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The Morrow Project

Rude
Awakening
ADventure three- free rPG DAy

» ***CON EXCLUSIVE***

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Rude Awakening »»***CON EXCLUSIVE***

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Rude

The Morrow Project


Awaken ing
DAy
three- free rPG
ADventure
acKnowledgemenTs and crediTs
Author: Kris Vezner
Internal Development Team: Chris Garland, Tammy L. Garland, Scott George, Stefanie
Greenwald, Christopher Morrell
Edited By: Tammy L. Garland, Stefanie Greenwald
Proofreading: Tammy L. Garland, Stefanie Greenwald
Cover Art:
Interior Art: Jen McCleary
Interior Layout: Jen McCleary
Playtesters: Peter Boivin, Peter McShane, Eugene Moyer, Matthew Sakey, Vincent Tranchida,
and many GenCon and Gary Con attendees
The author thanks: My wife Heather, for her support and patience

legal and copYrighT noTice


This is a work of fiction. Names, characters, businesses, places, events and incidents are either
the products of the author’s imagination or used in a fictitious manner. Any resemblance to
actual persons, living or dead, or actual events is purely coincidental. Should events described
resemble actual events please do not blame us for being the harbinger of the apocalypse.
Copyright 2018 TimeLine Ltd.
No part of this book may be reproduced or transmitted in any form or by any means, electronic,
mechanical or telepathic, including photocopying, recording or by any information storage and
retrieval system, without written permission from the publisher.

1) Brotherhood House
MAP KEY 2) Krell camp
X ruins 3) Krell bridgehead
∆ occupied area 4) pre-War Illinois 251 bridge (collapsed)
thick “Y” bridge or collapsed bridge 5) pre-War railroad bridge (collapsed)
dark gray water 6) pre-War Illinois 71 bridge (collapsed)
light gray thick vegetation: in Illini River floodplain, 7) pre-War Interstate 39 bridge (partially collapsed)
wetland grasses or wet forest 8) House Trail
otherwise, deciduous forest 9) pre-War Interstate 39
clear prairie or oak savannah 10) pre-War Interstate 80
11) unnamed Krell trail through ruins

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Rude Awakening »»***CON EXCLUSIVE***

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The Morrow Project
Chapter Four:

Free RPG Day Adventure


“Supply Run”
this feat remain a matter of wild speculation.
I.Welcome to the Whatever his approach, the Council apparently
Morrow Project came to believe in, or to share, Morrow’s
Thank you for picking up this product. We prophetic vision of a world consumed by
hope that you enjoy it. the superfires and fallout clouds of a global
thermonuclear war.
The Morrow Project is a tabletop role-
playing game that has been in publication since It was widely rumored that Morrow was a
1980. Its original designers included people psychic of some sort. He seemed to possess
who would go on to become military historians the ability to transport himself and some
and lauded game designers. The Morrow small amount of nearby matter into or out of
Project is currently in its Fourth Edition, the future. Building a convincing argument
published in 2013. If you would like to learn from the future, he and the Council leadership
more about the Morrow Project, then please structured the Council as an organization
visit: dedicated to the continued survival of the
human race beyond the point of destruction.
»» www.timelineltd.com
The Council of Tomorrow gave birth
»» https://www.facebook.com/
to the Morrow Project: an ambitious plan
TheMorrowPeoject/
to cryogenically freeze special teams and
»» https://plus.google.com/ equipment to aid in the reconstruction of
communities/103311701515445497429 the United States after the coming nuclear
The adventure in your hands occurs toward holocaust. A master installation, Prime Base,
the middle of a larger campaign that Timeline, would monitor the course of the war and
Ltd. plans to publish next year. Accordingly, reawaken Project assets as appropriate, to
player characters entering this adventure will restore order and rebuild civilization.
already have had some adventures in the area For many years the Project secretly stored its
of operations. And this adventure advances teams to await the proper time for reawakening.
a plotline, regarding an existential threat to In 1979, Morrow returned from a long absence
residents of a large swath of what was once the bearing a small device that proved to be a
State of Illinois. functioning fusion power plant and advanced
laser technology. Project personnel began work
A. What is the premise immediately on reproducing and distributing
of T he M orrow P roject ? this technology as widely as possible among
In 1972, Bruce Edward Morrow, a mysterious Project assets before the coming war.
man of unknown background, gathered nine Morrow never disclosed the precise
of the country’s leading industrialists into date of the coming war, though the placing of
an organization known as the Council of Project assets was to be completed by 2012.
Tomorrow. The methods he used to achieve

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B. Who The V-150 is the most common of the
are the playe r
Project’s armored vehicles. You have also
chara cters ? undergone physical, survival and military
In The Morrow Project, you play a team of tactical training.
specialists, cryogenically frozen in a hardened
underground bunker or facility. Prime Base or C. Sounds good , but how
some other Project authority will wake you via
about a twist ?
electronic signal at an appropriate time. You
expect this to be 3-10 years after the global When your wake-up signal comes, you learn
thermonuclear war. Each Project team contains that the global thermonuclear war happened
a diverse range of specialties, some involving 150 years ago. Your world, family, and friends
military experience. Professions include but are literally history. You cannot raise Prime
are not limited to: Base, or any other Project asset. You appear to
be alone, in a strange new world.
»» doctors
To people today, the War is a distant legend.
»» “hard” scientists, e.g. chemists, physicists and With technology regressed in many places to
electrical and mechanical engineers the 19th or even 18th century, people focus
»» “practical” scientists, e.g. agronomists, on the struggle to survive. Strange, mutated
foresters, other agricultural experts and animals haunt the resurgent wilderness and the
combat engineers echoing ruins of humanity’s former domain.
»» social scientists, including educators As was ever the case, people are suffering
everywhere and humanity is its own worst
»»***CON EXCLUSIVE***

»» diplomats and negotiators


enemy. You possess technology and skills
As a Project member, you were an expert in that have vanished from the world. What will
your field. The Morrow Project recruited from you do with the time that is given you? Can
among the most talented people in the U.S., at you shoulder alone a task that thousands were
the height of human civilization. Never again trained to do together? And can you find out
will material conditions permit humanity to what happened to the rest of the Morrow
accumulate so much knowledge and achieve Project?
such specialization.
To protect yourself and your teammates from
unscrupulous survivors, the Project issued and
II. Introduction
trained you in the use of explosives, military A. Updated SitRep
weapons, and military vehicles. We wrote
Scarcely a week ago, the team awoke to the
this adventure as if your team is mounted in a
strident klaxon of their bunker’s (bolt-hole’s)
Rude Awakening

Cadillac-Gage Commando V-150 armored car,


breach alarm. Moving quickly through their
which is armed with:
wake-up drill, everyone soon learned that they
»» a 20mm auto-cannon had overslept. The global thermonuclear war
»» a co-axial 7.62mm medium machine gun from which the Morrow Project was supposed
(MMG) to help the United States recover had happened
over 150 years ago. The team found themselves
»» a 7.62mm MMG on the commander’s cupola
in central Illinois, a land returned to tallgrass
prairie wilderness and the vast wetlands of the
resurgent Illini River (Illinois River). This land

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The Morrow Project
is dotted with prairie and river towns, which With an existential threat looming ever
operate generally at an early 19th century level larger over Pure and the rest of the River
of technology. Town League, a delegation was sent to
War has returned to the land in the form Redbird to seek help. Redbird (former
of a barbaric mechanized horde calling itself Bloomington-Normal, IL) is a ruined city east
the Warriors of Krell. The Krell are the only of Pure, occupied by four competing enclaves.
people who have ever heard of The Morrow According to League contacts, only two of
Project. Beyond expansion and pillaging, these enclaves are truly trustworthy. All the
capturing Project assets appears to be one of Redbird enclaves maintain standing militias,
the Krell’s main goals. They are trying now to address the threats that the other enclaves
to cross the Illini River and push further east, pose. The League has authorized its delegation
to where the Morrow Project team is. The to offer favorable trade agreements, military
Krell are battling the River Town League, alliances or even large payments of gold in
a confederation of Illini River towns that exchange for the additional soldiers that are
controls the ferries and bridges across the Illini needed to survive.
River. League politicians and militia commanders
The sudden seizure of a ferry over the fought over whether the Morrow Project would
Illini River began a battle that inadvertently accompany the League delegation to Redbird, or
triggered a breach protocol in the bolt-hole’s stay and fight in Pure. The politicians won and
computer, starting the wake-up process. After the team accepted the League’s request to join
quickly seeing off the Krell, the team began the delegation. It has been explained that the
diplomatic relations with the River Town Project’s role will be to project strength to the
League. Next they journeyed to a fortified Redbird enclaves through sheer presence and
monastery further north, where the Krell were amazing equipment, especially their tank (an
extending a partially-collapsed pre-War bridge area of operations (AO) term for any armored
across the Illini River. In a daring night attack, vehicle, in this instance the V-150 armored car).
the team demolished additional sections of that Joining the delegation coincides with one
old bridge. Then they crossed the river under of the team’s own goals: resupplying from
cover of darkness, attacked the Krell camp in a Project supply cache. The fighting has
mutant-haunted ruins and destroyed the heavy exhausted their beginning stocks of 20mm
artillery there. ammunition for the V-150’s main gun, as well as
It has been almost a week since that night. their stocks of grenades, anti-tank rockets, and
The team has spent much of that time fighting C-4 explosives. Additionally the League militia
at Pure (former Peoria, IL), the dominant town is badly outgunned, often bringing breech-
in the River Town League and the site of the loading rifles and flintlocks against the Krell’s
last remaining bridge across the Illini River. mix of semi-automatic and fully automatic
The Krell and League militia are engaged in firearms. Away from the Illini River and the
Stalingrad-style street fighting across the miles League’s armed ships, the Krell enjoy a similar
of overgrown rocky hills and ancient ruins advantage in heavy weapons, tanks and artillery.
comprising former Peoria. Even though the The team hopes that in addition to their own re-
Morrow Project’s training, armored car and supply, the cache will contain enough grenades,
advanced weapons have been a great help, the explosives and other munitions and weapons to
Krell are still beating the outnumbered and prop up League forces.
outgunned League forces.

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For operational security, the team has told no contacts, Redbird Uni draws much of its
one about their caches. Of the four available, prosperity from some sort of university or
only one lies on the League side of the Illini teacher’s college that it operates. Redbird Uni
River. The others lie behind enemy lines. The takes in students and requests for technological
sole easily-accessible cache is about 1.5 km and scientific expertise from across the AO.
south of what was once Long Point, IL, far The V-150 now sports an improvised flagpole.
from the Illini River fighting. According to It allows for a River Town League flag to fly to
League maps, this cache lies in an unoccupied identify them as friendly. The League’s symbol
area at least 10 km from the nearest trail (an is a circle, formed by a bottom half of a green
AO term for today’s roads). landscape with a dark blue river flowing to
The team told the League that they want to the horizon and a top half of an arch of seven
see to something around their bolt-hole and will yellow stars, all on a sky blue field.
meet the delegation at Redbird this evening.
They plan to travel past the bolt-hole to the B. The play of the game
cache, then head directly to Redbird. The trail This adventure has four parts, which will occur
network linking AO towns will facilitate this, in the order set forth below. The most likely
albeit with significant off-trail travel to and events for each part are:
from the cache.
1) The team travels to the location of their
This supply run may hold some danger. cache, mostly cross-country. At the cache
Scattered Krell from the original fighting location, they must work to find and sort
»»***CON EXCLUSIVE***

around the bolt-hole dispersed into the through the cache. As they are dealing with the
grasslands during the League’s push to retake cache, one or more mutant animals attacks.
the ferry landing. Some were mounted and
2) The team travels south toward Redbird,
have evaded destruction. These mounted
but becomes involved in a gun battle with Krell
irregulars have been attacking isolated grass
scouts. From a Redbird Uni militia survivor,
farms (an AO term for farms on the open
they learn that more Krell have captured
prairie) and interdicting traffic along the
a nearby farm and the important ginner
AO trail network. The team will have to be
(engineer) who lives there.
watchful.
3) The team assaults the Krell holding the
Following Teachers Trail south from the
ginner’s farm.
cache area, the team will enter the Redbird
area at the Redbird Uni enclave. The League 4) The journey to Redbird Uni is completed,
delegation will precede them to prepare the connection is made with the River Town
League delegation.
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enclave for their arrival. According to League

8
The Morrow Project
III. On the Road Peak. He told one Project member that he is
the oldest child of his Prevensy generation.
Again He has also said that his father put him on
the League Council so that he would learn
A. The League delegation politics before assuming control of the family
The players may have questions about the River business. Prevensy agrees with
Grandin that
Town League delegation, whom their characters the delegation must succeed..
have met during the past week. Apart from an
Unknown to the team: Grandin manipulates
escort of mounted militia scouts, the delegation
Prevensy, using him as an ally, proxy or
consists of two League Councilors and a Pure
diversion in the Council as Grandin’s needs
militia officer whose reputation supposedly
dictate. At this point Grandin can direct
extends as far as Redbird.
Prevensy with a few well-placed words, as easily
1) Councilor Silas Grandin is the senior of as a child manipulates a doll. He plays on the
Pure’s two League Councilors. He is well- impulsive and thick-witted Prevensy’s class
groomed and his fine linen clothing always loyalties, or the need for solidarity between
seems spotless. He has a pleasant and soft- long-time neighbors and allies Peak and Pure.
spoken manner, but doesn’t give away what
3) Captain Jacob Michaelson is second-in-
he’s thinking. From the way people defer to
command of League forces south of the Big
Grandin, it’s suspected that he may be one of
Bend (the Illini River bend around pre-War
the most powerful people in the AO. Grandin
Bureau Junction, IL). Cpt. Michaelson saw
has told them that the delegation must succeed
the team off this morning, freshly shaved and
for Pure to survive, the Krell are simply too
wearing a spotless dress uniform. They have
well-armed.
worked with Cpt. Michaelson extensively in the
Unknown to the team: Grandin is fighting around Pure and have never seen him
Machiavellian and ruthless. He is an expert so presentable and handsome. They are used to
political chessmaster and a trader of great seeing Cpt. Michaelson ruggedly wearing the
wealth and diversified holdings. Some of his same muddy, blood-stained uniform for days
Council initiatives have benefited his business at a time. His speech is short and direct, often
interests. He is secretly one of the backers blunt.
of an effort to restore a surface connection
Before the Krell came, Cpt. Michaelson was
between the Illini River and the Big Water
second-in-command of Pure’s standing militia.
(Lake Michigan). At the moment though,
He was a man of action, with a long history of
Grandin is laser-focused on keeping Pure from
hunting bandits, reapers (raiders who commit
falling to the Krell.
wanton slaughter), razers (fanatical groups
dedicated to destroying technology and its
2) Councilor Marten Prevensy is the League
users) and pirates. His reputation as a daring
Councilor representing Peak (former Pekin,
hero and tactical genius extended across the
IL). Young and dark-haired, in this weather
AO.
Prevensy wears the fine linen clothing typical
of AO social elite. He comes across as Now Cpt. Michaelson tirelessly maneuvers
aggressively entitled and arrogant. his dwindling forces against the Krell. He
exudes competence and militia soldiers draw
Prevensy has told the team more than once
hope from his presence. He is perhaps the one
that his family owns Peak’s ethanol refinery,
officer whose orders a militia from any League
which he seems to equate with controlling
town will follow.

9
The team loaned Cpt. Michaelson one compound buildings include an inn and a
of their priceless AN/PVS-5 night-vision stables/garage of post-War construction, both
binoculars. He has used these binoculars to of stout timber with fieldstone-and-rubble
personally lead his close cadre of bandit- foundations.
hunters on night raids and harassing feints Right now the Four Corners has a small
against the Krell, across the rubble of Pure and League garrison, comprised of a few Pure
the countryside beyond Kickapoo Creek. This militia and a few survivors of the Adams
has kept the Krell off-balance and Pure intact. Commune militia. About 40 refugees and
Unknown to the team: Cpt. Michaelson is travelers still live in the compound, many of
interested in a future beyond being a simple them in tents and makeshift lean-tos. These
militia officer. He used his good looks and folk are too scared to resettle the nearby Adams
reputation to marry into Adams Commune Commune or travel the trails right now, with
money. Cpt. Michaelson’s wife is the former Krell guerillas roaming the tallgrass this
Alice Adams, a young daughter of one of side of the river. Some of these refugees are
the 11 families that owned all the Adams camping in the team’s bolt-hole, which the
Commune’s farmland and so controlled the locals have stripped bare. The Four Corners’
town. From living in Alice’s circle and applying tavern now has the bolt-hole’s metal table and
his intelligence, Cpt. Michaelson has learned chairs.
how to “battle” in formal settings like the The team is developing a reputation in the
League delegation’s mission. He knows when AO as heroes, for 1) saving the Four Corners
to keep his mouth shut and let the rich folks
»»***CON EXCLUSIVE***

Station and the survivors of the Adams


do the talking, and when to play the sterling Commune; and 2) saving the monastery to the
military officer and say something stirring or north and braving the cursed ruins across the
masculine. Illini River there to inflict heavy losses on the
Krell. The balding, animated trader Fins Greer
B. Starting off owns and lives at the Four Corners Station. He
This adventure begins around 1000 hours, at personally saw everyone fed this morning and
the Four Corners Station at the intersection of outfitted them for free.
Grass Trail, Trappers Trail and Tawa Trail
Before the game, give the players 5-10
(the intersection of Illinois Routes 17 and 89).
minutes to write down any local food, drink, or
A station is an AO phenomenon, essentially a
mundane post-War items that they would like
combination trading post and inn defensible
their characters to have. The characters can
enough to repel bandits. Stations often provide
have received these items at any time over the
additional services such as a general store,
Rude Awakening

past week, from one or more of:


brothel, gas station (selling Peak ethanol),
blacksmith, post office, etc. The Four Corners »» Pure traders, under order of the Pure elders
Station is within 500 m of the team’s bolt-hole »» the League militia
and they are familiar with it. »» Fins Greer
The Four Corners Station is a fieldstone- Inform the players that in this time of war,
and-rubble walled compound. It’s built resources are strained to the breaking point.
around a central tavern and trading post that Therefore what their characters receive,
is barely recognizable as a former gas station someone else is lacking.
convenience store with attached garage. The

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The Morrow Project
IV. A Drive in the B. Traveling cross -
country
Country On the open prairie away from the trails,
According to the V-150’s Autonav (electronic there are no post-War bridges or prepared
navigation system), the team’s easily-accessible stream crossings. Movement is accordingly
cache (see Morrow Project 4th Edition, or much slower. Most pre-War road bridges are
“MP4E”, pp. 29-30) lies in a 10 m x 10 m area collapsed, often into rocky mounds overgrown
about 1.5 km south of pre-War Long Point, with wetland vegetation up to 2 m tall.
IL. Give the players an AO trail map that the Additional complications include:
League militia gave their characters (Handout
1) and let them decide among themselves how »» needing to move slowly and watch out for
to reach the cache. The AO roads known as small, snaking “cricks” .6-1.2 m across. Crick
Teachers Trail and Tawa Trail both pass within is an AO term for any watercourse smaller
12 km of the cache. Any reasonable route will than a river. The prairie’s ubiquitous smaller
require about 90 minutes of travel to reach the cricks often have cliff-sheer banks 1-2 m deep
cache. and are hidden in the tallgrass until a person
is almost stepping into them. The team has
A. Traveling by trail learned to spot these smaller cricks by their
darker surrounding vegetation and so will
150 years of prairie winters have been cruel
not drive into them blindly. Driving along a
to the pre-War road network. Pre-War roads
small crick eventually reveals a narrow spot
and highways are now arrow-straight strips
where the V-150 can drive across at top speed
of rubble, overgrown with prairie grasses
and automatically cross safely.
or wetlands and littered with the rusted,
overgrown frames of ancient automobiles. At »» having to backtrack or go around at least one
irregular intervals there are “crossings”, where sizeable wetland.
a nearby community has cleared a 3-7 m wide »» having to ford one or more larger cricks, 6-10
path across the rubble to allow horses, wagons m across and with steep banks. Strips of
and vehicles to cross. densely vegetated forest grow 15-20 m deep
Today the word “road” has fallen from along these larger cricks, with undergrowth
common usage. A “trail” is a rutted dirt track, comprised of water-loving brush and forbs
wide enough for one wagon or vehicle. Trails averaging 1.5 m tall. Crossing a larger crick
have names, e.g. Traders Trail or Juice Trail. requires spending time moving through
All trail crossroads have weathered but clear the forest along each crick, searching for a
signposts. collapsed or sloping section of bank that the
V-150 can navigate. The V-150 must also
At stream crossings, a trail will generally
carefully navigate the woodlands clustering
have a simple wooden bridge. Trails connecting
along each larger crick.
major towns are comparatively well-maintained,
e.g. low-lying marshy areas will have an
elevated earth bed or corduroy log bed running
through them. Towns and stations maintain
trails within 3-5 km of themselves, out to 10
km or more for major towns like Pure. Trails
tend to parallel major pre-War roads.

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C. Sightseeing 1) A group of a half-dozen refugees from
the Adams Commune. These folks are dirty,
We suggest framing the journey to the supply
hungry and carrying their few possessions as
cache as a series of quick vignettes that show
they head to Tawa (a large League town to the
the team their new world. Show them a
northeast) and hopefully safety.
dominant wilderness, swallowing up the last
vestiges of the pre-War world. 2) A mounted patrol of a dozen Junction
militia, out sweeping for Krell. Junction
is a League town at the Illini River’s Big
1. The dominant wilderness
Bend. Junction has been contributing little
The team sees the majestic nature of the open to Pure’s defense and so the Junction militia
prairie. Endless expanses of tallgrass ripple in hasn’t yet heard about the Morrow Project’s
waves, like an ocean under the wind. Clusters appearance and heroics. The opportunistic and
of ancient oaks extend their massive crowns domineering Sergeant Ronal Tallman leads this
20 m or more out from massive trunks. The patrol. Use statistics in Appendix A for the
clear water of snaking cricks and cattail-ringed patrol, with Sgt. Tallman a regular and the rest
wetlands glitters in the sun. of the patrol volunteer militia.
There is also copious wildlife. Players might Sgt. Tallman will be suspicious of the
see two or three of the following, or whatever Morrow Project, even if the V-150 is flying
else the PD wants: its League flag. He knows of no tank like the
»» a great blue heron or 5-6 snowy egrets, V-150 among the League towns. He will be
»»***CON EXCLUSIVE***

either flapping lazily through the sky like unfriendly and will try to bluster his way into
pterodactyls or stalking through a wetland taking everyone back to Junction as prisoners.
But as long as the team stands up to him, he
»» several wolves, watching the V-150 from atop
won’t throw away his untrained patrol’s lives
a grassy mound
attacking a tank. If the team surrenders, then
»» ducks or geese, quacking in a wetland the Junction elders will take all of their gear
»» a hawk or several vultures, either perched on for Junction’s use and then torture them for the
the branches of a lightning-struck dead tree location of more amazing gear.
or drifting on thermals high overhead While the players will see few people past
»» a pair of deer drinking at a crick, who either Four Corners Station, they will see ghosts
alertly watch the V-150 pass or bound away of the pre-War world. Odd grassy mounds
at the V-150’s approach scattered everywhere with no apparent pattern
mark the remains of pre-War buildings. The
»» a flock of 5-6 wild turkey, grazing about 30
Rude Awakening

trails parallel ancient highways. The V-150


m off the road
will pass one collapsed car frame after another,
overgrown with vines or with tall prairie
2. The faded old world grasses growing through it. Tall prairie
The team will pass three grass farms within grasses and the occasional 100+ year old oak
2 km of Four Corners station. After that, the rise up through the asphalt rock fields of these
only signs of humanity that they will definitely ghost roads.
see are the occasional grass farm in the
distance. On the AO trail network, they may
additionally encounter one of the following if
you wish:

12
The Morrow Project
The team will also see two or three of the
following: V.
Buried Treasure
Depending on their route, the team may pass
»» a line of rusted, collapsed power line towers,
through Long Point, IL on their way to the
overgrown and shrouded with wild grape
cache. Though, Long Point is gone, a collection
vines
of large, irregularly-spaced mounds and free-
»» the roofless grey shell of an ancient factory, standing brick walls stand in its place. These
its rows of tall windows now gaping holes are interspersed among the massive oaks and
into the rubble-mounded interior. A 100+ willows foresting the vicinity of a 9 m wide
year old oak towers inside the ruins, its crick (Long Point Creek).
crown rising above the top of the three-story
Before the War, Long Point had two grain
walls
elevator complexes. Today, in two places neat
»» an odd complex of long, grassy hills, rows of crumbling concrete cylinders about 5
ringed by a vast rock field humped with the m in diameter rise 25 m or more up through
overgrown and rusted frames of ancient the forest. These cylinders rise out of massive,
automobiles and light poles: an ancient strip jagged jumbles of rusted sheet metal 3-4 m
mall? An industrial park? high and about 30 m across. This metal is
»» several times, the weathered concrete shell of the aged wreckage of metal silos, elevator
an ancient grain silo, now a solitary ruin in machinery and warehouses.
the midst of the vast grassland
»» on a trail section paralleling Interstate 39,
A. Cache CR-M5-2
long grassy hills run perpendicular to the The supply cache itself lies in a sparse oak-
trail, rising on both sides of the ancient I-39 opening forest that stretches between Long
bed. They must once have led to an overpass Point Creek and another crick of similar size
over I-39. I-39 dipped here and its roadbed about 1.5 km south of the cache (Diamond
now lies somewhere under a sprawling Creek). The 10 m x 10 m area that the Autonav
wetland. A chain of rocky mounds cuts indicates as the cache location looks identical
through the wetland between the long hills to the surrounding forest. There are no
and must once have been the overpass itself. instructions on how to find the cache once they
Several snowy egrets now perch atop the arrive at the Autonav location. Let the players
mounds. despair of their characters finding the cache
amid the 2 m high tallgrass and the shadows
»» an ancient office building, now just a stack of
of the massive oaks. But eventually the team
open floors with only hazy shards of wind-
member most in need of spotlight time will find
blasted glass for walls. Kudzu vines wind up
a tarnished U.S. Geological Survey benchmark
and around the structure’s columns and birds
plate set into the earth, buried deep in the
perch among their nests on the upper floors.
tallgrass.
If someone digs down around the USGS
benchmark, they will find that it is set into a
small concrete post apparently sunk deep into
the earth. About .3 meters down, there will be
a stainless-steel data plate on the side of the
post. This plate states, above an arrow pointing
down:

13
Cache CR-M5-2 The cache presents other logistical issues.
1.5 m bgs The cramped V-150 is now full of unpacked
gear and cannot carry even half of the cache’s
this location
contents inside. The team can rebury what they
The post only runs about 1 m deep. Digging don’t want, resealing and locking the access
1.5 m down unearths a gasketed access panel panel hatch behind them. While the vault’s
with an MP ID slot familiar from training. neutral atmosphere will have largely dispersed,
This panel is set into the cache itself, a buried 2 it remains air- and water-tight. But depending
m x 3 m vault of reinforced concrete and steel. on how much they take with them, repacking
Inserting an MP ID enables opening the the cache can be very difficult and will take at
cache panel, which acts like a hatch. Like a bolt- least twice as much time as unpacking did.
hole, the cache contains a neutral gas at an over- Repacking the cache raises questions of
pressure that prevents materials inside from operational security. The V-150 left deep, wide
rusting or otherwise deteriorating. The team tracks and in many places ruts leading to the
will remember that unlike a bolt-hole, a cache area. In a time of few off-road vehicles, the
has no power. Therefore they must wait a few tracks alone are noteworthy to anyone who
minutes for its unbreathable inert atmosphere sees them. The team must now also deal with
to ventilate. concealing their excavation and unpacking site.
The cache contents are shrink-wrapped, Among the cache contents, the radar and
palletized and fill most of the space available. mortar stand out. All of the team members
»»***CON EXCLUSIVE***

Atop the shrink-wrap directly below the access are trained on the AN/PPS-5B Ground
panel are two things: a laminated inventory of Surveillance Radar, a battalion-level search-and-
the cache’s contents (Handout 2) and a longneck detect radar. Its primary uses are providing
six-pack of an unfamiliar beer: Bell’s Oberon. intelligence of enemy movements, especially
Pulled from its underground vault, the beer is at night; and acting as a force multiplier for
cold and still drinkable. A complex, pleasant- artillery.
tasting hybrid of pale ale and wheat beer, it is a The AN/PPS-5B can detect and track
final gift from the early 21st century. multiple ground targets in a swept area. An
Morrow Industries manufactures cache vaults operator can guess at the numbers of people on
with a fitted opening where a wall should cap foot and the type of vehicles detected. Even in
one long end. Workers then load the vault; fit an area as choked with “ground clutter” as the
the final vault wall into place; seal the vault; ruins of pre-War Peoria, the AN/PPS-5 should
and transport the loaded and sealed vault to have an effective range of 3 km for people on
Rude Awakening

the cache location for atmospheric exchange foot and 5 km for vehicles. This is about half of
and burial. As is typical, cache CR-M5-2 its theoretical maximum range. This radar will
was packed expertly and full. Getting at any greatly enhance the effectiveness of the M29A1
particular item in the cache may therefore 81mm mortar from the cache, for as long as the
require removing most of the other contents mortar rounds last.
first. This will take an hour or more, since
every crate, locker and case must be moved
several meters to the ground surface and pass
through a 1.25 m x 1 m hatch.

14
The Morrow Project
B. Unwanted attention If no one detects the glow wolves, then they
will watch the target group for a bit and creep
The team will also have an encounter while
up into charge range. The male charges the
unpacking the cache, at a time of maximum
target group by surprise, while the female
distraction. Make up your own encounter or
prepares to charge from the other direction
pick one of the three following encounters,
or catch the target group if they try to run.
as suits your judgment or your players’ taste.
When charging, a glow wolf tries to seize a
If you make up your own encounter, then we
target by a limb and either drag that target to
recommend not using Krell. The final battle of
the ground, or throw it about 10 m to stun it. A
this adventure involves Krell and there aren’t
glow wolf ’s jaws are strong enough for its teeth
that many Krell roaming about.
to penetrate the team’s resist-weave coveralls an
1) If one or two team members are off by inch or so.
themselves during the unpacking (target Resist-weave (a futuristic, impact-resistant
group), then a pair of adult glow wolves fabric) will prevent a glow wolf bite from
denning in the area hear or smell them. Glow severing a human limb. But if a glow wolf
wolves are mutant, dire wolf throwbacks gets a solid grip on a limb and a chance to bear
(MP4E, p. 272). They are the size of a horse; down, then its jaw strength will cause multiple
nearly as intelligent as a child, with no tool use bone fractures, mangle, and disable that limb.
but with incredible cunning. They have no fear Against human prey, this typically occurs a
of man, though they understand and respect round or two after the wolf has clamped onto
the power of firearms. Curious, the pair leave a limb. Once prey is stunned, in agony or
their cub in their den and come to investigate otherwise disabled, the glow wolf tears its
the target group. They split up and come at the throat out. If the target group is ably resisting
target group from different directions. the male or starts shooting at him, then his
Glow wolves are incredible hunters and move mate will charge in from behind by surprise and
quietly. Accordingly a posted lookout spots attack as well.
their approach on a routine Observe (Military)
2) If the team stays in a group of 3+, then a
task. If there is no posted lookout, then the
skunk bear living in the nearby forest hears
team member in the target group with the
them and comes to investigate. Skunk bears are
highest Observe (Military) rating must succeed
giant mutant wolverines, 1.3 m long (MP4E,
at challenging task to spot the glow wolves’
p. 275, use maximum statistics). They have no
approach.
fear, no natural predators and kill even when
If someone detects the glow wolves, then they don’t need food. Fortunately, skunk bears
the spotter and anyone she warns have perhaps are rare. Glow wolves may be the top predator
two rounds to react before the wolves charge. in the AO, but being semi-intelligent they
If someone starts firing semi-automatic or generally yield to skunk bears and avoid them.
automatic guns, then the glow wolves flee back
The skunk bear favors a direct approach.
into the forest. They are more curious than
Accordingly, a posted lookout spots its approach
hungry. And they fear the unusual guns with a
on a simple Observe (Military) task. If there
high rate of fire.
is no posted lookout, then the team member
with the highest Observe (Military) rating
must succeed at routine task to spot the skunk
bear. Once the skunk bear spots prey, it will
lope-charge straight at the nearest target. If

15
the skunk bear starts its charge, neither gunfire, Treat Warner as volunteer militia (see
injury nor anything else will deter it. Appendix A), except he has Firearms (Rifle)
The skunk bear will try to kill everyone and 30% and his primary skills are:
will fight to the death. Its worst case scenario »» Artisan (Preserving Hides and Meat)
is to kill by biting its prey repeatedly until the »» Athletics
prey goes into shock from blood loss. The
team’s resist-weave coveralls will make this »» Hunt (includes trapping skills)
harder, but the skunk bear’s jaws are strong »» Navigate (Land)
enough for its teeth to penetrate an inch or so. »» Observe
But skunk bears climb trees and humans are »» Stealth
shorter than trees. A skunk bear will scramble
right up a human body and go for a bite to sever »» Survival (Wilderness)
the spine or crush a neck, either of which it can Warner carries a flintlock rifle, tomahawk, long
do through resist-weave. If the skunk bear bites knife and skinning knife (see MP4E, p. 248).
down on a limb (like an arm trying to defend a Warner can’t figure out who these strange
neck or beat off the skunk bear), then the skunk people are, but they don’t seem to be raiders
bear’s jaw strength will cause multiple bone attacking from the west since they’re excavating
fractures and mangle and disable that limb. something that they apparently buried here.
Additionally, if attacked from all sides; shot Warner decides to report this odd tank and
while attacking prey; or seriously injured while armed group at nearby Martins Bridge Station
»»***CON EXCLUSIVE***

attacking prey, the skunk bear will spray scent (Streator, IL). But as he quietly slips away, the
from its anal glands. While normal wolverines team’s posted lookout catches a glimpse of him.
can spray scent, mutation has enhanced both If there is no posted lookout, then the team
the range and efficacy of the skunk bear’s scent member with the highest Observe (Military)
compounds. Its spray affects a 180 degree area rating spots him.
out to 4 m, centered on the skunk bear’s rear The team will likely try to identify and
end. Exposure has the same effects as CN-DM capture Warner, who will use his skill and
(tear-and-vomit) gas (MP4E, p. 156) and of the forested tallgrass terrain to try to avoid
course the skunk bear is immune to its own that. Warner will run, hide or slip away if he
scent. Any porous or food material sprayed can, talk if cornered and fight if he must. If
becomes unusable and inedible. someone shoots at him, then he will lead them
3) If you judge that the team would prefer into denser forest where the V-150 has difficulty
a moral quandary to a combat, then trapper traveling and sharpshoot with his rifle to deadly
effect. Note that it takes about 14 combat turns
Rude Awakening

Izak Warner was out checking his lines and saw


the V-150 cross a large crick. Warner is based (a little under a minute) to reload a flintlock
out of the prairie town of Providence to the rifle.
east and so has not yet joined a volunteer militia If the team captures Warner or engages
to fight the Krell. Curious and apprehensive peacefully with him, he poses an obvious moral
with fighting going on to the west, Warner hid quandary. He appears to be an innocent,
while the V-150 passed and then followed its someone whom the Project was created to help.
tracks. An expert hunter, Warner stealthily But he knows the location of their irreplaceable
approached the team as they unpacked the cache cache and poses a great risk to the cache’s
and settled in to watch. security. Hopefully the situation leads to an
interesting intra-party discussion.

16
The Morrow Project
they are hostile or friendly, Lenell knows he
VI. Trouble On the can’t outrun a tank or a bullet. He will ask
Road them for the latest news from wherever they’ve
been. A vector for news and rumors, Lenell
A. More sightseeing knows that the Krell are scattered on this side
After taking what they want from the cache, of the river. But, the mail must go through.
the team will eventually end up on Teachers 3) Fourteen wanderers (MP4E, p. 232),
Trail driving south to Redbird. For guidance in a trio of brightly-colored and gaudily-
on their experiences while traveling, see festooned wagons pulled by tired-looking
Section III, above. They may have one or two nags. These post-War gypsies are heading
encounters with people on the road. Substitute north from Redbird to the great Freezone
the following encounters for the encounters at market at Shkag (Chicago, IL). When the team
Section III.C.2: does not start shooting at them, they eagerly
1) A group of about a dozen refugees from hail the V-150 and have their adorable children
the Adams Commune. These folks are dirty, wave and call out for the tank to stop. If the
hungry and heading south to Redbird Uni and V-150 stops, then the wanderers begin breaking
hopefully safety. One refugee has a handcart out cooking gear and urge their new friends to
piled high with possessions, while the others take some time to talk, trade and break bread.
carry their meager possessions on their backs. The wanderers are hopeful that this will allow
If the team stops to talk to the refugees, one their well-trained children to sneak aboard the
child has a long, swollen abrasion that is tender V-150 and steal things, or maybe pick someone’s
and causing visible pain and one adult has a pockets.
saber slash across the back. You decide the The clan’s leader is its patriarch, Peter Baclan.
gender of the child and the adult. If examined, Baclan is stocky, tan and covered with tattoos.
the child’s wound is becoming septic and the He is gregarious, loud and makes big arm
adult’s saber slash appears to have been only gestures when he talks.
hastily cleaned and bandaged. If the refugees The wanderers are aggressively friendly,
receive medical treatment including antibiotics full of life and will share their food with their
from a medkit (MP4E, p. 169), then the child new friends. They will happily barter their
will live and the adult will have a safe and full “solid handmade goods” (some of which are
recovery. of questionable quality, detectable if examined
2) A mounted mailman (MP4E, p. 223) carefully or by a knowledgeable person) or
named Hard Lenell. Lenell wears the homemade food to go (excellent quality, there
traditional mailman’s garb: a dark blue cap, really is no food like spicy wanderer food) for
bearing a crude white eagle’s-head patch. priceless pre-War goods. The wanderers who
He is currently working a clockwise circuit trade have Expression 25-30; 30-40% in all
around the AO and beyond. Lenell passed Bargain skill specialties; and will try to rob
most recently down Tawa Trail from Tawa the team blind in trades. Some clan members
and Martins Bridge Station and is heading to including two attractive young women may
Redbird with his mail satchel. juggle, play music and dance in implicit
exchange for tips. The clan’s younger women
Lenell is a friendly and curious fellow who and men are available for prostitution, with
will hail the team as they approach. Whether either sex.

17
4) A trader caravan, consisting of one dense brush and forest along the crick bank
covered wagon, one regular wagon and a looking for a navigable slope on the far side
trader named Mikkel Joren on horseback. for the V-150. All the while, they will hear
Joren is a Tawa trader, moving his family and gunshots in the distance. After finally crossing
wealth to a Redbird enclave called The Farm the crick, they can race west across the open
where he has contacts and there is a bank. He prairie, occasionally traversing small cricks.
has two drivers and two armed guards. About 1.5 km east of the first large crick,
The armed guards are gunners (an AO term another large crick cuts across the team’s path
for mercenaries). If necessary, use the statistics again flowing generally south to north. Trees
for regulars in Appendix A for them. Joren’s grow for 15-20 m on either side of the crick,
wife, Tabith, and daughter, Eilen, are in the with thick tallgrass and forbs averaging 1.5 m
covered wagon and will stay hidden. At the tall. This densely-vegetated forest blocks line
bottom of the tarp-covered trade goods in of sight to the crick, let alone the prairie on the
the other wagon is a chest containing Joren’s far side. The gunfire is very close, somewhere
substantial wealth in gold and silver. in or just past the trees.
The appearance of Krell forces west of Tawa
scared Joren into relocating to the Farm until
What’s happening ?
the Krell threat passes. Joren is visibly nervous, One of Redbird Uni’s secrets is that it has a
because he fears that the team will rob him. But functional P-51D Mustang fighter. Redbird
he tries to maintain a good front as a breezy Uni maintains and test-flies this plane at
Widner Farm, an apparent sheep farm far
»»***CON EXCLUSIVE***

wheeler-dealer. He will say that he is escorting


his family out of harm’s way and will then from all trails and towns. Widner Farm is
return to Tawa to defend his home. When he about 2 km west of the crick where the team
talks about returning to fight at Tawa, one of now find themselves. Normally, the farm is
his gunners rolls his eyes. inhabited only by old prof (professor) Coglin
“Cog” Widner, who has supposedly turned from
B. To the rescue teaching to farming.
The team will encounter a chance at action, as Widner has a long-standing interest in pre-
they pass what the Autonav says is Hudson, IL War aviation technology. He was instrumental
to the east. Passing within .75 km of Hudson, in Redbird Uni’s secret project to rehabilitate
they see only a jumble of standing ruins and an intact but deteriorating Mustang that it
scattered half-walls far off in the prairie grass. possessed. Normally Widner maintains the
A gunshot is heard, at least a km off to the Mustang at his farm, which is otherwise the
west. Then quickly another, and another, till AO’s worst sheep farm. Widner uses his sheep
Rude Awakening

several shots ring out, almost on top of each to graze and keep down the long, narrow
other. It sounds like a gun battle, not a hunt. “pasture” that is the runway strip. He also
maintains the runway strip by maintaining a
Sporadic gunshots continue to echo across
level grade, clearing fieldstones, etc.
the prairie as the team discusses what to do. To
drive cross-country west toward the shooting, Widner enjoys occasional visits from Redbird
they must first cross an 8 m wide crick about Uni officials. Redbird Uni militia also check up
200 m to the west and flowing generally south on him regularly. The Mustang itself is under
to north (Sixmile Creek). As Section III.B a huge tarp in a decrepit-seeming, apparently
notes, this requires ranging through a strip of unused barn that upon examination is weather-
sealed and locked.

18
The Morrow Project
With Krell irregulars active in the area, on foot or has his head out of the V-150 then
Redbird Uni posted two volunteer militia at the perceiving team member with the highest
Widner Farm. Their orders were to protect Observe (Military) rating can succeed at a
Widner and keep everyone out of the old barn. simple task to see two men 30 m to the north,
The volunteer militia do not know what is working along the crick bed toward Mannis.
inside. These are two of the Krell scouts, creeping
Earlier today, a band of a dozen mounted along the crick bed to flank him. If the V-150
Krell scouts came down this way. These are the is buttoned up, then it’s a challenging Observe
main body of Krell escapees from the fighting (Military) task for the perceiving player with
around the Adams Commune. These Krell had the highest rating to spot the Krell as they try
been slaughtering the occasional grass farmer to hide from the V-150.
as they went, looking for a remote camp from If the team is on foot when they reach the
which to interdict traffic along Teachers Trail crick bank, then the two Krell will shoot at
and raid Peak. Widner Farm seemed like a them and then either go for cover behind logs,
perfect fit. large rocks, or scramble up the bank to take
The Krell raiders attacked the farm and were cover in the concealing tallgrass. If confronted
surprised to find militia there. But the militia with the V-150, the Krell will scramble up
could not hold out against the Krell’s superior the bank and get behind a large willow in
firepower. The senior militiaman John Boran some 1.5 m high vegetation. If anyone in the
ordered militiaman Sorrel Mannis to get back V-150 has his head out, then the Krell will
to Redbird Uni and bring help. Mannis slipped then sharpshoot at that target. If the V-150 is
away in the fighting, but the mounted Krell buttoned up and does not open fire on the Krell,
went hunting for him after they took the farm. then the Krell will follow the V-150 and either
attack it with boom bags (see Appendix A) or
Mannis got as far as the crick where the shoot whoever comes out from ambush.
team is now, before four Krell surrounded him.
Mannis is wounded and pinned down under Mannis is 20 m south of this point, bleeding
cover of the crick bank. As the V-150 drives up, in the stream bed. The other two Krell are
the Krell are circling around to finish him off. 20 m west of him, pinning him down. The
pinning Krell will use the trees and tall
Blood in the water vegetation to avoid the V-150, but will creep up
through the brush to engage a team on foot and
The four Krell use the statistics for Krell scouts,
maybe throw a boom bag out into the crick bed.
see Appendix A. Their horses are tied to a
great oak, about 30 m west of the western edge As PD, use your judgment on Krell actions.
of the crick-side forest. As long as the horses Krell scouts are expert killers and more than a
are still there, the team will spot them easily match for volunteer militia, but at some point
enough once they climb the western crick bank. they will get the message that the Morrow
Project’s firepower is more than they can
The crick turns out to be only 5 m across,
handle. At that point, they will try to reach
but will still require hunting for a place to get
their horses and ride back to Widner Farm.
the V-150 up the steep bank on the far side.
At any given point the V-150 has at most 50 The team will eventually find a bank washout
m of movement along the crick bed before where the V-150 can cross. But to move quickly
a log or rock jumble blocks its progress. As enough to prevent the Krell from escaping,
the team reaches the crick bank, if anyone is they must cross the crick on foot. To keep the

19
Krell here from warning the others at the farm,
the team must either kill all the Krell or deny VII. Down on the
them their horses. If the Krell find themselves Farm
cut off from their horses, they will slip away Widner Farm is another 2 km west of the crick
through the thickly vegetated forest along to where the team found Mannis. Some small
the crick bank. From there the Krell will fade cricks but no large ones cross the V-150’s path,
into the prairie, to plague local grass farms posing little driving challenge. Depending on
further away. what happened at the crick, there will be 8-12
Mannis is in good cover behind a large log in Krell scouts at the farm. One of them is a
the crick bed. He wears an unfamiliar militia champion, see stats at Appendix A.
uniform, of homespun summer wool and with Widner Farm has a similar layout to other
a patch depicting what looks like a snarling grass farms. It has a large, sod-roofed cottage
red rooster (actually intended to be a cardinal). of brick-and-mortar. The team will note that
Mannis doesn’t know who attacked the farm brick seems an unusual building material for a
and in the confusion will be uncertain whether grass farm home. These cottages or cabins are
given the League flag on the V-150 the League usually built from some combination of timber,
didn’t attack the farm! Mannis won’t fire at the fieldstones and pre-War rubble.
Morrow Project on sight, but will be ready to.
The cottage is directly across a dirt yard
He will require delicate handling.
from a barn of timber and fieldstone. The barn
The team can easily stabilize Mannis’ is primarily for sheep and hay. Adjoining the
»»***CON EXCLUSIVE***

injury, but he isn’t walking anywhere. Once north side of the barn is a sheep corral. Behind
he understands that the new arrivals are here the cottage is a large kitchen garden, while an
to help, he will give a sanitized version of outhouse sits some 30 m to the south.
his orders and what happened. He’ll beg his
About 100 m north of the cottage is a long,
rescuers to hurry to the farm and save Widner.
narrow pasture with a split-rail fence. A
Mannis will say that the farmer is a “prof ” decrepit-seeming barn adjoins the pasture. The
who makes things and is very important to old barn is surrounded by some rusting, pre-
Redbird Uni. He was sent to guard the prof War farm equipment that is near collapse with
because of the Krell on the loose. Mannis age and weathering. A small crick flows past
will make it clear that the team should rescue the farm, about 50 m west of the barn.
Widner. Mannis won’t mention the old barn.
If the team kept the Krell at the crick from
He doesn’t trust them that far.
raising the alarm back at Widner Farm, and
depending on how much time has passed, the
Rude Awakening

Krell at the farm may be relaxing, torturing


Widner, looting the place or roasting up a sheep
which they just slaughtered. Their horses are
in the maintained barn by the cottage. The
Krell haven’t gotten around to searching the
old barn yet, because it looks so decrepit. The

20
The Morrow Project
Krell are professional killers and are watchful If the players decide to approach slowly or
and capable, but at the PD’s discretion they may cautiously in the V-150, then when the Krell
not even have a lookout posted. They are out in spot the V-150 they will hide in the farm
the middle of the prairie and are feeling pretty buildings and disperse into the tallgrass. Krell
good. in the tallgrass will try to sneak up on the
If any of the Krell hunting Mannis return V-150 and attack it with boom bags. They
and report a League tank at the crick, or if will also sharpshoot at anyone who sticks his
someone fired something like the V-150’s 20mm head out of the V-150’s hatches. Beyond this,
which can be heard all the way at the farm, play the Krell scouts smart, sneaky and deadly.
then the Krell will have a lookout posted and be They will keep fighting until it is clear that they
preparing to leave. If the team waits too long, can’t win, then try to ride or slip away into the
then the Krell will be gone and Widner dead. open prairie.
Without Widner, Redbird Uni cannot maintain The best chance to rescue Widner may lay in
the Mustang. At the PD’s discretion, Redbird infiltrating the farm. Adjudicate this as you see
Uni could eventually find a prof at a larger uni fit. Should the team actually rescue Widner,
(college or university) further southeast in pre- they find him half-conscious and horribly
War Urbana, IL, who could help maintain it. tortured. He is missing two fingernails.
Fighting the Krell to date has taught the In shock, Widner’s first question will be, did
team the dangers of close contact, even when they get into the barn? Did they destroy it?
inside a V-150. The Krell use black powder He will then pass out. The team can stabilize
satchel charges called boom bags, which his injuries easily enough.
cannot penetrate the V-150’s armor but could If the players investigate the dilapidated-
damage its undercarriage. And the Krell appear seeming old barn, they will notice that the barn
more afraid of their leaders than of anyone’s is in fact sealed tight against weather and has a
firepower. new-looking lock on the door. The key is in the
If the V-150 speeds in with guns blazing, cottage, though finding it may be difficult as the
then the Krell will go for their horses and bolt cottage has been ransacked.
if they can. Depending on the V-150’s speed A P-51D Mustang has an 11.28 m wingspan
of approach, some Krell may be unable to reach and is 9.83 m long. Accordingly, the inside of
their horses. These Krell will try to flee on foot the old barn is largely taken up with a massive
and lose pursuers in the tallgrass. The grass shape under a canvas tarpaulin. The rest of the
around the farm is mostly only 1 m high, but old barn sports a pair of large workbenches and
someone getting 100 m or so out into it could shelves full of machine parts.
go low and move slowly and be undetected.
Depending on the speed and ferocity of the The Mustang itself is painted dark gray,
team’s approach, the PD may rule that the with its nose area painted for several meters in
Krell don’t take the time to kill Widner before a caricature of a snarling, red-and-black bird
leaving. with a bright yellow beak. The Mustang has
no weapons mounted and the old barn contains
no weapons or munitions. But the Mustang’s
gun mounts and bomb hardpoints are intact and
appear functional.

21
have important news or wounded people from
VIII. Homecoming Widner Farm, then Sgt. Sander and several
After Widner Farm, the team can complete mounted militia will personally escort them and
their trip to the Teachers Trail’s intersection any wounded Redbird Uni citizens deeper into
with Redbird Trail just south of the their territory.
intersection of US-55 and US-39. This is
Sgt. Sander and his men all know Sorrell
on the north side of Redbird, in Redbird Uni
Mannis and John Boran. If the team treated
territory. Crossing over a cleared and marked
Sorrell Mannis, then they would have given
section of US-55, they will find Good Harvest
him sedatives. He would be unconscious at this
Station waiting for them at the trail’s end.
point.
Good Harvest Station is one of the largest
If the players relates a story of an attack
and busiest stations in the AO. Traders from
on Widner Farm, then there will be a delay as
the Rivertown League and beyond use the
Sgt. Sander organizes and dispatches a group
Good Harvest as their base of operations
of mounted militia to secure Widner Farm
when dealing with all the Redbird enclaves.
and begin tracking any escaped Krell. Like
Any service that one could conceivably find
all standing militias, the Redbird Uni militia
at a station, one will find here. Clustered
includes some bandit-hunters whose primary
near the station, a string of huts and cottages
skills include Hunt (Track) and Stealth. Sgt.
along Redbird Trail houses Redbird Uni
Sander knows that Widner still does important
tradespersons and entrepreneurs who service
work for Redbird Uni,but is unaware of the
station customers.
»»***CON EXCLUSIVE***

Mustang there.
Good Harvest is also the most heavily
To reach the the River Town League
fortified station in the AO, looking more like
delegation, the team must head into the
a fort than anything else. While a partnership
heart of Redbird Uni. From Good Harvest
of four traders owns and operates the station,
Station, a trail runs south paralleling pre-War
Redbird Uni maintains a permanent garrison
Constitution Trail and N. Adelaide St. through
there. Good Harvest controls a vital trail
extensive agricultural fields that occupy the
juncture and guards Redbird Uni’s northern
footprint of pre-War Weibring Golf Course,
border. From the station, Redbird Uni militia
Fairview Park and surrounding farmland.
patrol the trails for a day’s ride and check on
Many farmers are working these fields. Team
outlying grass farms within a half-day’s ride.
members see corn and soybeans growing well
As the V-150 rolls up, several Redbird Uni in the rich earth, as well as some fallow fields.
militia ride out. Sergeant Marcus Sander leads A village of about 100 people lies at the south
the group. A young man, Sgt. Sander is curious
Rude Awakening

end of these fields, all post-War cottages of


and enthusiastic about meeting the tank- fieldstone and rubble with thatch roofs.
mounted River Town League dignitaries he has
The trail then passes east paralleling pre-War
been ordered to watch for. From the open way
Gregory St. and south along a cleared section
that the militia ride up, the team can tell that
of pre-War N. Main St., passing more farm
war has not come here yet.
fields that occupy the footprint of Illinois State
Sgt. Sander will greet the team and confirm University’s athletic fields. South of these
their identity and business. He will happily give fields a pair of 12-story pre-War residential
them directions to Redbird Inn, where the rest towers rise from the tallgrass, with gaping open
of the League delegation is staying. If they windows and crumbling walls. They appear

22
The Morrow Project
abandoned. A massive rocky mound 12 m tall, If time permits, roleplay the preparation for
covered in tallgrass and vines, marks where the Board meeting. Grandin will debrief the
a third similar building may once have stood. team and then coach them on the best story
Among other crumbling ruins, the team will to present to the Board. He will want them to
pass the shattered dome of a pre-War sports emphasize the risks that they took to rescue
arena. Mannis and Widner.
From here the trail turns east down a cleared If the delegation hears about Redbird Uni
section of pre-War W. College Ave. to the north possessing an airplane, then Grandin will lose
side of what Redbird Uni calls the Quad (the his composure for the first time in the team’s
pre-War ISU Quad), the center of Redbird Uni experience. This is a huge secret and one that
as it was the center of pre-War ISU. Redbird Grandin feels he can use to leverage Redbird
Uni occupies pre-War Bone Student Center, Uni. Cpt. Michaelson will want details on the
Milner Library and all buildings immediately Krell scouts, like their numbers and apparent
adjacent to the Quad that are of neoclassical or mission.
other traditional construction. Other things that the team may think of to
Modern glass-and-steel buildings around sweeten the pot for Redbird Uni:
the Quad are now abandoned ruins. Pre-War »» gold, from Project trade packs
DeGarmo Hall for instance is now just a stack
of open floors, with a few hazy shards of »» books from the cache; pre-War books on
wind-blasted glass still clinging to the metal practical subjects are priceless to Redbird
wall-frames. Birds nest on its upper floors and Uni
breezes blow through it. »» seeds from the cache
The Quad itself is a commons, forum and »» guns, ammunition and grenades from the
open-air market. Tradesfolk have their stores cache
in the surrounding buildings. People live in About two hours after arriving, a Redbird
clusters of post-War cottages immediately west Uni trader comes to take to the delegation to
and east of the Quad’s north end. the Board. The Board expects at least one team
The League delegation is staying in one member to attend the meeting, but anyone who
of the larger Quad building that houses the wants to attend can come. No one who attends
the Redbird Inn. Right now the delegation is can bring any weapon. The combined League-
waiting for the team and preparing to meet Project delegation then crosses the Quad
with the Redbird Uni Board, the government of at twilight and enters a well-kept, pre-War
Redbird Uni. The delegation comes out quickly neoclassical building.
when the V-150 arrives. On a pedestal in the center of the building
The V-150 is attention-grabbing enough, lobby is a bronze statue about .5 m tall. It is the
but if it arrives with wounded militia and a snarling bird’s-head caricature now familiar to
mounted militia escort then a crowd will gather. the team. Sculpted in great detail, the snarling
Eventually however, the team will be alone with bird is obviously a pre-War work. The top of
the League delegation in the their rooms. The its head is worn smooth and shiny, from the
delegation will quickly receive word that the touch of many hands.
Board wishes the Morrow Project to give their
account of “fighting the bandits” personally.

23
As the delegation passes the statue, Grandin What follows next is beyond the scope of
will whisper an explanation. The statue is this adventure. To play the complete story of a
called the Battle Bird. Redbird Uni militia Morrow Project team’s challenges in the Illini
touch it before going into battle or on patrol, for River country, look for the complete campaign
luck and to show dedication to the Redbird Uni from Timeline next year.
community. They say that this ritual dates back If you run players through this adventure,
to before the War. then please let us know what you thought.
The delegation continues through wood- For example, what were the most and least
paneled corridors and eventually comes to enjoyable aspects of the adventure for you
a pair of polished wooden doors, grand by and your players? We will be able to consider
today’s standards. The escorting trader opens any feedback that we receive by the end of
the doors and the delegation moves to enter. this calendar year. Please post your playtest
comments in the Timeline Forum at:
http://forum.juhlin.com/forumdisplay.
php?f=28
Thank you again for your time and interest.
»»***CON EXCLUSIVE***
Rude Awakening

24
Ben Huang
Name: .....................................................................................................

Form 12-221: Morrow Project Operative Profile (Page 1)

PERSONAL DETAILS
&DUHHU)LHOG chemistry professor Blood Type: O+
Hair Color: Black Ethnicity: Asian American
Eye Color: Brown Age / Gender: 37 / Male
Handed: Left
Description/Distinguishing Marks Branch: Recon
slightly overweight, shuffling, quiet, looks down a lot Team / CR-M5
Role: MG, Mechanic
ERA/FREEZE DATE ACTIONS

CORE ABILITIES 6/6/80 3


Core Abilities STR CON DEX AWA EXP REA FOC Mass: 10
Score 23 21 22 17 15 26 30 Height: 169 cm 5’ 7"
Task Base % 46 42 44 34 30 52 60 Weight: 85 Kg 187lb

Equipment
EQUIPMENT PERSONALITY TRAITS 3$&(
Equipment Worn/Carried KG Volatility 30 %
.......... 6
............................................ x1
Armor: Head AV: 14
........................................................................ ................................... .............. 12
Extroversion 30 %
.......... ............................................ x2
Armor: Vest AV: 14
........................................................................ ................................... .............. 18
Compassion 60 %
.......... ............................................ x3
Armor: Coverall AV: 7
........................................................................ ................................... ..............
Armor: Boots AV:
Discipline 70 %
.......... Enc. Penalty
4
........................................................................ ................................... ..............
Armor: Gloves AV: 2 Curiosity 40 %
.......... Medium
...............................................................
........................................................................ ................................... ..............
Basic Weapon Load #13
........................................................................ ................................... 24.5
.............. ENDURANCE 6.,// POINTS
M60 w/3 100 round belts
........................................................................ ................................... .............. +LVWRULFDO(DUQHG7RWDO
Browning HP-35 w/3 13 round ma
........................................................................ ................................... .............. 21
2 M67 fragmentation grenades
........................................................................ ................................... .............. 354  0 354
2 M34 white phosphorus grenades
........................................................................ ................................... ..............
2 AN-M8 HC smoke grenades
........................................................................ ................................... ..............
........................................................................ ................................... .............. HISTORY/EDUCATION ('*(6,03(',0(176
Basic Personal Load
........................................................................ ................................... 21.0
.............. Ben Huang grew up in a
........................................................................ ................................... .............. Chinese-American community
........................................................................ ................................... .............. in Baltimore, raised by
traditional parents. His
........................................................................ ................................... .............. parents were poor, but they
Personal Effects Box:
........................................................................ ................................... .............. agreed to let him attend The PORTRAIT/BUST
........................................................................ ................................... .............. University of Maryland on a
........................................................................ ................................... .............. ROTC scholarship. ROTC
aligned with Ben’s desire to
........................................................................ ................................... ..............
better fit into mainstream
........................................................................ ................................... .............. American culture. After
........................................................................ ................................... .............. graduating near the top of his
class, Ben worked at the
Encumbrance
ENCUMBRANCE Army Material Command’s
Light 13.2
...................... 105.8
Extreme ...................... Edgewood Arsenal facility in
Maryland. The morality of his
Medium 26.5
...................... Max 145.0
...................... work on riot control and
Heavy 52.9
...................... Total 45.5
...................... incendiary agents stressed
him and he left the Army for a
Radiation EXPOSURE
RADIATION Exposure chemistry professorship at
.............................................................................................................................. The University of Cincinnatti.
Form 12-221: Morrow Project Operative Profile (Page 2)
SKILLS STRUCTURE POINT ALLOCATION
Root Skill / Specialty Task D100 Location AV SP's Wounds
Base 6NLOO 7DVN 73
Culture (Own) BR0 .....................
.............................................................................. 82 + .....................
10 = ...................
92 ................... 01-06 Head 13 ...............................
0 ..............
..............
Language (Own) BE0 67 + .....................
.............................................................................. ..................... 10 = ...................
77 ................... 07-08 Neck .............. 4 ...............................
0 ..............
Athletics * BD2 44 6 = ...................
50 ...................
.............................................................................. ..................... + ..................... 09-10 Right Shoulder .............. 4 ...............................
7 ..............
Bargain * BE2 30 6= 36
.............................................................................. ..................... + ..................... ................... ................... 11-13 7 ...............................
7 ..............
Right Upper Arm ..............
Navigate ** BA2 34 + .....................
..................... 6 = ...................
40 ...................
.............................................................................. 14 Right Elbow .............. 2 ...............................
7 ..............
Observe ** BA2 34 + .....................
..................... 6 = ...................
40 ...................
.............................................................................. Right Forearm 7 ...............................
7 ..............
15-17 ..............
Persuade * BE2 30 + .....................
..................... 6 = ...................
36 ...................
.............................................................................. 7 ..............
2 ...............................
18 Right Wrist ..............
Scrounge * BF2 60 + .....................
..................... 6 = ...................
66 ...................
..............................................................................
19-20 Right Hand 0 ..............
.............. 4 ...............................
.............................................................................. ..................... + ..................... = ................... ...................
Communications AE2 30 + ..................... 6 = ...................
36 ................... 21-22 Left Shoulder 7 ..............
.............. 4 ...............................
.............................................................................. .....................
Construction AS2 46 + .....................
6 = ...................
52 ................... 23-25 7 ..............
Left Upper Arm .............. 7 ...............................
.............................................................................. .....................
Drive (MPV) AD2 44 + .....................
15 = ...................
59 ................... 26 Left Elbow 7 ..............
.............. 2 ...............................
.............................................................................. .....................
Emergency Procedures * AF2 60 + .....................
..................... 15 = ...................
75 ................... 27-29 Left Forearm 7 ..............
.............. 7 ...............................
..............................................................................
Firearms AA2
..............................................................................
34 + .....................
..................... 10 = ...................
44 ................... 30 Left Wrist 7 ..............
.............. 2 ...............................
First Aid ** AR2
..............................................................................
52 + .....................
..................... 10 = ...................
62 ................... 31-32 Left Hand 0 ..............
.............. 4 ...............................
Gunnery (Land) AA2 34 + .....................
..................... 3 = ...................
37 ................... 33-39 Mid Torso 7 ..............
.............. 15 ...............................
..............................................................................
Hunt * AA2 34 + .....................
..................... 6 = ...................
40 ................... 7 18 ...............................
.............................................................................. 40-47 Upper Right Torso .............. ..............
Maintenance * AF2 60 + .....................
15 = ...................
75 ................... 7
.............................................................................. ..................... 48-55 Upper Left Torso .............. 18 ...............................
..............
Sensor Operations * AA2 34 + .....................
6 = ...................
40 ...................
.............................................................................. ..................... 56-62 Abdomen 7
.............. 15 ...............................
..............
Special Weapon AA2 34 6= 40
.............................................................................. ..................... + ..................... ................... ................... 63-64 Groin 7
.............. 4 ...............................
..............
Survival AA2 ..................... 34 + ..................... 6 = ...................
40 ...................
.............................................................................. 65-66 Right Hip 7
.............. 4 ...............................
..............
Tactics AR2 52 + .....................
..................... 6 = ...................
58 ...................
.............................................................................. 7 13 ...............................
67-72 Right Thigh .............. ..............
Thrown Weapon (Grenade) AS ..................... 46 + ..................... 6 = ...................
52 ...................
..............................................................................
73 Right Knee 7
.............. 2 ...............................
..............
=
.............................................................................. ..................... + ..................... ................... ...................
Artillery (Mortar) CA2 ..................... 34 + ..................... 6 = ...................
40 ................... 74-78 Right Calf 7
.............. 11 ...............................
..............
..............................................................................
Culture (Sociology) CR2 52 6= 58 79 Right Ankle 11
.............. 2 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Engineering (Civil) CR2 52 6= 58 80-82 Right Foot 4
.............. 7 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Explosives (Demolition) CD2 ..................... 44 + ..................... 6 = ...................
50 ................... 83-84 Left Hip 7
.............. 4 ...............................
..............
..............................................................................
Instruct * AE2 30 15 = 45
.............................................................................. ..................... + ..................... ................... ................... 85-90 Left Thigh 7
.............. 13 ...............................
..............
Leadership * AE2 30 6= 36
.............................................................................. ..................... + ..................... ................... ................... 91 Left Knee 7
.............. 2 ...............................
..............
Legal Procedures AR2 52 6= 58 7 11 ...............................
.............................................................................. ..................... + ..................... ................... ................... 92-96 Left Calf .............. ..............
.............................................................................. ..................... + ..................... = ................... ................... 97 Left Ankle 11
.............. 2 ...............................
..............
Biology (Biochemistry) CR2 52 + .....................
10 = ...................
62 ................... 4
.............................................................................. ..................... 98-00 Left Foot .............. 7 ...............................
..............
Chemistry CR2 52 20 = 72
.............................................................................. ..................... + ..................... ................... ...................
Culture (Chinese American) C 52 15 = 67
.............................................................................. ..................... + ..................... ................... ................... STRUCTURE POINTS BLOOD POINTS
Language (Chinese) CE2 30 + 20 = 50
.............................................................................. ..................... ..................... ................... ...................
Operate Equipment AD2 44 20 64 220 220
.............................................................................. ..................... + ..................... = ................... ...................
Performance (Speech) AE2 30 10 40
.............................................................................. ..................... + ..................... = ................... ...................
Programming CR2 52 6 58 75$,1,1*32,176
.............................................................................. ..................... + ..................... = ................... ...................
Research (Laboratory) AF2 60 20 80
..................... + ..................... = ................... ...................
..............................................................................
Sensor Operations (Chemistry
..............................................................................
34 10 44
..................... + ..................... = ................... ...................
0
Charles Deming
Name: .....................................................................................................

Form 12-221: Morrow Project Operative Profile (Page 1)

PERSONAL DETAILS
&DUHHU)LHOG national expert veterinarian Blood Type: B-
Hair Color: Brown (Sandy) Ethnicity: Caucasian
Eye Color: Brown Age / Gender: 44 / Male
Handed: Right
Description/Distinguishing Marks Branch: Recon
deep weathered tan, short graying hair, boundless energy Team / CR-M5
Role: Radio Operator
ERA/FREEZE DATE ACTIONS

CORE ABILITIES 6/6/80 3


Core Abilities STR CON DEX AWA EXP REA FOC Mass: 10
Score 17 22 21 24 25 30 28 Height: 188 cm 6’ 2"
Task Base % 34 44 42 48 50 60 56 Weight: 77 Kg 169lb

Equipment
EQUIPMENT PERSONALITY TRAITS 3$&(
Equipment Worn/Carried KG Volatility 20 %
.......... 5
............................................ x1
Armor: Head AV: 14
........................................................................ ................................... .............. 10
Extroversion 80 %
.......... ............................................ x2
Armor: Vest AV: 14
........................................................................ ................................... .............. 15
Compassion 80 %
.......... ............................................ x3
Armor: Coverall AV: 7
........................................................................ ................................... ..............
Armor: Boots AV:
Discipline 80 %
.......... Enc. Penalty
4
........................................................................ ................................... ..............
Armor: Gloves AV: 2 Curiosity 90 %
.......... Heavy
...............................................................
........................................................................ ................................... ..............
Basic Weapon Load #05
........................................................................ ................................... 19.7
.............. ENDURANCE 6.,// POINTS
Atchisson w/4 20 round drums
........................................................................ ................................... .............. +LVWRULFDO(DUQHG7RWDO
Browning HP-35 w/3 13 round ma
........................................................................ ................................... .............. 22
4 M67 fragmentation grenades
........................................................................ ................................... .............. 378  0 378
4 M34 white phosphorus grenades
........................................................................ ................................... ..............
........................................................................ ................................... ..............
Basic Personal Load
........................................................................ ................................... 21.0
.............. HISTORY/EDUCATION ('*(6,03(',0(176
........................................................................ ................................... .............. Charles Deming grew up in
........................................................................ ................................... .............. rural northern Michigan, on
........................................................................ ................................... .............. his parents’ ranch and farm.
With his natural empathy for
........................................................................ ................................... .............. animals, his parents sent him
Personal Effects Box:
........................................................................ ................................... .............. off to Michigan Agricultural PORTRAIT/BUST
........................................................................ ................................... .............. College [Michigan State
........................................................................ ................................... .............. University] to become a
veterinarian. Charles turned
........................................................................ ................................... ..............
out to be a prodigy. Over the
........................................................................ ................................... .............. following decades, he
........................................................................ ................................... .............. embarked on a dual career
with the Bronx Zoo and the
Encumbrance
ENCUMBRANCE Wildlife Conservation Society.
Light 7.2
...................... 57.8
Extreme ...................... He traveled the world in field
expeditions, encountering
Medium 14.5
...................... Max 93.0
...................... diverse cultures and
Heavy 28.9
...................... Total 40.7
...................... ecosystems. He worked to
find our planet’s full
Radiation EXPOSURE
RADIATION Exposure biodiversity, care for it and
.............................................................................................................................. share it with the world.
Form 12-221: Morrow Project Operative Profile (Page 2)
SKILLS STRUCTURE POINT ALLOCATION
Root Skill / Specialty Task D100 Location AV SP's Wounds
Base 6NLOO 7DVN 73
Culture (Own) BR0 .....................
.............................................................................. 88 + .....................
10 = ...................
98 ................... 01-06 Head 12 ...............................
0 ..............
..............
Language (Own) BE0 85 + .....................
.............................................................................. ..................... 10 = ...................
95 ................... 07-08 Neck .............. 4 ...............................
0 ..............
Athletics * BD2 42 10 = ...................
52 ...................
.............................................................................. ..................... + ..................... 09-10 Right Shoulder .............. 4 ...............................
7 ..............
Bargain ** BE2 50 10 = 60
.............................................................................. ..................... + ..................... ................... ................... 11-13 6 ...............................
7 ..............
Right Upper Arm ..............
Navigate ** BA2 48 + .....................
..................... 10 = ...................
58 ...................
.............................................................................. 14 Right Elbow .............. 2 ...............................
7 ..............
Observe ** BA2 48 + .....................
..................... 15 = ...................
63 ...................
.............................................................................. Right Forearm 6 ...............................
7 ..............
15-17 ..............
Persuade ** BE2 50 + .....................
..................... 15 = ...................
65 ...................
.............................................................................. 7 ..............
2 ...............................
18 Right Wrist ..............
Scrounge ** BF2 56 + .....................
..................... 10 = ...................
66 ...................
..............................................................................
19-20 Right Hand 0 ..............
.............. 4 ...............................
.............................................................................. ..................... + ..................... = ................... ...................
Communications * AE2 50 + .....................
15 = ...................
65 ................... 21-22 Left Shoulder 7 ..............
.............. 4 ...............................
.............................................................................. .....................
Construction AS2 34 + .....................
6 = ...................
40 ................... 23-25 7 ..............
Left Upper Arm .............. 6 ...............................
.............................................................................. .....................
Drive (MPV) AD2 42 + .....................
6 = ...................
48 ................... 26 Left Elbow 7 ..............
.............. 2 ...............................
.............................................................................. .....................
Emergency Procedures * AF2 56 + .....................
..................... 6 = ...................
62 ................... 27-29 Left Forearm 7 ..............
.............. 6 ...............................
..............................................................................
Firearms AA2
..............................................................................
48 + .....................
..................... 10 = ...................
58 ................... 30 Left Wrist 7 ..............
.............. 2 ...............................
First Aid ** AR2
..............................................................................
60 + .....................
..................... 6 = ...................
66 ................... 31-32 Left Hand 0 ..............
.............. 4 ...............................
Gunnery (Land) AA2 48 + .....................
..................... 6 = ...................
54 ................... 33-39 Mid Torso 7 ..............
.............. 14 ...............................
..............................................................................
Hunt * AA2 48 + .....................
..................... 10 = ...................
58 ................... 7 16 ...............................
.............................................................................. 40-47 Upper Right Torso .............. ..............
Maintenance * AF2 56 + .....................
6 = ...................
62 ................... 7
.............................................................................. ..................... 48-55 Upper Left Torso .............. 16 ...............................
..............
Sensor Operations * AA2 48 + .....................
10 = ...................
58 ...................
.............................................................................. ..................... 56-62 Abdomen 7
.............. 14 ...............................
..............
Special Weapon AA2 48 6= 54
.............................................................................. ..................... + ..................... ................... ................... 63-64 Groin 7
.............. 4 ...............................
..............
Survival * AA2 ..................... 48 + .....................
10 = ...................
58 ...................
.............................................................................. 65-66 Right Hip 7
.............. 4 ...............................
..............
Tactics AR2 60 + .....................
..................... 6 = ...................
66 ...................
.............................................................................. 7 12 ...............................
67-72 Right Thigh .............. ..............
Thrown Weapon (Grenade) AS ..................... 34 + .....................
10 = ...................
44 ...................
..............................................................................
73 Right Knee 7
.............. 2 ...............................
..............
=
.............................................................................. ..................... + ..................... ................... ...................
Artillery (Mortar) CA2 ..................... 48 + ..................... 6 = ...................
54 ................... 74-78 Right Calf 7
.............. 10 ...............................
..............
..............................................................................
Culture (Sociology) CR2 60 5= 65 79 Right Ankle 11
.............. 2 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Engineering (Civil) CR2 60 6= 66 80-82 Right Foot 4
.............. 6 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Explosives (Demolition) CD2 ..................... 42 + ..................... 6 = ...................
48 ................... 83-84 Left Hip 7
.............. 4 ...............................
..............
..............................................................................
Instruct AE2 50 10 = 60
.............................................................................. ..................... + ..................... ................... ................... 85-90 Left Thigh 7
.............. 12 ...............................
..............
Leadership * AE2 50 10 = 60
.............................................................................. ..................... + ..................... ................... ................... 91 Left Knee 7
.............. 2 ...............................
..............
Legal Procedures * AR2 60 6= 66 7 10 ...............................
.............................................................................. ..................... + ..................... ................... ................... 92-96 Left Calf .............. ..............
.............................................................................. ..................... + ..................... = ................... ................... 97 Left Ankle 11
.............. 2 ...............................
..............
Animal Handling AF2 56 + .....................
15 = ...................
71 ................... 4
.............................................................................. ..................... 98-00 Left Foot .............. 6 ...............................
..............
Biology CR2 60 15 = 75
.............................................................................. ..................... + ..................... ................... ...................
Operate Equipment AD2 42 10 = 52
.............................................................................. ..................... + ..................... ................... ................... STRUCTURE POINTS BLOOD POINTS
Performance (Speech) AE2 50 + 11 = 61
.............................................................................. ..................... ..................... ................... ...................
Pharmacology (Pharmacy) CR 60 10 = 70 195 195
.............................................................................. ..................... + ..................... ................... ...................
Research AF2 56 10 = 66
.............................................................................. ..................... + ..................... ................... ...................
Ride (Any Animal) AD2 42 10 = 52 75$,1,1*32,176
.............................................................................. ..................... + ..................... ................... ...................
Surgery (Veterinary) CD2 42 20 = 62
.............................................................................. ..................... + ..................... ................... ...................
Veterinary Medicine CR2 60 25 = 85
.............................................................................. ..................... + ..................... ................... ...................
0
S Sgt. Francisco Gabriel Rosales
Name: .....................................................................................................

Form 12-221: Morrow Project Operative Profile (Page 1)

PERSONAL DETAILS
&DUHHU)LHOG U.S. Army mechanized infantry Blood Type: A+
Hair Color: Black Ethnicity: Latino
Eye Color: Grey Age / Gender: 29 / Male
Handed: Right
Description/Distinguishing Marks Branch: Recon
muscular, crop cut, dark tan, multiple tattoos, physically Team / CR-M5
assured body language Role: QM, Scout
ERA/FREEZE DATE ACTIONS

CORE ABILITIES 6/6/80 4


Core Abilities STR CON DEX AWA EXP REA FOC Mass: 10
Score 28 26 30 28 24 15 17 Height: 181 cm 5’ 11"
Task Base % 56 52 60 56 48 30 34 Weight: 88 Kg 194lb

Equipment
EQUIPMENT PERSONALITY TRAITS 3$&(
Equipment Worn/Carried KG Volatility 50 %
.......... 7
............................................ x1
Armor: Head AV: 14
........................................................................ ................................... .............. 14
Extroversion 70 %
.......... ............................................ x2
Armor: Vest AV: 14
........................................................................ ................................... .............. 21
Compassion 40 %
.......... ............................................ x3
Armor: Coverall AV: 7
........................................................................ ................................... ..............
Armor: Boots AV:
Discipline 50 %
.......... Enc. Penalty
4
........................................................................ ................................... ..............
Armor: Gloves AV: 2 Curiosity 60 %
.......... Medium
...............................................................
........................................................................ ................................... ..............
Basic Weapon Load #09 (legacy)
........................................................................ ................................... 22.9
.............. ENDURANCE 6.,// POINTS
M16A1 w/12 30 round mag.
........................................................................ ................................... .............. +LVWRULFDO(DUQHG7RWDO
M203 w/36 rounds
........................................................................ ................................... .............. 26
- 12 M433 HEDP rounds
........................................................................ ................................... .............. 218  0 218
- 8 M651 CS gas rounds
........................................................................ ................................... ..............
- 6 stunbag rounds
........................................................................ ................................... ..............
- 4 M57632 multiple projectile rds.
........................................................................ ................................... .............. HISTORY/EDUCATION ('*(6,03(',0(176
- 3 M583 white parachute flare rds
........................................................................ ................................... .............. Francisco Rosales grew up in
- 1 each M585, M663 and M664 st
........................................................................ ................................... .............. a lower-income Latino
Browning HP-35 w/3 13 round ma
........................................................................ ................................... .............. neighborhood in Queens. He
Basic Personal Load 21.0 graduated from juvenile
........................................................................ ................................... .............. delinquency to gang
Personal Effects Box:
........................................................................ ................................... .............. membership and serving time PORTRAIT/BUST
........................................................................ ................................... .............. in juvenile facilities. In 1966,
........................................................................ ................................... .............. he took a judge’s deal and
joined the U.S. Army. He
........................................................................ ................................... ..............
served two combat tours in
........................................................................ ................................... .............. Vietnam. After Vietnam he
........................................................................ ................................... .............. read a lot of political tracts
and became radicalized. In
Encumbrance
ENCUMBRANCE 1971-1972 he married student
Light 19.6
...................... 156.8
Extreme ...................... teacher Mary Gonzaga and
they had a daughter,
Medium 39.2
...................... Max 192.0
...................... Elizabeth. Mary left Francisco
Heavy 78.4
...................... Total 43.9
...................... when she caught him
cheating on her. His guilt and
Radiation EXPOSURE
RADIATION Exposure the pain of losing Mary and
.............................................................................................................................. Elizabeth still haunts him.
Form 12-221: Morrow Project Operative Profile (Page 2)
SKILLS STRUCTURE POINT ALLOCATION
Root Skill / Specialty Task D100 Location AV SP's Wounds
Base 6NLOO 7DVN 73
Culture (Own) BR0 .....................
.............................................................................. 47 + .....................
6 = ...................
53 ................... 01-06 Head 16 ...............................
0 ..............
..............
Language (Own) BE0 54 + .....................
.............................................................................. ..................... 6 = ...................
60 ................... 07-08 Neck .............. 5 ...............................
0 ..............
Athletics ** BD2 60 6 = ...................
66 ...................
.............................................................................. ..................... + ..................... 09-10 Right Shoulder .............. 5 ...............................
7 ..............
Bargain * BE2 48 6= 54
.............................................................................. ..................... + ..................... ................... ................... 11-13 8 ...............................
7 ..............
Right Upper Arm ..............
Brawl * BS2 56 + .....................
..................... 6 = ...................
62 ...................
.............................................................................. 14 Right Elbow .............. 3 ...............................
7 ..............
Climb * BS2 56 + .....................
..................... 6 = ...................
62 ...................
.............................................................................. Right Forearm 8 ...............................
7 ..............
15-17 ..............
Navigate ** BA2 56 + .....................
..................... 6 = ...................
62 ...................
.............................................................................. 7 ..............
3 ...............................
18 Right Wrist ..............
Observe (Military) ** BA2 56 + .....................
..................... 6 = ...................
62 ...................
..............................................................................
Persuade ** BE2 19-20 Right Hand 0 ..............
.............. 5 ...............................
.............................................................................. 48 + .....................
..................... 6 = ...................
54 ...................
Scrounge * BF2 34 + .....................
6 = ...................
40 ................... 21-22 Left Shoulder 7 ..............
.............. 5 ...............................
.............................................................................. .....................
Stealth ** BD2 60 + ..................... 6 = ...................
66 ................... 23-25 7 ..............
Left Upper Arm .............. 8 ...............................
.............................................................................. .....................
26 Left Elbow 7 ..............
.............. 3 ...............................
.............................................................................. ..................... + ..................... = ................... ...................
Communications AE2 48 + .....................
..................... 6 = ...................
54 ................... 27-29 Left Forearm 7 ..............
.............. 8 ...............................
..............................................................................
Construction AS2
..............................................................................
56 + .....................
..................... 6 = ...................
62 ................... 30 Left Wrist 7 ..............
.............. 3 ...............................
Drive (MPV) AD2
..............................................................................
60 + .....................
..................... 6 = ...................
66 ................... 31-32 Left Hand 0 ..............
.............. 5 ...............................
Emergency Procedures AF2 34 + .....................
..................... 6 = ...................
40 ................... 33-39 Mid Torso 7 ..............
.............. 19 ...............................
..............................................................................
Firearms * AA2 56 + .....................
..................... 10 = ...................
66 ................... 7 22 ...............................
.............................................................................. 40-47 Upper Right Torso .............. ..............
First Aid ** AR2 30 + .....................
6 = ...................
36 ................... 7
.............................................................................. ..................... 48-55 Upper Left Torso .............. 22 ...............................
..............
Gunnery (Land) AA2 56 + .....................
10 = ...................
66 ...................
.............................................................................. ..................... 56-62 Abdomen 7
.............. 19 ...............................
..............
Hunt * AA2 56 6= 62
.............................................................................. ..................... + ..................... ................... ................... 63-64 Groin 7
.............. 5 ...............................
..............
Maintenance * AF2 ..................... 34 + ..................... 6 = ...................
40 ...................
.............................................................................. 65-66 Right Hip 7
.............. 5 ...............................
..............
Sensor Operations AA2 56 + .....................
..................... 6 = ...................
62 ...................
.............................................................................. 7 16 ...............................
67-72 Right Thigh .............. ..............
Special Weapon * AA2 56 + .....................
..................... 6 = ...................
62 ...................
..............................................................................
Survival * AA2 56 6 62 73 Right Knee 7
.............. 3 ...............................
..............
.............................................................................. ..................... + ..................... = ................... ...................
Tactics * AR2 30 + ..................... 6 = ...................
36 ................... 74-78 Right Calf 7
.............. 14 ...............................
..............
.............................................................................. .....................
Thrown Weapon (Grenade) * A ..................... 56 + ..................... 6 = ...................
62 ................... 79 Right Ankle 11
.............. 3 ...............................
..............
..............................................................................
= 80-82 Right Foot 4
.............. 8 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Artillery (Mortar) * CA2 ..................... 56 + ..................... 6 = ...................
62 ................... 83-84 Left Hip 7
.............. 5 ...............................
..............
..............................................................................
Culture (Sociology) * CR2 30 6= 36
.............................................................................. ..................... + ..................... ................... ................... 85-90 Left Thigh 7
.............. 16 ...............................
..............
Engineering (Civil) CR2 30 6= 36
.............................................................................. ..................... + ..................... ................... ................... 91 Left Knee 7
.............. 3 ...............................
..............
Explosives (Demolition) CD2 60 6= 66 7 14 ...............................
.............................................................................. ..................... + ..................... ................... ................... 92-96 Left Calf .............. ..............
Instruct AE2 48 6= 54 11 3 ...............................
.............................................................................. ..................... + ..................... ................... ................... 97 Left Ankle .............. ..............
Leadership (Military) * AE2 48 + ..................... 6 = ...................
54 ................... 4
.............................................................................. ..................... 98-00 Left Foot .............. 8 ...............................
..............
Legal Procedures * AR2 30 6= 36
.............................................................................. ..................... + ..................... ................... ...................
.............................................................................. ..................... + ..................... = ................... ................... STRUCTURE POINTS BLOOD POINTS
Martial Arts (Karate) CD2 60 6 66
.............................................................................. ..................... + ..................... = ................... ...................
Melee Weapon (Knife) AS2 56 6 62 270 270
.............................................................................. ..................... + ..................... = ................... ...................
Ride (Motorcycle) AD2 60 6 66
.............................................................................. ..................... + ..................... = ................... ...................
75$,1,1*32,176
.............................................................................. ..................... + ..................... = ................... ...................
..................... + ..................... = ................... ...................
..............................................................................
.............................................................................. ..................... + ..................... = ................... ...................
0
Jillian Manning
Name: .....................................................................................................

Form 12-221: Morrow Project Operative Profile (Page 1)

PERSONAL DETAILS
&DUHHU)LHOG U.S. NPS -- Park Ranger Blood Type: O+
Hair Color: Blonde Ethnicity: Caucasian
Eye Color: Green Age / Gender: 32 / Female
Handed: Left
Description/Distinguishing Marks Branch: Recon
hippie, super-athletic build, long flowing hair, languid body Team / CR-M5
movement Role: Sniper, B/U Scout
ERA/FREEZE DATE ACTIONS

CORE ABILITIES 6/6/80 4


Core Abilities STR CON DEX AWA EXP REA FOC Mass: 10
Score 18 26 26 28 25 20 18 Height: 181 cm 5’ 11"
Task Base % 36 52 52 56 50 40 36 Weight: 77 Kg 169lb

Equipment
EQUIPMENT PERSONALITY TRAITS 3$&(
Equipment Worn/Carried KG Volatility 30 %
.......... 5
............................................ x1
Armor: Head AV: 14
........................................................................ ................................... .............. 10
Extroversion 80 %
.......... ............................................ x2
Armor: Vest AV: 14
........................................................................ ................................... .............. 15
Compassion 60 %
.......... ............................................ x3
Armor: Coverall AV: 7
........................................................................ ................................... ..............
Armor: Boots AV:
Discipline 80 %
.......... Enc. Penalty
4
........................................................................ ................................... ..............
Armor: Gloves AV: 2 Curiosity 40 %
.......... Heavy
...............................................................
........................................................................ ................................... ..............
Basic Weapon Load #07
........................................................................ ................................... 20.1
.............. ENDURANCE 6.,// POINTS
M21 w/12 20 round magazines
........................................................................ ................................... .............. +LVWRULFDO(DUQHG7RWDO
- telescopic sight
........................................................................ ................................... .............. 26
- silencer
........................................................................ ................................... .............. 254  0 254
M9823 starlight scope
........................................................................ ................................... ..............
Browning HP-35 w/3 13 round ma
........................................................................ ................................... ..............
4 M67 fragmentation grenades
........................................................................ ................................... .............. HISTORY/EDUCATION ('*(6,03(',0(176
4 M34 white phosphorus grenades
........................................................................ ................................... .............. Jillian Manning grew up in an
........................................................................ ................................... .............. affluent northern suburb of
Basic Personal Load
........................................................................ ................................... 21.0
.............. San Francisco. In college at
the University of
........................................................................ ................................... .............. California-Berkeley in the late
Personal Effects Box:
........................................................................ ................................... .............. 1960s, she became a student PORTRAIT/BUST
........................................................................ ................................... .............. activist and a hippie. She
........................................................................ ................................... .............. turned her interest in the
outdoors into the study of
........................................................................ ................................... ..............
botany. Upon graduation she
........................................................................ ................................... .............. took a job as a park ranger at
........................................................................ ................................... .............. Yosemite National Park, as a
placeholder while she sought
Encumbrance
ENCUMBRANCE employment in botany.
Light 8.1
...................... 64.8
Extreme ...................... Eventually she realized that
she loved her work and would
Medium 16.2
...................... Max 103.0
...................... never move on. Outside of
Heavy 32.4
...................... Total 41.1
...................... work, she became a
formidable activist and
Radiation EXPOSURE
RADIATION Exposure lobbyist for the National Park
.............................................................................................................................. System.
Form 12-221: Morrow Project Operative Profile (Page 2)
SKILLS STRUCTURE POINT ALLOCATION
Root Skill / Specialty Task D100 Location AV SP's Wounds
Base 6NLOO 7DVN 73
Culture (Own) BR0 .....................
.............................................................................. 58 + .....................
6 = ...................
64 ................... 01-06 Head 13 ...............................
0 ..............
..............
Language (Own) BE0 65 + .....................
.............................................................................. ..................... 6 = ...................
71 ................... 07-08 Neck .............. 4 ...............................
0 ..............
Athletics ** BD2 52 6 = ...................
58 ...................
.............................................................................. ..................... + ..................... 09-10 Right Shoulder .............. 4 ...............................
7 ..............
Bargain ** BE2 50 6= 56
.............................................................................. ..................... + ..................... ................... ................... 11-13 7 ...............................
7 ..............
Right Upper Arm ..............
Climb * BS2 36 + .....................
..................... 6 = ...................
42 ...................
.............................................................................. 14 Right Elbow .............. 2 ...............................
7 ..............
Navigate ** BA2 56 + .....................
..................... 10 = ...................
66 ...................
.............................................................................. Right Forearm 7 ...............................
7 ..............
15-17 ..............
Observe ** BA2 56 + .....................
..................... 10 = ...................
66 ...................
.............................................................................. 7 ..............
2 ...............................
18 Right Wrist ..............
Persuade ** BE2 50 + .....................
..................... 7 = ...................
57 ...................
..............................................................................
Scrounge * BF2 19-20 Right Hand 0 ..............
.............. 4 ...............................
.............................................................................. 36 + .....................
..................... 6 = ...................
42 ...................
Stealth ** BD2 52 + .....................
10 = ...................
62 ................... 21-22 Left Shoulder 7 ..............
.............. 4 ...............................
.............................................................................. .....................
23-25 7 ..............
Left Upper Arm .............. 7 ...............................
.............................................................................. ..................... + ..................... = ................... ...................
Communications * AE2 50 + ..................... 6 = ...................
56 ................... 26 Left Elbow 7 ..............
.............. 2 ...............................
.............................................................................. .....................
Construction AS2 36 + .....................
..................... 6 = ...................
42 ................... 27-29 Left Forearm 7 ..............
.............. 7 ...............................
..............................................................................
Drive (MPV) AD2 .....................
..............................................................................
52 + .....................
6 = ...................
58 ................... 30 Left Wrist 7 ..............
.............. 2 ...............................
Emergency Procedures * AF2 .....................
..............................................................................
36 + .....................
6 = ...................
42 ................... 31-32 Left Hand 0 ..............
.............. 4 ...............................
Firearms AA2 56 + .....................
..................... 20 = ...................
76 ................... 33-39 Mid Torso 7 ..............
.............. 15 ...............................
..............................................................................
First Aid * AR2 40 + .....................
..................... 6 = ...................
46 ................... 7 18 ...............................
.............................................................................. 40-47 Upper Right Torso .............. ..............
Gunnery (Land) AA2 56 + .....................
6 = ...................
62 ................... 7
.............................................................................. ..................... 48-55 Upper Left Torso .............. 18 ...............................
..............
Hunt (Track) ** AA2 56 6= 62
.............................................................................. ..................... + ..................... ................... ................... 56-62 Abdomen 7
.............. 15 ...............................
..............
Maintenance * AF2 ..................... 36 + ..................... 6 = ...................
42 ...................
.............................................................................. 63-64 Groin 7
.............. 4 ...............................
..............
Sensor Operations AA2 56 6= 62
.............................................................................. ..................... + ..................... ................... ................... Right Hip 7 4 ...............................
65-66 .............. ..............
Special Weapon AA2 ..................... 56 + ..................... 6 = ...................
62 ...................
.............................................................................. 7 13 ...............................
67-72 Right Thigh .............. ..............
Survival * AA2 ..................... 56 + 6 = ...................
62 ...................
.............................................................................. .....................
Tactics AR2 40 11 51 73 Right Knee 7
.............. 2 ...............................
..............
.............................................................................. ..................... + ..................... = ................... ...................
Thrown Weapon (Grenade) AS ..................... 36 + ..................... 6 = ...................
42 ................... 74-78 Right Calf 7
.............. 11 ...............................
..............
..............................................................................
= 79 Right Ankle 11
.............. 2 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Artillery (Mortar) CA2 ..................... 56 + ..................... 6 = ...................
62 ................... 80-82 Right Foot 4
.............. 7 ...............................
..............
..............................................................................
Culture (Sociology) CR2 40 6= 46 Left Hip 7 4 ...............................
.............................................................................. ..................... + ..................... ................... ................... .............. ..............
83-84

Engineering (Civil) CR2 40 6= 46


.............................................................................. ..................... + ..................... ................... ................... 85-90 Left Thigh 7
.............. 13 ...............................
..............
Explosives (Demolition) CD2 .....................
..............................................................................
52 + ..................... 6 = ...................
58 ................... 91 Left Knee 7
.............. 2 ...............................
..............
Instruct * AE2 50 6= 56 7 11 ...............................
.............................................................................. ..................... + ..................... ................... ................... 92-96 Left Calf .............. ..............
Leadership (Social) * AE2 50 6= 56 11 2 ...............................
.............................................................................. ..................... + ..................... ................... ................... 97 Left Ankle .............. ..............
Legal Procedures AR2 40 + ..................... 6 = ...................
46 ................... 4
.............................................................................. ..................... 98-00 Left Foot .............. 7 ...............................
..............
.............................................................................. ..................... + ..................... = ................... ...................
Agriculture (Wilderness Mgmt) 40 + ..................... 6 = ...................
46 ...................
.............................................................................. ..................... STRUCTURE POINTS BLOOD POINTS
Animal Handling AF2 36 6 42
.............................................................................. ..................... + ..................... = ................... ...................
Astronomy (Observational) AR 40 6= 46 220 220
.............................................................................. ..................... + ..................... ................... ...................
Biology (Botany) CR2 40 6= 46
.............................................................................. ..................... + ..................... ................... ...................
Geography (Environmental) C 40 6= 46 75$,1,1*32,176
.............................................................................. ..................... + ..................... ................... ...................
=
.............................................................................. ..................... + ..................... ................... ...................
Performance (Debate) AE2 50 6= 56
.............................................................................. ..................... + ..................... ................... ...................
0
Sheila Abrams
Name: .....................................................................................................

Form 12-221: Morrow Project Operative Profile (Page 1)

PERSONAL DETAILS
&DUHHU)LHOG U.S. ACE -- civil engineer Blood Type: A+
Hair Color: Brown Ethnicity: Caucasian
Eye Color: Brown Age / Gender: 33 / Female
Handed: Left
Description/Distinguishing Marks Branch: Recon
short, squat, energetic, can throw a "death stare", several Team / CR-M5
tattoos Role: S-I-C, Engineering
ERA/FREEZE DATE ACTIONS

CORE ABILITIES 6/6/80 2


Core Abilities STR CON DEX AWA EXP REA FOC Mass: 9
Score 18 26 15 21 22 27 30 Height: 165 cm 5’ 5"
Task Base % 36 52 30 42 44 54 60 Weight: 62 Kg 136lb

Equipment
EQUIPMENT PERSONALITY TRAITS 3$&(
Equipment Worn/Carried KG Volatility 50 %
.......... 4
............................................ x1
Armor: Head AV: 14
........................................................................ ................................... .............. 8
Extroversion 50 %
.......... ............................................ x2
Armor: Vest AV: 14
........................................................................ ................................... .............. 12
Compassion 50 %
.......... ............................................ x3
Armor: Coverall AV: 7
........................................................................ ................................... ..............
Armor: Boots AV:
Discipline 70 %
.......... Enc. Penalty
4
........................................................................ ................................... ..............
Armor: Gloves AV: 2 Curiosity 80 %
.......... Heavy
...............................................................
........................................................................ ................................... ..............
Basic Weapon Load #04
........................................................................ ................................... 18.8
.............. ENDURANCE 6.,// POINTS
Ingram M10 w/12 32 round mag.
........................................................................ ................................... .............. +LVWRULFDO(DUQHG7RWDO
Browning HP-35 w/3 13 round ma
........................................................................ ................................... .............. 26
4 M67 fragmentation grenades
........................................................................ ................................... .............. 351  0 351
2 M34 white phosphorus grenades
........................................................................ ................................... ..............
2 M6 CN-DM tear-and-vomit gas g
........................................................................ ................................... ..............
2 M9A1 BZ hallucinogen gas gren
........................................................................ ................................... .............. HISTORY/EDUCATION ('*(6,03(',0(176
3 HAFLA-35L disposable flameth
........................................................................ ................................... .............. Sheila Abrams was an Army
........................................................................ ................................... .............. brat, the daughter of a U.S.
Basic Personal Load
........................................................................ ................................... 21.0
.............. Army Captain. Her childhood
was spent shuttling from one
........................................................................ ................................... .............. base to another every several
Personal Effects Box:
........................................................................ ................................... .............. years. She battled PORTRAIT/BUST
........................................................................ ................................... .............. gender-based barriers as she
........................................................................ ................................... .............. fought her way through The
University of Michigan to a
........................................................................ ................................... ..............
civil engineering degree, and
........................................................................ ................................... .............. through ROTC to a position in
........................................................................ ................................... .............. the 588th Combat Engineer
Battalion. After the Vietnam
Encumbrance
ENCUMBRANCE War, she transferred to the
Light 8.1
...................... 64.8
Extreme ...................... U.S. Army Corps of
Engineers. There, Sheila
Medium 16.2
...................... Max 100.0
...................... performed wetlands protection
Heavy 32.4
...................... Total 39.8
...................... and categorization work under
the federal Clean Water Act.
Radiation EXPOSURE
RADIATION Exposure The Project approached
.............................................................................................................................. Sheila about five years later.
Form 12-221: Morrow Project Operative Profile (Page 2)
SKILLS STRUCTURE POINT ALLOCATION
Root Skill / Specialty Task D100 Location AV SP's Wounds
Base 6NLOO 7DVN 73
Culture (Own) BR0 .....................
.............................................................................. 84 + .....................
10 = ...................
94 ................... 01-06 Head 12 ...............................
0 ..............
..............
Language (Own) BE0 76 + .....................
.............................................................................. ..................... 10 = ...................
86 ................... 07-08 Neck .............. 4 ...............................
0 ..............
Athletics ** BD2 30 10 = ...................
40 ...................
.............................................................................. ..................... + ..................... 09-10 Right Shoulder .............. 4 ...............................
7 ..............
Bargain * BE2 44 6= 50
.............................................................................. ..................... + ..................... ................... ................... 11-13 6 ...............................
7 ..............
Right Upper Arm ..............
Navigate ** BA2 42 + .....................
..................... 10 = ...................
52 ...................
.............................................................................. 14 Right Elbow .............. 2 ...............................
7 ..............
Observe ** BA2 42 + .....................
..................... 20 = ...................
62 ...................
.............................................................................. Right Forearm 6 ...............................
7 ..............
15-17 ..............
Persuade (Intimidate) ** BE2 44 + .....................
..................... 10 = ...................
54 ...................
.............................................................................. 7 ..............
2 ...............................
18 Right Wrist ..............
Scrounge * BF2 60 + .....................
..................... 6 = ...................
66 ...................
..............................................................................
19-20 Right Hand 0 ..............
.............. 4 ...............................
.............................................................................. ..................... + ..................... = ................... ...................
Communications AE2 44 + ..................... 6 = ...................
50 ................... 21-22 Left Shoulder 7 ..............
.............. 4 ...............................
.............................................................................. .....................
Construction * AS2 36 + .....................
20 = ...................
56 ................... 23-25 7 ..............
Left Upper Arm .............. 6 ...............................
.............................................................................. .....................
Drive (MPV) AD2 30 + .....................
6 = ...................
36 ................... 26 Left Elbow 7 ..............
.............. 2 ...............................
.............................................................................. .....................
Emergency Procedures *AF2 60 + .....................
..................... 10 = ...................
70 ................... 27-29 Left Forearm 7 ..............
.............. 6 ...............................
..............................................................................
Firearms AA2
..............................................................................
42 + .....................
..................... 10 = ...................
52 ................... 30 Left Wrist 7 ..............
.............. 2 ...............................
First Aid * AR2 54 6= 60
.............................................................................. ..................... + ..................... ................... ................... 31-32 Left Hand 0 ..............
.............. 4 ...............................
Gunnery (Land) AA2 42 6= 48 7 ..............
14 ...............................
.............................................................................. ..................... + ..................... ................... ................... 33-39 Mid Torso ..............
Hunt * AA2 42 6= 48 7
.............................................................................. ..................... + ..................... ................... ................... 40-47 Upper Right Torso .............. 16 ...............................
..............
Maintenance AF2 60 10 = 70
.............................................................................. ..................... + ..................... ................... ................... 48-55 Upper Left Torso 7
.............. 16 ...............................
..............
Sensor Operations AA2 42 10 = 52
.............................................................................. ..................... + ..................... ................... ................... 56-62 Abdomen 7
.............. 14 ...............................
..............
+ Geology 52 10 = 62
.............................................................................. ..................... + ..................... ................... ................... 63-64 Groin 7
.............. 4 ...............................
..............
Special Weapon AA2 ..................... 42 + ..................... 6 = ...................
48 ...................
.............................................................................. 65-66 Right Hip 7
.............. 4 ...............................
..............
Survival AA2 ..................... 42 + ..................... 6 = ...................
48 ...................
.............................................................................. 7 12 ...............................
67-72 Right Thigh .............. ..............
Tactics * AR2 ..................... 54 + ..................... 8 = ...................
62 ...................
..............................................................................
Thrown Weapon (Grenade) AS ..................... 36 + .....................
10 = ...................
46 ................... 73 Right Knee 7
.............. 2 ...............................
..............
..............................................................................
= 74-78 Right Calf 7
.............. 10 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Artillery (Mortar) CA2 ..................... 42 + ..................... 6 = ...................
48 ................... 79 Right Ankle 11
.............. 2 ...............................
..............
..............................................................................
Culture (Sociology) CR2 54 6= 60 80-82 Right Foot 4
.............. 6 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Engineering * CR2 54 20 = 74 Left Hip 7 4 ...............................
.............................................................................. ..................... + ..................... ................... ................... .............. ..............
83-84

Explosives (Demolition) *CD2 .....................


..............................................................................
30 + .....................
15 = ...................
45 ................... 85-90 Left Thigh 7
.............. 12 ...............................
..............
Instruct AE2 44 6= 50
.............................................................................. ..................... + ..................... ................... ................... 91 Left Knee 7
.............. 2 ...............................
..............
Leadership * AE2 44 10 = 54 7 10 ...............................
.............................................................................. ..................... + ..................... ................... ................... 92-96 Left Calf .............. ..............
Legal Procedures AR2 54 6= 60 11 2 ...............................
.............................................................................. ..................... + ..................... ................... ................... 97 Left Ankle .............. ..............
.............................................................................. ..................... + ..................... = ................... ................... 98-00 Left Foot 4
.............. 6 ...............................
..............
Biology CR2 54 + .....................
20 = ...................
74 ...................
.............................................................................. .....................
Geography (Environmental) C 54 + .....................
15 = ...................
69 ...................
.............................................................................. ..................... STRUCTURE POINTS BLOOD POINTS
Geology CR2 54 15 69
.............................................................................. ..................... + ..................... = ................... ...................
Operate Equipment AD2 30 10 40 198 198
.............................................................................. ..................... + ..................... = ................... ...................
Pilot Watercraft AD2 30 10 40
.............................................................................. ..................... + ..................... = ................... ...................
75$,1,1*32,176
.............................................................................. ..................... + ..................... = ................... ...................
..................... + ..................... = ................... ...................
..............................................................................
.............................................................................. ..................... + ..................... = ................... ...................
0
Stefan Whitmore
Name: .....................................................................................................

Form 12-221: Morrow Project Operative Profile (Page 1)

PERSONAL DETAILS
&DUHHU)LHOG U.N. aid supervisor Blood Type: O+
Hair Color: Blonde Ethnicity: Caucasian
Eye Color: Blue Age / Gender: 35 / Male
Handed: Right
Description/Distinguishing Marks Branch: Recon
tall, lean, runner’s build, small scar on right cheek, scars on Team / CR-M5
upper back, moves with authority Role: TL, Contact Spec.
ERA/FREEZE DATE ACTIONS

CORE ABILITIES 6/6/80 3


Core Abilities STR CON DEX AWA EXP REA FOC Mass: 10
Score 21 24 22 17 26 20 26 Height: 190 cm 6’ 3"
Task Base % 42 48 44 34 52 40 52 Weight: 83 Kg 183lb

Equipment
EQUIPMENT PERSONALITY TRAITS 3$&(
Equipment Worn/Carried KG Volatility 10 %
.......... 5
............................................ x1
Armor: Head AV: 14
........................................................................ ................................... .............. 10
Extroversion 70 %
.......... ............................................ x2
Armor: Vest AV: 14
........................................................................ ................................... .............. 15
Compassion 90 %
.......... ............................................ x3
Armor: Coverall AV: 7
........................................................................ ................................... ..............
Armor: Boots AV:
Discipline 90 %
.......... Enc. Penalty
4
........................................................................ ................................... ..............
Armor: Gloves AV: 2 Curiosity 80 %
.......... Medium
...............................................................
........................................................................ ................................... ..............
Basic Weapon Load #01
........................................................................ ................................... 19.9
.............. ENDURANCE 6.,// POINTS
Stoner M22 w/12 30 round mag.
........................................................................ ................................... .............. +LVWRULFDO(DUQHG7RWDO
Browning HP-35 w/3 13 round ma
........................................................................ ................................... .............. 24
4 M67 fragmentation grenades
........................................................................ ................................... .............. 300  0 300
4 M34 white phosphorus grenades
........................................................................ ................................... ..............
2 M72A2 LAWS
........................................................................ ................................... ..............
........................................................................ ................................... .............. HISTORY/EDUCATION ('*(6,03(',0(176
Basic Personal Load
........................................................................ ................................... 21.0
.............. Stefan Whitmore was raised
........................................................................ ................................... .............. on a farm in rural Minnesota
........................................................................ ................................... .............. and had a strong Lutheran
background. He attended St.
........................................................................ ................................... .............. Olaf’s College and majored in
Personal Effects Box:
........................................................................ ................................... .............. theology. He joined the Peace PORTRAIT/BUST
........................................................................ ................................... .............. Corps upon graduation and
........................................................................ ................................... .............. spent two years in the
Honduran mountain
........................................................................ ................................... ..............
rainforest. He then joined the
........................................................................ ................................... .............. U.N., starting as a low-level
........................................................................ ................................... .............. aid worker. He spent the next
10 years working his way up
Encumbrance
ENCUMBRANCE through the U.N. ranks in
Light 11.0
...................... 88.2
Extreme ...................... various African countries. He
learned how to negotiate with
Medium 22.1
...................... Max 127.0
...................... anyone. Stefan was working
Heavy 44.1
...................... Total 40.9
...................... a stint supervising election
observers in Nigeria when the
Radiation EXPOSURE
RADIATION Exposure Project approached him.
..............................................................................................................................
Form 12-221: Morrow Project Operative Profile (Page 2)
SKILLS STRUCTURE POINT ALLOCATION
Root Skill / Specialty Task D100 Location AV SP's Wounds
Base 6NLOO 7DVN 73
Culture (Own) BR0 .....................
.............................................................................. 66 + .....................
10 = ...................
76 ................... 01-06 Head 14 ...............................
0 ..............
..............
Language (Own) BE0 66 + .....................
.............................................................................. ..................... 10 = ...................
76 ................... 07-08 Neck .............. 5 ...............................
0 ..............
Athletics * BD2 44 8 = ...................
52 ...................
.............................................................................. ..................... + ..................... 09-10 Right Shoulder .............. 5 ...............................
7 ..............
Bargain (Negotiate) ** BE2 52 20 = 72
.............................................................................. ..................... + ..................... ................... ................... 11-13 7 ...............................
7 ..............
Right Upper Arm ..............
Navigate ** BA2 34 + .....................
..................... 10 = ...................
44 ...................
.............................................................................. 14 Right Elbow .............. 2 ...............................
7 ..............
Observe ** BA2 34 + .....................
..................... 10 = ...................
44 ...................
.............................................................................. Right Forearm 7 ...............................
7 ..............
15-17 ..............
Persuade (Pacify) ** BE2 52 + .....................
..................... 20 = ...................
72 ...................
.............................................................................. 7 ..............
2 ...............................
18 Right Wrist ..............
Scrounge (Beg) ** BF2 52 + .....................
..................... 15 = ...................
67 ...................
..............................................................................
19-20 Right Hand 0 ..............
.............. 5 ...............................
.............................................................................. ..................... + ..................... = ................... ...................
Communications AE2 52 + ..................... 6 = ...................
58 ................... 21-22 Left Shoulder 7 ..............
.............. 5 ...............................
.............................................................................. .....................
Construction AS2 42 + .....................
10 = ...................
52 ................... 23-25 7 ..............
Left Upper Arm .............. 7 ...............................
.............................................................................. .....................
Drive (MPV) AD2 44 + .....................
6 = ...................
50 ................... 26 Left Elbow 7 ..............
.............. 2 ...............................
.............................................................................. .....................
Emergency Procedures AF2 52 + .....................
..................... 6 = ...................
58 ................... 27-29 Left Forearm 7 ..............
.............. 7 ...............................
..............................................................................
Firearms AA2
..............................................................................
34 + .....................
..................... 10 = ...................
44 ................... 30 Left Wrist 7 ..............
.............. 2 ...............................
First Aid * AR2
..............................................................................
40 + .....................
..................... 6 = ...................
46 ................... 31-32 Left Hand 0 ..............
.............. 5 ...............................
Gunnery (Land) AA2 34 + .....................
..................... 6 = ...................
40 ................... 33-39 Mid Torso 7 ..............
.............. 16 ...............................
..............................................................................
Hunt * AA2 34 + .....................
..................... 6 = ...................
40 ................... 7 18 ...............................
.............................................................................. 40-47 Upper Right Torso .............. ..............
Maintenance * AF2 52 + .....................
6 = ...................
58 ................... 7
.............................................................................. ..................... 48-55 Upper Left Torso .............. 18 ...............................
..............
Sensor Operations AA2 34 + .....................
6 = ...................
40 ...................
.............................................................................. ..................... 56-62 Abdomen 7
.............. 16 ...............................
..............
Special Weapon AA2 34 6= 40
.............................................................................. ..................... + ..................... ................... ................... 63-64 Groin 7
.............. 5 ...............................
..............
Survival AA2 ..................... 34 + ..................... 6 = ...................
40 ...................
.............................................................................. 65-66 Right Hip 7
.............. 5 ...............................
..............
Tactics * AR2 40 + .....................
..................... 6 = ...................
46 ...................
.............................................................................. 7 14 ...............................
67-72 Right Thigh .............. ..............
Thrown Weapon (Grenade) AS ..................... 42 + .....................
10 = ...................
52 ...................
..............................................................................
73 Right Knee 7
.............. 2 ...............................
..............
=
.............................................................................. ..................... + ..................... ................... ...................
Artillery (Mortar) CA2 ..................... 34 + ..................... 6 = ...................
40 ................... 74-78 Right Calf 7
.............. 11 ...............................
..............
..............................................................................
Culture (Sociology) * CR2 40 10 = 50 79 Right Ankle 11
.............. 2 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Engineering (Civil) CR2 40 6= 46 80-82 Right Foot 4
.............. 7 ...............................
..............
.............................................................................. ..................... + ..................... ................... ...................
Explosives (Demolition) CD2 ..................... 44 + ..................... 6 = ...................
50 ................... 83-84 Left Hip 7
.............. 5 ...............................
..............
..............................................................................
Instruct * AE2 52 10 = 62
.............................................................................. ..................... + ..................... ................... ................... 85-90 Left Thigh 7
.............. 14 ...............................
..............
Leadership * AE2 52 15 = 67
.............................................................................. ..................... + ..................... ................... ................... 91 Left Knee 7
.............. 2 ...............................
..............
Legal Procedures AR2 40 6= 46 7 11 ...............................
.............................................................................. ..................... + ..................... ................... ................... 92-96 Left Calf .............. ..............
.............................................................................. ..................... + ..................... = ................... ................... 97 Left Ankle 11
.............. 2 ...............................
..............
Commerce (Logistics) AR2 40 + ..................... 6 = ...................
46 ................... 4
.............................................................................. ..................... 98-00 Left Foot .............. 7 ...............................
..............
Meditation (Prayer) AF2 52 10 = 62
.............................................................................. ..................... + ..................... ................... ...................
Performance (Speech) AE2 52 10 = 62
.............................................................................. ..................... + ..................... ................... ................... STRUCTURE POINTS BLOOD POINTS
Ride (Horse) AD2 44 + 6= 50
.............................................................................. ..................... ..................... ................... ...................
Theology (Christianity) CR2 40 10 50 225 225
.............................................................................. ..................... + ..................... = ................... ...................
.............................................................................. ..................... + ..................... = ................... ...................
75$,1,1*32,176
.............................................................................. ..................... + ..................... = ................... ...................
..................... + ..................... = ................... ...................
..............................................................................
.............................................................................. ..................... + ..................... = ................... ...................
0
The Morrow Project
Appendix A
Scouts are experienced in operating in small
I. NPCs bands in hostile territory without support.
Here we present the statistics of average, They usually come from backgrounds already
“mook” NPCs. We have only listed the most used to such operations: bandits, eaters
prominent skills that an NPC would have. (cannibals), slavers and reapers (raiders
Assign other skills as necessary to simulate engaging in wanton bloodshed). Scouts
what the NPC would realistically be able to do. typically resupply by slaughtering isolated
The descriptions below use the following farmsteads and taking their victims’ food and
terms: possessions as needed. Krell scouts are as
Favored ability: ability score of 26 (base 52%) ruthless and remorseless as any other Krell.
Disfavored ability: ability score of 14 (base Favored abilities: STR, CON, DEX, AWA
28%) Disfavored abilities: EXP, REA
All other abilities have a score of 20 (base 40%) Primary skills: Observe, Ride (Horse),
Primary skills: skill at 20% Stealth
Secondary skills: skill at 10% Secondary skills: Athletics, Brawl, Firearms
(your weapon), First Aid, Melee Weapon,
Armor: armor is at MP4E, p. 93.
Persuade (Deceive, Intimidate), Survival (own
Weapons: generic weapons are at MP4E, p. region)
248.
Armor: leather
A. Warriors of Krell Weapons: knives
Krell wear a black armband with the Krell 2 boom bags
symbol: a red trident like a lightning bolt. D6: hatchet (1-2)
Champions draw some of their gear from
short sword (3-4)
captured, aging stocks of Morrow Project
equipment. war club (5-6)
D6: M1 Garand rifle (1-2)
1. Scout
The Krell send mounted scouts ahead of their bolt action rifle (3-4)
forces, for reasons including to: shotgun (5-6)
»» reconnoiter the land ahead, e.g. population 2. Champion
distribution and opposing defenses
The strongest, the fastest, the deadliest and
»» engage in irregular warfare, to attrit an most ruthless Krell eventually rise above
opponent’s strength or to force an opponent their peers to become champions. Champions
to disperse its strength to protect against serve as non-commissioned officers, leading
raids squad-level bands of warriors or scouts. Elite
»» make lightning raids on specific targets killers, champions carry the best weapons and
armor. Often a Krell rises to champion by
»» create diversions, to draw strength away
secretly murdering the champion of his band,
from the actual point of a planned Krell
attack

25
or by killing that champion openly in a ritual B. Town Militia
challenge. Committing an act of great bravery
or usefulness to the Krell (such as capturing a
1. Regulars
Morrow Project asset) can also elevate a Krell
follower to champion, at his Lord’s discretion. In the parlance of the area of operations
(AO), regulars are experienced soldiers and
Favored abilities at 31 (62%): STR, CON, peacekeepers. They have experience tracking
DEX, AWA and fighting such groups as bandits, reapers
Abilities at 25 (50%): FOC and eaters, as well as possibly gunners
Disfavored abilities: EXP, REA (mercenaries) employed by ranchers or other
wealthy landowners. Regulars must sometimes
Primary skills at 25% (for skills with no fight on their enemies’ home turf, or amid the
listed specialty, have 20% plus all specialties isolation of the open prairie. Regulars are
at +5%): Observe, Persuade (Intimidate), Ride accordingly battle-tested and capable.
(Horse), Stealth
Every AO town, ranch and mine has at least
Secondary skills at 15%: Athletics, Brawl, one regular to whom the citizens turn to handle
Firearms (your weapon), First Aid, Leadership violence, or potentially violent confrontations.
(Military), Melee Weapon, Persuade (Deceive), This person may be formally designated the
Survival (own region) sheriff and may even carry a badge or other
Armor: interceptor body armor without symbol of office. Or, he or she may simply be
inserts (MP4E, p. 165) a capable individual who is the community’s
»»***CON EXCLUSIVE***

Weapons: knives unspoken protector.

boom bag Larger towns and rougher places such


as mines require multiple regulars. The
Smith & Wesson M27-3 ½” community may formally organize such men
revolver (MP4E, p. 126) into a sheriff ’s or regulars’ office, with a formal
D6: sword (1-2) leader. Or these regulars may be loosely
axe (3-4) structured, like a band of friends, a private club,
sledgehammer (5-6) or a gang.
D6: M4 carbine (1-3; Towns of the River Town League see
MP4E, p. 131) lots of travelers, with plenty of rough folks.
Heckler & Koch Sometimes people letting off steam gets out
MP5A3 sub-machine of hand. Being richer communities and often
gun (4-6; MP4E, p. possessing banks, League towns are also richer
Rude Awakening

130) targets for bandit gangs. Accordingly, League


towns each have a formal regulars’ office,
consisting of multiple regulars led by a sheriff.

26
The Morrow Project
When a threat arises that exceeds their 2. Volunteer militia
capacity, regulars recruit, organize and lead
These are the farmers and townsfolk who
local volunteers to defeat the threat. This
answer the call to defend their homes. Visitors
larger force is in AO parlance a militia and
and passing travelers may also get caught up in
the regulars become its non-commissioned
the rush to defend a town or pursue some evil
and commissioned officers. Excepting the
gang. Prior to the Krell’s arrival, these folk
organized violence that ranchers and other
generally had no combat experience.
wealthy landowners sometimes launch to
expand their interests, there has been no open But a trapper or farmer can still be a crack
warfare between AO communities for at least a shot. Solid people of the earth, volunteers
generation. AO communities therefore have no also tend to be all the braver for that they are
precedent for the Warriors of Krell, an actual defending their homes and families. And the
army waging total war. But League regulars volunteer militia in contact with the Krell are
have risen to the occasion, organizing militias acquiring combat experience at an accelerated
on a scale never before seen in the League’s pace.
history. Favored abilities: STR, CON, AWA
Favored abilities: STR, EXP, DEX, AWA Disfavored abilities: EXP, REA
Disfavored abilities: REA Primary skills: Athletics, Firearms (your
Primary skills: Athletics, Firearms (your weapon), Survival (own region)
weapon), Brawl Secondary skills: Hunt, Observe
Secondary skills: Emergency Procedures, Armor: none
Leadership (Military), Melee Weapon, Navigate, Weapons: knives
Observe, Persuade, Ride (Horse), Survival (own
region), Stealth, Tactics D6:
hatchet (1-2)
axe (3)
Armor: none club (4-6)
Weapons: knives D6: short bow (1)
D6: tomahawk (1-2) flintlock rifle (2-3)
sword (3-4) percussion rifle (4-5)
club (5-6) breech-loader rifle (6)
percussion (1-2) or roll on table for Krell
cartridge (3-6) revolver warrior firearms, above
(7+)
D8: percussion rifle (1) +1 on roll if militia fighting in
breech-loader rifle (2-4) Pure.
bolt action rifle (5)
shotgun (6-7)
M1 Garand (8)
If have a rifle, 1-3 on 1D6 to
have a bayonet

27
when they anticipate massacring civilians;
II. Weapons assaulting a building or fixed defensive position;
or other combat at extremely close quarters. A
War club
rifle with bayonet counts as a spear, see MP4E
TL H p. 248.
E-Factor 5
Wt. (kg) 2 Boom bag
Price (H) 10
Wt. 4 kg
This is a club with an enlarged head and one or Size 25.4 cm x .35.6 cm
more large wood or metal spikes; multiple metal Eff.Rng. 15 m/25 m – MASS 3
flanges; or multiple nails. It is equivalent to a Fuse Delay 8-10 seconds
Native American war club, or a medieval mace E-Factor 750 + fragments
or morning star. Burst Radius 20 m
Basic Load 2 bags
M1 Garand Load Wt. 8 kg
Caliber 7.62 x 63 mm (30-06 cal.) Packaging n/a
E-Factor 18 Package Wt. n/a
Wt. (Empty) 4.3 kg A thin, buttoned-shut canvas bag with a
Barrel 61 cm shoulder sling. Inside is a wax-sealed pottery
Length 110 cm crock containing an average 2 kg black powder
Eff. Rng. 600 m
»»***CON EXCLUSIVE***

charge and with a long fuse that protrudes from


Max. Rng. 3,155 m the bag. A filling of crockery bits, nails, metal
Type of Fire semi-automatic only scrap, etc. surrounds the crock. Both the Krell
Rate of Fire 30 rpm and AO militia use boom bags to clear rooms,
Feed Device 8 rd. “en bloc” clip trenches or fortified positions; and to disable or
Feed Device Wt. n/a destroy vehicles.
Basic Load 8 clips (64 rounds)
The user lights the fuse; swings the bag by
Load Wt. 1.7 kg
its sling, several times for added momentum if
Total Wt. 6.0 kg
possible; and releases. Sling momentum gives
The M1 Garand is the legendary weapon of the a boom bag greater throwing distance. The
majority of U.S. forces in World War II. It was two effective range figures are for one spin and
the standard weapon of both the U.S. Army for multiple spins. Multiple spins is sometimes
and the U.S. Marine Corps, until the adoption too dangerous to accomplish during a gunfight,
of the M14 in the 1960s. It is both rugged and when standing still swinging makes you an easy
Rude Awakening

accurate. Large numbers of these weapons target. Multiple spins also requires greater
were produced. clear space around the thrower.
The M1 Garand has an internal, spring- The detonation scatters fragments (E-Factor
operated “belly” magazine that holds an en 5) over the burst radius. The boom bag is a
bloc clip with its eight attached rounds. The dangerous weapon, since in practice its casualty
operator feeds the magazine from the top of zone generally exceeds its throwing distance.
the receiver, with the clip and attached rounds Therefore before a thrown bag detonates, the
passing through the rifle’s open action. Krell thrower and his fellow soldiers must get behind
M1s have a bayonet lug. The Krell fix bayonets cover relative to the blast point or run out of
range.

28
The Morrow Project
Cache CR-M5-2 Inventory
»» 1 replacement basic personal load, for each team member
»» 1 replacement basic weapon load, for each team member
»» 1 replacement vehicle loadout, for each team vehicle
»» 1 case of each hand grenade and 40 mm grenade type appearing in basic weapon load of any
team member, to extent not duplicating cases in replacement vehicle loadouts
»» 1 case or can of any small arms ammunition type appearing in basic weapon load of any team
member, to extent not duplicating cases and cans in replacement vehicle loadouts
»» 4 additional cans 9mm ammunition
»» 2 additional cases 00 buckshot ammunition
»» 1 replacement ammunition load, for all mounted weapons of all team vehicles
»» 4 additional ration packs
»» AN/PPS-5B Ground Surveillance Radar
»» M29A1 81mm mortar
»» 6 cases (18 rounds) M374A2 81 mm HE rounds; 6 cases (18 rounds) M375A4 81 mm WP
rounds; and 3 cases (9 rounds) M301A3 81mm illuminating (star shell) rounds
»» AN/PAS-7 Thermal viewer
»» 4 V-150 tires
»» 200 kg corn and soybean seed
»» 10 kg assorted books on farming

29
Handout 2:
Reconnaissance and Contact Team CR-M5
Team Roster
STEFAN WHITMORE
Specialty: team leader, contact specialist
Crew Specialty: commander
Basic load: • Stoner M22 assault rifle
• 2 LAWS anti-vehicle rockets
Background: relief and aid supervisor with the United Nations,
very religious; caucasian

FIRST LIEUTENANT SHEILA ABRAMS


Specialty: second-in-command, demolitions, engineering
Crew Specialty: mechanic
Basic load: • Ingram M10 submachine gun
• silenced HP-35 pistol
• 3 HAFLA-35L flamethrowers
Background: army brat and former combat engineer, doing wetlands
work with the U.S. Army Corps of Engineers; caucasian

STAFF SERGEANT FRANCISCO GABRIEL ROSALES


Specialty: quartermaster, scout
»»***CON EXCLUSIVE***

Crew Specialty: gunner


Basic Load: • M16A1 assault rifle
• M203 grenade launcher
Background: U.S. Army mechanized infantryman and self-educated man;
Latino
JILLIAN MANNING
Specialty: sniper, backup scout
Crew Specialty: navigator
Basic Load: • M21 sniper rifle
Background: hippie ranger with the National Park Service;
caucasian

BEN HUANG
Specialty: mechanic
Rude Awakening

Crew Specialty: driver


Basic Load: • M60 general purpose machine gun
Background: chemistry professor and former U.S. Army chemist;
Asian American

CHARLES DEMING
Specialty: radio operator
Crew Specialty: radio operator
Basic Load: • Atchisson automatic assault shotgun
Background: national expert in veterinary medicine; caucasian

30
Handout 3: Equipment

The Morrow Project


Basic Personal Load
Weight: 18.69 kg
Gray Morrow Project coveralls -- gas-, water- and impact-resistant fabric
Combat boots (steel-toed and steel-heel-plated, armored sole)
Light leather gloves
Basic web gear (includes belt, shoulder harness, ammunition pouches and holster;
belt and harness have multiple attachment points for pouches, holster and other gear)
Beret with Project logo
Water-proof wristwatch
Cold weather jacket
M-17A1 Protective mask with carrier
AN/PRC-68 Personal communicator w/scrambler and earpiece (1.6 km range) -- walkie-
talkie
Project ID card
KCB-70 Knife/bayonet
• Built-in screwdriver
• Insulated wire cutter (uses sheath and knife together)
• Hacksaw back blade
M1 CBR Kit (automated hazard detection)
• Sounds alarm for nearby hazardous chemicals, biological agents and elevated
radiation levels
• Identifies hazardous chemicals and biological agents detected
• Dosimeter
Medkit
• Injector
• 8 Injectable doses each nerve agent antidote; antibiotics; analgesic;
sedative; and stimulant
• Sterile antibiotic wipes
• Bandages, gauze pads and gauze rolls (each various sizes, including triangular
bandage)
• 2 Tourniquets
• Foil space blanket
ALICE Backpack
• 1 Liter canteen with folding cup
• 5 Liter folding canteen with carrier
• Aluminum mess kit (includes 2 mess tins, knife, fork and spoon)
• Compass
• Perry whistle
• Swiss Army type pocket knife
• Hardcover notepad with pen and pencil
• Generator flashlight – battery-less, windup handle
• 3 Canisters wind- and water-proof matches (each 50 matches)
• Water-proof rain poncho and shelter half
• Bungees and tent pegs for shelter
• 30 m Paracord (250 kg breaking strength)
• Spare set gray Project coveralls
• 3 Sets underwear
• Sleeping bag
• Foam sleeping mat
• Toilet kit
• Weapons cleaning kit

43
Vehicle Loadout
2 Pairs AN/PVS-5 night-vision binoculars (4x magnification)
CP-7 Laser range finder binoculars (7x magnification)
2 Pairs dust goggles with interchangeable lenses (clear, amber and polarizing
tinted)
Autonav navigation system
2 AN/PRC-70 Backpack communicators w/scrambler (40/4,000 km range)
Radio direction finder
Shovel
Pickaxe
Axe
Sledgehammer
Machete
Bolt cutters
20 m Tow chain (5.25 metric tons breaking strength)
Camouflage and shade net (covers 7 m x 7 m; includes poles, stakes and guy ropes)
50 m Nylon rope (1700 kg breaking strength)
Vehicle tool kit (tailored to V-150; includes spanners, wrenches, sockets, jack,
etc.)
3 Halon fire extinguishers
4 Ration packs, each
• Dehydrated food, canned juices and vitamin supplements (60 person-days)
• Heating materials
• Folding pot
• Water purification tablets
Large medkit (intended for medic or doctor; contains 5 kg of diagnostic equipment,
»»***CON EXCLUSIVE***

drugs and supplies for treating wounds, burns, infections, allergic reactions and
poisonings)
Camp kit
• 2 4-Person dome tents
• 2 Green eyeleted plastic tarps (each 2 m x 3 m)
• Spare set of poles and pegs for tents
• Bungee cords and paracord (for rigging tarps as shelters, vehicle awnings,
etc.)
• Water purification pump (with 2 spare filters, each good for 200 person-
days of pumping)
• Multi-fuel stove (with 2 refillable fuel canisters)
• Aluminum field cooking kit (includes 2 pots with lids/frying pans, 8 enamel
plates, serving spoon, ladle, strainer, etc.)
• 2 Rechargeable electric lanterns (run 36 hours on a 4-hour charge)
• 10 Liter folding water carrier (includes shoulder straps, hanging loop,
pouring tap and shower sprinkler nozzle)
Rude Awakening

2 Trade packs, each:


• 60 Gold double eagle coins
• 50 Silver dollars
• 6 1 Liter bottles of liquor
• Tobacco
• Candy
• 6 Sewing kits
• 4 Mirrors
• 6 Combs and brushes
• Various toilet articles
• 6 Knives
• Selection of fishing gear

44
The Morrow Project
2 Contact kits, each containing items doctored to seem aged:
• Civilian clothing (includes jacket, hat and watch)
• Eating utensils, cup and canteen
• Fire-making equipment, blanket and poncho
• Miscellaneous items (includes twine, knife, playing cards, pen and small
notebook, etc.)
Utility kit, a strong plastic crate with lid containing:
• 15 m Electrical extension cord on reel
• Battery charger and set of common rechargeable batteries (6 each AAA through
D cells)
• Spare components for team equipment (includes bulbs, fuses, etc.)
• Waterproof writing case (includes 4 pens, 4 pencils, 2 pads graph paper,
scientific calculator, steel compass, scissors, protractor, rule and set
squares)
• 2 Pairs heavy-duty kitchen shears
• Box of 24 pencils with erasers
• Magnifying glass
• 20 m Tape measure
• 10 m Plumb line
• 2 Magic markers
• 2 Cans spray paint (orange and black)
• Wind-up alarm clock
• Claw hammer and box of nails (various nail sizes and types)
• 50 m Paracord (250 kg breaking strength)
• Sharpening kit
• Sewing kit (includes needles, pins, thread, buttons, cloth patches, etc.)
• 2 Small metal mirrors (for shaving, signaling, etc.)
• 2 Rolls electrical tape
• 2 Rolls Gorilla duct tape
• 3 Tubes superglue
• 2 12 Liter (~3 gallon) plastic buckets
• Pack of various sizes of Ziploc bags, cable ties, rubber bands, paper clips,
clip binders, safety pins, etc.
• Box of 50 158 liter (42 gallon) contractor clean-up bags (76.2 micrometer
[3 mil] thickness)
• Box of 100 pairs disposable surgical gloves
• Rechargeable hair clippers
• 2 Mesh high-visibility vests with reflective panels
• Morrow Industries Field Manual PFM-06 (first aid manual: step-by-step
guide, intended for people without first aid training)
• Morrow Industries Field Manual PFM-01 (Project reconstruction training in
a book: includes diagrams of basic water and sewage filtration set-ups,
formulas for useful compounds like black powder and bleach, instructions
for making soap and napalm, etc.)
• 4 Aluminum foil “space blankets”
• 4 Heavy orange polythene “survival bags”
• Set of wire snares, fish hooks and line
• 6 Sets of earplugs for high-noise environments
• Mini dental kit (includes instruments, temporary fillings, etc.)
• 2 Bottles insect repellent
• 2 Bottles SPF 50 waterproof sunscreen
• Roll of 50 $20 bills
• Roll of 40 quarters
• 2 Rechargeable stun guns
• 2 Large canisters pepper gas spray
• 4 Pairs police-issue handcuffs, with keys

45
• 2 Padlocks, with keys
• 2 Decks of cards with
Morrow Industries logo on
• Pocket chess and backga back
mmon set
• 3 Tennis balls
• Bag of marbles
• Basic reading and arithm
etic primer, for teaching
• Wind-up AM/FM radio
• Pocket journal
M122 tripod (for 7.62mm
machine guns)
Basic demolition kit
• 10 M1 Timer/detonators
(up to 48 hours, hour/minu
• 20 M2A1 Ring-pull manual te/second timing)
detonators (8-second del
• 50 M60 Ring-pull manual ay)
fuse igniters (no delay)
• 4 Rolls primercord exp
losive fuse (each 152 m)
• 10 Rolls M700 time fus
e (each 15 m, burns at con
• 10 Rolls electrical det stant 1 cm per second)
onating wire (each 100 m,
electric detonator or bla connects explosive to
sting machine)
• 10 M57 Electric detona
tors (detonate one blasti
• 2 10-Cap electrical bla ng cap)
sting machines (detonate
simultaneously) up to 10 blasting caps
• 2 Tins blasting caps (wa
terproof, each 50 electric
• 2 Basic tool kits (inclu and 50 non-electric caps)
de pliers, cap crimper, fus
bronze measures) e cutter and non-sparking
• 2 Copies of Morrow Indust
ries Technical Manual PTM
guide, printed on plasti -07 (demolition reference
cized waterproof cardstock
and methods for optimizin : includes calculations
g detonations, methods for
»»***CON EXCLUSIVE***

explosive substances, etc creating impromptu


.; gives bonus to Explos
consulted) ive s task resolution if
2 Cases M112 C-4 demolitio
n blocks (each 30 .56 kg
M183 Demolition charge -- blocks)
satchel charge
• 16 .56 kg C-4 Demolitio
n blocks
• 4 M15 Priming assemblie
s (each 2 m of primercor
end) d with blasting cap at eac
h
4 M1 rocket flares (fired
manually or via included
altitude and deploys par 10 m tripwire; launches to
achute; burns 45 seconds, 170 m
M79 40mm Grenade launcher illuminating 200 m radius
)
Grenadier vest and belt
pouches, holding color-cod
• 12 M433 HEDP (high-exp ed 40mm launcher grenades
losive, with anti-armor
• 8 M651 CS gas (tear gas capability)
)
• 6 stunbag
• 4 M576E2 multiple projec
tile (40mm shotgun shell)
• 3 star shell (one each
red, white and green; lau
releases 5 stars burning nches to 170 m altitude and
Rude Awakening

7-11 seconds)
• 3 M583 white parachute
flares (launches to 170
parachute; burns 40 second m altitude and deploys
s, illuminating 200 m rad
4 M72A2 LAWS Disposable ius)
anti-tank rockets
2 M18A1 Claymore anti-pers
onnel mines
Case (30) M26A1 fragmenta
tion grenades
Case (16) M7A3 CS tear gas
grenades
Case (16) M34 white phosph
orus grenades
Case (16) AN-M8 smoke gre
nades
Can (1,000 rounds) 9 x 19
mm ammunition
Case (920 rounds) 7.62 x
51 mm ammunition
Case (8 100-round belts)
7.62 x 51mm linked ammuni
Case (1,640 rounds) 5.56 tion
x 45 mm ammunition
Case (500 rounds) 12 gau
ge 00 buckshot ammunitio
n

46
MORROW PROJECT
FOURTH EDITION
QUICKSTART RULES

2019

SETTING

WHAT IS THE MORROW PROJECT?

The Morrow Project was an NGO relief and reconstruction organization that
devoted decades to finding, evaluating, recruiting, training, cross-training, and
supplying specialized teams that were systematically hidden in secured,
underground facilities as well as small bolt-holes, and placed in an induced state
of hibernation to preserve them through the nuclear holocaust the Project knew
was coming. The Morrow Project did not act without purpose or plan. As with all
things conducted by the Project, potential personnel were reviewed with utmost
care for the intended goals of the project post-awakening, and for its ongoing
security pre-war.

WHAT’S MY MISSION?

Now, 150 years later than intended, MP Personnel are awakening to discover that
they, and their mission, are all that remains of the Morrow Project. The plan for
their awakening has gone awry, but now is their chance to demonstrate the care
taken in their recruitment and preparation was not misguided. It is left to them to
rebuild what nuclear fire and time have all but erased.

WHAT TEAMS ARE AVAILABLE?

The seven Team types are Recon, MARS, Medical & Civil Action, Agricultural,
Engineering, Science, and Specialty. Each of these teams has a specific mission
profile to perform, although there is some overlap between them.

Reconnaissance & Contact (Recon) teams are the most numerous, and have the
most general dispersion of skills. They need to be able to operate independently
before most of the Project Teams awaken, and to augment their survival skills,
receive the most combat training outside of the MARS teams.

Military Assistance, Rescue & Security (MARS) teams are the dedicated
paramilitary teams of the Project. Small and highly specialized, they are expected
to create a safe environment for survivors and Project Teams.
Emergency Medical & Civil Action (EMCA) teams vary greatly in number and
composition depending on region. Their mission profile is to assist communities,
handle refugees, rebuild infrastructure, and offer training to civilians to assist in this
monumental task.

Agricultural, Food & Water (Reseed) teams tend to be large (8-10). They are
outfitted to help restore and stabilize food production and distribution, from
tending fields to restoring and maintaining equipment.

Engineering & Salvage (Forge) teams tend to be large (8-10). They are expected
to be able to salvage, repair, or fabricate whatever Project Teams might need.
Their mission calls for civil, electrical, and mechanical engineers, as well as
technicians.

Science & Research (Science) teams are intended to be resources to assist other
teams and Prime Base in the planning and execution of missions. A typical team
will consist of a mix of specialists and generalists able to deal with the projected
problems their region might encounter, such as untended nuclear reactors, or
outbreaks of disease.

Logistics & Operations (LogOps) teams are variable in all aspects, being
assembled to undertake a very specific mission in the region or to maintain Project
operations. Sample teams of this type are researchers such as psychologists and
anthropologists, negotiators trained to deal with extremists, communication
teams responsible for restoring information broadcasting, or dedicated
maintenance groups for designated installations.

THE SYSTEM

Core Abilities
There are seven Core Abilities used in the Morrow Project. These are:

STRENGTH STR muscle power


CONSTITUTION CON aerobic capacity and resilience
DEXTERITY DEX agility, coordination and reaction speed
AWARENESS AWA attention to detail
EXPRESSION EXP ability to communicate ideas
REASONING REA ability to solve problems
FOCUS FOC mental focus and stability

Each of these is a score from 10 to 40, with an average of 20.


Task Base
The Task base is derived by doubling the score in each of the Core abilities. It is
written as a percentage, and represents the raw ability to perform tasks
associated with that core ability. A character with a STR of 22 would have a Task
base of 44% to attempt to lift a heavy object.

Skills
Skills represent the character’s additional training in performing particular tasks. A
skill is a score, often in the range of 0–20, that can be added to the Task base
when attempting an associated Task. For example, a +10% in Botany may be used
with the REA Task base of 48%, giving a total 58% chance to determine whether
a plant is known to be toxic.

Skills are categorized as ‘Basic’, ‘Advanced’, and ‘Complex’. Basic skills represent
tasks that can be accomplished by everyone, and suffer no penalty to the Task
base for attempting them without additional training. Advanced skills usually
require some initial training. If the character does not possess this skill, when
attempting a task that would normally require it, such as firing a handgun, then
there is a -10% penalty to the Task base. Complex skills, much like advanced skills,
suffer a -30% if the character does not possess that particular skill. Some Tasks
cannot be attempted. For example, someone who has not learned to program
a computer cannot be expected to have any chance of success in doing so.

Some skills can branch into a lot of specialties. For these, when the main skill
reaches 20, further increases in that skill must be done through one or more of
these specialties. When a specialty is useful for a Task check, its score is also
added in alongside the main skill. So, with a specialty of ‘Paleobotany’ of 10, and
a Botany skill of 20, you would add +30 to the Task base when dealing with the
specialty.

Some skills specialize upon immediately being trained in them.

Basic Skills Task Base Description


Athletics CON Running, Jumping, Climbing, Throwing, Tumbling
Brawl STR Fighting your way using fist, foot, and face; dodging
Insight REA Solving puzzles and enigmas, piecing together clues
Observe AWA Noticing things, watching, searching close by, tracking
Persuade EXP Convincing others, bargaining
Scrounge FOC Searching, foraging, begging, and researching
Stealth DEX Sneaking and hiding

Task Check
When performing a task, the player will roll a pair of percentile dice. This is known
as the Task check, and the aim is to roll equal to or below the target percentage
(Task base, plus skill, plus any other modifiers.) If the roll is higher, it is considered to
be a failure.

Degrees of Success
If the roll is successful, you can also determine how successful the attempt has
been. If you read the ‘tens’ die, this is referred to be the ‘degrees of success’
(DoS). For example, with a target of 67%, rolling 65 would give you 6 DoS.

If you succeed, but only get 0 DoS, this is called a marginal success. Marginal
successes provide some manner of success, but there is a level of failure as well.
In combat, this usually halves the damage dealt. For example, you repair the
vehicles engine, but it overheats if run for longer than 15 minutes.

If your result is a double, then this is called an exceptional success. Exceptional


successes produce twice the usual degrees of success. For example, with a target
of 67%, rolling 66 would count as an exceptional success, producing 12 DoS.

Counter to this, there may be the occasional need to measure the amount of
failure a character achieves. On a failed Task check you can calculate the
‘degrees of failure’ (DoF) by again reading the ‘tens’ die. However, subtract this
number from 10. For example, with a target of 67%, rolling 68 would be a failure
and produce 10-6=4 DoF. Rolling doubles in a failure can be considered an
exceptional failure and will double the final degrees of failure. For example, rolling
77 would give 3x2=6 DoF. Rolling a 00 is both an exceptional failure and a marginal
failure. So, something really goes wrong, but there is a glimmer of hope, as there
is a small amount of success, albeit almost unintentional.

Sometimes there is an opposed Task check situation. Both sides make their Task
checks, and calculate degrees of success. The Degrees of success are then
compared. The lower amount is subtracted from the higher. The person with the
higher amount succeeds, but the degrees of success have been reduced. For
example, Character 1 is being attacked by Character 2 with a baseball bat.
Character 1 is dodging this. Character 2 will make their Task check, and
determine their degrees of success. Character 1 will also make a Task check to
avoid the attack, and calculate the degrees of success. Character 2 gets 8 DoS,
and Character 1 gets 5. The Character 2 succeeds in hitting, but only with 3 DoS.

MASS
Adult humans have a MASS score ranging from 8 to 12, with an average of 10.
MASS is a rating of the relative size of varying objects and creatures. A rat may be
MASS 1, an elephant MASS 35.
MASS is used to determine some secondary scores.

Endurance Points
Endurance points (Ep) are a measure of how much effort a character can
undertake before becoming tired or exhausted. Endurance points are regained
by resting, 1 Ep per hour, or sleeping, 3 Ep per hour.

Cost Activity
1 point 1 hour of walking (x1 Movement)
2 points 1 hour of marching (x2 Movement)
4 points 1 hour of running (x3 Movement)
1 point 10 Blood Points lost
1 point per combat encounter

Structure Points
Structure points (Sp) measure the maximum amount of damage the body or parts
of the body can take before it is destroyed or broken. Damage is usually applied
to a location. Sometimes damage is excessive or widespread, such as an
explosive, and is instead applied to the character’s total Structure points.
Damaged Structure points for living creatures can heal at a rate determined by
a CON Task check every ten days. With good medical care, a lot of bonuses can
be added to this Task check (such as the medical professional’s skill). The degrees
of success achieved are the amount of Structure points healed. A lightly
wounded character can be assumed to heal at a rate of 4 Sp every 10 days.

A location at 0 Sp is considered disabled or destroyed. Certain locations, such as


the torso, neck or head, can lead to death. Make a CON Task check. If it fails,
treat the character as close to death. If no medical assistance is administered
within a few combat turns, the character will die. With a success, the character is
currently stable.

Blood Points
Blood points (Bp) represent the volume of blood loss a character can lose before
they die, about 50% of the total volume in their body. When Bp reach 0, the
character dies.

Blood points are usually recovered at a rate of 1 per 100 (or fraction thereof)
starting Blood points per day. For an average character, this is 2 Bp per day.

A character loses Blood points at a rate dependent on the size of the wound
received. For ballistic or penetrative damage, this is equal to the Structure points
lost in that location. Blood points are lost every Tactical turn (every 10 combat
turns).
When wounded, the character or other person can attempt to apply pressure in
order to reduce blood loss. Any degrees of success achieved can be subtracted
from the expected blood loss for that Tactical turn. If blood loss is reduced to 0, it
has stabilized, provided the wounded party does not attempt to move. A CON
Task check may be required. Degrees of failure may be used as further blood loss
for a reopened wound.

A blood transfusion can be used to restore lost Blood points quickly. The blood
provided must be of a matching blood type, or specific drugs administered, to
avoid the procedure killing the patient.

Actions
Actions represent the number of separate things a character can be doing
within the span of a combat turn (3.6 seconds).

Task Action
s
Moving PACE meters* 1
Draw weapon 1
Melee attack 1
Melee defense/dodge 1
Snapshot, fire weapon (-20 to hit) 1
Aim weapon (negates snapshot penalty)* 1
Short burst (3-rounds) 2
Medium burst/full-auto fire 3
Reload weapon 1
Holster or sheath weapon 1
Prepare explosive charge/arm weapon 1
Throw weapon 1
Prepare disposable weapon/bow for 2
firing
Clear jam 2
Issue verbal command 1
Open or close hatch or door 2

A character can attack once per combat turn with a given weapon. Moving and
aiming can be given multiple actions. The initial aim action negates a -20%
penalty for taking a snapshot with a firearm, additional aim actions increase the
chance to hit by 10%.

Actions can be held during combat for the purposes of defending or avoiding an
attack. These reactive actions can be spent as a response to the character
becoming aware of an incoming attack. They cannot later be used for other
actions. When a character has no available actions for a combat turn, they are
unable to perform any other action, including reacting to an attack.

For example, a character with three actions may choose to use one in aiming,
the second in firing, and save the third action for ducking behind the wall if an
opponent should fire back.

Pace (Movement Rate)


PACE or the movement rate is the number of meters a character can move in a
combat turn, or the number of kilometers covered in an hour. The character can
march or run, for increased endurance costs, at twice or three times their normal
Pace.

Timing
Time is broken down into Combat turn (3.6 seconds), Tactical turn (10 combat
turns, 36 seconds), Game turn (6 minutes) and Game hour (60 minutes). Combat
occurs within each combat turn. Blood loss and a change in orders occur within
each Tactical turn. Emergency medical procedures usually occur within the span
of a Game turn.

Combat
1. Roll for Initiative
Each player of team rolls Task check, assuming Task base of 100%.
Calculate degrees of success. This is their Initiative.

2. Combat turn starts.

3. Declaration of Actions.
Players declare actions in reverse Initiative order (lowest to highest).
Undeclared actions can be held as reactions to incoming dangers.

4. Task Resolution.
In Initiative order (highest to lowest), Determine chance of success (Task
base, skill, modifiers) then roll for tasks (observe, attack, defend, etc.) Actions in
reserve may be used to defend. Compare results. If there are any remaining
degrees of success, the task or attack was successful.

5. Determine Effects.
Allocate degrees of success.
Marginal successes half the damage (the e-factor of the weapon.)
Additional degrees of success can be allocated towards:
Damage +1 damage per degree of success allocated
Hit Location Shifting the hit location by 1 per degree of success
allocated. (Must be done prior to rolling for
location, location shifts can be in either direction
and can be less than those allocated)
Suppression Buying down the degrees of success achieved by
a target in actions they may take this combat
turn, by 1 per degree of success achieved

Roll for hit location with a successful attack (hit locations are listed on the
character sheet). Determine amount of damage (e-factor, marginal
success, allocated degrees of success.)

6. Determine Results.
Roll for Shock check. Determine if target suffers from shock,
unconsciousness, or death.
For a simple presentation of the Shock check, see below.

7. Bookkeeping.
Record Blood point loss and any Endurance loss. Actual points lost will
not be applied until the end of the 10th combat turn.

8. End of Combat turn. After all players have used their Actions, go to (2).

Simplified Modifiers to Ranged Combat:

Target Size
(MASS)
<1 -40
1-4 -20
5-7 -10
8-16 0
17-23 +10
24-32 +20
33+ +40

Conditions
Twilight -10
Full Moon, Night -20
New Moon, Night -40
Underground (No -50
Light)
Light Smoke or Dust -10
Dense Smoke or Fog -40
Bright Flash/Strobe -30

Movement:
There is a penalty for hitting moving targets equal to their movement rate
(km/h). If they are moving directly towards or away, the penalty is halved.

Firearms Range adjustment


Point Blank (less than 5m) +20
Short (5m – effective range [ER] x 0.5m) +10
Medium (up to ER x 1m) +0
Long (up to ER x 2m) -20
Extreme (for each additional multiple of ER -20* (thus -40 at up
beyond x2, and up to Max Range) to ER x3m)

Firearms will have an Effective range (Er) and a Maximum range. At up to the
Effective range, the firearm does damage equal to its listed e-factor. After this the
damage is reduced by 1, and will continue to drop by 1 for every additional
multiple of Effective range the projectile has to travel to its target. Larger
projectiles, drop larger amounts, around 10% of their e-factor for every additional
multiple of Effective range travelled.

Cover
No Cover, target unaware +0
Partial cover (1/4 concealed) -10
Prone, lying flat -20
Moderate cover (1/2 concealed) -30
Full cover (9/10 concealed) -40

Modifiers to Close Combat:

Target is prone or surprised +20


Target is flanked +10
Aimed attack (1 additional action) +10
Attacker’s reach is greater than target’s +10
Attacker’s reach is less than target’s -10
Target is fleeing or avoiding fight -10
Attacker is prone or surprised -20

Natural weapons normally cause a small amount of damage. Fist attacks cause
MASS/10 (1), whilst kick and claw attacks cause MASS/5 (2). Damage is increased
through allocated degrees of success.

Knockout:
An attack intended on subduing an opponent can be made using a weapon
that is appropriate for attempting a non-lethal attack. There is a -30% penalty,
and still delivers the usual Structure point damage. However, instead of any
applicable Blood point loss, the target loses Endurance points equal to twice the
damage delivered.

Armor
Armor is either hard or flexible, and comes with two armor values (Av); ballistic
and non-ballistic. The armor value is the total amount of damage it can absorb
before being penetrated. Hard armor will absorb as much damage as the value
permits. Flexible armor prevents half of the penetrative damage, up to its armor
value, the remaining half is translated into blunt damage. As usual, any damage
above the armor value is not prevented.

Most Morrow Project Team personnel wear a uniform made from a fabric known
as Resistweave.

Armor Type Ballistic Non-Ballistic Flexible/Hard


Av Av
Cloth 0 1 Flexible
Plate 5 14 Hard
Ballistic II 12 2 Flexible
Ballistic IV 20 5 Hard
Resistweave 7 4 Flexible

Penetrative damage causes wounds that produce the same level of Blood point
loss equal to the Structure points lost.

Blunt damage generally only causes Structure point loss. Although Blood point loss
could occur at a rate of 1 per 5 points of Structure point loss.

Shock Check
Central to the Shock check is the CON task check. Whenever damage is felt to
be of a sufficient amount to cause secondary effects, such as going into shock,
a CON task check is necessary. The threshold for this is the character’s MASS/5 (2
points of damage on average). Above this, there is a danger to the character.
When the damage is explosive, or fire, and considered ‘whole body damage’
(WDP), this threshold is MASS x 2.

● An exceptional success will reduce potential blood loss by an amount


equal to the degrees of success, and Endurance point loss is 0.
● A normal success applies normal Blood point loss, and Endurance point loss
of 1 (2 for Torso damage, 3 for Head damage).
● A failure applies normal Blood point loss (although at times you may apply
the degrees of failure as well), but Endurance points are lost equal to the
damage taken (limbs are only ½ of this). There is also a 5 x degrees of failure
chance of something major occurring, such as the location is impaired,
dismemberment (limb), or a critical bleed (Blood point loss x 1d10 per
tactical turn).
● An exceptional failure is bad. For head and torso wounds, this can be dead
or ‘dying’ – see Structure points. Likewise, for whole body damage. For
limbs, Endurance point loss is now 2 x degrees of failure, and the risk of
dismemberment or critical bleed continues as per the failure.

Vehicles
Vehicles also have STR, DEX, MASS & PACE. Wheeled vehicles can travel their
PACE x 6 at maximum speed. They also have an Integrity (INT) score. This is similar
to CON, so on average it has a Task base of 40%. Similar to the Shock check, when
a vehicle takes damage, an INT task check is performed. As locations on a vehicle
are disabled or destroyed, the Integrity score drops. A Task check using the
Mechanical skill can be used to repair lost Integrity, as well as lost Structure points.

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