even the mutazoids who engage in normal criminal activity with much higher frequency than humans and acceptables. Mutazoids are potentially far more dangerous than ordinary humans due to the fact that their mutations often offer advantages in close combat. True integration will be impossible for as long as the cause of freak outs remains undiscovered and untreatable. Although brutal at times, the Second Republic does have a lot of justification behind its activities, especially due to the fact that the future of humanity is in question. Safeguarding the few remaining individuals that were untouched by the plague against the mutant majority is entirely understandable.

Genetics primarily studies DNA. DNA is “deoxyribonucleic acid” and stores the instructions that a body uses to develop as it grows. DNA is divided into chromosomes, each of which is made up of hundreds of genes. Humans have 23 pairs of chromosomes in every cell and every person’s cell DNA has nearly 100,000 genes. Each of a person’s cells (except reproductive cells) has an identical collection of chromosomes. As cells split in order to multiply, each cell takes half of each type of everything the original cell contained (including chromosomes), and regenerates the missing material, so every new cell is identical to all of its ancestors. As a person grows, his cells each develop specialized functions. In the 21st Century, the “Human Genome Project” mapped out every human gene, of which there are many more than become manifest in any given person. This made it possible to cure many diseases and had countless medical applications. Unfortunately, mapping the human genome also allowed genetics to be used to develop weapons of terror just as there had been other biological weapons for many years. Nuclear and chemical weapons were each a bane of mankind— but genetic weapons would bring about the apocalypse. Scientists have never fully isolated the nature of the mutazoid plague and an inoculation 15

or cure for the mutagenic virus has not been developed. The mutagenic virus is an infective molecule consisting of genetic material coated with a layer of protein. Viruses are not alive in and of themselves. The submicroscopic virus multiplies only in the cells of an infected carrier. The virus is dormant until it infects a cell in its host when it starts reproducing genetic material. It is not known how the virus itself is communicated, but sexual transmission is the most popular theory. Infected individuals due not mutate, but the mutations are triggered in their descendents. The mutagenic virus is carried by a host so that the offspring of anyone affected develops mutations and is born a mutazoid. The mutagenic virus obviously changes the genetic code of an individual so that the capacity for mutation is passed to his offspring. The mutagenic virus does not merely bring about a physical transformation to the cells an already developed individual. Such an adaptive change would not be communicated to the children of someone affected, in the same way that the children of a body builder or an electrician are not born any more physically fit or skilled at repairing electrical systems. Very little is known about the mutagenic virus. There was a single most popular hypothesis: • A human engineered mutating retrovirus carrying engineered genetic material infects the host. • The virus mutates so it is different in every manifestation and organisms do not develop an immunity to pass to their offspring. • The reproductive system carrying half the person’s chromosomes is invaded and new genes deposited. • The imprecise method of depositing new genes causes a lot of plague infections to lead to cancer or highly unpredictable changes. • When a child is conceived, its chromosomes are formed from half of one parent’s joining with half of the others. If one or both parents are infected with the mutazoid plague the child can be born having inherited only some (or even none) of his parents genes. The whole population was likely exposed to the plague in a short time. Two thirds of those infected developed cancer and most of those who developed cancer from the plague died. Of those 16

who were infected but did not die from cancer as a result, 10% bore normal children, 30% bore mutazoids and 60% bore acceptables. Two thirds of those born as mutazoids were too deformed to even survive infancy, making the mutazoid population roughly equivalent in numbers to the normal humans. The remaining third survive according to how viable their mutations allow them to be in their environment. Those that survive to adulthood are usually those few whose beneficial mutations far outweigh their adverse mutations. Due to uneven mortality rates, acceptables make up 75% of the population and humans and mutazoids 25% in a roughly even split. A very small number of the human population are likely metamen. The plague is a virus with a very unusual makeup. The virus is not a mere disease microbe but a communicable scrambling of normal reproductive gene transmission. An inoculation or a cure is not likely to be developed for many years. For many people the principle question for geneticists is whether or not mutazoids should be considered human. Although we have come to think of Homo sapiens as a distinct species without separate branches, before recorded history there were other forms of humanity such as Neanderthals, which have now become extinct. By definition, a species is a group of organisms which is distinct from others by being able to interbreed. Neanderthals were probably not sexually compatible with humans but definitely shared most of the evolutionary classifications with modern humans. They were part of the animal kingdom, and, more specifically, also mammals, even more specifically hominids. They therefore shared kingdom, phylum, class, order, family and genus with modern humans and differed only in being a distinct species. Dogs, wolves, foxes and jackals are all canines and thus constitute a single genus. They are each a distinct species despite the physiological similarity that groups them in the same genera due to their reproductive prospects. Thus different canines are distinct in a way that is analogous to how modern humans differ from the extinct primitive hominids. What we identify as human is therefore not a matter of being hominids (which mutazoids certainly are) but a question of whether or not they are of the same species (i.e. reproductively compatible).

There is a close parallel to be drawn between humanity and different breeds of dogs. Each is sexually compatible with other breeds despite being physically very different. Some breeds of dogs appear closer to wolves than to many small breeds of dog, yet they are “reproductively isolated” from wolves and not from other breeds of dog that seem to be much more dissimilar. It is therefore not obvious that mutazoids are inhuman merely because they can be physically varied and very distinct from normal humans in their appearance. Barring extreme mutations that interfere with reproduction the way that a deformity might bar a human in a similar way, mutazoids have been shown to be capable of successfully breeding with humans. This means that mutazoids can be classified as belonging to the same species as we belong to. They would therefore seem to be human. Despite the potential for mutazoids being the same species, there is a question if they are all reproductively compatible with humans (or even all other mutazoids) or whether it is only a segment of the mutazoid population that is compatible. It is not yet entirely clear how the random mutations can affect breeding. All living things evolved from single-celled organisms and share a certain genetic commonality. Humans are 98% genetically identical to chimpanzees and share very little genetic similarity to rutabagas, for instance. A very small difference in genetic makeup can have a profound effect upon a living thing and how it varies from other creatures. In examining mutazoids it is a key question to see whether these genetic differences which seem to add the physical traits of various animals into the makeup of humans really constitute enough of a difference to make them truly non-human. Mutazoids are not an assembly of pieces from different animals created by surgically grafting the limbs and skin of different species onto a human body, however. A seamstress does not crudely assemble them from butcher’s bits. They are genetically mutated and those that survive are viable and natural wholes. Some or all of them must belong to the same species and be capable of breeding with each other and, possibly, with purestrain humans as well. An animal becomes distinct species when the mutations of one group cause it to be

“reproductively isolated” from the members of its former species. This usually happens when members of a species are geographically separated from the rest of the group and they gradually evolve in a very different way. Over a long time they mutate in such a way that they cannot breed with the descendants of creatures their forefathers had once been identical to. Originally, new species that arose were purely a matter of physical isolation and very gradual mutation, but humans developed animal husbandry and introduced the element of causing genetic changes by selectively breeding animals that had different characteristics until new breeds formed with distinct traits. Selective breeding did not have a tendency to create separate species, but genetic engineering always contained the possibility. Whereas natural evolution has no deliberate direction for the changes that occur, and animal husbandry is a deliberate process guided by foresight, the mutagenic plague is a deliberate human act that causes mutations with no deliberate direction for the changes that occur. It is an entirely new concept in evolution. That unknown parties should introduce it as a factor in the evolution of humanity itself is a major upset to the structure of society and the self-image humanity has cultivated over time. Species that become reproductively isolated do so because of either physiological factors (a physical or chemical difference makes conception impossible) or courtship factors (the males of one group do not recognise the females of the other group as potential mates). Because each mutazoid has an entirely different genetic composition modifying a human “starting point” it is likely that the mutazoids will eventually crystallize into multiple distinct species of hominid. A few who were called mutazoids will almost definitely remain homo sapiens, despite being as different from a pure-strain human as a poodle is from a German Shepherd. Some mutazoids will be akin to different types of dog, others to different types of wolf or fox or jackal. All will be hominids, just as all of the above creatures are canines, but there will be several distinct species and multiple breeds within each species. We will have to become accustomed to humans as no longer the only form of hominid and as no longer physically very similar. The phenotypic differences related to race and ethnicity are minor 17

in comparison to the diversity that will become normal. Already, people who were once all grouped as mutazoids are now being termed “acceptables” and true “mutazoids” based on whether or not they are variant breeds of homo sapiens or distinct species of hominid. The question that remains is whether or not all hominids should be regarded as equal inheritors of what we have come to regard as the gift of humanity (to be redefined perhaps as “hominidity”) or whether there should be segregation and social inequality. It seems strange from a genetic standpoint to regard members of a single genus as inherently better or worse than each other. Do we consider dogs inherently superior to wolves? It is even stranger to distinguish between distinct breeds of the same species. Do we view golden retrievers as superior dogs to terriers despite obvious differences? As much as we might fear wolves because they are carnivorous hunters that live in the wild more than dogs who are our oldest companions and domesticated into an accepted role, acceptables and mutazoids are fully socialised and not merely domesticated companions. Surely there is even less of a reason for arbitrary distinctions. Of course, until the nature of mutazoid freakouts (the tendency toward sudden psychosis, sociopathy and psychopathy) is understood there will be a fear of integrating them into normal human society. As much as dogs become dangerous if they contract rabies, we might not have domesticated them if the capacity for unpredictable rampages lay dormant in each and every individual animal as an inescapable fact. Many geneticists maintain that the unwillingness of the vast majority of humans to breed with mutants is an indication that even those mutants who are not incompatible with humans due to physiological factors are incompatible due to courtship factors. Thus, even the mutants known as acceptables are a distinct species and therefore not human. They see humans as one species of hominid, acceptables as another and mutazoids as a grouping of several other species of hominid. These geneticists claim that because humans are reasoning creatures they are subject to predilections that are virtually unknown in other species and any humans and acceptables who wish to mate are deviants. The problem many other geneticists have with the concept of acceptables as a distinct species 18

due to “courtship factors” is that because humans are reasoning creatures, they could shun a whole segment of their own species due to the very same capacity for deviation from their animal urges that some geneticists accuse more broad minded people of. It is fiercely debated whether it is the vast majority or the tiny minority that is fighting against nature. It is also debated as to whether or not there is any meaningful difference in evolutionary terms between the two. Science has only begun to study the mutazoid virus and no truly valid answers can be provided to conclusively answer the questions society poses with regard to mutazoids.



Psychology studies individuals or small groups of people or animals to understand the nature of behaviour and of the mind scientifically. Psychologists study all human behaviour and psychiatrists are doctors who specialize in mental disorders. Although the issue of mutazoids has been the subject of some study by psychologists, it quite obviously does not constitute abnormal behaviour to be “treated” by psychiatrists. Although experiment and observation has provided some grounds for future hypothesis, mutazoids are not sufficiently integrated with society to be studied through surveys or case

studies. Psychologists have not conducted enough studies of mutazoids to have sufficient data to produce statistically significant conclusions from correlations between different findings. No verifiable hypotheses can be advanced about how the mind of a mutazoid might differ from that of a normal human. More measurable topics- sensory perception, awareness of time, reaction time, attention span, verbal awareness and emotional responses- have been studied more. It is unfortunate that the nature of mutazoid genetics contains an inherent inconsistency in results far beyond the normal distribution of results common to normal humans. Examining dead mutazoids for malformed areas of the brain to correlate to abnormalities apparent in life or administering electrical shocks to achieve similar results has also failed to produce conclusive evidence in favour of any of the theories advanced about mutazoids. Psychology is inherently not equipped to prove the theories being argued without substantially more time and study than has so far been available. The mutagenic plague differs from normal evolution in terms of its pace and its cause. Whereas ordinary evolution is very slow and caused by any number of factors such as changing environment or random mutation, the mutazoids are always entirely the result of the mutazoid plague which causes potentially massive mutations all at once. The mutazoid plague also lacks the principle of adaptation and increased chances of survival from generation to generation. If in evolution, the slight differences in an individual that has undergone a minor mutation or otherwise adapted are beneficial and help it survive, then it passes its genes to its children. If an individual changes in a way that is detrimental then it is less likely to survive and pass on its genetic traits. Over time, a species is made up of the pool of genes from only those individuals who survived. Every living creature instinctually tries to ensure both its own survival and the survival of its genetic material after its death. It does not take very many generations for the genes of any given individual alive today to be shared with every member of the species as a whole. Because humans are rational, they can consciously override their primitive instincts. Although parents might nurture and protect their children whole-heartedly, help pay for the college

of their grandchildren and shower presents on their great grandchildren, the conscious investment of resources lessens with each generation. Each generation has its own parental guardians and although later generations are no less a continuation of the ancestral bloodline, the personal responsibility is less. The feeling of personal responsibility is diluted where others pick up the torch. Humans as rational creatures are not as conscious of their inborn protection of their own genetic material but they do not escape their primitive instincts altogether. Whereas scholars and philosophers call a backlash against mutazoids “existential anxiety” based on the principal that mutazoids call our fundamental assumptions into question, psychologists have a different theory. Many psychologists feel that mutazoids fail to trigger our instinctive need to protect our own genetic material. Whereas we have a need to ensure that those traits that ensure survival are passed from generation to generation, a person that is born with many random mutations and no certainty of any unaffected genes left to transmit to future generations has nothing to protect. We simply do not have the instinctual reactions toward mutazoids that spur civilised behaviour among normal humans. Many behavioural psychologists assert the theory that territoriality, courtship, altruism and other mechanisms may have their roots in evolutionary development and species survival. Mutazoids may be excluded from our social instincts and instinctually viewed not only as an alien species but as a parasitic threat. Some behavioural psychologists associate the socially aberrant behaviour of mutazoids with the approach taken in response to their actions. They argue that harsh discipline produces fewer learned responses more slowly than a system of rewards and encouragement. They claim a punitive approach to discipline leads mutazoids to learn how to evade punishment instead of learning to act in a more desirable manner. Punishment can also cause a resentment of society and authority rather than an understanding that certain actions are unacceptable. Whereas what is forbidden is reinforced (even if punishment occurs too long after a crime for the mind to associate the two), what is desirable is often unclear. Other psychologists point to the savagery of mutazoid behaviour as a stunted development of their hierarchy of needs. They feel that under 19

traditional theory, mutazoids are unrefined brutes because they barely manage to meet their need for survival and safety and never develop to the level of socialization most of us take for granted. Probably no mutazoid has ever found the selfactualisation that even fairly enlightened people rarely discover. There are seven levels of basic needs according to this theory. The first must be met before the second can be addressed and the second met before the third can be addressed and so on: 1) Survival (To eat, sleep, go to the bathroom, breathe and fulfil other basic needs). 2) Safety (To be secure against physical and psychological dangers, protected from the elements, guarded against illness and so on). 3) Love and Belonging (To give and receive trust, acceptance, affection, love and so on and to feel belonging). 4) Esteem (To have the respect of others and solid self-esteem). 5) Understanding (To gain knowledge, satisfy of curiosity, be open to exploration, and search for meaning and predictability). 6) Aesthetics (To appreciate beauty). 7) Self-Actualisation (To see your full potential realised). Mutazoids usually lack the objectivity, selfinsight and self-acceptance, dedication to chosen work, spontaneity, independence, autonomy, privacy, moments of epiphany, strong socialization, empathy and compassion for all living things, strong individuality, democratic spirit and creativity that come from a healthy psyche. It has been debated whether mutazoids that have organised in gangs to struggle against normal human society fulfil love, belonging and esteem needs in those cases where more physical needs are commonly met. It is open for debate whether something which may or may not be human retains the hierarchy of needs many (but not all) psychologists recognise as a useful model for normal humans. Bio-psychologists point out that mutazoids are almost definitely different in fundamental ways when it comes to neuronal and biochemical brain functions. According to the beliefs of this school of psychology what we call “the mind” is more or less the result of a brain’s chemical and electrical 20

activity. As mutazoids may have little neuronal and biochemical similarity to normal humans (or even each other), they cannot be said to necessarily correspond to any of the data we have collected for humans. Even if we did have more mutazoidspecific data, we could no more agree on a newly arisen and genetically unstable psyche than we can on the makeup of our own minds that we have had millennia to study. Psychologists cannot really agree on any theory on the grounds that there is really not enough evidence to do anything more than speculate. It is generally agreed that mutazoids are feared out of the same desire for self-preservation that would cause most people to avoid victims of leprosy or bubonic plague. Mutazoids are also hated because they remind us of our own capacity for infirmity just as many people are made uncomfortable by those who are crippled or dying.

Geneticists, doctors, scholars, psychologists and scientists have no clear idea of what the answers might be to all the questions society has posed due to the mutazoids. It is clear the law cannot be established with any authority when the finest minds of our civilisation all agree that there is no real basis for a decision. Mutazoids are clearly not human under any of the definitions we have used thus far except insofar as they are born of human parents. Legally speaking, the courts have found no grounds to actively confront public hostility to mutazoids and try to impose tolerance by a legal decision. It has ruled that there is not yet sufficient evidence to decide the matter. Likewise, courts have not had the will to declare mutazoids animals, in case posterity should judge them harshly. Without human rights or even the protection of animal rights, mutazoids exist both without rights and without any legal standing to have any protection whatsoever. Mutazoids could be abused in every manner imaginable up to and including murder with no actual enforceable crime to prosecute. Within the confines of legal ambiguity, there is de facto legality to treating them in any manner desired due to a total absence of any

assertion that certain forms of behaviour toward mutazoids are illegal and subject to civil or criminal retribution. It is a simple fact that change does not occur when there is legal pretext for making the law but only when decades or even more than a century has passed and the vast majority of the population can be claimed as popular support for a strong ruling. The United States abolished slavery in 1865 at the conclusion of the American Civil War. It was not until the 1950s and 1960s that segregation of black people was first gradually repealed by the Supreme Court and US Government and then very slowly prevented from occurring by proper enforcement of integration. Protest, rioting and even civil war could grip the nation and we could even then be a century from a definitive legal decision regarding mutazoids.

restraint or authority to lend an air of legitimacy and legality to plain, murderous despotism. The military conducts all government activity, all civil agencies have been superseded and force is used to deter hostile outsiders, maintain order, suppress insurrections, disperse riots and deal with natural disasters and other calamities.

The start of the 2020s was the beginning of what is now known as the Period of Localism. National governments had collapsed and people are thought to have lived in a fashion more akin to Colonial America or the Wild West. A new class of leaders emerged to rule small communities. Mostly despots, they called themselves presidents, governors, warlords, lords, knights, mayors, chiefs, head men, or merely leaders. The collapse of government had merely left everyone to fend for himself. Power became redistributed to whoever was strong enough to seize power in each community. Going by different names, these warlords worked to extend their control to neighbouring areas with the dream of eventually conquering the whole of their old state or of simply living in peace. The cities withered and became ruins as there was no agricultural surplus to sustain them and a population without the tools or skills to farm had to learn to survive while appeasing the warlords who ruled them. A semi-feudal structure arose once again with one class of people ruling by force and protecting the majority who toiled in the fields. Although many secrets were lost after the collapse of the Roman Empire and the onset of the Dark Ages, the basic skills used in everyday life were well known to even the barbarians who had no access to the technical know how that had once built an empire. In the 21st century there was almost no one with the skills or tools to produce any of the crafts or crops needed by everyone to survive. There was not enough gas or parts to keep machinery working and no means of acquiring new supplies once the old ones were gone. There was only chaos. 21


Martial law enacted during the onset of the mutazoid plague. Civil authorities invoked military authority to supersede their own powers once the extent of the calamity made such force a necessity. Once it was enacted it was extended further and further because, as the degree of martial law is determined by the degree of calamity, a harsher application of force became legally justifiable as it became socially unavoidable. Martial law was invoked state by state as the crisis spread and the federal government has still never declared martial law on the American mainland since the Civil War. Although theoretically reigned in under the law by civil authorities and a branch of common law, martial law allowed the militia and Army eventual carte blanche once civil authority disintegrated and the country fell into chaos. Where marauders took over and pronounced themselves newly arisen warlords, martial law was used without






Two types of people were best equipped to survive after the apocalypse – cynical opportunists and determined idealists. Even as society slowly rebuilds, the everyday struggle to survive is an ideological conflict between those ever vigilant heroes who seek to build a new and better world and the bloodthirsty parasites that care only for themselves. Life is as much a contest between the co-operative builders and the amoral individualists as it is a battle between man and nature. As society rebuilds those who co-operate and rebuild are gradually winning out against the human dregs that had been the most prosperous in the early days of the post-apocalyptic world. Although the conflict may have to build into a full-scale war someday, humanity can rebuild this noble republic and the ideals for which it stands.






As states solidified around dominant warlords in the 2030s, some of the more powerful warlords started to co-operate toward common goals. These states enacted Agreements of Cooperation on various issues to further mutual interests. In this way they came to prosper to a much greater extent than their isolated neighbours. In February of 2038, the Agreements of Co-operation were reworked into the Articles of Confederation by the 14 allied states. The states that signed the articles were nicknamed “The Confederacy” by many. The Confederacy was given its name not only because it was a loose confederation but also because it was made up of Oklahoma, Texas, Arkansas, Louisiana, Kentucky, Tennessee, Mississippi, Alabama, West Virginia, Virginia, North Carolina, South Carolina, Georgia, and Florida. The Confederacy launched the War of Reunification to try and rebuild the old United States of America that most of those same states had once tried to secede from. Neighbours of the Confederacy were annexed, conquered, coerced or persuaded to join. The central states of North Dakota, South Dakota, Nebraska, Kansas, Minnesota, Iowa, Missouri and Wisconsin were a main target due to their agriculture. The northern states of Michigan, Illinois, Indiana, Ohio, Pennsylvania, New York, Vermont, New Hampshire, Maine, Massachusetts, Rhode Island, Connecticut, New Jersey, Delaware, and Maryland, as well as Washington D.C., were also targets. Only the western states of Washington, Oregon, California, Idaho, Nevada, Montana, Utah, Arizona, Wyoming, Colorado and New Mexico remained mostly untouched by the War of Reunification. The black market is still quite extensive due to continuing scarcity but is in its decline because the Confederacy is restoring stability and public confidence in normal trade. The Confederacy continued a milder form of the martial law enacted during the onset of the mutazoid plague. In conquered states it continued a very harsh form of martial law, depending upon local resistance. Treason is an uncommon crime in the Confederacy despite its commonality in earlier eras. The government talks a lot about treason against the United States on the part of its foes in the War of Reunification but more often considers enemies are prisoners of war or spies. For most people everyday life is identical to that in the Period of Localism except there are now warring kingdoms that each correspond roughly to the old American states.

The old operations arms of the Armed Forces of the United States of America no longer exist. Only the Army was reinstated. The maintenance of computerized technology, complex aircraft, mammoth ships and expensive support structures are neither possible nor necessary. The Confederacy also lacks the aviation fuel and vast quantities of diesel for ships. The personnel required for nuclear powered vessels also cannot be spared from their vital posts at the power plants that could one day be rebuilt to feed the power grids of its cities. There is no practical ability to 23

continue the Navy, Air Force or Marine Corps as separate arms.

The Army has 9 Service Branches vital to its function. These are the armour, artillery, engineer, light infantry, mechanized infantry, alpine infantry, marine infantry, special forces and support (for medical, signal, maintenance, ordnance, quartermaster, military police, military intelligence and other non-combat troops) service branches. The light infantry are the backbone of the Confederate Army and make up ½ of the soldiers at any given time. Nonetheless, the other service branches are often the most prestigious (with the exception of artillery and support) and provide the backbone that allows the light infantry to operate at peak effectiveness.

The Confederacy has developed a structure for the Army based on a combination of those used by the United States at various times in its history. This new structure is meant to address the concerns of contemporary defence whose issues have been addressed individually at various points in history but which have never been present in the current combination. The basic formation of the Confederate Army is the regiment. The Army is split into units of different sizes based on subdividing and combining regiments. Individual states are responsible for raising one division of men. They must replace the casualties with fresh men to maintain the strength of their own regiments and the effective influence of a state really depends on its ability to maintain these troops. There are 9 different unit types. The 4 Regimental subdivisions are the Squad (10 and a Corporal and a Sergeant), Section (2 Squads and a 24

2nd Lieutenant), Platoon (2 Sections and a Lieutenant), and Company (2 Platoons and a Captain). A Regiment (10 Companies and a Colonel) is the primary unit of organisation. The 4 Regimental groupings are the Brigade (4 Regiments and a “one star” Brigadier General with staff), Division (4 Brigades and a “two star” Major General with staff), Corps (4 Divisions and a “three star” Lieutenant General with staff and divisional headquarters) and Army (2 Corps and a “four star” General with staff). Each service branch is organised on a regimental basis. Each state raises one division for the Army. A division consists of 8 regiments of light infantry and 1 regiment from each of the remaining 8 service branches. The regiments from the remaining 8 service branches are usually broken up so 10 squads from each branch join each regiment of light infantry. In practice, 1 regiment of light infantry operates with the support of 1 regiment of mixed service branches. These teams are usually called “paired regiments.” The original 14 members of the Confederacy raised one division each to form a single, slightly under-strength army. There is the equivalent of 2 more divisions of men performing garrison duty under state control to make the theoretical strength of the Confederate Army a true full strength army sized unit. Divisions are named for the states that raised them and regiments are named for their states and service branch. The Tennessee division has its 1st through 8th light infantry regiments, and its armour, artillery, engineer, mechanized infantry, alpine infantry, marine infantry, special forces and support regiments. Different units have reputations that stand out from the rest. The Louisiana 5th light infantry regiment is infamous as the most savage of any Confederate unit. The Virginia mechanized infantry are often considered the most daring. The Kentucky alpine regiment is reputedly the most dedicated. The Tennessee special forces regiment is reputedly the most elite. The Oklahoma armour regiment is renowned for its esprit de corps. Many other units are distinguished despite not being household names. There are different shaped badges for each Company within a regiment. These are the circle (1st), cloverleaf (2nd), diamond (3rd), Maltese cross (4th), cross (5th), crescent (6th), star (7th), square (8th), teardrop (9th), and hoop (10th). These badges have a

distinct colour for each squad of the Company. These are white (1st), red (2nd), orange (3rd), yellow (4th), green (5th), blue (6th), violet (7th) and black (8th). Sections are formed of white and red (1st), orange and yellow (2nd), green and blue (3rd) and violet and black (4th) squads. The 1st and 2nd Sections form 1st platoon, 3rd and 4th form 2nd Platoon, 5th and 6th form 3rd Platoon and 7th and 8th form 4th Platoon. To a well trained soldier these markings are easily distinguishable under most conditions.

Most weapons used are firearms and most firearms outside of military use are pistols or shotguns. All pistols manufactured in the latter half of the 21st century are semi-automatic with safety mechanisms. The military issues pistols to the officers and 5.56mm assault rifles to everyone else. The Army issues squads a light machinegun with bipod (a.k.a. Squad Automatic Weapon), sections a medium machinegun with bipod (a.k.a. generalpurpose machinegun) and platoons a heavy machinegun with a tripod. A platoon would therefore have 4 light machineguns, 2 medium machineguns and 1 heavy machinegun as support weapons. All ammunition is caseless with the bullet embedded in its own propellant. The propellant burns up upon firing the slug at an average of 1,000 feet per second with a few hundred foot-pounds of muzzle force. Without brass casings to eject, the firearms of the Confederacy have no open mechanism and are not prone to jamming from dirt and abuse. This lack of casings also leaves nothing behind which criminals can use to produce makeshift bullets. The caseless ammo of the Confederacy is smaller and lighter than 20th century ammunition and a standard magazine can fit triple the number of bullets compared with what used to be standard. Magazines for the new weapons are all of similar size for each type of firearm. They average 36 shots for pistols and shotguns, 72 shots for submachine guns, and 90 shots for assault rifles. Machineguns of all three sizes are fed a belt of 360 rounds. Soldiers all carry knives for work, close combat and attacks where stealth is paramount. In a pinch an entrenching tool (i.e. a small, folding shovel) is useful as a weapon. Grenades are used wherever defensive positions must be assaulted. The standard military field uniform is olive drab water resistant and wind resistant cotton combat fatigues, matte finish steel helmet (with fitted mesh to hold foliage), canvas leggings and brown ankle boots. On the back a haversack is worn with a bayonet and sheath attached and an entrenching tool hung overtop. Slung around the neck is a cloth bandolier with 6 spare magazines of 25

The Confederacy defines Army regulars as soldiers currently on active duty. The Army regulars who are full time soldiers are known as rangers. The name derives from old American fighting forces such as the Texas Rangers rather than more modern elite special operatives like the Airborne Rangers. These new rangers are the brave fighting men of the Confederacy and fight to unify the old territory of the United States by overthrowing the despotic warlords who oppress the citizens of the shattered republic. The Army reserve is made up entirely of retired soldiers who have returned to civilian life. The government does not actively maintain a reserve of volunteers or even work to keep its reservists in fighting condition. The mandatory militia duty is expected to keep the skills of retired soldiers in reasonable shape. The reserve really exists only on paper as a roster of citizens to be recalled to military duty in times of war.

The militia is made up of Confederate citizens who serve part time under the supervision of the army as civilians who help to defend and rebuild the new America. Militia members are often called minutemen after the brave heroes of the War of Independence almost 200 years before them but may one day evolve into a fully structured National Guard. The minutemen perform vital tasks but lack the training and discipline for frontline service.

ammunition. A belt worn around the waist holds a canteen, mess kit, gas mask with case, knife and sheath and 2 grenades. Officers also have a pistol in a holster on the waist belt and a pair of binoculars on a leather neck strap. Someone in each platoon will always wear a backpack field radio and stick close to the lieutenant so he can contact division headquarters. Squads of engineers are issued demolitions charges, a flamethrower, mine detectors, and other tools necessary to construction and demolition tasks. Alpine infantry are issued winter camouflage, skis, snowshoes, and warm clothing. Marine infantry are issued rubber overalls, rubber raincoats and a lifejacket. More specialized equipment is supplied only as necessary for a mission.








All wars require a significant commitment of resources, labour, capitol and money. Prolonged warfare can cause ongoing sacrifices for the war effort to erode civilian morale to the point where the conflict cannot be continued. It is imperative that the Confederacy convince its population that victory is inevitable despite the hard road ahead and that the conflict is necessary because it is a struggle to reclaim freedom in the face of domination by gangs of despots and desperadoes. The goal is ultimately patriotic and democratic in its ideals. Above all, the Confederacy seeks to reunite “one nation under God with liberty and justice for all.”




The Articles of Confederation that loosely united the states that allied in the War of Reunification lacked all semblance of central authority and the USA had no federal government. In 2050 the Second Republic was declared and the old constitution ratified in its original form, without later amendments, “as the founding fathers intended it.” The Second Republic is the United States of America reborn from calamities past. It controls the eastern 2/3 of the original US mainland and claims the remainder of America’s old territory. It is governed by Congress on the basis of a heavily revised and condensed book of law derived from the old Constitution and statutes. The areas securely within the Second Republic are now called States and once again conform to their old borders. Areas outside the Republic’s ability to control are euphemistically referred to as “territories” and are subject to territorial law but have no true representation or means of affecting the governance of the Second Republic. Alaska, Hawaii, Puerto Rico, American Samoa, Guam and the U.S. Virgin Islands are classed as “protectorates.” The Second Republic consists of 37 states. These states are: Oklahoma, Texas, Arkansas, Louisiana, Kentucky, Tennessee, Mississippi, Alabama, West Virginia, Virginia, North Carolina, South Carolina, Georgia, Florida, North Dakota, South Dakota, Nebraska, Kansas, Minnesota, Iowa, Missouri, Wisconsin, Michigan, Illinois, Indiana, Ohio, Pennsylvania, New York, Vermont, New Hampshire, Maine, Massachusetts, Rhode Island, Connecticut, New Jersey, Delaware, and Maryland. Washington D.C. was reinstated as a special district. Texas remains turbulent and very much a frontier state. The western states of Washington, Oregon, California, Idaho, Nevada, Montana, Utah, Arizona, Wyoming, Colorado and New Mexico are claimed as territories but are actually still independent. The Second Republic is trying to reclaim these territories and has nearly pacified Montana and Wyoming. The primary pledge of co-operation is one of mutual defence that includes a guarantee that no troops will be posted to defend state borders within the Second Republic but only on borders that are shared with the frontier. Other important pledges recognised a common currency and enforced acts of the new Senate.

The Second Republic has claimed that it is America and is a continuation and personification of America as it always has been. In many ways this is true and much more so than the words meant merely to legitimatize the new government intended. Although the superficial details are different, America’s whole history is presented in microcosm at this true new dawn at the end of America’s most turbulent century. America’s entire history is reborn at once in the re-founded republic. Circumstances have combined many disparate elements each reminiscent of a different period of American history. There is the awakening of national unity and fight between state and federal 27

power of the 1700s and the drive into the frontier of the 1800s. There is the national restructuring of the 1900s and 1910s, the prohibition of the 1920s and the fabricated isolationism of the 1930s. There is the mechanical ingenuity of the 1940s, the optimism, idealism, segregation, xenophobia and paranoia of the 1950s and the political radicalism of the 1960s. There is also the popularized ghetto subculture of the 1970s, the corporate arrogance of the 1980s and the cynicism of the 1990s. The different social contexts are throwbacks not merely to different segments of society but to entirely disparate eras. Rural areas of states are reminiscent of colonial times and the territories remind one of the Wild West. Suburban areas hark back to the days of islands of calm that held back the Cold War tension. Urban areas hold the same air of street tribalism that they did at the close of the 20th century. Technology is styled along modern lines with modern aesthetic values and a modern understanding of innovations in ergonomics but things are built with a much simpler technical base. America has evolved into what it must logically become but has every appearance of anachronism when its different facets are assembled.

















humans. Metamen are able to blend in as normal humans, but are likely to disappear under mysterious circumstances if their powers become apparent due to the Second Republic’s official denial of their existence. The Quarantine Act is the law enforcing rigid segregation of the normal human minority from the mutant majority. The declaration of the Second Republic in 2050 was based primarily in enactment of the Quarantine Act. The Quarantine Act classifies people into three groups—humans, acceptables and mutazoids. It dictates what education may be received, what jobs may be held and where residence may be established. Laws severely limit social contact between the three groups, define limits to political representation, outline segregation in public facilities and exclude non-humans from government. The Quarantine Act restricts acceptables to land ownership not exceeding 13% of the total area of the Second Republic and prohibits mutazoids from owning land altogether.

Before the second republic, there were no civilian police and law enforcement was in the hands of the military under the conditions of martial law. Eventually, the role of day to day law enforcement was slowly transferred to the militia and upon the founding of the Second Republic and the repeal of martial law, a civilian authority had to be re-established. The Second Republic’s Law Enforcement Officers were the solution to the need for civilian law enforcement. Nicknamed LEOs, lions, alley cats or enforcers by most people, the new name indicated that although the Second Republic was stable enough to abandon martial law it was not reverting to a full copy of law enforcement before the Incident. The enforcers would stand in between. The Second Republic wanted to imply that it has the stability to allow great freedom but the strength to offer security and deal harshly with criminals. The mission of the enforcers is to work with the community to make everyday life better by enforcing the law, preserving peace, reducing fear and providing a safe environment. They act to serve and protect the people of the Second 29


Upon the establishment of the Second Republic in 2050, the quarantine measures and definitions of humanity enforced by each of the old states was supplanted by a new Quarantine Act. The Quarantine Act defined a human as a being born of human parents and retaining 23 pairs of chromosomes containing only genetic material mapped in the “Human Genome Project.” Anyone born with human ancestors with “substantive mutations” was deemed a “mutazoid.” All others born with human ancestors, having only cosmetic mutations, became known as “acceptables.” The classification was guided by the estimation of each individual at birth by a physician and the likelihood of their being able to breed with pure-strain

Republic and their property to the full extent of the law. Enforcers must protect the lives and property of their fellow citizens, impartially enforce the law, work to prevent crime and relentlessly pursue lawbreakers. They must also have much greater standards of personal integrity than other people, value human life, respect individual dignity, and be courteous and civil at all times. Although citizens have varying rights under the law, everyone is safe regardless of a lack of personal legal protections due to enforcers having a strict code of ethical conduct. Their requirements of fairness and pledge to not use excessive force in apprehending criminals preserve them as brave heroes of the Second Republic in a harsh world that could have just as easily bred an oppressive regime with violent storm troopers. The Second Republic rules over a much more grim era. The enforcers face worse criminals with more savage abilities than any fugitives known in the old United States. If the regime is harsher and the police tougher it is only because they live in a post-apocalyptic nightmare isolated from the rest of the world, at war with their lawless neighbours and outnumbered by mutants with a tendency toward psychopathy. A very hard rule of law is necessary for survival but those who believe in freedom still hold back the tide of tyranny. The good moral example and tireless work of the enforcers keeps America from declining into fascism.





























There are quite a few social, political and economic philosophies that survive (or are new to) the Second Republic. These are now monolithic organisations but ideologies to which people may or may not subscribe on their own. Followers of each philosophy are likely to organise into small groups and these groups often have some contact with other similar groups. All such groups will be secretive as they are politically undesirable to various degrees. All that is really required, however is a vague understanding of the ideology and sympathy for what it espouses. Anachronists: The anachronists have returned to a late Feudal model of society and believe that technology led man away from the divine plan. Due to a theologically-driven strong ethical stance, they isolate themselves from others to form simple communities living off the land through simple hand-made tools, hard work and clean living. People survive through a strong sense of community, a large support network and close co-operation. Communities of anachronists are each led by a council of Elders which is headed by a Chief Elder (addressed as M’Lord). They work at simple farming and a 17th century-style cottage industry where healthy foods, sturdy furniture and other simple and reliable items are produced for local use and for export. Most anachronists are idealists and preach a message of simplicity to whoever will listen.





Anarchists: Anarchism is a group of philosophies advocating a system with a total or near total absence of external authority. Anarchists generally support some form of reliance on the cooperation of highly independent individuals to further mutual interests without any actual state, military or police force. Anarchists are not actually in favour of anarchy but instead rely on the belief that what they espouse will not result in anarchy and chaos. Barsonists: The Barsonists are an underground organisation that began when the Second Republic was declared in 2050. When the remnants of the forces that fought against the Confederacy in the War of Reunification were forced into eastern New England, Margaret Barson arose as a leader to unite the last vestiges of resistance. Although Margaret Barson is believed to have died alongside the rest of the forces that fought the Confederacy in the last battles of the War of Reunification, her body was not found. The Barsonists work in her name to struggle for universal suffrage, voting by secret ballot, abolition of property qualifications for congressmen, equal electoral districts and a restoration of the old constitutional amendments. There are likely very few Barsonists in the enforcers, Congress for a Safe America, and among other influential people. There are probably some in the Democratic Republican Party and civil service and more in middle and lower income level jobs. Although Barsonists are eventually discovered, there will always be a handful with important positions in society so long as the organisation exists and this handful is sufficient to leak important information to the guerrillas in the Frontier War. Barsonists work to undermine and sabotage the federal and sometimes the state governments. Local governments and the population at large are not targeted directly. Information in the organisation is communicated on a need to know basis and only just before it is needed. Members have contact with and knowledge of only one or two other members during their entire history with the group and so they cannot betray much even if the code of silence is broken. Beards: A beard is anyone who believes in the salvation of humanity through the development of advanced technology who is willing to be active to further the idea politically. Although a minority of students sympathise with the beards, the beards

themselves are almost all drawn from among the ranks of scientists, engineers and inventors. Unlike most of society, the beards believe that mankind was correct in its relentless pursuit of science and technology and it was only the misuse of technological discoveries that led to catastrophe. Their philosophy seeks to once again popularize science and also to promote measures for the safe use of new knowledge. They also insist on the earnest application of ethical principles to ensure discoveries made by the scientific community are applied by people with a strong conscience. Beards do what they can to promote their ideas but are reluctant to rally and lobby publicly. A handful of powerful sympathisers allow them to exert a subtle influence without the authorities working to infiltrate their groups, identify members and crack down on their activities. Their expertise is useful enough and eccentricity is taken enough for granted among the scientific community that what is perceived as a minor fringe group can make slow progress without interference as long as they do not take any sudden overt political action. Children of the Holy Plague: The Children of the Holy Plague is a secret religious organisation dedicated to toppling the “wicked and decadent modern technocracy of demon-possessed idolaters” they see as wielding power in the Second Republic. They wish to lead people to a simpler way of life in a theocracy led by their high priests. They see man’s problems as entirely caused by sins against divine will and believe that technology is a devilish tool that mankind is urged to pursue by demon-inspired madmen. They are single-minded fanatics and work to kidnap and murder scientists, engineers, bureaucrats and politicians as well as to sabotage high technology and the factories where modern comforts are manufactured. The children are organised on a local basis under leaders who are given the title of Shepherd. They refer to each other as brothers and sisters and use subtle secret signs to recognise each other. The children only act when they can commit their crimes with certainty of escaping undetected. The enforcers have standing orders to apprehend members of the Children of the Holy Plague wherever they are found, as the children are amongst the most dedicated, violent and dangerous subversives currently active. It is a great mercy that the children are very small in number and unable to be regularly active if their membership is to remain secret. 33

Communists: Communism has come to be synonymous with the centralized tyranny of Stalinism. The bureaucracy dictates all actions and industry and agriculture are run by the state as an enormous, monolithic business enterprise. The military controls the people, the military police control the military, and the government controls the military police. Meanwhile, the party controls the government, the central committee controls the party, and the leader controls the central committee. The secret police works tirelessly to prevent dissent before it starts and the people benefit from being guaranteed a mediocre standard of living without fear of poverty, starvation or homelessness. The communists gain support by preaching a perverse version of the rhetoric the Marxists actually strive towards. Eugenicists: The eugenicists believe that the mutagenic plague was a blessing rather than a curse to mankind and that mankind is really just a collection of allied genes working to achieve the ideal “gene family” and evolve the perfect organism. They shun all ideas of any traits being intrinsically necessary to make an organism human. They see only a number of creatures on the face of the Earth in a race to develop more efficiently to better master their environment. The eugenicists view the mutagenic virus as a means to help all creatures toward their ultimate forms. Eugenicists are active on farm communes known as “Gardens” after the concept of a miniature Garden of Eden. In these gardens they cross-breed strong, healthy humans and animals with mutants. They are known to kidnap individuals for these activities and then dispose of those who have been “helpful” to them in this way. The Second Republic puts a high priority on locating these gardens and apprehending eugenicists due to a fear of new outbreaks of plague and a suspicion that the eugenicists could isolate the mutagenic virus and experiment upon it directly. It is the eugenicists who are perhaps the most dangerous group of subversives in the world today, despite there being very, very few of them. Fascists: Fascism preaches an empowerment of the dispossessed but really just uses individuals to further the interests of a very small elite. Fascism allows the individual to feel powerful by being involved with the trappings of power and illusions of grandeur while actually unwittingly trading real autonomy for pomp and circumstance. It is not a method of analysis or an 34

economic ideology. Fascist leaders recognise that people who are powerless and starved for stability and control will reach for what appears to be powerful more greedily than that which actually empowers them but does not have the appearance of doing so. Fascism preaches a great many things but actually offers the sizzle to the masses and monopolizes the steak in the hands of the few. Ku Klux Klan (KKK): The Ku Klux Klan is a secret anti-mutazoid organisation that also engages in white supremacist violence in some parts of the Second Republic. Members are notable for wearing robes made from white sheets and pointed hoods to conceal their identities. Also known as the Invisible Empire, the KKK is headed by the autocratic Grand Wizard of the Empire (who is aided by ten Genii). Other central officials in the KKK are the Grand Dragon of the Realm, (aided by eight Hydras); the Grand Titan of the Dominion (aided by six Furies); and the Grand Cyclops of the Den (aided by two Nighthawks). Individual members are known as Knights. The local branches, known as “klaverns,” are unruly and often incredibly violent. Knights too often threaten, assault, kidnap, mutilate and murder people in addition to conducting political protests. The Ku Klux Klan is a small but very widespread and determined subversive organisation. Maoists: Maoism espouses guerrilla warfare on the part of the rural majority working alongside a subordinate movement among the working class to achieve emancipation from the rich and powerful ruling classes. Wealth should be shared and the classes work together to advance industrial production and end hunger. Maoism also puts a large onus on the youth of the nation and open criticism to unearth potential problems. Great leaps can be achieved through tremendous enthusiasm and massive work programs among the common people but the enthusiasm and mass support can also lead to dissenters becoming subject to grassroots persecution and many mass efforts being ineffective due to a lack of central planning. Marxists: Marxism is a method of analysis centred on a bias toward the emancipation of the working class. It is not an economic system, a religion, a philosophy or a political ideology in quite the way it is often portrayed. Marxism does imply a stance on economic, religious,

philosophical and political matters but the exact stance varies somewhat between different schools of thought. Marxists believe that the self-interest of the lower classes is diametrically opposed to those of the upper classes, that capitalism no longer advances mankind the way it once did and that revolution is the only way to overthrow capitalism. Workers are believed to be the only ones with the organisation, individuality, and central location to seize power. The rural population is too isolated and disorganised and the middle and upper classes have too much of a vested interest in the existing system to rebel. Marxists believe that the ideas and structure of society, especially in its legal, political and cultural institutions, is reflective of the self-interest of the ruling classes. The common sense of any era is primarily formed to rationalize the self-interest of those in power, but eventually every level of society becomes convinced that the system that oppresses the vast majority of the population is natural and inescapable. In the past, the inevitability of capitalist crisis has not led to revolution due to an innate resiliency of the international economic system. Now that the working class has become predominantly comprised of mutazoids, their innate differences with humans will lead to crises of capitalism becoming deeper because the identification of working class mutazoids with ruling class humans will be much more tenuous than in past eras when the entire population was human and differences were less obvious. Marxism espouses international cooperation and local democracy through direct participation rather than through privileged representatives. It argues for direct production for use rather than for sale and advocates worker ownership. The working class is to educate the population, organise for strikes and slowly infiltrate the army in order to overthrow the ruling classes. Historically this has either failed altogether or succeeded with very few deaths. In the future, as capitalism continues to exist, the existence of the working class and economic crises will also be assured. Just as sexual and racial differences once made economic oppression much more visible, Marxists argue that the oppression of the mutant majority should be even easier to make obvious. Once mutazoids no longer accept societal values as inescapable facts, Marxists believe the

irreconcilable class differences will make revolution inevitable. Mutes: The single most popular movement among the mutazoids and a few lower class acceptables is that of the “Mutes.” The Mutes are not an organisation with any structure but more akin to a subculture like those based on the musical trends of the 20th century. Mutes take their right to remain silently very seriously and have avowed silence. Some have taken a vow of total silence, others simply refuse to speak in the presence of non-mutazoids. Still others won’t talk directly to humans and/or acceptables or perhaps merely don’t speak to authority figures. Although the degree of commitment and silence both vary widely, the Mutes are the single most popular subculture of the 21st century. Pan-Aryans: The pan-Aryans are a humansupremacist group. They feel that acceptables and mutazoids are mere animals much like apes. They see them as entirely inferior to pure-strain humans. Pan-Aryans believe that mutazoids and acceptables should be isolated on reservations where they would be unable to affect normal society and endanger humans. They do not believe that they should be expelled to the wilderness to form their own communities because many pan-Aryans feel they would become like roving packs of rabid wolves. Other pan-Aryans feel they could not form their own societies and to expel them without human guidance would be tantamount to mass extermination. Only a tiny minority of extremists advocate genocide, but it is not unknown for that opinion to be voiced. As long as violence perpetrated against mutazoids and acceptables is not proven to be linked to pan-Aryan activities, the enforcers will remain neutral to the organisation. The pan-Aryans lobby for increased separation of humans and non-humans and have not been recognised as working outside the bounds of the law in pursuing their ideology. Sons of Terra: The sons of Terra are a group of zealous environmentalists. They are committed to the idea that mankind is destroying the Earth and despoiling the environment by fostering an urban blight that spreads without thought of consequence. Many sons of Terra believe that technology could be used in a way that harmonized with nature and did not devastate the biosphere but the more extreme members believe that mankind must revert to a pre-industrial society. The most extreme members are convinced that 35

humanity must return to a literal Stone Age or even become extinct if life on Earth is to be preserved from eventual destruction. Although the mainstream sons of Terra have sympathisers in government and are politically active in the effort to promote ecological reform, there are rumours that extremist members of the group secretly organise to commit acts of ecoterrorism that undermine society. Directed at large urban centres, industrial sabotage and acts such as attempts to destroy dams and poison water supplies, are among the efforts against which the enforcers must be vigilant. Luckily these extremists seem to be so few in number that their potential for widespread mass murder is limited. Untouchables: The untouchables are an underground organisation of very intelligent mutazoids who seek to “transcend human modes of culture” and establish mutazoids in a separate and newly created stream of history rather than inside a new phase of human history. The untouchables got their name through an ironic comparison of society in the new era to the caste system of pre-modern India and mutazoids to the shunned and despised lowest caste known as the untouchables. They seek to redefine themselves, redefine society and redefine all structures and modes of thought from a fresh mutazoid perspective without benefit of previous humanocentric approaches. The untouchables were founded by a small number of mystic masters who are said to have used the ancient philosophies of the east to transcend human modes of thought and attain enlightenment. They located sympathetic mutazoids and helped them to overcome all their old assumptions so they dismantled ways of viewing the world that we often take for granted as the foundation of reason and sanity. Untouchables live apart from society and struggle to discern their own theological, philosophical, social, political and economic systems of thought to discover what is inherently in their natures and explore their innate differences without the shackles of outmoded human ideologies. Nothing is known conclusively about untouchable society but it is assumed to be managed by very mystically minded individuals and to have developed ideologies innately, if not superficially, similar to Hinduism. Although this assumption may have arisen from confusion regarding their name, many scholars point to the 36

approach Hinduism fostered due to the diversity India’s position as a crossroads of culture, trade and religious thought. If the untouchables truly seek to redefine all ways of thinking and structuring society, then the number of ideas being experimented with must surely result in diversity and such diverse philosophies must surely be integrated into a single unit because the untouchables have survived as a society. It is further hypothesised that untouchable society must have developed a caste system based upon the need to co-operate under a strict system of social organisation the more diverse attitudes were allowed to be explored in other areas of life. The rigours of surviving isolated seem to guarantee the need for a harsh regimen. It is assumed that the mystic masters who maintain their power by fostering a group of privileged soldiery must rule the untouchables. They likely set up the professionals, then the craftsmen, then the tradesmen and finally different levels of labourers as societal tiers. It is expected that duties be fulfilled without self-interested ambition playing a role. Young people concentrate upon their studies, adults upon everyday life as part of a society, the old upon quiet contemplation and the truly venerable to an isolated pursuit of spiritual awakening before the end of life. It is assumed that mysticism must be institutionalized among the untouchables in a way that is not entirely different from the highly structured, systematic transcendence of Zen Buddhism or yoga. Perhaps what little free time is available is spent pursuing enlightenment. Perhaps there is a mandatory spiritual practice as a means of searching out potential mystics who could be groomed as mystic masters. It is also believed that the untouchables study martial arts for survival, self defence and possible paramilitary uses. As much as individuals are expected to personally transcend human society and history, it is expected that the untouchables wish to build the foundation of a society that can one day sweep away all remnants of human antecedents. They are said to plan violent revolution and, quite possibly, to advocate a genocidal outlook toward humanity. Just as our forefathers drove the Neanderthals to the corners of the world before finally driving them to extinction, these new hominids are working to replace their human cousins.

Many people claim that the untouchables are active underneath the ruins of the old cities and that their name is merely a boast regarding their status as separate, above the law, strong and impossible to find. Whatever the nature of the untouchables, it is clear that all we can say about them with any certainty is that they are very enigmatic. We cannot even elevate them beyond the level of urban myth and prove their existence. It is perhaps cultural chauvinism to draw all kinds of groundless conclusions about their nature and claim them as fact. It is certainly unscientific to do so. The untouchables would be more useful to study as a means of gaining insight into whether we could ever truly escape the legacy of the past and into how much of human nature is acculturated and how much genetic. Of course, since their genetic makeup differs from ours it is unlikely that we can draw any definite proof even were we to have the full data on their cultural “experiment.” Vultures: The vultures are an ultra-radical group of human, acceptable and mutazoid nihilists who are convinced that the mutagenic virus should have driven man to extinction. They feel that the plague failed for some unknown reason but with their guidance man’s extermination might merely have been postponed. The vultures dedicate themselves to destroying mankind (humans, acceptables and mutazoids alike) and when their job is done they pledge to extinguish themselves as the last remnants of mankind. The vultures are a small but highly secretive and dedicated group, about whom little is known except their ultimate aims. From hidden bases they conduct activities bent on mass murder. The few vultures that have been captured have committed suicide before they could be interrogated and their utter nihilism makes this hard to prevent. It is assumed that one goal of the vultures is the discovery, retrieval and reactivation of lost nuclear weapons. The vultures are among the most dire enemies of the Second Republic and perhaps deserving of the title of the #1 most wanted criminal organisation known to the enforcers.

There are a few large criminal organisations in the Second Republic. The modern world is very much like the America of past eras in terms of crime. Organised crime is largely controlled by the Jammers, Mafia, Triads and Yakuza. Differences in organised criminal enterprises and small bands of criminals are primarily superficial and these differences mostly involve cultural style and the particular ethnic communities each group targets as its own “turf.” The Mafia, Yakuza and Triads are very similar to the jammers at their core. Jammers: The jammers are also known as jammies, jamlocks and dreads. Possibly descended from the old Jamaican-style drug gangs of the 20th century, the Jammers are a loose affiliation of criminal syndicates across America. They are especially active in African-American and Hispanic communities. They are especially concentrated in the southeast. Jammers profit from extortion, prostitution, gambling, and smuggling. The greatest profit is in trafficking contraband substances. Jammers seek to spread their control through propagating substance abuse through the population and subverting society until jammer subculture reigns supreme. Jammers work under a veil of professed spiritualism. Enigmatic behaviour, voodoo symbolism, reggae music, patois speech, secrecy and encouragement of rumours involving jammers with dark powers helps enthral the ignorant. Behind the scenes the operate as a highly organised and professional business that monitors overhead, extends employee benefits, limits expenses and insists on strict accounting. Rewards are great for bosses and subordinates but the penalties for failure are severe. Missing fingers and toes, branding with arcane symbols, and even death on a third major failure are common. No former jammers have ever come to light so it is very likely that anyone who has ever worked for the organisation is either happy or dead with no exceptions. Risks and rewards are both very great. The jammers are occasionally hired by corporations to keep workers from organising, to break up job actions, to commit acts of vandalism or arson, to create or end financial losses and even to threaten, injure or kill inconvenient individuals. 37

The jammers try to ensure that they don’t invite a major crackdown by enforcers or totally alienate the public. Politics is influenced to some degree and anything that impedes their business is stopped in its tracks in whatever way is possible. The jammers are organised locally among urban populations in the cities and towns and have some agents even in villages. There will be a “bossman” for each town, two in a small city, three in a big city and four in a metropolis. Each bossman will have his “turf” and control operations inside it and deal with the surrounding villages in whatever ways are necessary. The jammers don’t have an actual organisations so much as the bossmen of each area are reasonably co-operative and rarely compete in turf wars. Turf wars are incredibly violent and nicknamed “jammer jihads” by the jammers. The bossman will have one lieutenant “brother” for each neighbourhood he controls. He will also keep a number of “machetes” as muscle to enforce his will and “boys” to organise lesser employees and expand business. A bossman’s work is performed by his many “jammers” and his spy network consists of his “rats.” Jammers are very arrogant and see the masses as fit for exploitation and personal challenges as irrefusable duties. Business contacts are to be honoured precisely and absolutely. The word of a jammer is his bond and they will ensure that high quality service is rendered to the letter of the agreement and that the parties they deal with honour their side of the deal. Mafia: A loose association of criminal groups descended from the criminal enterprises that arrived alongside Italian immigrants to the United States in the 20th century. The Mafia has expanded from its initial roots in Sicily hundreds of years ago. Members of the Mafia are bound by blood oaths and sworn to secrecy and are pledged to live by the rigid code of conduct known as “Omerta” which forbids any kind of co-operation and association with the authorities. Mafia activities largely centre on gambling, prostitution and dealing in various forms of contraband. They are especially active in white communities. The Mafia is still a major organisation despite having nowhere near the level of power and resources it had in its heyday before the end of the 20th century. Triads: The Triads, or “Tong” are the Chinese answer to the Mafia or Yakuza. The Triads arrived alongside waves of Chinese immigrants to 38

America. The Triads are active primarily in Chinese communities. The Triads have made a name for themselves by provoking extreme terror through utilising egregious violence and especially cruel methods of torture to achieve their aims. Yakuza: A highly secret criminal syndicate that originated in Japan and travelled to America alongside waves of Japanese immigrants. The Yakuza concentrate on pornography, prostitution and gambling but also deal in some contraband wherever they are especially active. The Yakuza are active primary in Japanese communities. The Yakuza cultivate a mysterious and mystical image of themselves and try to link themselves to the fabled ninja of Japan’s past. They may capitalize on superstitions concerning the supposed magical powers and peerless martial arts ability said to be common among ninja.

There are countless petty criminals in the Second Republic. Freelance criminals usually fit the profile of what have come to be known as “bogies,” “bunkos,” “pros” and “slammers.” Bogies: Bogies are freelance criminals that specialize in clandestine information gathering. Whether practising surveillance, burglary, information brokering or any other specialty, bogies are indispensable sources of current useful knowledge for criminals and undercover police. Bunkos: Any independent professional confidence trickster is known as a bunko. Whether a street vendor selling stolen or counterfeit jewellery or a high class con man, bunkos are amoral charmers who prey on the gullible. Pros: Any skilled freelance criminal employed as an assassin, illegal bounty hunter, safe cracker, cat burglar, or terrorist is called a pro. Although not organised there is a certain level of fraternity among pros and these high paid criminals hold themselves to high standards of professionalism. Slammers: Any small time independent highwayman, burglar, mugger, thief, shoplifter, purse snatcher, kidnapper or extortionist is referred to as a slammer. Although not an organisation, crimes of this sort are an easy enough career path that there are always people engaged in such activity in the public eye. Prone to violence and

bullying, slammers are the typical examples of street crime too minor for organised crime to bother controlling and too common for enforcers to stamp out. Slammers often join street gangs with several members and gang insignias and attire. Coloured bandanas are often worn on the heads of slammers or leather or denim jackets with painted logos. Street gangs may use extreme force in evicting members of rival gangs from their neighbourhoods and kill anyone who wears their gang colours without the right. Gang leaders maintain control through the respect that violence and daring win him and may be challenged at any time in a duel to the death by any gang member brave enough.

the celebrations will be the momentous 4th of July weekend. As the Second Republic will be pouring large amounts of personnel and funds into police and military efforts to claim many victories against its enemies, so its enemies will equally be redoubling their efforts to undermine the new America. The Tricentennial promises to be the peak year in the ongoing struggle for the hearts and minds of a nation. Will the morale of the newborn nation be bolstered toward true unity or undermined to the point of civil war?



As 2075 nears its end, the Second Republic is planning to make a very big celebration out of the tricentennial as the United States turns 300 in 2076. The Second Republic wants its citizens to view themselves as the continuation of 300 years of proud American history, rather than the backward inhabitants of a 26-year-old upstart regime, squatting on the remains of a once mighty nation. The celebrations will be enormous, yearlong, nation-wide extravaganzas. Every town and city will have a ledger for citizens to sign, a vellum replica Constitution and a bronze reproduction of the Liberty Bell provided as symbols of national unity and historic continuity. Re-enactments of famous battles of the American Revolutionary War will also be held across the country. The climax of 39

Player characters are called Protectors of Civilisation (a.k.a. Protectors or PCs). Whether an agent fighting terror, a survivor of the early days of the plague, a soldier, an Enforcer or a member of a resistance group, it makes no difference. All the players portray people trying to shepherd human society in the best way they know how. Everyone else is a Menace, a Chump, or an Innocent Bystander (also known as Innocents or IBs). To create a Protector of Civilisation requires several steps. Each section describes one part of making your Protector. 1. Stereotypes, Reputability & Looks 2. Frustrating Flaws 3. Secondary Flaws 4. Tertiary Flaws 5. Gobs of Goodies 6. Monstrous Mutations 7. Mischievous Metapowers 8. Model Protectors 9. Low Profiles 10. An “E” For Effort 11. Effortless Exclamations Once you understand the rules well and have given careful thought to your Protector, it is quick and easy to develop a PC that will be great fun to play. Throughout the rules, examples are enclosed in boxes such as this to make it easier for everyone playing to see how each rule plays out. All examples use a female Protector, Grace Fuller, to illustrate the relevant points. You can pick a name and gender at any time during the creation of a Protector of Civilisation, and the last step in this process makes sure this has been done. I chose to name her now because it is more fun to get to know your Protector before preventing 40 fiendish attempts to bring about her (or his) demise.

Every Protector and Innocent has a Stereotype. A Stereotype is just what it seems to be: a hackneyed archetype corresponding to an occupation, lifestyle choice, or social group. Stereotypes are easy to play because they are based in truth, without being as universally applicable as I imagine. Stereotypes provide powerful, instant images of a certain category of person. Each of us can describe a Stereotype to a tee and yet have a mental picture entirely different from that of the person sitting beside us. As easy as they are to develop and play in a pinch, Stereotypes can still be made into well-rounded and unique individuals. You should pick a Stereotype from one of the tables below. There are 1 to 3 lists for each of the four eras provided in the background information. The CM should decide which of the four eras will be used and which segment of society the Protectors will be from. Players should not only pick from the same list (the one corresponding to their background) but should also usually each pick an identical Stereotype. Stereotypes listed in boldface are the most likely to be the best choice for many players, while those listed in italics are probably not going to provide enough action for many players. Everyone has basic everyday skills as well as skills appropriate to their career. Thus, your Stereotype will give you certain advantages. These advantages mostly involve being taken seriously and having

improved chances of Overcoming Flaws for Challenges related to a certain field of study. You don’t roll dice or otherwise pick your Stereotype randomly. You may choose any you like. Just keep in mind that during play, you’re going to have to keep your Protector true to his or her Stereotype for the duration of the game. In the Stereotype Guide I use a “check mark” symbol to indicate some of the characteristics of various Stereotypes. The “A” column is for Attractive Stereotypes, “R” for those that are Reputable and “D” for those that are Disreputable. Those Stereotypes that have the “check mark” in a column have the characteristic the column represents. Those marked “x” don’t. Attractive Protectors & Innocents: Members of certain Stereotypes are considered to

be Attractive to the opposite sex as an unavoidable part of their lot in life. Any Stereotypes that have the “thumbs up” in the “A” column are counted as being automatically Attractive. Catch: Members of their own gender treat Attractive Stereotypes as Disreputable and members of the opposite sex treat them as Reputable. Other Attractive Protectors: A player may choose to make a Protector Attractive if s/he so chooses, no matter what Stereotype is chosen, but should remember that Attractive Protectors suffer the same consequences as anyone else who is Attractive, of course, and should add +1 Misfortune for the privilege. Their Reputability is also affected.

STEREOTYPE GUIDE FOR THE ERA OF THE STRUGGLES (SPECIAL AGENT FORMER SOCIAL GROUP) Stereotype Example Challenges Flaw Mod. A Bluke Carpentry, Disguise, Drive, -1 WK ! Electrical, Electronics, First Aid, Hide, Mechanic, Metalworking, Persuasion, Pickpocket, Photography, Scuffles, Shadowing, Sneak and Swimming. Norm Accounting, Code None ! Breaking, Computers, Demolitions, Disguise, Drive, First Aid, Hide, History, Journalism, Literature, Lockpicking & Safecracking, Mathematics, Persuasion, Philosophy, Photography, Religion, Science, Scuffles, Shadowing, Sneak and Swimming.

R !

D !




STEREOTYPE GUIDE FOR THE ERA OF THE SUNDERED SOCIETY (ARMY) Stereotype Example Challenges Flaw Modifiers A R D Special Forces Boating, Demolitions, -1 WK, -1 CL, - ! ! ! Driving, Hide, 1 IG Observation, Operate APC, Operate Tank, Scuba Diving, Scuffles, Sneak, Spotting Artillery Targets, Swimming, Tracking, Wilderness Survival. STEREOTYPE GUIDE FOR THE ERA OF MUTAZOID MARAUDERS (ENFORCER DEPARTMENTS) Stereotype Example Challenges Flaw Modifiers A R Special Weapons & Tactics Climbing, -1 WK, -1 CL, - ! " (SWAT) Communications, 1 IG Demolitions, Hide, Rappelling, Scuffles, Sneak. STEREOTYPE GUIDE FOR THE ERA OF MUTAGENESIS (SOCIAL GROUP WHEN SOCIETY FELL APART) Stereotype Example Challenges Flaw Modifiers A Outlander Farm. -1 WK !

D !

R !

D !

STEREOTYPE GUIDE FOR THE ERA OF THE SUNDERED SOCIETY (ARMY SERVICE BRANCHES) Stereotype Example Challenges Flaw Modifiers A R D Alpine Infantry Climbing, Driving, -1 WK ! ! ! Hide, Mountaineering, Observation, Rappelling, Scuffles, Skiing, Sneak, Snowshoeing, Spotting Artillery Targets, Swimming, Wilderness Survival. Armour Driving, Hide, -1 WK ! ! ! Mechanic, Observation, Operate Tank, Scuffles, Sneak, Spotting Artillery Targets, Swimming, Wilderness Survival. 42


Light Infantry

Marine Infantry

Mechanized Infantry

Special Forces

Boating, Carpentry, Demolitions, Driving, Electrical, Electronics, Hide, Mechanic, Metalworking, Observation, Scuba Diving, Scuffles, Sneak, Spotting Artillery Targets, Swimming, Wilderness Survival. Driving, Hide, Observation, Scuffles, Sneak, Spotting Artillery Targets, Swimming, Wilderness Survival. Boating, Driving, Hide, Observation, Scuba Diving, Scuffles, Sneak, Spotting Artillery Targets, Swimming, Wilderness Survival. Driving, Hide, Observation, Operate APC, Scuffles, Sneak, Spotting Artillery Targets, Swimming, Wilderness Survival. Boating, Demolitions, Driving, Hide, Observation, Operate APC, Operate Tank, Scuba Diving, Scuffles, Sneak, Spotting Artillery Targets, Swimming, Tracking, Wilderness Survival.

-1 WK




-1 WK




-1 WK




-1 WK




-1 WK, -1 CL, 1 IG





Stereotype Burglary & Theft

External Investigation


Organised Crime

Quarantine Patrol

Special Weapons & Tactics (SWAT)

Tactics & Communications

Example Challenges Deduction, Interrogation, Investigation, Scuffles, Search, Streetwise, Disguise, Fast Talk, Hide, Investigation, Search, Scuffles, Sneak, Streetwise. Administration, Deduction, Forensics, Investigation, Search, Scuffles. Area Knowledge, Contraband Substance Identification, Disguise, Fast Talk, Gang Practices, Hide, Investigation, Scuffles, Sneak, Streetwise. Area Knowledge, Contraband Substance Identification, Cycling, Driving, Gang Practices, Law, Riding, Scuffles, Streetwise. Climbing, Communications, Demolitions, Hide, Rappelling, Scuffles, Sneak. Administration, Communications, Diplomacy, Etiquette, Fast Talk, Interrogation, Negotiation, Scuffles, Streetwise.

Flaw Modifiers -1 WK, -1 CL, 1 IG -1 WK, -1 CL, 1 IG -1 WK, -1 CL, 1 IG -1 WK, -1 CL, 1 IG

A !

R "

D !










-1 WK, -1 CL, 1 IG




-1 WK, -1 CL, 1 IG




-1 WK, -1 CL, 1 IG




STEREOTYPE GUIDE FOR THE ERA OF MUTAZOID MARAUDERS (FREELANCE INVESTIGATORS) Stereotype Example Challenges Flaw Modifiers A R Bounty Hunter Area Knowledge, -1 CL ! ! Gang Practices, Haggling, Hide, Intimidation, Law, Lockpicking, Observation, Scuffles, Security Systems, Sneak, Streetwise. 44

D "

Private Investigator


Area Knowledge, Gang Practices, Hide, Interrogation, Law, Lockpicking, Observation, Scuffles, Search, Security Systems, Sneak, Streetwise. Carpentry, Drive, Electrical, Electronics, Hide, Mechanic, Metalworking, Scuffles, Sneak, Swimming and Wilderness Survival.

-1 IG




-1 WK




STEREOTYPE GUIDE FOR THE ERA OF MUTAZOID MARAUDERS (ARMY SERVICE BRANCHES) Stereotype Example Challenges Flaw Modifiers A R See the Army Service Branches for the era of the Sundered Society.


Protectors have six Primary and Secondary Flaws that must be Overcome to succeed at tasks. They also have two Tertiary Flaws that record physical and metaphysical condition. Weakness, Clumsiness, and Ignorance are the Primary Flaws. Brutality, Corruption, and Deformity are the Secondary Flaws. Misfortune and Lumps are the Tertiary Flaws. The lower each of these Flaws is, the better. Primary Flaws start between 1 and 10. Secondary Flaws start at 1. Tertiary Flaws start at 0. All three sets of Flaws can be modified while making your Protector. See the tables below. The real question for many people is, “What do all the numbers mean?” There are examples beside each number for each of the Primary Flaws to help you picture what the numbers represent.

Weakness 1 2 3 4 5 6 7 8 9 10 11 12

Example Powerful Solid Brawny Athletic Fit Active Average Flabby Weak Sickly Feeble Fertiliser

Weakness (WK): A measure of how feeble you are in terms of strength, stamina, and resistance to poison and disease. 45

Clumsiness (CL): A measure of how clumsy you are in terms of manual dexterity, general agility, and overall grace. Clumsiness 1 2 3 4 5 6 7 8 9 10 11 12 Example Contortionist Acrobatic Agile Graceful Nimble Supple Average Awkward Clumsy Bumbling Inept Completely Paralysed

Determining Primary Flaws by Rolling: Making a Protector of Civilisation is even quicker and easier if you roll your Primary Flaws instead of assigning points. To determine how high your Flaws are, roll a pair of six-sided dice three times (subtract 10 from any roll above 10, i.e. 11 is 1 and 12 is 2) and distribute the results among your Weakness, Clumsiness, and Ignorance Flaws. The lower each Flaw, the better.

Secondary Flaws: A Protector’s Secondary Flaws – Brutality, Corruption, and Deformity – each begin at 1. Before play begins, they are modified by your chosen Goodies, Mutations and Metapowers, and your chosen Stereotype may modify your Secondary Flaws even further. Unlike Primary Flaws, Secondary Flaws can fluctuate a great deal during play as a variety of circumstances, actions, and other events occur. Whatever the case, no starting Secondary Flaw can ever be lower than 1 or higher than 11. The Protector becomes incapable of opposing Menaces as soon as any of his Secondary Flaws reaches 12. It is difficult to save the world when you are pushing up daisies, paralysed, permanently flunked out, criminally insane, homicidal, or physically unviable. Once again, you may ask, “What do all the numbers mean?” You’ll find explanatory Secondary Flaw tables below. Brutality (BR): A measure of how casually you can commit acts of violence, your pessimism, your mistrust of people and the world, your anticipation of trouble, and of how severely you react to difficult situations. It can also reflect how likeable others may find you. Metapowers (aka psychic powers or psionics) can increase the tendency towards sociopathy and remorseless violence.

Ignorance (IG): A measure of how mentally deficient you are in terms of intelligence, willpower, mental agility, perception, wit, charisma, training, and presence of mind. Ignorance 1 2 3 4 5 6 7 8 9 10 11 12 Example Supra-Genius Genius Brilliant Astute Clever Bright Average Slow Stupid Moronic Asinine Coma Protector

Determining Primary Flaws by Assigning Points: Most players prefer to tailormake a Protector of Civilisation to taste by assigning points. To determine how high your Flaws are, distribute 20 points amongst your Weakness, Clumsiness, and Ignorance Flaws. Make sure each of these Flaws has at least 1 point and not more than 10 points. The lower each Flaw is, the better it is for the Protector. 46

Brutality 1 2 3 4 5 6 7 8 9 10 11 12

Example Total Pacifist Humane Gentle Kindly Docile Tolerant Reluctant to Kill Hostile Abusive Violent Sociopathic Incurably Psychopathic

Deformity 1 2 3 4 5 6 7 8 9 10 11 12

Example Human Acceptable Barely a Mutazoid Noticeably a Mutazoid Obviously a Mutazoid Unconcealably a Mutazoid Typical Mutazoid Unsightly Mutazoid Disgusting Mutazoid Repulsive Mutazoid Abhorrent Mutazoid Too Deformed to Survive

Corruption (CO): A measure of how cowardly, deceitful, greedy, selfish and corrupt you are. Corruption also indicates your level of involvement in shady dealings, how many favours you owe to the wrong people and how easily you can blend in unnoticed among criminals. Corruption 1 2 3 4 5 6 7 8 9 10 11 12 Example Angelic Saintly Scrupulous Honourable Civic Minded Honest More or Less Law Abiding Deceitful Dishonest Criminal Recidivist Sleeping With the Fishes

There are two Tertiary Flaws: Misfortune (MI) and Lumps (LU), which both begin at 0. A GM may add Misfortune to a Protector every time he feels that Protector’s player is being too passive in responding to situations. Some Stereotypes list a Misfortune Modifier wherever it is appropriate to who they are. Misfortune represents an increasing likelihood of bad luck. As bad things happen, you subtract points from your Misfortune because you have less bad luck due to you. As good things happen, points will be added to your Misfortune will be added to as it becomes more likely that bad luck will eventually catch up with you. The other Tertiary Flaw, called Lumps, exists only to measure how close to being incapacitated you are. When a Protector, Innocent Bystander or Chump reaches 12 or more Lumps he is Knocked Senseless. This is described in full later. Modifying Flaws Due to Stereotype, Sex, and Choice: When all the Flaws have been set, the modifiers from your Stereotype should be applied. Some Stereotypes don’t provide Flaw modifiers. Others do and they should be applied before play begins. Once the Flaw modifiers suggested by the game rules are applied, a player may elect to raise any or all Flaws to suit the individual’s tastes, but it is unwise to do so. No Flaw can start at less than 1 or more than 11. Record the new numbers in place of the ones you originally set, because the old numbers won’t be needed again. 47

Deformity (DE): A measure of how physically mutated you are and how visibly you deviate from the human norm. A Deformity of 1 is a human, 2 is an acceptable and 3 to 12 is a mutazoid.

Giving Out Goodies: Items of Equipment in Mutazoids Demo are known as Goodies. All Protectors are considered to have clothing, spending money and somewhere to live. Protectors of Civilisation can be equipped with whatever other gear their players desire without regard to what they can carry or afford to buy. Some reason should be concocted for why the Protector is carrying the item, but anything plausible will suffice. Goodies fall into three classes: Weapons, Tools, and Trinkets. Goodie Costs: Goodies don’t cost money. However, every Goodie affects the Secondary Flaws with a very real cost in Brutality and/or Corruption added. Alternatively, adding Misfortune can offset some of these costs. The CM may delete any choice he finds inappropriate. Make sure that Protectors pay the Weapon cost for Tools that can also be Weapons. (See below.) Cost in Corruption and Brutality: Tools add 1 Corruption if unnecessary to your duties or generally illegal. Goodies classed as Weapons have a cost in Corruption and/or Brutality. Weapons add a number of Brutality equal to their Lumps Dished Out or Lumps Bounced Off. If they are not legal for the person to carry (i.e. necessary to his duties) they add an equal number of Corruption. Misfortune can be Stereotype Army (Alpine Infantry)

substituted for Brutality and/or Corruption at a 1:1 ratio to cover some or all of the cost of Tools and Weapons if desired. The tables below show the amount of Brutality and/or Corruption added when any of the Goodies therein are selected as Weapons. Some Weapons (such as Swiss Army knives) may add extra Corruption because they are also Tools. If they are simply taken as Trinkets or Tools (see below for definitions of these terms), they do not have a Weapon cost. To Serve and Protect: It is very important to remember that police, secret agents, soldiers, and other armed government types do not add any Corruption or Brutality while carrying Weapons or Tools on duty, provided those Goodies are limited to the standard issue for their duties. This consideration is limited to those weapons that the person is authorized to use and only applies while on duty. If a soldier carries around a loaded .38 Special while on leave, that is something else entirely! It is not unusual for an off-duty cop to be armed, so they should not have to add any Corruption or Brutality if on call, because they have to be prepared, but they may have to add the normal cost if they are carrying Weapons more often than the CM feels is necessary. It is also possible that an officer who is on duty may wish to have an extra gun, but the cost of this should only be added if the desired Weapons strike the CM as excessive.

Army (Armour)

Army (Artillery) Army (Engineer)

Standard Issue Equipment See “Army (Light Infantry).” Alpine infantry are also issued winter camouflage, skis, snowshoes, and warm clothing. Squads of alpine infantry travel in the Jimmy half-track instead of a truck. See “Army (Light Infantry).” Each crew will man a Washington tank, Hum-Vee, anti-tank gun or artillery piece instead of travelling in a truck. Anti-tank and artillery guns are each towed by a Jimmy truck. See “Army (Light Infantry).” Each crew will man an artillery piece instead of travelling in a truck. Artillery guns are each towed by a Jimmy truck. See “Army (Light Infantry).” Squads of engineers are also issued demolitions charges, flamethrowers, mine detectors, and other tools necessary to construction and demolition tasks. Squads of engineers travel in the Jimmy half-track instead of a truck or, more unusually, are crews for one of the variant model Washington tanks.


Army (Light Infantry)

Army (Maintenance) Army (Marine Infantry) Army (Mechanized Infantry) Army (Medical) Army (Military Intelligence) Army (Military Police) Army (Ordnance) Army (Quartermaster) Army (Signal) Army (Special Forces) Enforcer (Any Except SWAT)

Olive drab combat fatigues, matte finish steel helmet (with fitted mesh to hold foliage), canvas leggings and brown ankle boots. On the back a haversack is worn with a bayonet and sheath attached and an entrenching tool hung overtop. Slung around the neck is a cloth bandolier with 6 spare magazines of ammunition. A belt worn around the waist holds a canteen, mess kit, gas mask with case, knife and sheath and 2 grenades. The military issues pistols to the officers and 5.56mm assault rifles to everyone else. Squads have a light machinegun with bipod (a.k.a. Squad Automatic Weapon), sections a medium machinegun with bipod (a.k.a. general-purpose machinegun) and platoons a heavy machinegun with a tripod. Officers also have a holster for their pistol on the waist belt and a pair of binoculars on a leather neck strap. Someone in each platoon will always wear a backpack field radio and stick close to the lieutenant so he can keep in touch with division headquarters. A squad of light infantry travels in a Jimmy truck. See “Army (Light Infantry).” Maintenance squads have the Jimmy half-track instead of a truck. Maintenance is issued a lot of spare parts and full tool kits for the half-track. See “Army (Light Infantry).” Marine infantry are also issued rubber overalls, rubber raincoats and a lifejacket. Jimmy trucks will contain two inflatable boats. See “Army (Light Infantry).” Mechanized infantry employ the M113 armoured personnel carrier (APC) instead of a truck. See “Army (Light Infantry).” Medical infantry employ the Jimmy truck as an ambulance. See “Army (Light Infantry).” Military intelligence sometimes employ a Hum-Vee instead of a truck. See “Army (Light Infantry).” See “Army (Light Infantry).” See “Army (Light Infantry).” See “Army (Light Infantry).” See “Army (Light Infantry).” A 9mm pistol, billy club, can of “mace” (tear gas), plastic flashlight, minilight, and credentials, including a badge are standard. Cameras, flashlights, binoculars, tool kits and other items easily purchased at a hardware store are issued immediately upon request. If necessary 5.56mm assault rifle will also be issued alongside a heavy Kevlar vest or light, medium or heavy police body armour. Automobiles, Hum-Vees, Jimmy trucks, Jimmy half-tracks, M113s, Washington tanks (including variant models), portable radios, surveillance devices (bugs), phone tracers and lockpicks are issued if absolutely necessary.


Enforcer (SWAT)

Mutagenesis Survivor Rebel

Special Agent

A 9mm pistol, billy club, can of “mace” (tear gas), plastic flashlight, minilight, and credentials, including a badge are standard. Cameras, flashlights, tool kits and other items easily purchased at a hardware store are issued immediately upon request. Automobiles, portable radios, surveillance devices (bugs), phone tracers and lockpicks are issued if absolutely necessary. [Nothing of note]. Grey combat fatigues, a haversack, a bayonet and sheath, a cloth bandolier with 6 spare magazines of ammunition. A belt worn around the waist holds a canteen, mess kit, gas mask with case, knife and sheath. The rebels issue pistols to the officers and rifles to everyone else. Officers also have a holster for their pistol on the waist belt and a pair of binoculars on a leather neck strap. A squad of light infantry travels in a Jimmy truck. A laptop computer, .40 pistol and credentials, including a badge are standard. Cameras, flashlights, tool kits and other items easily purchased at a hardware store are issued immediately upon request. Automobiles, portable radios, surveillance devices (bugs), phone tracers and lockpicks are issued where necessary. because being logical is only recommended in Mutazoids Demo; it is not mandatory. Stereotypes don’t have a set level of wealth but one is implied: 1. Anyone who is Reputable, but does not work for the government or carry weapons, is wealthy. 2. Anyone who is Attractive is also usually wealthy. 3. Anyone who is Disreputable is probably poor unless s/he is particularly artistic. 4. Hoboes are even poorer than the poor. Anything a hobo has is going to be very rattylooking but could function well enough. A hobo will only have those things s/he might have scrounged up from other people’s discarded goods. Everyone who is not rich or poor is middle class. Goodie Classes: Because Goodies come in three different classes: Weapons, Tools, and Trinkets, it is a very wise move to keep three different lists of gear, rather than just one big list of Goodies. Weapons: A Weapon is any Goodie that can Dish Out Lumps in Scuffles or that can ensure Lumps are Bounced Off. Technically, armour and machine guns are not both Weapons, but for game purposes they have been stuffed into the same category. The tables below outline the added Brutality and Corruption from a Weapon, as well as the Lumps Dished Out or Lumps Bounced Off.

Exceptional Goodies: Goodies that the CM views as Exceptional cost double the usual amount of Brutality and Corruption (if any). See Handling Vehicles, below. Handling Vehicles: Vehicles are simply mobile Tools that may also be Weapons. Vehicles are Exceptional Tools because they make Chases easier. Vehicles cost +2 Brutality as Tools (airborne or otherwise unusual vehicles qualify as Exceptional enough to cost even more if the CM wants them to) and have a Weapon cost according to their Lumps Dished Out in a collision. If vehicles have weapons mounted on them they have a further Weapon cost for the added firepower. Members of the Enforcers and Army add no Corruption or Brutality when using military vehicles to perform their duty, provided those vehicles are being used to perform one’s duties in the usual way. Vehicles need no other numbers to measure them. Damage from collisions is covered in “Slicing & Dicing” and damage to vehicles is covered in “Crashing & Smashing.” Appropriate Goodies: Goodies selected for a Protector should be appropriate for the level of wealth implied in the Protector’s Stereotype. The CM can make exceptions wherever s/he chooses 50

Hand Weapons Table Ballpoint Pen, Curtain Rod, Elbow, Fountain Pen, Long Fingernails, Fist, Knee, Large Knitting Needle, Purse, Sharp Pencil, Umbrella. Billy Club, Bottle, Brass Knuckles, Broken Bottle, Candlestick, Five Foot Long Chain, Flower Pot, Frying Pan, Horseshoe, Non-Plastic Dish or Plate or Bowl, Noose, Razor Blade, Scissors, Shod Foot, Wooden Stake. Baseball Bat, Cricket Bat, Hatchet, Hedge Clippers, Hockey Stick, Ice pick, Javelin, Knife, Lead Pipe, Meat Cleaver, Pitch Fork, Spear, Straight Razor, Wooden 2x4, Wrench. Axe, Electric Hedge Clippers, Lawn Mower, Meat Hook, Power Drill, Shovel, Sickle, Sword. Electric Saw, Falling Chandelier. Chainsaw. Motorcycle Car Jeep Truck Large Truck 18-Wheeler Combine Harvester Ranged Weapons Table BB Gun, Bottle, Flower Pot, Horseshoe, Non-Plastic Dish or Plate or Bowl, Pellet Gun. Bow & Arrow, Hatchet, Javelin, Knife, Meat Cleaver, Pitch Fork, Spear, Straight Razor, Wrench, Zip Gun. Axe, Crossbow, Revolver, Semi-Automatic Pistol. Little Black Bomb. Flamethrower, Hand Grenade, Rifle, Sub-machinegun. Assault Rifle, Grenade Launcher, Shotgun. Machinegun. Air Defence or Anti-Tank Gun (20mm). Air Defence or Anti-Tank Gun (37mm). Air Defence or Anti-Tank Gun (45mm), Dynamite Stick, Mortar, Nitroglycerine Vial. Air Defence or Anti-Tank Gun (57mm), Bazooka, Cannon (3-lbr.), Rocket Launcher. Artillery or Air Defence or Anti-Tank Gun (76mm), Cannon (6-lbr.), Light Anti-tank Missile. Artillery or Air Defence or Anti-Tank Gun (90mm), Cannon (12-lbr.), Heavy Anti-Tank Missile. Artillery or Air Defence or Anti-Tank Gun (105mm), Cannon (16-lbr.). Artillery or Air Defence or Anti-Tank Gun (120mm), Cannon (24-lbr.). Artillery (135mm). Artillery (155mm). Artillery (203mm).

BR +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 BR +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18

CO +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 CO +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18

LDO +0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 LDO +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 51

Defensive Weapons Table Flak Jacket, Football Padding, Hockey Padding, Leather Armour. Chainmail, Heavy Kevlar Vest, Hoplite Armour. Full Suit of Metal Armour (Platemail) or Medium Military or Police Body Armour. Medium Military or Police Body Armour. Heavy Military or Police Body Armour. Tools: A Tool is any object that can be put to use in the game. Individual Goodies can be both Weapons and Tools, but not at the same time. For example, a screwdriver would be a Tool when applied to screws, but becomes a Weapon if you declare it to be one when it’s the only pointy thing you have available to fight off a Menace. Brutality, Corruption, and Deformity (if appropriate) associated with this object, when used as a Weapon, are added as soon as it is converted (before the Melee begins). Trinkets: Trinkets are any objects the Protector carries purely for sentimental or aesthetic reasons. Clothing, jewellery, and other items that are unnecessary for reasons already explained, are Trinkets. An example of a Trinket is a backpack, which is not necessary in the game to hold items and is not used for any other purpose. Trinkets are always both harmless and useless, whatever logic might dictate. Note: objects that serve two purposes – for example a cross that might also be jewellery – may change state in the presence of certain Menaces. If such a metaphysical event occurs, the appropriate Weapon costs are applied immediately. One Tool vs. Many: Certain Goodies may appear to be a single Tool but are not. Other Goodies appear to be many Tools but are only one. In all such instances, the CM should probably count the Goodie as a single Tool. Identify the cost of the most valuable item incorporated in the Goodie, and make the Protector pay for that. If the Goodie is both a Weapon and a Tool, then add the cost of the best Weapon to the cost of the best Tool. If the Goodie incorporates multiple types of weapons (Melee, Ranged and Defensive), then the best of each type of Weapon must be paid for and the costs totaled. No Goodie should be counted as more than one Tool, one Melee Weapon, one Ranged Weapon, and one Defensive Weapon unless the CM feels the player is trying to build the ultimate omniMacGuffin. 52

CO +4 +5 +6 +7 +8

BR +4 +5 +6 +7 +8

LBO +4 +5 +6 +7 +8

One Weapon vs. Many: Some Weapons may appear to be disposable but are not treated as such in the game. Weapons such as grenades, little black bombs, throwing daggers, javelins, and so on, do appear to be thrown away, but are not really lost. For game purposes, the Weapon is not written on the list as “grenade,” with a number to indicate how many there are. Instead, they are simply listed as “grenades,” and represent a steady supply. However, in real B-movies, where guns appear never to run out of ammunition and cars never run out of fuel, the odd director may wish to hang a specific scene on the occurrence. So, while thrown or otherwise disposable Weapons are always available, it is just possible that the Chief Magistrate is plotting against your storehouse of wares or has a special scene in mind, so this rule of inexhaustibility is subject to the CM’s whims. See Being On the Fritz, below. Carrying Goodies: During play, Protectors may carry an infinite amount of whatever they want, so long as none of the items is larger than the Protector. Any item is instantly ready as desired, and Protectors need not worry about putting anything away. Larger items are dealt with as the CM wishes. Powering Goodies: No item that runs on any form of power (such as batteries, fuel, bullets or anything else) ever runs out except under special circumstances determined by the CM, such as Being On the Fritz. Being On the Fritz: The CM can declare, at whim, anything to be lost and/or dysfunctional, although this is usually temporary. Food, shelter, clothing, and spending money may also be taken away, however momentarily. Fuel and power can run out if the CM chooses. A grenade can be a dud. Guns can jam, misfire, or have the safety engaged. Cars can have flat tires or other mechanical difficulties such as throwing a rod, blowing a cam shaft, burning a valve, stripping a transmission,

dropping a universal joint, or having a piston exit the engine in the general direction of Mars. Horses can throw a shoe, shy at small noises, bite their riders, or stop – abruptly – to eat grass, avoid a fence, or simply to admire the scenery. Donkeys, mules, and camels are worse. Don’t even think about elephants. Any time the CM declares a Goodie to be On the Fritz, the Protector subtracts Misfortune points equal to the Brutality cost of the Goodie. Note that declaring a Goodie to be On the Fritz benefits the Protector in terms of the bad luck due him. Some of it will have manifest itself so his Misfortune has points subtracted. You do not get the original Brutality, Corruption, and Deformity costs back, because you did not choose to lose the Goodie (see below). On the brighter side, however, you can replace the On the Fritz Goodie with a Goodie of identical cost, without incurring any additional cost, as soon as you come across something appropriate or the Misadventure ends. Spares: It is normal for the CM to occasionally declare Goodies to be On the Fritz (see above). It is often a good idea to list “spare grenades,” “spare daggers,” “spare gasoline,” “spare tires,” “spare flashlight batteries,” “spare bullets,” “spare money,” “spare clothing,” and so on before the game begins, to counter Goodies being On the Fritz. Of course, a particularly cruel CM could also declare these spares On the Fritz. This is like tourists bringing multiple wads of cash and packing each in a different spot so he won’t lose everything at once if something bad happens. Once the game is in progress, your Protector can only acquire spares in an appropriate location. Whenever a nasty CM chooses to declare a Goodie On the Fritz, the player can cross off a “spare” of that Goodie, if there is one, instead of losing the original. In this case, the CM has the Protector subtract only 1 point of Misfortune, instead of a number of points equal to the Brutality cost of the Goodie, because the Goodie was not On the Fritz and he was not very unlucky. Limits on spares: The spare must be identical to the original Goodie. They are only identical when the form, function, and names are the same (except for the word “spare” in front of the extras). Power sources such as fuel and batteries, or ammunition such as bullets, are initially taken for granted. They are not listed separately as Goodies on

the Protector’s record sheet. However, spares are listed, and must be crossed off when used. Some Goodies represent a single supply rather than a single item. This applies to Weapons like “knives.” Unlike “knives” and other multiple items that count as a single Goodie, a spare is identical to the original item. It is only counted as multiple items for the cost of a single Goodie if the original item was, such as in the case of “spare knives.” Spares only add +1 Brutality apiece, no matter what the items, because they are only extras. However, because they are only extras, they cannot be used until the original item is On the Fritz. If multiple spares are carried, they cannot be used, either. If you wish to have multiple identical Goodies that are useful at the same time, you must purchase each of them separately and at full cost. Example: If you have a spare gun, you cannot use it until your original gun is lost or On the Fritz. If you want to use two guns at the same time, each is a separate Goodie. You may convert a spare to an actual Goodie during play, but only if whomever is to own it incurs the full Flaw costs immediately. Willingly Discarding Goodies: If a Protector of Civilisation discards an item that is not On the Fritz, the Protector subtracts Corruption, Brutality, and Deformity points equal to what was added from acquiring it. This is a very important trick for survival. Dropping a gun at the last moment can be all that stands between a Protector and a horrible fate, because it will immediately affect the Protector’s Secondary Flaw points. Deformity cannot be lowered the way Corruption and Brutality can. Converting Trinkets Into Tools and Weapons: Trinkets, which are normally useless, can be remade into Tools and/or Weapons if the player finds it necessary during play. A Trinket can be converted simply by making sure the new use is plausible. Upon conversion, the Protector adds the Goodie cost for the Tool and/or Weapon it is becoming, plus points of Misfortune equal to the total points of Brutality, Corruption, and Deformity the Goodie carries.


Add Deformity. A “*” means that the mutation is a Superficial Mutation. 1 to 18 Superficial Abnormalities may be taken and however many are taken no more or less than +1 DE is added.

Normally only one item can be taken from each of the tables so that no more than one style of mutation is possible for each body part. Multiple items can be taken off the same table if you and the CM agree the selections work together but the cost of each item from that table is multiplied by the total number of items taken from that table.

Name Normal Superficial Abnormality

Head Ornament Notes None Purely Ornamental. Choose a subtly different shape and/or colour.

Antlers Horn Horns Spikes

+2 Lumps Dished Out with a head butt instead of +0. +3 Lumps Dished Out with a head butt instead of +0. +4 Lumps Dished Out with a head butt instead of +0. +1 Lumps Dished Out with a head butt instead of +0. Hair Notes None Purely Ornamental. Choose a subtly different shape and/or colour. +1 Lump Bounced off when hit in the head. Long, prehensile hair allows hair to be moved around at will and used for grasping objects as if it was a pair of hands. Skull Notes None Purely Ornamental. Choose a subtly different shape and/or colour.

Visible Mutations None Superficial (Weird colour, neat shape, birdlike crested peak, funny forehead, nifty nose, ridges, bumps etc.) Two sharp antlers (one in each temple) stick out of head. One very large horn in front of head. Two sharp horns (one in each temple) stick out of head. Small, sharp spikes crown head.

DE +0 *

+3 +4 +5 +2

Name Normal Superficial Abnormality Incredibly Dense Hair Prehensile Hair

Visible Mutations None Superficial (Weird colour, fur on head, bald head etc.) Thick head of hair. Long, wild hair.

DE +0 * +2 +5

Name Normal Superficial Abnormality 54

Visible Mutations None Superficial (Weird colour, neat shape, large cranium, veined, slightly

DE +0 *

Large Brain Very Large Brain Enormous Brain

-1 Ignorance -2 Ignorance -3 Ignorance Nose Notes None Purely Ornamental. Choose a subtly different shape and/or colour.

conical, brain-like shape etc.) One foot cone head. Two foot cone head. Large mushroom head.

+2 +4 +6

Name Normal Superficial Abnormality

Snout Large Snout Enormous Snout Trunk Long Trunk Enormous Trunk

+1 to the die roll to Overcome Ignorance to smell things. +2 to the die roll to Overcome Ignorance to smell things. +3 to the die roll to Overcome Ignorance to smell things. Prehensile trunk that can act like a fingerless arm with a Weakness of 6. Long prehensile trunk that can act like a fingerless arm with a Weakness of 5. Enormous prehensile trunk that can act like a fingerless arm with a Weakness of 3. Mouth Notes None Purely Ornamental. Choose a subtly different shape and/or colour. A Bite Dishes Out +2 Lumps instead of +0. A Bite Dishes Out +3 Lumps instead of +0. A Bite Dishes Out +1 Lump instead of +0. A Bite Dishes Out +1 Lump instead of +0. No extra to hit rolls are necessary after the first successful to-hit roll for

Visible Mutations None Superficial (Weird colour, neat shape, noseless nostrils flush with face, dog-nosed etc.) Pig-like snout. Large pig-like snout. Enormous pig-like snout. Elephant-like trunk Long elephant-like trunk Enormous elephant-like trunk

DE +0 *

+2 +3 +4 +2 +3 +4

Name Normal Superficial Abnormality Beak Vicious Beak Long Bill Wide Bill Locking Jaw

Visible Mutations None Superficial (Weird colour, neat shape, tentacles replace lips etc.) Carnivorous bird beak in place of a mouth. Eagle-like beak in place of a mouth. Long bill in place of a mouth. Wide bill in place of a mouth. Bulldog-like jaw.

DE +0 *

+3 +4 +2 +2 +2 55

Mandibles Large Mandibles Enormous Mandibles Muzzle Large Muzzle Enormous Muzzle

a bite attack. The attacker’s mouth stays attached to his opponent. A Bite Dishes Out +1 Lump instead of +0. A Bite Dishes Out +2 Lumps instead of +0. A Bite Dishes Out +3 Lumps instead of +0. A Bite Dishes Out +1 Lump instead of +0. A Bite Dishes Out +2 Lumps instead of +0. A Bite Dishes Out +3 Lumps instead of +0.

Ant-like mandibles flanking mouth. Large ant-like mandibles flanking mouth. Enormous ant-like mandibles flanking mouth. Muzzle extending from face like on a dog. Large muzzle extending from face like on a large dog. Enormous muzzle extending from face like on a crocodile.

+2 +3 +4 +2 +3 +4

Name Normal Superficial Abnormality Digestive Juices

Teeth Notes None Purely Ornamental. Choose a subtly different shape and/or colour. No teeth. Spews up digestive juices to dissolve food instead of having to chew it. A +4 Lumps Dished Out Ranged Weapon with a range of three feet. A Bite Dishes Out +2 Lumps instead of +0. A Bite Dishes Out +1 Lump instead of +0. No extra to hit rolls for bite attacks are necessary after the first successful to-hit roll for a bite attack. The attacker’s mouth stays attached to his opponent. A Bite Dishes Out +3 Lumps instead of +0. A Bite Dishes out +2 Lumps instead of +0. When bitten, if the person bitten does not successfully Overcome his Weakness, a further +10 Lumps are Dished Out.

Visible Mutations None Superficial (Weird colour, neat shape, bony ridge, buck teeth etc.) No teeth.

DE +0 * +5

Fangs Multi-rowed Sucker

Two long, sharp fangs in place of the normal size canine teeth. Teeth are multiple rows deep like a shark. Lost teeth re-grow. A ring of long, thin teeth like on a lamprey or leech. Two foot-long tusks. Snake-like fangs

+3 +2 +2

Tusks Venomous Fangs

+4 +10


Name Normal Superficial Abnormality Barbed Food Pouch Prehensile Sniffer

Tongue Notes None Purely Ornamental. Choose a subtly different shape and/or colour. Long, sharp, barbed tongue that can lash out at adjacent opponents for +2 Lumps Dished Out. A food pouch under the tongue stores nutrients so you can go an extra day without food and water. Sticky, frog-like tongue 6’ long and with a 7 WK. May grab things and adhesion may be broken at will. Snake-like tongue acts as a nose and smells when stuck out of mouth. Ears Notes None Purely Ornamental. Choose a subtly different shape and/or colour. +1 to the die roll to Overcome Ignorance to hear things. +2 to the die roll to Overcome Ignorance to hear things. +3 to the die roll to Overcome Ignorance to hear things. +1 to the die roll to Overcome Ignorance to hear things. Bat-like signals. +4 to the die roll to Overcome Ignorance to see things. Can see even in the dark. +1 to the die roll to Overcome Ignorance to hear things. Eyes Notes None

Visible Mutations None Superficial (Weird colour, neat shape, forked, hollow etc.) Long, barbed tongue. Pouch visible upon close inspection. Frog-like tongue Long, flat forked tongue.

DE +0 * +3 +2 +4 +2

Name Normal Superficial Abnormality 1 Antenna 2 Antenna 3 Antenna Directional

Sonar Trumpet

Visible Mutations None Superficial (Weird colour, pointed, recessed, oddly shaped etc.) A 1’ antenna sticking out of the top of your head. Two 1’ antenna sticking out of the top of your head. Three 1’ antenna sticking out of the top of your head. Ears move toward sounds like those of a Doberman pinscher or horse. Bumps behind ears. Ears are trumpetshaped.

DE +0 *

+2 +3 +4 +2

+6 +3

Name Normal

Visible Mutations None

DE +0 57

Superficial Abnormality Faceted Retractable

Slit Pupils Telescopic

Purely Ornamental. Choose a subtly different shape and/or colour. +3 to the die roll to Overcome Ignorance to spot anything sneaking up on you. Eyes pop in and out of head at will and can move on their stalks to look backwards behind you or safely around corners. Can see well in dark as long as there is at least some light. +3 to the die roll to Overcome Ignorance to spot anything that is very far away. Arms Notes None Purely Ornamental. Choose a subtly different shape and/or colour. You may lock and unlock your arm joints at will (and they unlock if you fall unconscious or have your arms broken). If you hit an opponent with your bare hands in a Scuffle you can hold on afterwards without further rolls. Can glide from a higher elevation down back to the ground in a straight line in any direction up to a distance equal to quintuple the elevation from which the glide started. +3 to the die roll to Overcome Clumsiness for contortionism or any other actions where very flexible arms are an advantage. Tentacles and suckers allow you to be treated as if –2 WK and –1 CL when grabbing. -1 WK -2 WK

Superficial (Weird colours, eyestalks etc.) Eyes are segmented like those of a common housefly. Eyes on flexible stalks move in and out of head. Cat-like eyes. Eagle-eyed.

* +3 +2

+2 +4

Name Normal Superficial Abnormality Locking Joints

Visible Mutations None Superficial (Weird colour or neat shape etc.) Slightly large shoulders, elbows and wrists

DE +0 * +3


Leathery membranes under the arms from wrist to waist. Oddly jointed elbows.




Tentacles Great Upper Body Strength Tremendous Upper Body Strength

Octopus-like tentacles in place of arms. Muscular arms. Very muscular arms.

+3 +2 +4

Name Normal 58

Hands Notes None

Visible Mutations None

DE +0

Superficial Abnormality Claws Extra Thumb Knuckle Ridge Knuckle Ridge and Bony Thorns Lobster Claws

Purely Ornamental. Choose a subtly different shape and/or colour. A scratch Dishes Out +1 Lumps instead of +0. Extra thumb allows you to be treated as if –1 WK and –1 CL when grabbing. A punch Dishes Out +1 Lumps instead of +0. A punch Dishes Out +2 Lumps instead of +0.

Superficial (Weird colour or neat shape etc.) Claws on ends of fingers. Thumb on both left and right sides of each hand. Bony ridge along top of knuckles. Bony ridge with thornlike protrusions along top of knuckles. Lobster claws instead of hands.

* +2 +3 +2 +3 +2

Large Lobster Claws

Enormous Lobster Claws

Suckers Talons Tentacles Webbed Fingers

A punch Dishes Out +1 Lumps instead of +0. Claws allow you to be treated as if –1 WK and –1 CL when grabbing. You are treated as if +1 CL wherever fingers would be a great help in performing a task. A punch Dishes Out +2 Lumps Large lobster claws instead of +0. Claws allow you to be instead of hands. treated as if –2 WK and –2 CL when grabbing. You are treated as if +2 CL wherever fingers would be a great help in performing a task. A punch Dishes Out +3 Lumps Enormous lobster claws instead of +0. Claws allow you to be instead of hands. treated as if –3 WK and –3 CL when grabbing. You are treated as if +3 CL wherever fingers would be a great help in performing a task. Suckers allow you to be treated as if – Suckers on palm. 1 WK and –1 CL when grabbing. A scratch Dishes Out +2 Lumps Eagle-like talons on instead of +0. ends of fingers. Tentacles and suckers allow you to be Clump of tentacles treated as if –2 WK and –1 CL when instead of hands. grabbing. Webbed fingers allow you to be Webbed fingers treated as if–1 CL when swimming. Torso Notes None Purely Ornamental. Choose a subtly different shape and/or colour. A hump stores water so you can go an extra week without water.



+2 +3 +3 +2

Name Normal Superficial Abnormality Hump

Visible Mutations None Superficial (Weird colour or neat shape etc.) Large hump on back

DE +0 * +2 59

Inflation Membrane


Shell Spines

Stomach Pouch

Harmless substances (e.g. water air or helium) may be sucked in to inflate your body to up to triple its normal diameter despite height and weight remaining unchanged. While inflated, you mat float easily in water without fear of sinking. Weapons that are sharp of fire bullets puncture the skin to render the inflation membrane useless until the wound is healed if Lumps Dished Out have increased your Weakness instead of merely your Lumps. Automatically successful attack with +2 LDO when the person with quills is grabbed from behind or tackled from any direction. Quills also count as +4 Lumps Bounced Off against all attacks if no Defensive Weapons are worn. A shell counts as +6 Lumps Bounced Off against all attacks if no Defensive Weapons are worn. Automatically successful attack with +2 Lumps Dished Out when the person with quills is grabbed from behind or tackled from behind. A food pouch in the stomach stores nutrients so you can go an extra month without food and water. Skin Texture Notes None Purely Ornamental. Choose a subtly different shape and/or colour.

Puffy looking skin


Porcupine-like quills all over the rear side of your body.


A turtle-like or armadillo-like shell covers the whole body. A row of spines running down the middle of the back. A prominent pot-belly is obvious.

+7 +3


Name Normal Superficial Abnormality


Feathers Scales 60

An extra skeleton on the outside of his body in addition to the normal human endoskeleton. An exoskeleton counts as +6 Lumps Bounced Off against all attacks if no Defensive Weapons are worn. Feathers count as +4 Lumps Bounced Off against all attacks if no Defensive Weapons are worn. Scales count as +5 Lumps Bounced

Visible Mutations None Superficial (Weird colour, neat shape curly hair all over body, no hair anywhere on body, fur covering body etc.) Insect-like shell covers the whole body.

DE +0 *


Colourful bird-like feathers cover body. Lizard-like scales cover

+5 +6

Thick Skin

Off against all attacks if no Defensive Weapons are worn. Thick skin counts as +4 Lumps Bounced Off against all attacks if no Defensive Weapons are worn. Body Colouring Notes None Purely Ornamental. Choose a subtly different shape and/or colour.

the whole body. Rough-looking skin. +5

Name Normal Superficial Abnormality




+3 to the die roll to Overcome Clumsiness to Hide. Benefits are only for those who are naked, dressed skimpily or wearing clothing that is appropriately camouflaged. Skin glows in the dark and dimly lights an area 10’ around you. Allows you and those near you to see in the dark but makes you easy to spot. Anyone attempting medical treatment on you is +3 to the die roll to Overcome Ignorance. Legs Notes None Purely Ornamental. Choose a subtly different shape and/or colour. You may lock and unlock your leg joints at will (and they unlock if you fall unconscious or have your legs broken). +3 to the die roll to Overcome Clumsiness for contortionism or any other actions where very flexible legs are an advantage. Tentacles and suckers allow you to be treated as if –2 WK and –1 CL when grabbing with your legs. -1 WK

Visible Mutations None Superficial (Weird colour, neat shape, mottled markings, varied markings, spots, stripes, coloured limb tips etc.) Skin blends in slightly with surroundings.

DE +0 *


Skin glows in the dark.


Skin is see-through.


Name Normal Superficial Abnormality Locking Joints

Visible Mutations None Superficial (Weird colour, reversed flamingo-like kneecaps, neat shape etc.) Slightly large hips, knees and ankles Oddly jointed knees.

DE +0 *




Tentacles Great Lower Body Strength

Octopus-like tentacles in place of arms. Muscular legs.

+3 +2 61

Tremendous Lower Body Strength

-2 WK

Very muscular legs.


Name Normal Superficial Abnormality Claws Prehensile Feet Suckers Talons Tentacles Webbed Toes

Feet Notes None Purely Ornamental. Choose a subtly different shape and/or colour. A scratch Dishes Out +1 Lumps instead of +0. Long, prehensile toes allow feet to be used for grasping objects as if they were hands. Suckers allow you to be treated as if – 1 WK and –1 CL when grabbing. A scratch Dishes Out +2 Lumps instead of +0. Tentacles and suckers allow you to be treated as if –2 WK and –1 CL when grabbing. Webbed toes allow you to be treated as if–1 CL when swimming. Tail Notes None Purely Ornamental. Choose a subtly different shape and/or colour.

Visible Mutations None Superficial (Weird colour, neat shape, paws, hooves, cloven hooves etc.) Claws on ends of toes. Long toes. Suckers on soles of feet. Eagle-like talons on ends of toes. Clump of tentacles instead of feet. Webbed toes.

DE +0 *

+2 +4 +2 +3 +3 +2

Name None Superficial Abnormality

Barbed Prehensile


+3 Lumps Dished Out with a tail swipe Attack. A long, prehensile tail can be moved around at will and used for grasping objects as if it was an arm with a hand. +2 Lumps Dished Out with a tail swipe Attack. Wings Notes None Purely Ornamental. Choose a subtly

Visible Mutations None Superficial (Weird colour, neat shape, bushy and hose-like, puffy and squirrel-like, insect-like segmented, thin and whip-like etc.) Barbed tail Agile-looking tail.

DE +0 *

+4 +3

Spiked tail.


Name None Superficial 62

Visible Mutations None Superficial (Weird

DE +0 *

Abnormality Feathery Insectoid Leathery

different shape and/or colour. Wings allow flying at the same speed as normal movement. Wings allow flying at the same speed as normal movement. Wings allow flying at the same speed as normal movement.

colour or neat shape etc.) Huge bird-like wings. Huge butterfly-like, moth-like, housefly-like or dragonfly-like wings. Bat-like wings.

+9 +9 +9


In Mutazoids Demo, Stereotypes are there to give everyone an instant handle on your Protector. Farmers are very different from each other, but most people imagine they have a good idea of what the “typical farmer” looks like. Sometimes, however, it isn’t enough to have a clear overall image. Sometimes you will need a strong stereotypical personality that may or may not be related to the general Stereotype. It adds that extra bit of depth without requiring lots of work or seeming TOO well done. That’s what Models are for. Stereotypes give you a broad picture so you can begin to get a solid grip on your Protector. A Model gives you a firmer outline of a Protector’s personality without being too specific, so you can remain consistent but don’t end up exactly the same as other, similar, Protectors. There are 20 broad personality Models that can be useful in quickly summarizing a Protector of Civilisation. Each is painted in broad brush-strokes, many or all of which will apply to a Protector of that Model. Protector personalities should not be entirely confined to their Model, but by finding the Model that fits best, they can be played convincingly, even on a bad day. Misfortune and Models: If the player does not choose a Model for his PC, the Chief

Magistrate should give the player’s Protector +2 Misfortune. Why? Menaces find it annoying when people can’t be easily pigeonholed. When Menaces are annoyed, they get hungry. Adventurer: Competitive, bold, dominant, energetic, and fickle. Adventurers are often unaware of other people’s feelings and are unconcerned with social convention. Thrill seeking leads to a life on the edge and to overt romantic pursuits. Extreme personalities can be guiltless, impulsive, ruthless, hostile, rebellious, aggressive, argumentative, and destructive. Bossy: Driven, competitive, confident, stubborn, dogmatic, and serious. Bossy Protectors are often less able to feel guilt and they mistrust kindness and warmth. They are easily frustrated, but are not deterred by pain or punishment. Thickskinned, sarcastic, belligerent, and domineering, but they get results. Extreme personalities can be reckless, combative, sadistic, abusive, cruel, and rude. Conventional: Socially and morally conservative respecters of orthodox ideas; nostalgic; denies the need for experimentation and resists change; is loyal, and avoids new trends. Conventional Protectors are married to family and work and those dependent on the security they provide, but are confused by changes in people and evolving social dynamics. Extreme personalities can be entirely unable to deviate from a single mundane routine and can become mesmerized by people who are opposite to themselves. Conformist: Socially and morally compliant respecters of orthodox ideas; nostalgic. Conformist Protectors have a need for experimentation only as dictated by social pressure. They are responsible and uncreative, but are aware of new trends. Conformists are easily swayed by the crowd and led by strong personalities, but are very 63

seldom moved to rebelliousness. Extreme personalities can be closed-minded, intolerant, and rigid. Creator: Artistic, intuitive, sensitive, observant, persistent, unconventional, introverted, and enthusiastic. A Creative Protector will usually prefer his or her own company, is forgetful. S/He is good-natured but insensitive to others, indifferent to conformity, and reacts emotionally and subjectively. Extreme personalities can be accident-prone hermits who are entirely impractical and dream more often than produce. Dependent: Shy, insecure, angry, and anxious. Dependent Protectors will be reliant on others and will take on unpleasant tasks, hoping to be liked or needed. They will fear abandonment, rejection, and disappointment, and require regular guidance, reassurance and support. Extreme personalities can be submissive, clinging, silent, overly deferential, and totally self-sacrificing. Eccentric: Forgetful, impractical, a little strange, and self-absorbed. Eccentric Protectors will be good with ideas but not with people, will feel burdened, will think constantly to themselves. Eccentrics work well alone but frustrate others. They have great talent in one or two areas. Will frequently misread other people, and meander unpredictably through conversations. Is visibly disinterested in other people. Harmless, but oblivious to the feelings of others, and may behave strangely. Extreme personalities may be isolated and behave completely bizarrely. Extremely Feminine (Women Only): Nurturing, passive, soft, helpless, dependent, indirect, modest, coy, idealistic, submissive, yielding, and seductive. Exaggerates naiveté, innocence, and other stereotypical (for B-movies, at least) feminine behaviours. Assumes traditional feminine roles. Extremely Feminine Protectors can be emotionally restricted, self-pitying, reluctant to express anger, and prone to avoid conflict. They are usually flirtatious, will accept stereotypical male behaviour, and are unsure of their own adequacy. Extreme personalities can totally submerge their own identity to uphold the feminine ideal and support the men surrounding them. Extremely Masculine (Men Only): Coarse, adventurous, aggressive, worldly, demanding, hard, unoriginal, ambitious, and competitive. An Extremely Masculine Protector exaggerates masculine qualities, hides powerlessness, fears weakness, is romantically 64

experienced, lacks individuality, and faces trouble head on. Extreme personalities can be totally onedimensional macho stereotypes. Extrovert: Outgoing, talkative, optimistic, expressive, enthusiastic, and gregarious. Extroverted Protectors are neither introspective nor easily intimidated. They lack emotional restraint, are comfortable in groups, avoid solitude, and can lack empathy for the depression and anxiety of others. Extreme personalities can be flighty, superficial and unable to forge intimate relationships with friends and family. Fall Guy: Gullible, underachiever, pleasant, and conventional. Fall Guys may exercise bad judgement concerning associates, lack direction, have narrow interests, and risk being used by others. Such Protectors are seldom analytical. They are comfortable in social settings, are followers, and are unable to gauge the motives of other people. Extreme personalities may be constantly at risk from poor judgement where people are concerned. Fearful: Withdrawn, sensitive, insecure, shy, and unhappy. Fearful Protectors avoid stress, are socially inhibited and uncomfortable with people. They feel inadequate and long for closeness. They are restrained, sensitive about appearance, and have a poor self-image. They fear rejection and know few people well. Extreme personalities can entirely avoid people, activities, and situations for fear of feeling uncomfortable. Flamboyant: Melodramatic, temperamental, flighty, superficial, indirect, devious, insecure, naïve, simplistic, immature, vain, promiscuous, jealous, and manipulative. Flamboyant Protectors may be prone to excessive emotion, suffer self-blame, become depressed from seeing self as wicked, feel insubstantial, seek attention, need nurturing and support, and suffer physical pains related to stress. They often view self, and many others, as sex objects. They are easily tempted to infidelity, have trouble forming deep relationships, are hostile to weak men and strong women, and can interpret most behaviour as sexually motivated. Extreme personalities can find themselves in constant danger from efforts to grab attention. They can be disorganised and overwhelmed to the point of complete dysfunction. Hyper: Overactive, grandiose, careless, changeable, selfish, excitable, unstable, elated, outgoing, active, and energetic. Hyper Protectors are usually thrill-seekers, are poor company, and are

often moody. Extreme personalities are prone to euphoric outbursts and explosive anger. Loner: Solitary, restrained, unambitious, passive, guarded, and detached. Loners react passively to tragedy, respond to significant events only with difficulty, and they are hard on themselves. They pursue hobbies that allow solitude and appear cold and bland due to a lack of visible emotional reactions. Indifferent to social approval, Loners fail to exchange expected smiles and nods, are oblivious to social cues, are unable to bond well with people, and avoid emotional entanglements. The Loner is disinterested in romance, builds few friendships, finds intimacy frightening, and may view others as a source of pain. Extreme personalities can be solitary to the point of living in harsh surroundings, and may retreat rather than face even small expressions of emotion. Martyr: Inhibited, serious, unassuming, pessimistic, and compliant. Martyrs are dulled to impotent rage under the surface but are unaware of their own hostility. A Martyr feels weak, seeks security, has a negative attitude, feels burdened, and avoids pleasure due to the anxiety it causes. A Martyr Protector dulls deep emotions and feels both depressed and helpless when alone. Excuses selfdenial as a social concern and uses the poverty of others as a reason for not fulfilling own desires. Mistrustful, feels mistreated, knows that selfsacrifice leads to pain but self-image centres on suffering, proud of own endurance and aims to prevent being abandoned. Emotionally needy, this Protector hopes to arouse guilt to foster love, is unable to feel pleasure, is dependent, and attracts abusive people. A Martyr complains without making a change and frustrates and sabotages those who help. Extreme personalities attract abusive companions, make no effort to improve situations, suffer from pain and depression, feel trapped, deny dangerous situations, exercise poor judgement in maintaining dangerous circumstances, and endure endless abuse. Passive-Aggressive: Sulky, resentful, sour, reserved, pessimistic, temperamental, jealous, and nagging. A Passive-Aggressive Protector goes from passive, to resentful, to hostile, to openly aggressive, to feelings of guilt that restore passivity. These Protectors suppress hostility, look for the worst in things, have a self-image centred on being misunderstood, are very angry but seldom violent, and hate those who have authority. They infuriate

others, act indirectly, and efforts to have them comply with requests fail. Extreme personalities regularly lash out at those closest to them. Personable: Calm, co-operative, flexible, warm, casual, trusting, and likeable. Personable Protectors are easy-going and good-hearted, but are not very creative, and seldom take risks. They laugh aloud, smile often, have insight into others, are alert to social cues, and work well with others. These Protectors are well-liked, join groups for friendship instead of to support causes and interests. Extreme personalities can marry too young, make poor decisions, be manipulated by others, suffer from hypochondria due to a need for attention, sell out their values, and socialize to the point of accomplishing absolutely nothing in life. Problem Solver: Resourceful, disciplined, restrained, reliable, and stable. A Problem Solver faces reality but lacks imagination, is emotionally steady, and is self-motivated. These Protectors are high achievers are pleased with themselves. They will persevere, are not easily disturbed, will communicate well, and are slow to panic. Problem Solvers recognize problems, generate options, make choices, and follow through. Extreme personalities can be so self-sufficient that they do not seek help and can collapse under the weight of having to do everything themselves. Often surrounded with people who are dependent on them and can become weary. Resilient: Productive, motivated, responsible, and ethical. Usually happy, the Resilient Protector copes well with adversity, has a good sense of humour, faces problems head on, takes personal control, has definite personal goals, takes interest in others, can concentrate well, combats stress with activity, and develops a strong support network. They usually had a difficult time growing up and bad luck may persist, but have learned to cope well. Extreme personalities may be self-reliant to the point of being totally unable to seek help from others. Show-off: Active, alert, outgoing, immature, expressive, emotional, aggressive, sarcastic, and ostentatious. The Show-off has a low tolerance for frustration, is not very helpful, and is emotionally under-controlled. This Protector shows off (naturally), is socially effective but sometimes oblivious to social cues, seeks admiration, and has trouble sharing. Extreme personalities can become incredibly aggressive in an attempt to dominate social situations. 65

Protectors of Civilisation take shape only slowly. Once Flaws are defined, the PC fits a Stereotype and belongs to a Model. However, the Protector is still nameless, faceless, and pointless. The name and purpose can come later, but even criminals who are reduced to a serial number get mug-shots to show off their faces. Even people who wear paper bags over their heads make a statement about their looks. It’s time your Protector does, too. Details of the Profile: There are 13 lucky details in the Profile. They are: Age, Height, Weight, Build, Limbs, Posture, Hair Length, Hair Curl, Hair Colour, Skin Tone, Facial Expression, Facial Features, and Speech. Misfortune and Profiles: For every detail that is not filled in, the Chief Magistrate should add +1 Misfortune. Why? Menaces find dark, mysterious figures incredibly aggravating. If your Misfortune gets bumped up to 12 or more, you are in for a nasty accident before play even begins. Playing an unfinished Protector isn’t nearly as satisfying. There’s less chance of being able to immerse yourself in the role when you can’t visualize who you are supposed to be. If you were a critic watching this watereddown role, you’d complain that the Protector is too shallow to be believable and that it is difficult to care what happens to the character. Both the director and the actor would be blamed. Age: This is one point that society deems vital. Age should be noted and a single word is often best. If your Protector of Civilisation is a Juve, it gets really easy. Geezers are old. Everyone else is usually an adult – but might be youngish, middle aged, or over the hill. Height: Vertical stature is near the top of most people’s lists when it comes to vital statistics. Whether expressed in feet and inches, or centimetres, height is an invaluable description of your Protector. A single word can be more vivid than precise statistics. Stunted, short, average, tall, looming, intimidating, and gargantuan are all pretty descriptive terms. Weight: This is another necessary factoid for most people. It can be expressed in pounds, or kilograms. A single word is enough for most 66

people. Flimsy, light, average, robust, generous, burly, huge, mammoth, and woolly mammoth are all serviceable descriptions. Try to make your Protector’s height and weight make sense together and match the rest of the details. For example, most people instantly get a picture of someone who is both tall and skinny, when the person is described as a “beanpole.” Build: Barrel-chested, broad shouldered, lanky, average, pot-bellied, wide-hipped. Limbs: Big feet, big hands, bow legs, hairy arms, hairy legs, long arms, long legs, mismatched foot sizes, mismatched arm lengths, mismatched leg lengths, prominent fingernails, claw-like fingernails, short arms, short legs, small hands, small feet, well-proportioned limbs. Posture: Rigid, ramrod, straight, formal, average, stooped, bent. Hair Length: Bald, balding, shaved, closeshorn, short, medium, long, waist-length, knee length. Hair Curl: Straight, spiked, kinky, wavy, or curly. Hair Colour: Platinum blonde, blonde, dirty blonde, strawberry blonde, red, auburn, redbrown, light brown, brown, dark brown, black, streaked, green (go for it). Skin Tone: Milky, alabaster, fair, mid-tone, tan, olive, or dark. Facial Expression: Blank, bright-eyed, cheerful, dour, haughty, piercing, proud, smiling, frowning, morose, sneering, grimacing, serene, evil, gloating, or squinting. Facial Features: 1. Eyebrows: sparse, plucked, bushy, or missing. 2. Eyes: deep-set, glad, frightened, hurt, impenetrable, intense, or soulless. 3. Nose: bent, big, pug, broken, cold, dainty, flat, missing, noble, Roman, red, scarred, or “like a pickle left out too long in the sun.” 4. Skin: soft, clear, blemished, dry, oily, peeling, pimply, leathery, scarred, tattooed, or weathered. 5. Beard and/or moustache: braided, dyed, short, sparse, scraggly, full, or long; Van Dyke, Fu Manchu, walrus, bristly, narrow, “like a caterpillar temporarily resting under his nose.” 6. Cheek bones: craggy, flat, prominent, high, or sunken. 7. Ears: flat, prominent, puffy boxers’, big, small, dainty, or nibblesome.

8. Overall appearance: handsome, ugly, beautiful, gamin, elfin, frightening, or “like it was put together by Picasso.” Speech: Accented, fast, gravelly, growly, halting, lilting, lisping, loud, mousy, musical, nasal, quiet, sharp, shrill, slow, squeaky, steady, stuttering, warbling, whiny. Once all 13 details are filled in and the Profile is finished, it should be double-checked to make sure you like the full picture given by the assembled details.

Your Stereotype, Model and Profile should give you as much of a character sketch as you will need to portray your Protector in all your hammy glory. There are times when you will need to know more about this Protector. Developing Protectors: There are three main ways of establishing someone as important: 1. The Protector has a full and interesting name. 2. The Protector has a clearly defined gender. 3. The Protector has a background and a fairly interesting personality. If one or more of these three things are missing you just know the character’s days are numbered. And why not? Menaces figure that if the Protector doesn’t put an effort into living, s/he should probably be doing something else. In the game, these three things determine the initial Misfortune of Protectors and Innocents. Names: If a Protector of Civilisation or Innocent Bystander has no name, s/he adds +3 Misfortune. If a PC or IB has only one name s/he adds +2 Misfortune. This means only a given name or only a surname. In case it needs to be said, “Doctor.” is not a given name (at least not in the Terra Bella universe). Furthermore, if the name that a player is judged by the CM to be mundane, an extra +1 Misfortune is added. This is added to the normal +2 Misfortune assigned if the PC or IB has only one name. Mundane names are those that seem generic. Think in terms of Smith or Thompson. Each part of the world has its own equivalent of Smith. In Poland it might be Kowalski, in Wales it may be Jones, and in China it might be Chan. The

important thing is not that you should study the census records, but simply whether the CM thinks that is a very common name for the PC’s nationality. One half of the name can carry the whole thing if it is interesting enough. John Smith is mundane, but Missouri Smith is not. Missouri Fountainhead is even better of course. Sir Ranulph Whistleton Twickham-Feines may be over the top (even though that’s the real name of a modern-day British explorer). Sex: Yes, sex. In the age of political correctness “gender” is a very popular word. Gender is a grammatical classification for French nouns. Words have a gender; people have a sex. There are only two main choices so it shouldn’t be very hard (and a few other more complicated options for the truly funky). When in doubt, always make the Protector the same sex as the Protector’s player. If you want to randomize things a bit more, toss one of the other players and see which way s/he lands. Background and Personality: The last point is that each player should start with some idea of the Protector’s background and personality. It doesn’t have to be much, and it especially doesn’t have to be good, but it does have to be there. It is also important for the CM to give his IBs some background and at least a one-dimensional personality. Don’t go to as much work as the players unless the Innocent is going to be a suspect in a mystery Misadventure, but do give it some thought. Total Misfortune Added at Start: If the Protector doesn’t have a basic personality at start s/he adds +2 Misfortune. If s/he is missing a background s/he adds another +2. If the PC is missing both, that’s a total of +4 Misfortune. A player who develops personality and background later can subtract half this Misfortune. The Protector will be better off for adding these points, but is still penalized for bringing a shallow Protector to the party. These three steps will ensure that Protectors are fun to play and will never be confused with the Innocents. Besides, why should the PCs be watchers when they can be doers?

Classic Exclamations: There are 30 classic terms of consternation appropriate to 67

Mutazoids Demo: barfola, blast, blimey, crikey, criminy, cripes, darn, dear me, doggone, drat, egad, gadzooks, gee-whizz, golly, golly-gee, good grief, gordon bennet, gosh, great balls of fire, gum, holy hannah, holy moley, jeepers, jeeze, jiminy cricket, jinkies, sacre bleu, ’struth, sweet mercy, and zounds. Terms of Disbelief: As disbelief is natural in any situation where the unusual becomes usual, 30 terms have become famous for expressing incredulity: applesauce, bafflegab, baloney, blarney, bull, bunkum, chicken cheese, claptrap, cobblers, crackers, fiddlesticks, fiddle-faddle, flapdoodle, garbage, gobbledygook, guff, hokum, hooey, horsefeathers, malarkey, meshugana, nonsense, piffle, poppycock, pshaw, rubbish, spinach, stuff and nonsense, tommyrot, and twaddle. Rigorous Abuse: There are also 30 terms for calling someone a fool: airhead, blockhead, cheeseball, Chump, clown, cluck, ditz, dodo, doofus, dork, dud, dumdum, fathead, goofus, goon, knuckle dragger, jerk, kook, newt, ninny, numbskull, rube, sap, schmendrick, schnook, stooge, turkey, wiseacre, yokel, and yo-yo. Using Exclamations: Every Protector, Chump, and Innocent Bystander should have a favourite term chosen from each of the three types. Incredulity, astonishment, frustration, and anger will all have to be expressed in colourful ways. If a Protector of Civilisation starts play without all three favourite Exclamations listed, the player should add +1 Misfortune for every one that is missing. This shouldn’t be neglected, because the +3 Misfortune points that could be added from putting a Protector together hastily can really suck.


All you need to play this game are this rulebook, some paper, a few pens and pencils and possibly a pair of regular cubic dice with six sides each. However, the game will go more smoothly if each player has his or her own pair of dice. And, while you could play it with just an Chief Magistrate and one player, it will be more fun with two or more players. Only the size of the room, the number of chairs, and the CM’s plot impose any limit on the maximum number of players. The Chief Magistrate may also wish to have some graph paper, coloured pencils, and anything else that might prove helpful. scheme to its end. They last exactly as long as they last. That can be hours, days, weeks, or even months – at least from the perspective of the Protectors. In practice, Misadventures consist of the multiple Spots in which Protectors find themselves. Each Spot can last for a number of Moments. These three units should be enough to cover most situations.

Dice or No Dice?: You could consider this two games by some standards. It can be played either using dice or as a diceless narrative. You can even alternate. The Standard RPG13 B-Movie Game System uses dice and The Diceless RPG-13 B-Movie Game System is genuinely free of random elements and uses no dice (or cards, coins, spinners or stop watches either). The CM and all of the players should play the game the same way. Either everyone plays it with dice or everyone plays it without. The two methods are entirely compatible but avoid a mix of styles on the same night. You could use dice one session and no dice the next so long as everyone did things the same way each session. The Standard RPG-13 B-Movie Game System is described in the “Dicing with Death” section and The Diceless RPG-13 BMovie Game System is described in the “No Dice Bub” section.

The game is mainly tracked in Moments, Spots, and Misadventures, but may also be tracked in days, months, or years. Moments are equal to a fairly short length of time. This can be mere seconds, but is occasionally even as long as a minute or two. It is never necessary to know exactly. Spots refer to the situations Protectors of Civilisation find themselves in and the locations that they are forced to tolerate during this time. Spots are also an incredibly precise unit of measure. Although they are short in duration, they last too long to go by unnoticed and seem to take forever. Protectors are in Spots for anywhere from minutes to hours; it doesn’t matter much. Any time something new is being done in a new place, the Protectors are in a different Spot. Misadventures are synonymous with entire plots, and last from the beginning of an evil


The Standard RPG-13 B-Movie Game System uses dice (the alternative is The Diceless RPG-13 B-Movie Game System as discussed in “Blind Fate & Haggling”). Rolling: The Standard RPG-13 BMovie Game System uses only regular, sixsided dice such as are found in any board game. The rules will refer to times when you must “try” or “attempt” something and these efforts require die rolls. Two dice are always rolled unless noted otherwise. Whenever you roll two dice, the result is the sum of the dice. Types of Rolls: The two standard types of rolls in The Standard RPG-13 B-Movie Game System are those that attempt to Overcome a Flaw and those that attempt to Exploit a Flaw. These are called Flaw Rolls. Overcoming and Exploiting Flaws: Overcoming a Flaw is a simple process of rolling more than the number representing the Flaw on the dice. If the roll is a higher number than the Flaw, then the Flaw is Overcome and the attempt is a success. Grace Fuller is about to be lowered into a vat of molten metal. Luckily, the madman who chained her up has left the abandoned factory because Grace’s friends eluded capture and he wants to nab them right away. All Grace needs to do is escape her shackles and jump off the platform that is slowly descending into the hot wax. The CM decides that she is obviously too weak to break the shackles but that she might slip out of them if she were flexible enough. He asks her to Overcome her Clumsiness of 7. If she can roll more than 7, she will succeed. The player picks up the dice and hopes for an 8 to 12. One roll and a pair of sore wrists later, Grace’s player rolls 8 and she slips free and yells out a cheer at her success. Exploiting a Flaw is a simple attempt to roll equal to or lower than the number representing the Flaw being Exploited. Any roll that is not higher than the Flaw succeeds. Any roll that is equal to or greater than the Flaw is a failure. Menaces Exploit the Flaws of Protectors, Chumps, and Innocents. Menaces often have Flaw Modifiers that make it easier or harder to Exploit certain Flaws. These numbers add or subtract 70

from the Flaw for purposes of Exploitation and must be remembered when you roll the dice. Grace Fuller narrowly avoided being lowered into a vat of molten metal. Unfortunately, the madman who chained her up is returning to the basement of the abandoned factory just as Grace is looking around the room for a safe exit. As the madman walks in the door, he sees Grace looking around the room. He doesn’t want Grace to get a head start on him, so he decides to leap down the stairs right away so he can be in a better position to Chase her once she spots him. He has a Clumsiness Modifier of +1 and has to Exploit Grace’s Clumsiness of 7 in order to leap before Grace can get a chance to run. The 7 Clumsiness plus the Clumsiness of +1 makes for a total of 8. The CM rolls 5 and, because that is within 2 to 8, he succeeds. Instead of Grace running before the madman can jump, he jumps first and Grace is able to run from him only then. Exploiting Yourself: There are a few occasions when a Protector will need to Exploit one of his own Flaws. This is handled as any other instance of Exploiting a Flaw, in terms of the targets but the player will be rolling instead of the CM because it is he who is attempting the task. Lumps Dished Out: In addition to a number added for Weapons when they Dish Out Lumps, a “normal variable” is also applied. In The Standard RPG-13 B-Movie Game System this amount is equal to one die roll worth of Lumps (1to 6). Results: A “natural” result refers to the result that the die or dice showed before anything was added or subtracted from that initial result. A “modified” roll is one that was altered by adding or subtracting one or more numbers. “Modified” rolls are simply followed by a “+” or “-” and the number to be added or subtracted. A “penalty” is applied to the die roll itself and so is each “bonus.” The word “result” is also used as a generic term to refer to any, and all, die rolls. To “get” a number also refers to rolling the result.

The Diceless RPG-13 B-Movie Game System does not use dice (the

alternative is The Standard RPG-13 BMovie Game System as discussed in “Blind Fate & Haggling”). Adding and Subtracting Misfortune: The Diceless RPG-13 B-Movie Game System uses no dice, cards, coins, spinners, or stop watches. It is genuinely free of random elements. The rules will refer to times when you must “try” or “attempt” something and these efforts require you to add Misfortune to succeed (unless your Flaws are low enough to succeed easily). The CM can try things as well and he can alter his chances by subtracting your Misfortune. The player and CM can alter each other’s chances by bidding Misfortune against each other. Types of Haggling: The two standard types of haggling in The Diceless RPG-13 BMovie Game System are those that attempt to Overcome a Flaw and those that attempt to Exploit a Flaw. These are called Flaw Negotiations. Overcoming Flaws: Overcoming a Flaw is a simple process of trying to achieve a result that is greater than the Flaw. You start with a basic number equal to the lucky number seven but you can make up the rest by adding Misfortune, if desired. If the Flaw being used is not already 7 or less after all bonuses, penalties, general modifiers and Menace Flaw Modifiers are applied, you fail whatever you are trying unless you add a number of Misfortune equal to the amount your adjusted Flaw is in excess of 7. You do not have to add the Misfortune if you would prefer to accept failure (such as in cases where your Misfortune would be raised above 11). If a player succeeds at whatever he was doing, the Chief Magistrate can subtract two Misfortune from the Protector to change the result to a failure. The player may then decide to add 3 Misfortune in order to make the attempt a success once again. If he does so, the CM may choose to subtract 4 Misfortune from him to make it a failure again. The player may then decide to add 5 to revert it to a success. Each subsequent move in this tug-of-war bidding must up the Misfortune traded by 1. Grace Fuller is about to be lowered into a vat of molten metal. Luckily, the madman who chained her up has left the abandoned factory because Grace’s friends eluded capture and he wants to nab them right away. All Grace needs to do is escape her shackles and jump off the platform that is slowly descending into the hot

wax. The CM decides that she is obviously too weak to break the shackles but that she might slip out of them if she were flexible enough. He asks her to Overcome her Clumsiness of 7. Because there are no adjustments to be made to her Clumsiness, she succeeds easily because it is within her ability. The CM chooses not to subtract Misfortune from Grace to reverse her good fortune. A pair of sore wrists later, Grace slips free and yells out a cheer at her success. Exploiting Flaws: Exploiting a Flaw is a simple attempt to achieve a result that is equal to or less than the Flaw. The CM starts with a basic number equal to the lucky number seven but if your Flaw is lower he can make up the difference by subtracting an equal number from your Misfortune, if he desires. If the Flaw being used is not already 7 or more after all bonuses, penalties, general modifiers and Menace Flaw Modifiers are applied, he fails whatever he is trying unless he subtracts a number of Misfortune from you equal to the amount your adjusted Flaw is below 7. He does not have to subtract the Misfortune if he would prefer to accept failure (or as in cases where your Misfortune would be lowered below 1). If the Chief Magistrate succeeds at whatever he was doing, the player can add two Misfortune from his total to change the result to a failure. The CM may then decide to subtract 3 Misfortune from him in order to make the attempt a success once again. If he does so, the player may choose to add 4 Misfortune to make it a success again. The Chief Magistrate may then decide to subtract 5 from him to revert it to a success. Each subsequent move in this tug-ofwar bidding must up the Misfortune traded by 1. Menaces Exploit the Flaws of Protectors, Chumps, and Innocents. Menaces often have Flaw Modifiers that make it easier or harder to Exploit certain Flaws. These numbers add or subtract from the Flaw for purposes of Exploitation and must be remembered. Grace Fuller narrowly avoided being lowered into a vat of molten metal. Unfortunately, the madman who chained her up is returning to the basement of the abandoned factory just as Grace is looking around the room for a safe exit. As the madman walks in the door, he sees Grace looking around the room. He doesn’t want Grace to get a head start on him, so 71

he decides to leap down the stairs right away so he can be in a better position to Chase her once she spots him. He has a Clumsiness Modifier of +1 and has to Exploit Grace’s Clumsiness of 7 in order to leap before Grace can get a chance to run. The 7 Clumsiness plus the Clumsiness of +1 makes for a total of 8. The madman will easily succeed. The player decides to add 2 Misfortune to Grace to make the result a failure. The Chief Magistrate decides success is worth subtracting 3 Misfortune from Grace. He tells the player that. The player is not willing to add 4 Misfortune in order to make the Chief Magistrate fail at what he tried so he declines further bidding. The madman still succeeds. Instead of Grace running before the madman can jump, he jumps first and Grace is able to run from him only then. At least the player has many fewer Misfortune due to smart play. Exploiting Yourself: There are a few occasions when a Protector will need to Exploit one of his own Flaws. This is handled as any other instance of Exploiting a Flaw, in terms of the targets but the player will be adding Misfortune instead of having the CM subtract it from him because it is he who is attempting the task. Likewise, in any bidding that might come afterwards, the CM will be the one contesting success (as if it were an attempt to Overcome the Flaw), instead of the player. Lumps Dished Out: In addition to a number added for Weapons when they Dish Out Lumps, a “normal variable” is also applied. In The Diceless RPG-13 B-Movie Game System this amount is equal to 3 Lumps plus 1 more for every point of Misfortune the CM subtracts from the Protector hit. If the Chief Magistrate uses Misfortune to add more than 3 Lumps, the player can add two Misfortune per Lump he wishes to deduct from this total (which can fall below 3 to a minimum of 1). The CM may then decide to subtract 3 Misfortune per Lump to restore the Lumps. If he does so, the player may choose to add 4 Misfortune per Lump to remove Lumps again. The Chief Magistrate may then decide to subtract 5 per Lump from him to revert it to a success. Each subsequent move in this tug-of-war bidding must up the Misfortune traded per Lump by 1. Results: A “natural” result refers to the goal of 7 before anything was added or subtracted from that initial result. A “modified” 72

target is one that was altered by adding or subtracting one or more numbers. “Modified” targets are simply followed by a “+” or “-” and the number to be added or subtracted. A “penalty” is applied to the starting point of 7 itself and so is each “bonus.” The word “result” is also used as a generic term to refer to any, and all, totals (with Misfortune and other adjustments if any). To “get” a number refers to the same thing as finding the “result.”

Scumbag Penalties: Whenever a Protector of Civilisation is thinking, talking, or acting in a way that could be construed as being mean, heartless, or insensitive, the CM has the option of forcing the Protector to immediately add a point of Misfortune. Being a Scumbag can be achieved either through commission or omission. Not preventing a death can be heartless, too. Some of you may be wondering why I included “thinking” in the formula above. The reason is simple. The player is the subconscious of the Protector. Although a player might do something that he claims the Protector isn’t doing, the CM can say that the Protector was thinking it on some level because the player did or said something mean. Ultimate Punishments: Anyone who reaches 12 Misfortune due to being a Scumbag should disappear mysteriously at the next opportunity. Of course, anyone who was that mean before this horrible accident could easily return as a Menace later. Then again, the world isn't that cruel, is it? Making an Effort: Another important fact of the game is that Protectors behave actively rather than passively during the Misadventure. It is not enough to go through the motions. If a Protector does not act appropriately the Menaces start to confuse them with Innocent Bystanders. Every time a Protector obviously isn’t bothering, s/he should add +1 Misfortune. The Protector doesn’t have to be braver, stupider, and less sceptical than his Flaws or Background indicate, s/he just shouldn’t be played on autopilot. This provision is really against players who can’t be bothered. It should not be used to

make the players play their Protectors inappropriately or to punish players that are ill, absent or exhausted. Misfortune can also be handed out when Protectors act too cautiously, too often – no matter how wise it might seem for them to do so. Occasionally, Protectors will need to be spurred on. To behave in genre they should follow the trail of blood, go out alone, and otherwise act unwisely.

Mental and Physical Challenges: A Protector of Civilisation or Innocent faces a Challenge whenever s/he is called upon to do something. Protectors are Mentally Challenged when required to use their brains and Physically Challenged when in need of brawn. The Mentally Challenged must Overcome their Ignorance to succeed, while the Physically Challenged must Overcome their Clumsiness. Other Challenges: The above covers all “skill-related” tasks, but not every Challenge can be handled this way. Miscellaneous tasks are based on the most appropriate Flaw. Someone faced with such an undertaking is Uniquely Challenged. Examples: moving a large boulder would be based on Overcoming Weakness; running quickly requires Overcoming Clumsiness; remembering a small detail requires Overcoming Ignorance In fact, most actions are covered by their own rules, as you will see. Stereotype Challenges: Each Stereotype is considered to be especially able to do certain things. Protectors can do anything that could be done by a typical person who is trained in the same field. As long as you can Overcome the Flaw connected to the Challenge you will succeed. Your Stereotype will also improve your chances at related Challenges. If training is necessary to know how to perform a task, but that expertise is not provided by your career, you cannot succeed. Divide your Flaw by 2 (round up) if your career does provide the knowledge to meet the challenge resulting from the problem at hand. Even though most Stereotypes could not attempt the task at all, the bonus still applies because it is routine for members of that Stereotype. Deciding Stereotypical Challenges: A Protector receives the benefits of his or her

Stereotype literally anytime s/he can bamboozle the CM into agreeing that s/he would be familiar with the task at hand. If a Protector has an especially rich background, or gets the sudden urge to expand this background information, the CM may even be willing to allow the Protector to claim familiarity with subjects unconnected to his Stereotype. (“Yes, I’m a farmer, but when I went to Agricultural College, I also took chemistry and joined several radical movements, so that’s why I know how to make a bomb out of fertilizer.”) Special Stereotype Challenges: Stereotypes have been defined as enabling Protectors and Innocents to, “do anything that could be done by a typical person who is trained in the same field,” but that statement needs more qualification. In the case of any Challenge that is covered by a Protector’s Stereotype, but outside the bounds of the routine tasks generally performed by members of that Stereotype, the Flaw is not divided by 2. The benefit that the Stereotype gives the Protector or Innocent is that s/he may attempt the task. Otherwise, s/he cannot make the attempt at all. Anyone who is not a Doctor is barred from even attempting the tasks normal for a Doctor. When a Doctor performs routine (i.e., most) medical tasks s/he may divide Ignorance by 2. But, when the Doctor is acting at the cutting edge of the profession and attempting to perform extraordinary tasks, s/he loses the bonus. Sporking: The players are encouraged to do what they can to convince the CM that their Protectors would be able to have greater familiarity with many of the tasks in front of them, and they are required to develop their backgrounds as a consequence. Despite this, some players will insist on going overboard when arguing that they would have improved chances and they may not even put a lot of effort into finding good reasons. The CM’s judgment is final in all cases like this and the CM should feel free to just say “NO!” The desire to be a master of all trades and a jack of none is called “Sporking” (or sometimes “Fooning”). The player wants his or her Protector of Civilisation to be a great fork and an accomplished spoon all at once – in other words, a spork (or foon). A wise CM will realize that the wannabe master of all trades will be a jackass 73

with no trade! Simply explain to the player that s/he is sporking and can’t be good at everything. Alternately, you could deny the ludicrous attempt at trying to make the task at hand a Stereotypical Challenge and simply laugh, derisively.

There are times when it is crucial that things go your way. The CM may permit these incredibly fortunate coincidences, provided you are willing to Push Your Luck. Determining Misfortune Added: The amount of Misfortune to be added from Pushing Your Luck depends on the likelihood of the event. The player will ask, “What is the chance that [insert cunning notion here]?” The CM must answer: • Slim (1 point) • Fat (2 points) • None (0 points) The number listed next to the degree of likelihood is the amount of Misfortune added from Pushing Your Luck. If the CM says “none” there is no chance that what you hope for can happen. There is no Misfortune added, no need to try, and no hope of success. If the CM says there is a “Slim” chance, 1 Misfortune is added for any attempt to Push Your Luck. If he says there is a “Fat” chance, 2 Misfortune must be added. The CM must determine the degree of likelihood based on how reasonable the request seems. Does he feel the player is asking for a little, a lot or too much? If the request sounds like something that will add to everyone’s enjoyment of the game without actually disrupting the feel you like, the CM should assess better odds. High Misfortune: You must be careful not to accumulate Misfortune too quickly, because when you reach 12, you meet with a grisly – not to mention permanent – accident. How to Push Your Luck: To successfully Push Your Luck, you must add 1 or 2 points of Misfortune for your trouble and then Overcome your new, improved, Misfortune. These points are not temporary. The added points of Misfortune are added regardless of whether or not you get lucky. What’s more, everyone who the CM feels directly benefited from your lucky break should also add 1 point of Misfortune. 74

Misfortune is added because your luck is presumed to be a diminishing resource. The more often you attempt to use it, the less likely you are to succeed and the more dangerous it becomes to rely on luck to survive (just like real life). However, if you do get lucky enough so that reality goes your way, your Protector’s life will improve in the way you had hoped. Pushing Your Luck for Innocents: It is possible to Push Your Luck to benefit an Innocent Bystander. This works just as if you were doing it on your own behalf. Remember that the main Misfortune add (and 1 extra point if you also benefited from the Innocent’s luck) gets added to your total. Penalties for Not Helping Innocents: If you choose not to help an Innocent, and the CM decides you have been a Scumbag, you add twice the points you would have if you had Pushed Your Luck and saved the Innocent (yes, sometimes life requires us to make hard choices). If you have been so penalized, it’s too late to change your mind. You do not now get to Push Your Luck on the Innocent’s behalf. Sometimes being a hero really sucks, but that’s the way it crumbles, cookie-wise. When Menaces Push Your Luck: Worst of all, Menaces can Push Your Luck. The CM usually only does this to defend a Menace against the efforts of the Protectors. Furthermore, the Protector whose Misfortune is being Exploited must be the same one that the Menace is most directly confronting. The Menace cannot always choose the same little leprechaun, while the other Protectors get maimed. Menaces Push Your Luck nearly the same way you would. The difference is the Menace doesn’t have to try to Overcome (or Exploit) your Misfortune. The Menace automatically succeeds, and whatever he had hoped for happens. He then simply subtracts 1-2 points from your Misfortune, depending on the number listed beside the appropriate chance of likelihood.

Normal Travel: Movement is abstract and can take as much playtime as necessary. Generally, the CM can take the Protectors' successful attempts to get from place to place for

granted. Movement is only truly important when someone is being Chased. Stretches: Distance in RPG-13 BMovie Game System is measured in Stretches, provided the journey is short. True journeys can be taken for granted. Distance Between You and the Menaces: In a Chase, the CM must declare how many Stretches the Protectors and Innocents are ahead of the Menace. A Stretch represents a fairly short distance. A Stretches figure of 5 will usually produce an exciting Chase Spot. This “Stretches figure” represents how far apart the Menaces and Protectors are. Distance to Destinations: The CM must also decide how far away the nearest place to “hole up” will be. The number listed to the left of the Distance given represents the number of tries which the Menaces will receive before the PC arrive. If the Menaces can catch the Protectors, or at least close the distance in the number of tries given, they will be that much closer to lunch. 1) Near. 2) Not Too Far. 3) A While Away. 4) Quite Far. 5) Across Town. Vehicle Chases: Chases are slightly different when vehicles are involved, but the principles are the same. Unlike dogs, Menaces hate chasing cars, but they will do what they have to in a night’s labours. A strong work ethic is hard to find these days, but Menaces provide a strong example and maintain old-fashioned values. This section assumes the vehicle being Chased is a car, truck, van, motorcycle, moped, or similar motorized conveyance. Motor vehicles can prevent a Chase altogether, or reduce the number of Stretches to 1, depending on the Vehicle. Driving a motor vehicle will limit Menaces to only one try for Distance to Exploit the Clumsiness of the Protectors and reduce the number of Stretches between them. It will be as if any location in town was “Near.” (See page __) Conducting Car Chases: If the Menace successfully Exploits the Clumsiness of his Protector, he reduces the number of Stretches by 1 – before the car zooms away – and the Chase ends. Protectors will have a little less time to catch their breath. If the Menace Exploited both the highest Clumsiness and the highest Misfortune of those in the Vehicle, the Menace gets hold of the vehicle.

The Menace can then hitch a ride, or pick it up if s/he is big enough. 1) Near, Not Too Far, A While Away, Quite Far or Across Town. The Crashing & Smashing and Scurrilous Scuffles sections have rules for attempts to break into the vehicle and start a fight. See page ___. Horse Chases: Menaces may hate chasing cars, but horses are yummier and far less work. Chases are slightly different when horses are involved, but the principles are the same. Horses (and donkeys, mules, camels, llamas, or anything else you ride that breathes or that is not too fast) are vehicles, albeit that they sometimes have minds of their own. You could, of course, add bicycles built for two, powered or unpowered gocarts, roller blades, skateboards, snowboards, toboggans, sleighs, bobsleds, or weirder modes of personal travel. Go ahead. I dare you. Horses are much faster than people and can limit the Distance of a Horse Chase. If a horse is being ridden, two tries for Distance are subtracted from the number granted to the Menace. The number to the left of the distance given is the number of tries now used. 1) Near, Not Too Far, or A While Away. 2) Quite Far. 3) Across Town. If a horse is pulling a wagon, buggy, carriage, sleigh, or coach, one try for Distance is subtracted from the number granted to the Menace. The number to the left of the distance given is the number of tries now used. 1)Near or Not Too Far. 2) A While Away. 3) Quite Far. 4) Across Town. Trains, Planes & Automobiles: Trains are unlikely vehicles for a Chase, because once you board one, the Chase is over – unless the Menace boards it, too (in which case it becomes an ordinary Chase on foot). Planes, boats, and spaceships are equally unlikely, unless the Menace has a similar vehicle, in which case you can handle the Chase normally. Getting There Faster: At the start of every Chase, each Protector is given the opportunity to Beat It. Innocents never Beat It unless they have Protectors present to show them how, and some of the Protectors there Beat It as well and yell at the Innocents to follow. Once all Protectors have decided whether or not they will Beat It, those 75

who ran should add 1 point of Cowardice for Vamoosing. When Cowardice has been recorded, the CM has the option of making one or more of them Falter. Anyone to whom this happens subtracts 1 point of Misfortune, but has to take part in the Chase. If the CM elects to have the car Falter, the engine overheats, a tire goes flat, gasoline runs out, oil dries up, or some other calamity causes a malfunction. Rewards for the Cowardly: Protectors who Beat It, and do not Falter, arrive at their destination without a Chase. Of course, they also won't be around to save their friends who were chased and were caught. The number of Stretches chosen for the Chase is then converted into Moments. Although representing only a short duration, a few Moments can be invaluable for defending yourself from unspeakable horrors. The First to the Hounds: Anyone left after the spineless chickens have Beat It is a potential target for the Menace(s). Unless the CM rules otherwise, the Menace will always try to catch the Protector or Innocent with the highest Misfortune before anyone else. Anyone who Beat It without Stumbling is excluded from the choices for the chase at hand. Splitting Up: Menaces always Chase the Innocent or Protector with the highest Misfortune in preference to everyone else (see above). Eventually, the Protectors will all run in separate directions to get away. Any Protector who deliberately tries to ditch his friends should suffer the normal penalties for being a Scumbag. If there are multiple Menaces, one Menace can Chase each group of Protectors and Innocents, in order of highest Misfortune first. Conducting Chases: When Menaces are Chasing Protectors of Civilisation or Innocent Bystanders, they must Exploit their prey's Clumsiness. If more than one person is being chased, the highest Clumsiness and Misfortune scores in the group are used even if they each come from a different person. This is what happens when a group protects Innocents. If the Menace succeeds he/she/it subtracts 1 Stretch from the amount he is behind the person being chased. If the Menace not only succeeds, but also reduces the number of Stretches to 0, the Menace catches up with the prey and a Scuffle ensues. In the event the Menace fails to Exploit the Clumsiness of the prey, the distance in Stretches between the two remains unchanged. 76

Delaying Menaces: If a Protector feels he really needs to, he can elect to make the Menace Take Longer by adding Misfortune. For every point of Misfortune added, a Protector can increase the distance between him and the Menace by 1 Stretch. As Menaces fumble around and try to find their footing, or are otherwise delayed, the Protector can add extra distance so he will have longer to act when he arrives wherever he is intending to Hole Up. The Protector can decide how many Stretches he wants to add, so the number can be increased above the original starting amount. Heading Off Prey: Menaces can Head Off their quarry and disappear in the blink of an eye, only to reappear directly in front of whoever is being Chased. Menaces Head Off those they are chasing simply by subtracting 1 point of Misfortune from each of the Protectors being Chased. All the Menaces actively Chasing the Protectors and Innocents appear in front of those Chased. Stretches are reduced to zero and a Scuffle ensues. No matter how many Menaces and Protectors are involved, the Misfortune subtracted is still only 1. Only Protectors subtract Misfortune. Innocents do not, because they are merely appetizers before the entree. A Menace may not Head Off Protectors and Innocents when Chasing a vehicle, unless the Menace has a similar vehicle. If the Menace does have a similar vehicle, she/he/it may Head Off the prey normally. Escaping to Hole Up: Protectors and Innocents escape to Hole Up at the end of the Chase. The Stretches are turned into Moments. Chasing the Menaces: If a Protector of Civilisation or Innocent is chasing a Menace (or group of Menaces), s/he must Overcome Clumsiness to close the distance between them by 1 Stretch. If a group of Innocents and/or Protectors is chasing a Menace, the Innocent with the highest Clumsiness is the one who must make the attempt for the whole group. It must be a Protector of Civilisation who tries, if one is present, as Innocents do not lead Protectors in chases. Whenever Menaces are being pursued, the CM may choose to have one or more people Falter (as above). Protectors can subtract 1 Stretch from the distance between them and the Menace, the same way that they would add Stretches in a normal Chase. If a Protector in a car is chasing a Menace, the Protector can be assumed to catch the Menace

(what fun, otherwise?). The Scurrilous Scuffles section should handle the rest. (See page __)

The three classic uses of time while Holed Up are: a) searching for useful items, b) hiding to escape later, and c) waiting in ambush. If there is enough time, it’s possible that two, or even three, of these choices can be attempted. Searching For Items To Use: The most obvious reason to go to a building, aside from barricading yourself away from things with long, pointy teeth, is to find items that might be useful in bringing about their demise. Finding these items is simply a matter of Pushing Your Luck. If you look in the right place Pushing Your Luck will be easier or even automatic, but the search will still take time. Being in a building improves your chances of finding what you want. The CM will be less likely to rule that it is impossible, and may add less Misfortune for the attempt. It is nearly impossible to find most things outside, and so going from building to building across town is sometimes necessary to find the right items to help you. Most often, lots of dangerous traveling is necessary when searching for the Goodies for Gadgets. If you pick an appropriate building, it will be easier to find what you want. A hospital is the place to find funky green gowns, but an auto shop is the proper pad to pick up grease for your gears. Time To Search: It takes one Moment to search each floor of a small building, three Moments for each floor of a large building, and five Moments for each floor of a huge building. It is the average size of the floors of the building that matter, and not the height of the building, although searching an 80-floor skyscraper could take all night if you don’t focus (and judging from the sounds coming up the stairs, you don’t have that long). A house is the most common small building, a small suite of offices a common example of a large building, and a hospital, shopping mall, or factory would each be considered a huge building. The CM may opt to make the search Take Longer for the benefit of the Menaces. As

usual, this makes the search take longer but also lowers Misfortune. For every Moment added to the time required to search a floor, subtract 1 Misfortune from the Protector searching. If more than one Protector is searching, it is the Protector with the highest Misfortune who benefits. The CM can decide arbitrarily if there is any argument about who is the most cursed. Searching For The Goods: At the end of the full amount of time necessary to search the floor you are on (1-5 Moments), you can Push Your Luck and see if what you need is somewhere on the floor. The full amount of time must have passed before you can even ask, “How likely is it?” And there is no guarantee that what you are hoping for is even possible. Only one try can be made per floor, luckily, so even the largest floor space won’t leave you up the creek without clover. Just try to narrow things down a bit before you search the Empire State Building. Quicker Searches: A Protector who feels there won’t be time to do a proper search can turn the joint upside down and Hurry, provided the CM has not already made the search Take Longer. For every Moment that is subtracted from the necessary search time, +1 is added to the Misfortune of everyone searching. The time required for the search cannot be reduced below 1 Moment. It is possible to enter a building and find what you were looking for right there in plain sight. Teamwork: It is possible to search a floor more quickly if there is more than one Protector searching. The number of Moments needed for the search can be lowered by 1 Moment for each additional person searching, past the first, but the search time cannot be reduced below 1 Moment. Innocents cannot search any more than they can undertake any other useful independent action. For instance, if five people search a huge floor, the whole thing will be finished in 1 Moment. Having more than five searchers per floor is unnecessary, regardless of the size of the building. If there are more than three Protectors present, splitting up into search parties may be best. These “Search Parties” may only have a single searcher in them, which doesn’t make for much of a party, even with lively salsa, but the rules apply equally well to any number of people in the search party. Despite the implication of 77

multiple people in each Search Party, this is not always the case. With multiple Protectors and Innocents, whole search parties can be sent instead of individuals. Each team searches at the same rate as a single Protector (1 to 5 Moments per floor depending on building size), but the individuals in a team are much safer throughout the whole process. Teams may also be wise because Innocent Bystanders cannot search, or contribute to a Search to make it take less time, but may still need guarding by Protectors who wish to search a building themselves. The Downside of Search Parties: The problem with working as part of a committee is that the most able are limited by the most inept. The Protector with the highest Misfortune is required to Push Your Luck once a search is complete. Nasty Surprises: Probably the worst thing that can happen while searching is to find something nasty waiting for you. Sometimes there are Menaces lurking inside a building that you never imagined were there. Menaces have a way of sneaking up when you aren’t looking. The problem with searching a floor in a building is that you are certain to run into any Menaces that might be inside unless you are Sneaking. Unless the CM decrees otherwise, Menaces always hunt the Protector or Innocent Bystander with the highest Misfortune before moving on to other prey. If a Protector is not deliberately being careful, it is guaranteed that Menaces on the same floor will come calling. Sneaking is a necessary for anyone moving through a floor that a Menace may share, unless he wants to guarantee being detected.

Sneaking Around: Being careful is highly recommended if the Protector is searching a building that Menaces already occupy, but it is also a good idea for those fleeing a building after having already evaded the Menace inside. Anyone who chooses to sneak around a building must choose to be Edgy in any Scuffle that results from a failure to be quiet enough. Unfortunately, they must add the normal +1 Misfortune for being Edgy even if a Scuffle does not 78

happen. Sneaking requires only a simple attempt to Overcome Clumsiness. If the attempt is a success, then the area is traversed quietly. If not, a floorboard has squeaked, a stone has been kicked, a dog has barked, or someone was unable to resist the urge to whistle tunelessly or to giggle hysterically. A Protector can only try to Sneak if the Protector states s/he is trying to be quiet. A Protector cannot claim to be sneaking “all the time unless stated otherwise.” A Sneak attempt should be made every time a Protector or Innocent passes through any room in which they could be heard. Sometimes the devious CM might ask for a Sneak attempt from Protectors where one isn’t necessary, simply to build suspense and to help conceal which times really count. Sneaking in Groups: If several people are trying to Sneak simultaneously, they may opt to move as a unit. This involves making only one attempt to Overcome Clumsiness for everyone, instead of requiring each Protector and Innocent to try separately. The unfortunate side effect of working as a team is that it is the person with the highest Clumsiness that has to Overcome for the Sneak to succeed. This is usually an Innocent if any are present and Innocents typically have Clumsiness scores of 9. The CM always attempts things for the IBs. Even though it’s the person with the highest Clumsiness who has to try, this way is still better for groups, because if each character tried separately, your Protector would still be spotted alongside the unfortunate under whatever system s/he failed. Success and failure have the same consequences with many Protectors present as they do with only one tiptoeing about. Normal Hiding: Once a Menace enters wherever you are Holed Up, it is a good idea to Hide as soon as the Menace starts looking around the floor you’re on. Hiding will guarantee you are not heard or seen until the Menace searches the floor you are on. If there is a good place to Hide, you must Overcome your Clumsiness to remain unseen. If there is no good hiding place, or you fail to Overcome your Clumsiness, Hiding In Plain Sight is necessary. If you can remain unseen then the Menace will move on to search other rooms and you can escape. Hiding In Plain Sight: Menaces will break down every door and search every room whenever they search a building. Ironically,

despite being careful to cover every obvious room, they are very sloppy about looking around once there. Some people think that it is a function of how Menaces see that causes them to overlook so many obvious Protectors who are Hiding In Plain Sight. It seems that Menaces probably spot things through some combination of sound, motion, and depth so they can’t locate anyone who is quiet and still. It is possible for them to be looking straight at you and walk by without noticing anything. The trick is to stay perfectly quiet and still, and to flatten yourself against a wall. If you are not near a wall, you can squish up against something big enough to cover your crouched form. Protectors must Overcome Clumsiness to Hide In Plain Sight successfully. Escape: If you Hide successfully, are not found when the Menace searches your area, and then Sneak out of the building while the Menace is still searching, you can go wherever you want. Use the rules for normal travel without risk of a Chase. The CM can then give you five (5) Moments before the Menace finds you again. This can make an Ambush, Chase, Crashing & Smashing or Scuffle inevitable.

Moment for the purposes of breaking things. A Menace’s Weakness modifier may be doubled once, twice, or three times. Of course, an amount of Misfortune equal to the number of doublings is subtracted from the Misfortune of the Protector being Exploited. Protectors of Civilisation, Chumps, and Innocent Bystanders can never Wig Out because they could never summon up enough inhuman rage. They might dredge up lots of human rage, but that doesn’t count. Size Does Matter: In answer to your other question, the amount that can be destroyed is set by the size of the destroyer. A Menace can demolish an area equal to its own size, provided its die scores allow it to destroy all the materials in that area. Consider the difference between a 9’-tall giant of a man and an incredibly strong midget. The difference between them is enormous. Or rather it is enormity itself. Whereas they can both tear through brick walls, the midget can rip a 3foot hole in a wall and the giant of a man can tear a big hole in it from the ceiling to the floor. Neither the general volume of an object nor the material from which it is made affects how hard it is to smash, but the thickness of the object does matter. If that were not the case, mighty oaks would be reduced to splinters as easily as saplings and bank vaults would be about as impregnable as chain link fences. Thickness makes an object tougher to destroy despite the fact that size is irrelevant. A 100-foot square piece of plywood will have a Menace-shaped hole in it before you can yell, “kowabunga!” But a tree stump three feet in diameter and 10 feet tall is more of a problem. Luckily, many Menaces carry chainsaws. Whenever you’re wrecking things it’s the size of the thing you’re using to do the wrecking that counts. A rock hammer won’t do nearly as much effective wrecking as a 10-pound sledgehammer. If a Menace extends his foot to wreck a Jeep, then his foot had better be nearly as big as the Jeep. Of course, stepping through the engine block should be enough for smaller Menaces. If, on the other hand, your basic Menace wanted to tear down a whole building, then it would get 79

What Menaces Can Destroy: A Menace’s Weakness modifier determines how many things the Menace can wreck. A Menace can break anything listed beside the modifier as well as anything listed beside lower modifiers. Raising Weakness Modifiers: I know what you’re thinking. You’re thinking that the Weakness modifier only goes up to +4 and the chart goes up to +32. You may also be wondering how such a small modifier can take huge Menaces into account. The answers are simple. The scale goes up to +32 because a Menace may choose to Wig Out, thereby raising the effective Weakness modifier for the purposes of destroying things. A Menace usually Wigs Out in order to break down barriers and catch his Protectors. He may Wig Out by Pushing The Luck of his Protectors. If he can exploit their Misfortune he can double his Weakness modifier during that

farther by putting its whole body into it instead of simply punching the thing. Delaying Menaces: Of course, a group of Protectors and Innocents may not be ready to deal with a Menace who’s about to smash through the door of wherever they’re Holed Up. That’s when the Protectors can add Misfortune to make the Menace Take Longer. If they add +1 Misfortune, then the Menace didn’t fully break through this Moment and the Menace’s attempt to destroy whatever s/he was hitting did not succeed. Of course, anyone else who benefits must also add a point of Misfortune, so this can be dangerous. Weakness Modifier -4 -2 -1 0 Protector Weakness 10-11 9 8 7

Just think of a Menace smashing down the door of the house where you’re Holed Up. It doesn’t get you, but the masonry starts falling, crushing Innocent Bystanders. Sure, the Menace isn’t getting in yet, but having 12 Misfortune still sucks. Protectors Breaking Things: In the event that a Protector or Innocent should ever want to break something, and I hope there’s a good reason, the Weakness scores next to the Menace Flaw Modifiers can be used. Protectors with a Weakness of 8 to 11 are better off running and anyone with a Weakness of 12 has already Bought the Farm. What Can Be Broken

+1 +2

6 4-5



+8 +16




A Menace no stronger than a young Kid. A Menace no stronger than an older Kid. Here is a Menace that is about as strong as a typical teenager. This Menace can force through or destroy the sort of things a normal, adult man could. This includes bushes, card tables, chairs, televisions, stereos, VCRs, computers, dinghies, and strong windows. Stronger Menaces have it in for sliding chain locks, doors, beds, couches, desks, pianos, mailboxes, small trees, park benches, handheld weapons, rowboats and surfboards. Really strong Menaces can easily wreck door locks, car doors, phone booths, big double doors, medium trees, flagpoles, bathtubs, motorcycles, snowmobiles, jet skis, motorboats, and wooden, plaster, fibreglass walls and major appliances. The very toughest Menaces can smash handcuffs, padlocks, safe deposit boxes, light chains, dead bolts, light safes, heavy chains, billboards, bullet-proof glass, propeller-driven planes, helicopters, cars, vans, pickup trucks, jeeps, houseboats. Enraged Menaces can trash large trees, telephone poles, light poles, jet fighters, combat helicopters, trucks, steelreinforced doors, and brick walls. Particularly enraged Menaces can dismantle heavy safes, very large trees, fire hydrants, jumbo jets, space shuttles, eighteen-wheelers, armoured personnel carriers, yachts, and concrete walls. The strongest and angriest Menaces can demolish huge trees, tanks, ocean liners, warships, bank vaults and reinforced concrete or steel doors. It wouldn’t be unfair to say they can grind up anything that can be broken.


One thing that is almost as fun as breaking stuff is throwing things around. Don’t tell me you don’t envy Menaces their lack of civic pride! Basics of Throwing: The rule is simple: if you can break it, you can throw it 10 feet. If you want to be more precise, just use the lowest multiple of 5 that’s greater than your height. That’s how many feet you can throw something. In short, the farthest most adult humans can throw anything is 10 feet (or about three metres if you want to be metrically correct). However, young people or short older people and really tiny wee beasties may not get anything beyond five feet. Really Strong Menaces: For every doubling that a Menace’s Weakness modifier is higher than the minimum necessary to break whatever it is he’s throwing, double the distance he can throw it. This represents maximum distance, of course. If a Menace can toss a car 30 feet and some cretinous Innocent Bystander is bugging him from 8 feet away then Menacey can throw it 8 feet. Breaking Bits Off First: In case it needs to be said, you can’t throw anything that’s attached to the ground, unless you break it off first. If something’s bigger than the Menace, he’s better off tearing bits off. It may take a Moment or two to get the job done, but at least he’ll have lots to toss around. Lifting Things: A Menace can momentarily lift things that he couldn’t throw around or carry. Any Menace can lift things that another Menace with a Weakness modifier of double his modifier could break. Of course, he won’t be able to hold it for more than two Moments if standing still, or one Moment if he moves, but that’s life. Likely Targets: You guessed it; Menaces will throw stuff at the PC or IB with the highest Misfortune, before turning to anyone else. The Chief Magistrate can always redirect the Menace if he really needs – or wants – to do so Protectors and Throwing Things: Any Protector or Innocent who wants to go around tossing things about should probably grow up. S/he probably hasn’t cleaned his or her room either and should be doing that instead of chasing Menaces. That said, Protectors and Innocents use their Weakness modifiers as described in the Crashing & Smashing section.

A Scuffle is a fight. Any violent conflict between two or more people or Menaces will qualify. Scuffles are divided into Moments that are each equal in length to precisely one very short period of time. Knowing Who Goes When: In a Scuffle, people move in a certain order. Usually, every member of each side will move at roughly the same time. Thus, it only needs to be determined whether the Menaces can Get The Jump On Everybody. First, however, each Protector must decide whether s/he will be Edgy or not for the Moment. They should usually opt not to be Edgy. The Chief Magistrate can have Edgy Protectors Freak Out. A Protector who Freaks Out not only does not go first but cannot go at all. He is so jumpy that when the Menace did start a Scuffle he was too startled to do any good. He can do nothing that Moment. Consequences of Going First or Last: All Edgy individuals add 1 point of Misfortune, but automatically go first, even if the Menaces Get The Jump On Everybody. They deduct 2 points of Misfortune if they subsequently Freak Out. Innocent Bystanders: Innocents will never opt to be Edgy unless every last Protector present opts to be Edgy, when they join the crowd without adding or subtracting from Flaws as Protectors do. Menace Options: Once it is known who is Edgy and who is Freaking Out, the Menaces may elect to Pull A Fast One. When Menaces Pull A Fast One, they automatically Get The Jump On Everybody except Edgy individuals who did not Freak Out. In return, all Protectors who are not Freaking Out subtract 1 point of Misfortune. If Menaces do not Pull A Fast One, they can still go first if they can Exploit the Clumsiness of the clumsiest person present. This will often be an Innocent (and they usually have a Clumsiness of 9). This is why you leave Innocents somewhere safe before the final showdown with Menaces. If the Menace succeeds, he goes before any person who is not Edgy. If the Menace fails, the Menaces go after everyone who is not Freaking Out. What Can Be Done: Once you know which side goes first, the members of each side decide the order in which to act. Lowest Clumsiness can go first in event of disagreement. Only one of four things can be done in each Scuffle Moment. The 81

four choices are the same for Menaces and nonMenaces. In a Scuffle Moment, each character may: • Attack. • Move. • Challenge Him/Her/Itself. • Use A Tool. Each of these options is fairly straightforward: • Attack Protectors, Innocents, and Chumps: A Protector Attacks by Overcoming Clumsiness in an attempt to hit his opponent. Innocents never take action to Attack, or if they do, they have never succeeded. If successful, the Lumps Dished Out of the fist, teeth, or Weapon plus a variable amount of Lumps will be added to the Lumps Flaw of the target. If the character being hit has any defensive Weapons, the number of Lumps Bounced Off is subtracted from the total number of Lumps Dished Out by the Attack before the final number is added to Lumps. Simple, eh? If the Protector did not successfully Exploit the Clumsiness of his target, no Lumps are Dished Out at all. Menaces: A Menace attacks by Exploiting the modified Clumsiness of its target. If the Attack succeeds the Menace’s Weakness Modifier (with a minimum of 0) is added to the Protector’s or Innocent’s Lumps. This is in addition to the normal Lumps Dished Out plus a variable amount of Lumps. If the target's Misfortune is 11, the total Lumps Dished Out are also added to Weakness. Once again, defensive Weapons subtract their Lumps Bounced Off from the total Lumps Dished Out before the Attack adds to Weakness or Lumps. Effects of Attacks: When your Lumps reach 12 or more, you are Knocked Senseless, and when your Weakness reaches 12 or more you Buy the Farm. That should be rare if you act intelligently because it can’t happen until your luck runs out at 11 Misfortune. Protectors of Civilisation whose Lumps exceed 12, or who have added points of Weakness from wounds, may Buy the Farm unexpectedly if the CM wants them to. Defeating Menaces: A Menace with 12 or more Lumps is defeated, and appears to have Bought the Farm. Menaces simply cannot be eliminated for good and may return at any time with renewed vigour if the CM wishes them to. • 82 Move

Moving During Scuffles: Movement works more simply during Scuffles than it does during Chases. The player gets to move anywhere within a very short distance, provided there is no current Attack. Being Attacked While Moving: If a player is Attacked while moving, a Chase ensues. This is not entirely like a normal Chase, however. The Menace can try once to Exploit the Protector’s Clumsiness. The Protector cannot Beat It, but the CM may still decide to have the PC Falter normally. Effects of Stumbling and Arriving: If the Protector Falters, or the Menace succeeds, it gets to Attack. The Protector cannot Attack during this Moment and does not go where s/he wanted. If the Menace fails to Exploit the PC’s Clumsiness, then our hero/ine gets where s/he wanted to go and can use the Moment to Challenge Him/Herself or Use A Tool. Then comes the next Moment.... • Challenge Him/Her/Itself Time Taken: A Protector who chooses to Challenge Him/Herself immediately faces a Challenge. The Challenge can take multiple Moments if the CM thinks it should. The CM may also make something Take Longer on behalf of the Menaces. If the CM does so, then the current Moment does not count toward the time necessary to accomplish the Challenge. Of course, the Protector subtracts 1 Misfortune. Hurrying: If the CM does not choose to have the Challenge Take Longer this Moment, the Protector may decide to Hurry. Any Moment in which a Protector chooses to Hurry counts as multiple Moments towards completing the Challenge if Misfortune is added to the Protector. For every point of Misfortune that is added to the Protector, an extra Moment beyond the first is counted towards the total time spent. That way, a Challenge that takes, say 5 Moments can be completed in 1 by adding +4 Misfortune. Obviously, you only need to Hurry when a Challenge will take longer than 1 Moment. Alas, you guessed it; those who Hurry must add 1 Misfortune each time. The Menaces can still Attack busy Protectors when their turn comes, of course, even though they are not being attacked. Menaces are aptly named. • Use a Tool-Basic Tool Use: Lastly, Protectors may choose to Use A Tool. Yes, this means a Tool.

Anyone using a Weapon or Gadget has really chosen Attack as his option. Trinkets, on the other hand are functionally useless, remember?

Weapon Effectiveness: Lumps Dished Out or Lumps Bounced Off are the sole measure of every Weapon’s effectiveness. Weapons that can cause you to be Knocked Senseless are rated in Lumps Dished Out and those that can prevent you from being Knocked Senseless are rated in Lumps Bounced Off. The higher the number beside each, the more effective the weapon is. Lumps Dished Out is the number added to Weakness or Lumps after a successful Attack. Lumps Bounced Off is the number subtracted from Lumps Dished Out before it is added to your Weakness or Lumps. Weapon Typeface and Weakness Effects: In the Weapons Table, Ranged Weapons can be used to Attack people at a distance. The Lumps Dished Out of Hand Weapons with a basic Lumps Dished Out of 1 to 5 is increased by 1 for every point that the Weakness of the wielder is below 7. If his Weakness is 7 or more, he adds no bonus.

Being Knocked Senseless: At some point a Menace is going to Dish Out more Lumps than your Protector or an Innocent can take. When a Protector or Innocent’s Lumps reach 12, s/he is Knocked Senseless. Yes, that means driven unconscious, whining about the pain, put in shock, or otherwise incapacitated. The person cannot do or say anything useful without Babbling. Having 13+ Lumps: Lumps are the one Flaw that can be driven above 12. Yes, that’s right; it is possible to have Lumps of 13 or higher. It just means you’ve been Knocked Senseless for a longer period of time. A lot of Lumps means that you may be out for a while.

Babbling: A Protector who absolutely needs to communicate something to the other Protectors can opt to Babble. He adds +1 Misfortune for every sentence uttered. If the CM has difficulty sensing where one sentence ends and another begins the CM can assign Misfortune as s/he sees fit. Functioning Fully: At 11 or fewer Lumps, a Protector or Innocent can still function despite bruises, so a single Spot can be long enough for someone to wake up after being Knocked Senseless. Luckily, no amount of Lumps will impair you in any way except to make you a little more likely to be Knocked Senseless. There is no way to Buy the Farm until your luck runs out at 11 Misfortune, so don’t worry; you’re perfectly safe. Being Knocked Senseless is just a way of getting you carried safely to the Menace so he can Gloat before placing you in a fatal Death Trap. Recovery: Don’t worry; 3 Lumps disappear for every full Spot that passes after the Lumps are received. If the Protector is doing nothing but resting, s/he removes 5 Lumps per Spot during which the Protector leaves any companions to fend for themselves. He should also add +1 Misfortune for each of those Spots for being such an inconsiderate Scumbag. In the unlikely event that a Protector can get a good night’s sleep, Lumps return to 0. Buying the Farm: Any Protector, Chump or Innocent who has reached a 12 Weakness is said to have Bought the Farm. This is much worse than being Knocked Senseless temporarily. It’s time to bury the body. The player should make a new Protector to continue play with because this one is forever gone.

Medical Treatment: If a doctor, nurse, or another Protector successfully uses first aid on a Protector or Innocent with Lumps, the patient’s Lumps score immediately goes back to 0. Whereas most people cannot offer proper medical aid at all, they can bandage simple bumps and scrapes. Lumps require only normal first aid such as anyone could attempt and doctors, nurses and paramedics would find simple (i.e.: Stereotype related). Lowering Weakness to its original level requires medical training such as a nurse or paramedic has, a doctor finds simple and other people cannot even attempt. 83

If the Protector or Innocent has had Weakness raised due to Attacks, successful medical treatment will reduce his Weakness by 1. First aid cannot reduce Weakness below its starting level, unfortunately. Weakness cannot be restored if a Protector, Chump or Innocent Bystander has Bought the Farm, however. First aid can be applied on a person at the end of every Scuffle in which his or her Lumps or Weakness Flaw was increased due to an Attack. Obviously, receiving more than 1 point of Weakness in a Scuffle is a bad idea. If Lumps or Weakness are increased due to other types of injuries, first aid can be applied to those injuries as well.

Primary or Secondary Flaw by 1 point. In case it needs to be said, these Flaws can’t be reduced below 1 either.

The “Chases” section of the RPG-13 BMovie Game System described attempts by people who are on foot or using slower means of travel to chase their targets. There are instances, however, when a chase will have to be conducted and everyone will have a fast mount or vehicle such as a horse or a car. These are High Speed Chases. Chases where everyone is running very quickly over treacherous ground also qualify if the CM wants them to. These rules assume a car chase but the rules apply equally well to any of the High Speed Chases just described. Reckless Pursuit: To drive at somewhat high speeds to escape pursuit requires the person driving Overcome Your Clumsiness. When you are being chased you must decide how recklessly you will drive in an effort to escape pursuit. You get to choose your own Clumsiness Flaw Modifier for the attempt (such as -3, -2, -1, +0, +1, +2, +3 etc.). The higher the modifier the harder it is. The person chasing you must also Overcome His Clumsiness and his attempt to Exploit Your Clumsiness except that it is his attempt that is modified rather than your Flaw like when you attempted the same sort of dangerous driving to outrun him seconds before. Reckless Pursuit Results: For HighSpeed Chases, three attempts for each participant produce an exciting chase regardless of how many people are chasing how many other people. Each of the three attempts may have a different modifier. If someone who is chased fails one attempt and one or more of the chasers fails none, the chasers who failed no attempts drive alongside him and may opt to sideswipe. If the chaser fails one attempt and the person chased fails none, the person being chased escapes pursuit. If both fail one attempt or neither fails any attempts, another attempt is made until one of them fails an attempt and the other does not. If anyone involved in the chase fails two attempts in a row, he crashes and is out of the chase. Those chased escape chasers who crash and anyone chased who crashes will have the chaser catch up and have to deal with a Scuffle.

Self-help in Mutazoids Demo is all about lowering your Misfortune, and, ultimately, your other Flaws too. There are many ways for Protectors to lower Misfortune built into the game. The CM should take advantage of these. A CM must feel free to allow some Misfortune to carry over from one Misadventure to the next, of course. Concluding Misadventures: At the end of every Misadventure in which the Protector was a total pacifist, subtract 1 point from Brutality. If the Protector was quite nasty (whether or not it was enough to make him a Scumbag), add 1 point to Brutality. At the end of every Misadventure in which the Protector was very notable for his goodness and honesty, subtract 1 point from Corruption. If the Protector was dishonest, add 1 point of Corruption. Protectors of Civilisation subtract 1 point of Misfortune for each Innocent Bystander or valuable piece of property that was successfully protected from real danger, if, in the CM’s judgment, they role-played reasonably well. OR, Protectors of Civilisation subtract 2 points of Misfortune for each Innocent Bystander or valuable piece of property that was successfully protected from real danger, if, in the CM’s judgment, they role-played extremely well. The minimum on all Flaws is still 1, however. Lowering Other Flaws: If a Protector of Civilisation is ever so lucky that some Flaws would have been reduced below 1 (were it not for the rule that Flaws can’t be reduced below 1), s/he gets to lower other Flaws instead. For each Flaw that might have been reduced below 1, the Protector may lower any 84

Sideswiping: If you were pursuing someone and did well enough to now be driving alongside them, you can now sideswipe them. Sideswiping means that the chaser can force the chase into a second set of three attempts to Overcome Clumsiness but that this time it is the chaser who decides the modifier and not the person being chased (although it still modifies the same things as before). Each of the three attempts may have a different modifier once again. If someone who is chased fails one attempt and one or more of the chasers fails none, the chasers who failed no attempts drive force him to drive to where he must stop and cannot proceed again. If the chaser fails one attempt and the person chased fails none, the person being chased pulls ahead again so it restarts a new set of HighSpeed Chases where he sets the modifiers once again. If both fail one attempt or neither fails any attempts, another attempt is made until one of them fails an attempt and the other does not. If anyone involved in the chase fails two attempts in a row, he crashes and is out of the chase. Those chased escape chasers who crash and anyone chased who crashes will have the chaser catch up and have to deal with a Scuffle.

institutions. In such cases, you must decide the result based on a test of Corruption. Protectors and/or Chumps (with or without Innocent Bystanders) who wish to infiltrate a criminal organisation must Exploit their own Corruption if they wish to pass unnoticed and blend in with the criminals they are infiltrating undercover. Street gangs will often require a show of violence to blend in and in such cases Brutality should be Overcome instead of Corruption for the initial attempt (but Corruption should still be used to blend in thereafter). Creeps who seek to infiltrate government and business institutions must Overcome their own Corruption if they wish to pass unnoticed and blend in with the more honest men around them. Such tests for infiltration should be made upon initial contact with organisation members when infiltration is first attempted, at any time when important people inside the organisation are first met and whenever an error might expose the subterfuge.

Sometimes Protectors and/or Chumps (with or without Innocent Bystanders) will wish to infiltrate a criminal organisation and sometimes Creeps will seek to infiltrate government and business








Innocents’ Flaws: Innocent Bystanders are anyone in a Misadventure who isn’t a Protector, a Chump, or a Menace. Statistically, Innocents have a default score of 9 in all their Flaws, including Misfortune (but not Lumps; they start at zero for every character). These Flaws (excluding Lumps) are then modified according to Stereotype. Saving Innocent Bystanders: It’s very important that Protectors endeavour to save the Innocent Bystanders accidentally caught in the web of fear we call a Misadventure. If Protectors don’t interact with and save Innocents they’ll never learn anything. Not only that, but the Menaces hunt their prey in order of highest Misfortune first, so Protectors will eventually be prey to the Menaces, no matter what. Furthermore, particularly insensitive Protectors will be deemed Scumbags. You don’t have to hold love-ins, but do try to protect each other! Protectors should also be discouraged from trying to have the Chump take all the risks. Protectors should be the proud new owners of a pile of Misfortune for doing that. Chumps may also speak up if they are smart enough.



Why Menaces Gloat: Although it is obvious that Menaces love to Gloat, it has never been adequately explained exactly why they Gloat. The reason is simple: it is the only way to soften up really tough Protectors so that the Death Traps into which they have been thrust will work. Revealing Plots and Hearing the Story: For every point of the Menace’s story that s/he/it reveals, every Protector of Civilisation present adds 1 point of Misfortune. This applies to anyone within earshot; even if the Menace doesn’t know they’re there. It doesn’t apply to anyone who hears the story second-hand from another Protector. If any Innocents are present, they all immediately rise to 11 Misfortune, no matter how little is revealed. What Innocents Hear: Innocents never pass on the information they learned while a Menace was Gloating. Once again, it really sucks to 87

Making a Chump: A Chump is simply a Protector who is run by the CM. The Chump is created in the same way as a Protector. As it is, Chumps are much better than Innocents to have around. The rules treat Chumps exactly the same as Protectors in all circumstances. Once again, the only difference is that the CM plays Chumps. Playing Chumps: The CM should never have the Chump be especially useful in resolving Misadventures except as an extra pair of hands or fists. Protectors should never be made to play runners-up to anyone.

be an Innocent Bystander. Even though the Innocents will now have identical Misfortune scores (of 11), anyone who has ever been to cheerleading practice is still considered prime rib. Anyone with a Misfortune bonus will be picked first and the bigger the bonus the higher his or her priority. The Six Questions: There are six points that a Menace must fully comment on in order to raise the Misfortune of his Protectors. They each raise Misfortune by 1. The points are Who, What, Where, When, Why, and How. These points must cover his origin, motive and fiendish plot. The effusive self-praise is traditional, but not mandatory. Adding Misfortune: Up to 6 Misfortune can be added to Protectors via Gloating, but Misfortune can’t be raised above 11 in this way. Ridiculing Menaces: There is cause for exception if any of the Protectors ridicules the Menace. The CM may declare that the Menace is opting to Make An Example Of the Protector and doubling the 1-6 points normally added from the Gloating – and the cap at 11 doesn’t apply. The Menace has just lent the Protector enough for the down payment required to Buy The Farm. There are circumstances under which a Menace will summarily “off” someone. They don’t call them Protectors for nothing. Safely Ridiculing Menaces: The one instance where a Protector is allowed to cast aspersions on a Gloating Menace is when the Menace is Egotistical. So long as the Protector politely waits for the Menace to finish Gloating, s/he may make 1 snide comment for every point of Egotism the Menace has. Any more and the Menace has every right to Make An Example Of the Protector, so watch out. Remember that Menaces have feelings too, so if the remark is especially cruel, then the Protector has been a Scumbag. Limits to Gloating: Just remember that a Menace may only add Misfortune to someone by Gloating once per Misadventure, so make the opportunity count. Gloating is best done at the climax, after the bulk of the Protectors have been captured or otherwise fatally mistreated. Once the Misfortune scores of the remaining Protectors and Innocents goes through the roof, the Menace should have no trouble watching them turn into a fine mulch in his terrifying Death Trap.

The Definition of a Death Trap: A Death Trap is any diabolical contrivance that is designed to help people Buy the Farm. They differ from Weapons in that they are guaranteed to work, if used properly. It is also often the case that a few alterations in set-up can turn mere Weapons into Death Traps quite easily. Again, I know what you’re thinking. You think Death Traps are a laugh because they are stupefyingly slow. Well the laugh is on you. Despite appearances, it is exactly the relaxed pace of Death Traps that makes them so immensely horrifying. The Point and Limits of Death Traps: Sometimes even Gloating isn't enough. Occasionally, someone with a rabbit’s foot in their pocket is going to have good odds of survival, despite having heard the Menace Gloat. It was discovered though trial and error that a Protector could be made to lose hope if there was time to contemplate the horrible fate that approached. Oh, and the Menace can’t be present to distract this contemplation, either. For every Moment the Menace is present, no Misfortune is added. Sure, the odds of escape become much greater, but it does help ensure the Death Trap will finish off anyone who fails to escape. Adding Misfortune: For every Moment a Death Trap takes to deliver its lethal payload, Protectors and Innocents caught in it must add +1 Misfortune, provided that the Menace isn’t there to see it. Once again, this can’t drive Misfortune above 11, in and of itself. The typical length of time that a Death Trap will take to dispose of its Protectors is 5 Moments. This adds +5 Misfortune and, combined with the +6 added via Gloating, ensures 11 Misfortune. Death Traps built by Egotistical Menaces are often even slower. Death Traps are very aptly named if the Protectors fail to escape them. Rescues: The problem with giving your Protectors 5 Moments alone is that they tend to escape or to be rescued. Usually, 5 Moments is enough for help to arrive, even from Across Town, if anyone knows the Protectors are in danger in the first place. A Menace is only allowed to have 1 Death Trap per Protector per Misadventure. That will be enough, hopefully. They ARE Protectors, after all....


For Menaces who are not really all that smart, who are mute, or whose plans are not all that hard to discover, there is an alternative to Gloating. Luckily it also removes the necessity for Death Traps, since many Menaces can’t easily build them anyway. The way to make sure your Protectors add enough Misfortune to Buy the Farm, when you catch up to them, is to Swarm. When Swarms Are Most Dangerous: It is not the Swarming itself that causes Protectors to add Misfortune, but the fact that most members of a Swarm tend to stand around uselessly or wander about aimlessly. Many of you have always accused Swarms of being ineffective for this reason, but once again you are wrong! It is precisely the Swarm filled with many useless members that is channelling all the evil into a few very dangerous members! Swarms consisting entirely of highly motivated members are great when you only want to see a few Innocents Knocked Senseless, but are usually unable to cause anyone to Buy the Farm. Some say Swarms share a brain and it is only when one or two members of the Swarm use the whole brain that real evil can be accomplished. Whatever the case, they are at their worst precisely when they appear most inactive! Adding Misfortune: At the beginning of every Scuffle, a Swarm must declare how many of its members will be Swarming for the duration of the Scuffle. Every time a Swarm declares its members to be Swarming, half the number of creatures in the Swarm are declared to be doing nothing for the remainder of the Scuffle –but, each Protector, Chump and Innocent present adds +1 Misfortune. Luckily, this cannot drive anyone’s Misfortune above 11 and all fractions are rounded off (round fractions of 0.5 or more up, and smaller fractions down). The amount of Misfortune that can be added from Swarming, of course, varies with the size of the Swarm, but the CM is warned not to pump Misfortune too high, too early in the Misadventure. A Swarm of 30 mutazoids has cornered Grace Fuller and “friend,” Guy Everett, in a barn.

The CM declares that he is going to have all but one of the mutazoids be otherwise occupied. The number of mutazoids participating in the Scuffle was reduced by 5 steps (30 to 15 to 8 to 4 to 2 to 1) for Swarming and both Protectors present have added a total of 5 Misfortune. There is now only one mutazoid doing anything at all but it is now much more dangerous. Luckily, they only have 2 points of Misfortune each. Even with the added 5, they will each still only have 7 Misfortune and they cannot Buy the Farm until the next major Swarming!

Animal Bat Bear Boar Bobcat Buffalo Cobra Crocodile Cougar Deer Dog Elephant Gila Monster Gorilla Horse Hyena Jackal Lion Python Rat Rhino Shark Squid, Giant Tiger Warthog Whale, Killer Wolf Wolverine WK CL -4 +1 +2 +0 +1 -1 -1 +1 +2 -1 -4 +2 Poison (12 Lumps) +2 +0 +1 +1 +1 +1 -1 +0 +4 +0 +0 +0 Poison (12 Lumps) +2 +0 +2 +0 +0 +0 -1 +0 +2 +1 +2 +0 -4 +2 +4 -1 +2 +1 +2 +1 Ink Cloud +2 +1 +0 -1 +4 -1 +0 +0 +1 +1 CW -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 -4 Size 1’ 8’ 4’ 2’ 6’ 2’ 7’ 5’ 5’ 3’ 8’ 3’ 5’ 6’ 4’ 3’ 5’ 12’ 1’ 6’ 8’ 20’ 7’ 4’ 12’ 4’ 2’


How Menaces Work: Menaces move, act, and Attack based on modifiers to the Flaws or Misfortune of their Protectors. Menaces must Exploit the Flaws of their prey (roll equal to the Flaw score or less on the dice). Innocent Bystanders have default Flaws of 9 (except for Lumps, which start at zero (0). A Menace can acquire Lumps, which serves purely as a measure of when the Menace is “out for the count” and defeated. However, Menaces cannot Buy the Farm and may return in future Misadventures with renewed vigour if the CM wants them to. Flaw Modifiers: A Menace can be made best as if he were a Protector (except that Flaws should be chosen instead of rolled or based on dividing 20 points) You can then convert his Weakness, Clumsiness, Ignorance, Brutality, Corruption and Deformity into Flaw Modifiers. Mutations, Metapowers and other factors can make a Menace tougher than ordinary Protectors because Brutality, Corruption and Deformity do not have to be limited, Menaces don’t have a Misfortune Flaw, and the Menace does not have to be able to get along well in normal society or be viable in the long term. The Flaw modifiers that represent the particularities of a Menace range from 0 to 4. This number can be either a bonus (+), or a penalty (–), and the higher the number, the more effective the Menace will be. The same modifier is always used, and it modifies the same thing in each instance. Flaw Modifiers should be added in brackets beside the actual Flaw and used whenever a Menace is interacting with a Protector (which is most of the time) instead of acting alone. Flaw Modifiers are for Exploiting the Flaws of Protectors and Flaws are used to be Overcome when trying to do something unrelated to Protectors. Use the table below: Flaw Modifier -4 -2 -1 0 +1 +2 +4 90 Flaw Equivalent 10+ 9 8 7 6 4 to 5 1 to 3

Whether Menaces are trying to Exploit a Protector’s Flaws or Protectors are Overcoming their own against a Menace, the modifier is applied to the Protector’s Flaw. Bonuses always work for Menaces, while penalties always work against them. The Flaw Modifiers expand geometrically, with each step having double the bonus of the last. The steps are -4, -2, -1, 0, +1, +2 and +4. The 0 is considered to be “double” the –1, and the +1 is considered to be “double” the 0. There are, therefore, three negative doublings and three positive ones in addition to the base of 0. It seems obvious that a Menace with a positive modifier to Weakness and Clumsiness is both strong and fast, but what about the other Flaws? Ignorance outlines cleverness, Brutality outlines savagery, Corruption modifiers represent how obviously criminal a Menace is, and Deformity describes level of physical mutation. Foibles: For every point the Menace has in the positive Flaw modifiers, there must be an equal number of points in the negative Flaw modifiers – or else the Menace must accumulate a point in one of the Foibles. There may be seven deadly sins, but for our purposes here there are four Foibles: Loneliness, Egotism, Greed and Stupidity, otherwise known as LEGS. • All Foibles start at zero (0). • The CM can raise each Foible to a maximum value of +3 in order to balance each Menace. • Because Menaces have three Flaw modifiers going up to +4, this system can pay for any Menace. • The points put into Foibles represent actions the Menaces MUST TAKE to stay true to their natures. The specific actions depend on the specifics of the Foible itself. A Menace who does not meet the conditions of his/her/its Foibles should subtract 1 from each of its Flaw Modifiers in the last big Scuffle with the Victims for every point of Foibles that has not been acted out. It is really up to the CM to ensure he plays the Menace’s Foibles fully, but he should use discretion and not let Foibles get in the way of everyone’s fun. Loneliness: the longing many Menaces have for someone to share their lives with. For every point a Menace has in Loneliness he must Carry Away or Rescue an Attractive member of the opposite sex once in the Misadventure. Rescues usually involve an Attractive Victim or Innocent

being Carried Away by one Menace after having been captured by a more sinister Menace. Rescues are, therefore, seldom more than a slight improvement in circumstances. If his love interest has not expressed Sympathy, the Menace can start a Scuffle with the Attractive Victim’s love interest in order to redeem another point in Loneliness. Egotism: the need some Menaces have for self-aggrandizement. Egotism drives Menaces to need to Gloat. Their Gloating is therefore less effective because the Menace sounds desperate. For every point in Egotism that a Menace has, 1 fewer point of Misfortune is added to each Victim when the Menace Gloats. Greed: the craving some Menaces have to acquire Goodies of their favourite kind. Greedy Menaces lust after Shiny Shtuff. This forces them to acquire Shiny Shtuff once in the Misadventure for every point they have in Greed. Greedy Menaces also like to talk about the object of their desire, but that isn’t enough to burn off the point. Stupidity: Stupid Menaces to do something really idiotic that benefits the Victims once in the Misadventure per point. Stupid Menaces really hate to be called idiots. If a Victim is going to earn a point of Misfortune from being a Scumbag to the Menace, the CM can opt to spend a point of the Menace’s Stupidity instead of awarding Misfortune. Saving a Menace’s Hide: Sometimes, Victims, et al, are too darned clever for their own good. If they discover the Menace’s vulnerability Defect too early in the game, it’s game over – literally. There is a solution for the CM who feels it is too early in the Misadventure to have the villainous, but precious, little monster foiled. The CM may elect to Save the Menace’s Hide by subtracting 1 Misfortune from all Victims present, thus allowing the Menace to make its escape. Once the climax arrives, the Menace can safely meet its maker when the Defect is used again. A good solution is to have the Menace simply run off with his tail between his legs, not quite set afire, or only grazed by the silver bullet.

Menaces who suffer from Loneliness (see Foibles above) required to chase Attractive members of the opposite sex. Of course, the CM elect to have other Menaces threaten to Carry Away people for dramatic effect. Stopping Initial Attempts: If a Menace can get within arm’s length of that special someone, the CM should declare that s/he is Getting Carried Away. The Victim, Chump, or Innocent can subtract a point of Misfortune and the Menace can be assured of a clean exit. Nothing will stop the Menace from escaping with the chosen character. The bullets will miss and the pursuers will lose track of the Menace. Timing the Romantic Getaway: Of course, the femme fatales and bon beaus of the group should not be Carried Away until shortly before the climax of the Misadventure. They shouldn’t be required to stand around and do nothing while the others have all the fun. Sympathy: Once the Menace has spent one of the Loneliness points by declaring his/her/its intentions and taking the love-interest home, the Victim/Chump/Innocent must decide whether or not the Menace deserves Sympathy. Deciding to give the Menace Sympathy has no game effect aside from altering the Menace’s options for spending his Loneliness points later in the Misadventure. Second Dates: If the Menace still has points left in Loneliness when the climax of the adventure arrives and the character Carried Away showed Sympathy, the Menace will rebel against attempts to place the character in a Death Trap, in a last ditch attempt to win love. That will burn off a second point of Loneliness. If the Menace has a third point remaining, turning on anyone viewed as romantic competition can burn this off. Or the Menace could simply Carry Away his/her/its love once again. That should blow the remaining Foible points.


Menaces who suffer from Greed (see Foibles above) required to steal specific objects. Of course, the CM elect to have other Menaces threaten to steal things people for dramatic effect. Defining Shiny Shtuff: Shiny Shtuff can be anything. More accurately, it represents any object or objects that can be carted away by the Menace for display on the mantle piece. Desiring the world, while a fine goal, is not the same as a lust for Shiny Shtuff. Gold, silver, and gems are very popular Shiny Shtuff, but Menaces might lust after anything. Greed and Shiny Shtuff: The main point of Shiny Shtuff is that it provides a way for Menaces to burn points of Greed. Every time the Menace goes out of the way to acquire a batch of favourite Shiny Shtuff, s/he subtracts a point of the Greed Foible that has to be burnt off by the end of the Misadventure. Particularly stylish Menaces centre their entire modus operandi on a certain type of Goodie. The Victims even chase these Menaces sometimes.





Any Menace with the Stupidity Foible will have to do something very dumb that benefits the Victims at an important part of the Misadventure at least once for every point of Stupidity they have. The Evil Mastermind can define stupid any way that he likes so long as the Victims benefit.






3-D Action: Special Misadventures in which the action is “coming right at you” and therefore more dangerous. This added level of danger is reflected by the addition of an extra die (making it 3-D) for Menaces to help them Exploit Flaws. Attack: To attempt to Dish Out Lumps in a Scuffle. Attractive: To be good-looking and therefore likely to be Carried Away by Menaces suffering from Loneliness. Babble: To communicate information while Knocked Senseless. Beat It: To run, speed away in a car or spur your horse to a quick exit toward somewhere where you can Hole Up. This is not the same as to flee from a fright (see Run Screaming, above). BR: The abbreviation for Brutality. Brutality: A measure of how casually you can commit acts of violence, your pessimism, your mistrust of people and the world, your anticipation of trouble, and of how severely you react to difficult situations. It can also reflect how likeable others may find you. Metapowers (a.k.a. psychic powers or psionics) can increase the tendency towards sociopathy and remorseless violence. Buying the Farm: To bite the biscuit; the kick the bucket; to leave for the human equivalent of Doggie Heaven. Carried Away: The kidnapping of a person by a Menace. Challenge (Self): To try to Overcome a particular Flaw in order to accomplish something deliberately. Chase: Any pursuit on foot, in a vehicle or riding an animal. CM: The abbreviation for Chief Magistrate. Chief Magistrate: The person who referees for the other players, designs Misadventures and portrays the Innocents, Chumps, and Menaces. The Chief Magistrate plays the same role as the Game Master (GM) in other games. The Chief Magistrate is sometimes known as a Chief Justice, Supreme Justice, Justice, Judge or Magistrate. Chump: Any friendly Protector of Civilisation that is played by the CM. Other games refer to Chumps as non-player characters, or NPCs. CL: The abbreviation for Clumsiness. Climaxing: This is the tendency of a Menace to be unstoppable early on, menacing in the middle of a Misadventure, and, finally, completely spent at his moment of truth. Menaces receive variable numbers of dice to roll when Exploiting Flaws to account for this. Clumsiness: A measure of how clumsy a person is. CO: The abbreviation for Corruption. Corruption: A measure of how cowardly, deceitful, greedy, selfish and corrupt you are. Corruption also indicates your level of involvement in shady dealings, how many favours you owe to the wrong people and how easily you can blend in unnoticed among criminals. DE: The abbreviation for Deformity. Deformity: A measure of how physically mutated you are and how visibly you deviate from the human norm. A Deformity of 1 is a human, 2 is an acceptable and 3 to 12 is a mutazoid. Diary: The ongoing story of the string of Misadventures held together by common locations, Protectors, Innocents and/or Chumps. In some games a Diary is called a campaign or saga. Dish (Out): See Lumps Dished Out, below. Disreputable: Less likely to be taken seriously by people in authority. Edgy: To be alert and a bit jumpy so as to be sure Menaces won’t Get the Jump On you. Egotism: The need of some Menaces to Gloat and otherwise pursue self-aggrandisement. See Foibles. Exploit: To roll equal to or under a number on the dice. Falter: To trip and fall while moving, have your horse collapse or have your car stall. Flaw Modifiers: Numbers that add to or subtract from a Flaw for the purposes of the die roll to Exploit or Overcome it. These plus and minus 93

modifiers can come from situations and are also standard measures of how powerful a Menace is. Flaw: The standard measure of general ineptitude. Flaws are the Mutazoids Demo equivalent of what other games call ability scores, statistics or attributes. Foibles: The four self-destructive tendencies that a Menace can have to balance his power level. They are Loneliness, Egotism, Greed, and Stupidity, or LEGS for short. Get the Jump On Everybody: An action allowing Menaces to go first in a Scuffle. Gloating: A Menace's compulsion to reveal his plans and praise his own genius. Goodie: A Weapon, Tool or Trinket. Greed: The desire of a Menace to acquire Shiny Shtuff. See Foibles. Head Off: The ability of a Menace to take a shortcut and immediately catch up with Protectors and Innocents regardless of distance. Hiding in Plain Sight: To conceal yourself in the direct line of sight of a Menace by staying very still and flattening yourself against the nearest object. Hole Up (After A Chase): To be barricaded against Menaces in room or building. Favourite (but seldom effective) barricades include old dressers, stacks of chairs, caskets, filing cabinets, or the biggest member of your party IB: The abbreviation for Innocent Bystander. IG: The abbreviation for Ignorance. Ignorance: A measure of stupidity, lack of education, and/or weak will. Innocent (Bystander): Any poor loser that is not portrayed by a player (i.e., is a character controlled by the CM) but is caught in the crossfire anyway. Knocked Senseless: Rendered unconscious or otherwise incapacitated. LEGS: An abbreviation for Loneliness, Egotism, Greed, and Stupidity. See Foibles, above. Loneliness: The need some Menaces have for companionship. See Foibles, above. LU: The abbreviation for Lumps. Lumps: Temporary injuries. Lumps Bounced Off: A reflection of how many Lumps a defensive Weapon can prevent. Lumps Dished Out: A measure of how many Lumps a Weapon can cause upon a successful Attack.

Make An Example Of: To double the amount of Misfortune a Protector adds from a Menace’s Gloating due to the Protector ridiculing the Menace. Menace (or Public Menace or Menace to Society): Any person or thing that is up to no good. Mentally Challenged: Facing any test of intelligence. Metapowers: The paranormal mental abilities that are possessed by metamen and metazoids. Method of Payment: Any way of Buying the Farm. Methods of Payment are usually reserved for Innocent Bystanders who need help Buying the Farm. Protectors of Civilisation usually Buy the Farm in Scuffles or Death Traps. MI: The abbreviation for Misfortune. Misadventure: Any self-contained plot in which Protectors of Civilisation become embroiled. Other games often call Misadventures “dungeons,” “adventures,” “scenarios,” or “modules.” Crazy. Misfortune: A way of paying for lucky breaks in the present, by accumulating points that ensure future bad luck. Model: A broad personality type that is more defined than a general Stereotype, but less precise than a full Profile. Moment: A measure of time equal to precisely one very short time period. Moments play the same role as a round or turn does in many games. Move: To propel oneself or to be propelled. Mutations: The physical deviation from the human norm common to acceptables, mutazoids and metazoids. On the Fritz: When a Goodie is lost, misplaced, broken, or otherwise damaged so that it can no longer be used. Overcome: To roll more than the necessary number on the dice. The number to be Overcome is based on whichever of your Flaws the Chief Magistrate judges to be most appropriate. PC: Protector of Civilisation. Physically Challenged: Facing any test of physical strength. Player: Any participant in the game. The term is seldom ever used to include the person acting as Chief Magistrate. Each player is the subconscious mind of the Protector of Civilisation that player portrays.


Primary Flaws: The Weakness, Clumsiness, and Ignorance Flaws. Profile: A list of 13 physical details that help distinguish Protectors, Innocents, and Chumps. Protector (Of Civilisation): The central heroes portrayed by each player in Mutazoids Demo. Everyone other than a Menace encountered by the Protectors is either a Chump or an Innocent Bystander run by the CM. Protectors are referred to by other games as characters or player characters (PCs). Pull A Fast One: To do something sneaky and go first in a Scuffle. Pushing Your Luck: Attempting to Overcome Misfortune in order to get a lucky break. Reputable: More likely to be taken seriously by people in authority. Scuffle: Any physical conflict. Scumbag: A Protector who is acting as if he were a jerk, meanie, sadist, cad, bounder, heel, slimeball … or worse. Secondary Flaws: The Brutality, Corruption, and Deformity Flaws. Self Help: The gradual tendency of Protectors to learn from their mistakes and end up with lower Flaws. Spot: The basic structural unit of a Misadventure. A situation and/or location containing a smaller goal, which, in turn, contributes to the major goal. Other games often call Spots “episodes,” “scenes,” “rooms,” or “parts.” Imagine that. Stereotype: A commonly held and mostly correct generalization of what a person is or does. Stretches: A measure used in Chase Spots equal to precisely one fairly short distance. Stupidity: The tendency of some Menaces to act moronically at important junctures. See Foibles, above. Swarming: The tendency of members of mobs to mill around aimlessly. Such inactivity has an effect on Misfortune. Take Longer: To have an action of the opposing side inexplicably delayed. Tertiary Flaws: The Misfortune and Lumps Flaws. Tool: Any Goodie that is useful in the game but cannot hurt anyone unless it is also a Weapon. Trinket: Any Goodie that has no use in the game and exists for merely aesthetic reasons.

Uniquely Challenged: To have to Challenge yourself using a Flaw other than Clumsiness or Ignorance. Use: To operate a Goodie or Gadget. Weakness: A measure of how feeble you are. Weapon: Any Goodie that can Dish Out Lumps. Wig Out: To raise a Menace’s effective Weakness Modifier for the purpose of breaking things. WK: The abbreviation for Weakness.


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