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CREDITS

MJ Barjoc (Order #39761202)


contents
BACKGROUND 3
GM Introduction 3
Synopsis 3
Running the Game 3
Secret Agendas 4
Player Introduction 5
Gearing Up 6
ENCOUNTERS 7
Getting There 7
Getting In 8
Inside the Facility 9
The Containment Chamber 10
The Tanks 11
The Facility Database 11
The Strike Team 12
Getting Out 12
APPENDIX A: STRESS OPTIONAL RULE 13
APPENDIX B: MAPS OF THE FACILITY 14
APPENDIX C: PLAYER CHARACTERS 16

The Probe
Version 1.0

This scenario is designed for the ELEMENTAL game system and requires the ELEMENTAL Complete Guide.
Go to DriveThruRPG.com and search for ‘Gildor Games’ to see the full line of ELEMENTAL products.

Scenario: Wayne Boulton


Player Characters: Samantha Boulton
3D Animation: Patrick Boulton
Art: Patrick Boulton, Midjourney

Contact: gildorgames@yahoo.com

© 2022 Gildor Games. All Rights Reserved.


ELEMENTAL and its logo are trademarks of Gildor Games in the U.S.A. and other countries.
Gildor Games grants permission to print or photocopy this document, in whole or in part, for personal use only.
Not for resale.

MJ Barjoc (Order #39761202)


2
BACKGROUND
GM Introduction Synopsis
The Probe is an action-sci-fi-horror scenario set in The PCs are a group of resistance fighters from an
a dystopian future wracked by war. Playable in a underground faction called The Unchained. They
single session and designed with flexibility and fight against the corrupt governments of the world
ease of integration in mind, you can run it as a by whatever means necessary. The pre-generated
stand-alone adventure or adapt it to fit your post- PCs bring a mixed bag of experience and expertise
apocalyptic or sci-fi campaign. to the table. Some were born into the resistance
The scenario is designed for three to six PCs (22 XP). and others have joined more recently, bringing
To facilitate a quick “pick-up-and-play” option, with them their previous life experiences and skills.
character sheets for six PCs are provided at the end They have been hastily gathered to embark on a
of the document. mission to secure an unknown weapon from an
abandoned military research lab in the Antarctic
Everything that follows is for the GM’s eyes only. If
wastes. Unbeknownst to the PC’s, the “weapon”
you want to be a player, stop reading now and ask
actually refers to an alien creature that was
your favourite GM to run this adventure for you and
recovered from a space probe and subsequently
your group. You won’t regret it!
cloned by the researchers at the lab. Now, the
Words bolded like this refer to something that is clones are just waiting to be released so that they
further explained somewhere else in the text. This can exact their revenge and sate their pent-up rage.
is one of the ways we try to make our scenarios as
easy as possible to use at the table.
Running the Game
A WORD ABOUT THE VIDEOS The Probe features several complicating factors that
Building on the success of the earlier scenario The stack the odds against the players…
Watchers, the authors have produced original, Whether using the PCs provided or others, every PC
computer-generated artwork and videos of 3D is given a secret agenda at the start of the
environments. In fact, a video recording captured adventure. An agenda details something unique
by a reconnaissance drone is a key element of the about the PC which isn’t known by the others, a
introduction and is designed to set the stage for secret goal or motivation that may create tension
the entire scenario. You’ll find YouTube links to the and complicate matters in the endgame. The secret
videos throughout the adventure. Example: agendas are given to the players in the form of
handouts (you’ll find them on the next page).
https://youtu.be/EJZfUpzmMCw Distribute these after handing out the characters,
and before running the Player Introduction (pg. 5).
The 3D animations were produced by an amateur To complicate matters further, while the PCs have
graphics designer using the Unreal Engine (UE5) decent weapons at their disposal (see pg. 6),
platform and various paid and publicly available 3D ammunition and grenades are scarce as The
assets. The images and videos are provided license- Unchained must rely on whatever they can acquire
free and free of charge. The video elements are on the black market. This is represented on the
intended to augment the experience, and although character sheets by ammunition dots (O). Players
they are not strictly required to run the adventure, must check off one dot each time they fire their
they go a long way toward establishing the weapon. When all the dots are checked, they are
ambience and atmosphere. out of ammo.
Finally, while the PCs are somewhat equipped
A WORD ABOUT THE TABLES
militarily, they are not equipped mentally to deal
Pages 7 and 11 contain d6 roll tables. You are with relentless alien killing machines, and are likely
welcome to roll on them, but this is not mandatory. to succumb to Stress in the final scene. Stress is an
You can just pick a result you like, or discard one optional rule explained in Appendix A (pg. 13). It
you don’t like, or invent something else entirely. adds a good dose of chaotic tension befitting the
They are there to give you options, so use them as genre, at the cost of a bit more modifier tracking.
you wish!

MJ Barjoc (Order #39761202)


3
Secret Agendas
Before play, give each player one of the secret Secret Agenda: Double Agent
agendas below. You can create paranoia by You are a deep cover agent within The Unchained,
handing them out openly, but only the player secretly working for the government. Those recent
should see the content of their agenda. It doesn’t setbacks suffered by The Unchained? That’s you.
matter which PC gets which agenda. Instead, try to You’ve been instructed to report back to your base
match the agenda to the player according to their as you approach your destination, to keep your
“natural” style of play. If you have less than six head down, and wait for reinforcements.
players, hand them out in the order below and
discard the rest. For example, if there are three
players you would hand out Destroy the Weapon, Secret Agenda: Shoot First, Ask Questions Later
Recover Alien Artifacts/ Samples and Double Agent. God I’m itching for a fight. How many days has it
Note re: Double Agent: Tell the player that it can been now since we saw some freakin’ action? I
be assumed their PC is secretly reporting back to might just go stir-crazy if I don’t get to unload on
the government using a secure channel. No need somebody soon. Anybody! Hell, I ain’t all that picky
to arouse suspicion from the other players by right about now!
pulling you aside or passing you secret notes IRL.

Secret Agenda: Prove Yourself


Secret Agenda: Destroy the Weapon
You’ve always been dismissed as less important
You are pulled aside by a high-ranking member of
than everyone else. But you’re tired of being
The Unchained after the briefing: “If the weapon
ignored, and now you’re going to show everyone
cannot be retrieved, make sure that it and/or any
(and yourself) that you’re just as goodꟷno, betterꟷ
information about it is destroyed. It must never fall
than these yahoos. It’s your time to shine!
into the hands of our oppressors.”

Secret Agenda: Death Wish


Secret Agenda: Recover Alien Artifacts/Samples
Game over, man! Mission after mission, casualty
In 2106, a small meteor fell into the Antarctic
after casualty. When will it ever end? Even when we
wastes and was lost to the ice. You believe the
are winning (which is rare enough these days), it
meteor may have been a small, interstellar probe
feels as though we are really losing. Who or what
that crash-landed on our planet. It must be
are we even fighting for anymore? Maybe enough
recovered and studied. Humanity needs to evolve
is enough; maybe enough is now?
as a species. Alien life must surely hold the key.

MJ Barjoc (Order #39761202)


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Player Introduction
After the players have had a chance to become https://youtu.be/73WL2CaOkjg
familiar with their characters, their backgrounds
and their secret agendas, read or paraphrase the Allow the players to watch the above drone footage
following and show the video linked at right. as many times as they wish and then engage them
in dialogue and a mission planning exercise. If the
December 2243. Our once beautiful, blue planet is players ask the right questions, they may learn two
now frayed and tattered, scarred from the ravages of more things of interest:
unending wars and environmental degradation.
The common people have suffered most; they always PURPOSE OF THE FACILITY
do. Many civilians have fled their homelands or gone Not much is known about the small and highly
underground to escape government rules and secretive facility. A hasty review of heavily redacted
sanctions. “The Unchained” is a quasi-military group and classified documents suggests that its remote
of freedom fighters who seek to undermine the location was selected due to the dangerous and
government through subterfuge and sabotage, and highly volatile nature of the research being
when necessary, violence. This is the faction to whom conducted. It is also believed that scientists and
you have sworn your allegiance. engineers at the facility were engaged in
You stand in a secure underground bunker on the developing some sort of new weapon.
edge of what is left of the Antarctic ice shelf. Looking
around the dimly lit room you see the tired eyes of APPROACHING THE FACILITY
your comrades. This small, remote listening post is Artillery specialists within the faction who are
your home; these people are your family. currently on a separate mission in northern Europe
Regrettably, things have not been going well lately believe that the drone was shot down by some sort
and The Unchained have sustained heavy losses. of autonomous defence system. It is possible that
However, a glimmer of hope exists. Just days ago, an such a system was designed to detect only aerial
autonomous surveillance drone captured footage of and/or large vehicular assaults and hence they are
a previously hidden facility in the Antarctic wastes. hopeful that a small, camouflaged team on foot
[Start video now and continue talking as it plays…] won’t be detected.
The structure appears to be an old government
research lab, and matches the description of an
“Oh, just one more thing…
advanced weapons research facility that was
It is likely that our long range communications are
rumoured to have been hastily abandoned and
being intercepted by government spies, so it is
buried by avalanches during cataclysmic Antarctic
imperative that you maintain complete radio silence
ice shelf movements in 2183. Accelerated melting of
outside of your team for the duration of the mission.
the Antarctic ice sheet has just recently exposed the
Please keep your long-range comms switched off, or
small structure. Unfortunately, the drone was shot
your location could be picked up by enemy trackers.
down mere moments after sighting the facility, so no
other reconnaissance footage exists. Good luck out there, and Godspeed!”
Having found it mostly by chance, it is unknown
whether any government agencies have become
aware of the facility yet. However, it is only a matter
of time before they do.
Although ill-provisioned and ill-equipped, you are
all The Unchained has available to send on such
short notice. Your mission is to infiltrate the facility
and retrieve any of these ‘advanced weapons’ or
information concerning their development at the
time it was abandoned. This could be the ‘equalizer’
The Unchained so desperately needs to finally bring
the oppressors to heel…
The clock is ticking; there’s no time to waste.

MJ Barjoc (Order #39761202)


5
Gearing Up
Refer the players to their character sheets. They are ADDITIONAL GEAR
provided with stolen military weaponry and In addition to what’s on the character sheets, the
environmental protection suits. However, base will also provide the team with the additional
ammunition and grenades are sparse, limited to the items below. Have players decide who will carry
number of attacks represented by the ammunition them and add them to their character sheets.
dots (O) on each character sheet.
Ice Axes (x2): Cuts through ice…or flesh (TOU-1).
M45 Assault Gun: Base Range 70m, DAM 5. Can
Climbing Cables (x2): Two sets of 20-meter mono-
fire multiple shots with Weapon Mastery. An older
filament wire and grappling hooks.
generation gun, the M45 is one of the most popular
personal military firearms available today. It can fire Detonation Cord (3x 1-meter strips): This explosive
in single shot or burst mode, however burst mode charge is triggered by a detonator with a 10-meter
is unavailable for this mission due to lack of wire. The blast delivers DAM 4 with AOE 2 if one
ammunition. strip is used, DAM 6 with AOE 4 if two strips are
used, and DAM 8 with AOE 6 if three strips are used;
M3A1 Service Handgun: Base Range 25m, DAM 2.
and destroys structures as noted in the scenario.
Can fire multiple shots with Weapon Mastery.
Medkit (x1): Automatically grants +1 to any
M-IV Exosuit: ARM 4. Full-body suit made from
Medicine skill roll. If one power unit is expended
complex lightweight polymers. While originally
(see below), the medkit can heal someone as a one-
devised as an environmental suit for the harsh
round action, causing them to regain 1d6 Health.
conditions of 23rd century Earth, militia groups
The latter application can be administered by
have also found it to be a decent substitute for
anyone, no Medicine skill required.
combat armor. Includes a ballistic helmet with
comm-link to other helmets and smart visor that
POWERED ITEMS
adjusts to lighting conditions: Nightvision 1.
Several items in this scenario require power that
M40 Fragmentation Grenade: Base Range 10m,
drains with use and is represented by power units
DAM 5, AOE 6. Wide-radius explosive compound.
(PU). A character with the Fixing* skill can
M42 Smoke Grenade: Base Range 10m, AOE 6. determine how many PU remains by examining an
Obscures area for 1d6 rounds. All within the area item. They can also transfer any remaining PU from
are blinded (Impaired: -2 to rolls, Move 50%). one item to another, given a minute or so and the
Stun Baton: Causes damage (TOU) on a hit. If a ability to run a 2-meter power cable between them.
power unit (see below) is committed before making The table below shows how much power each item
the attack roll and the attack hits, the target must can hold and how much it has when found. You can
also roll TOU vs. DIF 3 or become Severely Impaired modify the numbers directly in this table as power
(-3 to rolls, Move 0). Target can try to shake it off gets drained or transferred to other items.
on their turn by making a 2d Health check.

ITEM Max PU Current PU 1 Power Unit Allows the Item to…


Ballistic Use smart visor (Nightvision) for 24 hours.
1 1
Helmet Use comm-link to HQ and other helmets for 24 hours.
Deliver one stunning attack. Decision to use a PU charge
Stun Baton 4 4
must be made before the attack roll.

Medkit 2 2 Heal someone by 1d6 Health in one round.

Fight for one round or do other things for one minute.


The Sentinel 100 8
Use of laser eye-beam costs one additional PU.
Facility
1 0 Be used for several hours.
Computer
Containment Keep the creature inside In Stasis for decades.
1 1
Tank If power is drained, creature inside becomes Awake (pg. 11).

MJ Barjoc (Order #39761202)


6
ENCOUNTERS
Getting There
The PCs gear up and don arctic-style camouflage, d6 ENVIRONMENTAL HAZARDS
although each outfit is slightly different as they
1 A crack in the ice opens beneath your feet.
originate from different nations. The PCs pair up
Roll AGI+Athletics vs. DIF 3 to avoid falling
and travel by snow machine to a pre-determined
in and sustaining a DAM 0 roll that ignores
location roughly 160 miles or 5 hours ride from the
armor. If you fail your roll, another
Unchained outpost. This will get them to within
character can try to catch you and pull you
approximately 3 miles of the facility, after which
back before you fall in by making the
they will have to proceed on foot as the snow
same roll. But if they fail, you both fall in
machines are unable to traverse the uneven terrain
and sustain damage.
and melting ice sheets in this area.
2 You lose 1d6 ammo.
Travel over the uneven and changing Antarctic
terrain is treacherous. Feel free to embellish this 3 Your foot gets wedged in the ice, causing
part of the journey by describing the melting you to sprain your ankle: Move reduced
wasteland, sharp basalt outcroppings, massive 50% for the remainder of the scenario.
mountain ranges, and sporadic surface water flows, 4 While scrambling over the terrain your suit
hazy 24-hour winter sun (refer to the drone video gets caught on a sharp piece of stone and
for further inspiration). becomes damaged. It can be repaired with
This is an opportunity to pit the PCs against a harsh a successful AWA+Fixing* vs. DIF 3 roll.
and unforgiving environment. Have each PC test Otherwise, you suffer DAM 0 roll from
their luck by making a 2d Spirit check. On a failure, exposure (ignore armor), and the suit’s
the PC or team runs into an environmental hazard ARM value decreases by one.
from the table at right. To keep things interesting, 5 You hear a rumbling sound as a rockslide
we recommend not having any of these incidents sends debris hurtling towards the team.
happen more than once; it’s more fun to roll or pick Everyone makes a 2d Move check to avoid
something new each time. suffering a DAM 2 roll (apply armor).
6 A military gunship flies overhead and
DISTURBING COMMUNICATION spots the team. It performs a wide arc and
At some point, the whole team receives an urgent comes in for the kill. Just as it is about to
and highly encrypted one-way message from rain death on the PCs, it is struck by a
Unchained HQ: missile (from the automated cannon at the
“Long range signal activity detected in your area. facility). The gunship crashes, spreading
Repeat, do not attempt long-range communications debris over a wide area. Each PC should
or mission could be compromised.” roll 2d Move or suffer a DAM 0 roll from
the blast (apply armor). A dying pilot
The signal picked up by HQ is from the secret
utters last words through his comms:
reports the double agent is giving to their masters.
“mayday… strike team…” There’s nothing
Unchained HQ doesn’t know who it came from and
salvageable from the wreck.
hasn’t yet been able to descramble the contents.

MJ Barjoc (Order #39761202)


7
Getting In
Once within sight of the facility the PCs must decide The door can be breached using detonation cord.
how best to approach it and the automated cannon A successful AWA+Locks & Traps* vs. DIF 2 roll
mounted on its roof. The cannon is indeed indicates that it requires a minimum of two strips
designed to only target and take down aerial of cord to blow the door. If they do, play this video:
targets emitting mechanical or electrical signatures,
so it does not actually pose any threat to the PCs. https://youtu.be/EJZfUpzmMCw
However, they have no immediate way to know this
(other than perhaps on a successful AWA+Heavy THE ROOF
Weapons* roll vs. DIF 2). Feel free to add some PCs can climb onto the roof of the facility using
drama and feed the players’ anxiety, perhaps by climbing cables. This allows them to reach and
having the cannon move around a bit randomly disable (if they wish) the cannon on the roof.
targeting steam vents and ice clouds, etc.
There’s also a mechanical unit on the roof which
The sides and back of the facility are built into the controls ventilation in the facility. The unit conceals
rock and offer no access. The facility can only be a ventilation shaft that leads to the containment
penetrated via the 15 m long by 4 m high front chamber (pg. 10). The shaft is sealed by a hatch
section of the small structure; either through the that is too well reinforced to be blown open, even
door panel at the base or a window near the top. with detonation cord. The hatch can only be
opened from inside, as explained on pg. 12.
THE DOOR PANEL
There is a large a sliding wall panel in the front THE WINDOWS
facing wall directly below the cannon. There is a A smooth slope down from the roof leads to a row
small electronic panel beside the sliding door but it of skylight windows, which a PC can reach with a
has been irreparably damaged by having been climbing cable. The bulletproof glass is scuffed
buried under the ice for 50+ years. Fiddling with the and scratched by decades under the ice, so nothing
door mechanism will alert the sentinel (see next can be seen by peering through it. A successful
section for details) inside of an intruder presence, AWA+Locks & Traps* vs. DIF 2 roll indicates that
although it does not react at this time. A successful one strip of detonation cord will blow a window.
AWA+Locks & Traps* or Fixing* vs. DIF 1 roll
Once through a window, PCs can climb down to the
indicates that there is some residual power in the
ground level of the facility one at a time, using a
circuitry but that the electronics are fried. This same
climbing cable. It takes one round to climb down.
roll also indicates that the pneumatic door
Climbing back up takes one round with a successful
mechanism itself has been damaged, meaning it
AGI+Athletics vs. DIF 2 roll, otherwise two rounds.
cannot be opened by traditional means.

Mechanical
Unit Cannon

Windows

Door Panel
Panel Control

MJ Barjoc (Order #39761202)


8
Inside the Facility
There is a small amount of residual power running
intermittently through the facility as evidenced by
random sparks, the odd LED, sputtering emergency
lighting and other illuminated circuitry. Lighting is
poor: PCs need the Nightvision from their helmets,
or they are Slightly Impaired (-1 to rolls).
The area immediately inside the doors appears to
be some type of loading bay or equipment room.
There are no computer terminals or other forms of
data access points in this area.
A humanoid robotic sentry stands guard against
the south wall, concealed in the shadows. As soon
as anyone comes within 4 meters of it, it suddenly
powers up for the first time in decades. Show the THE SENTINEL
players one of the videos below. AGI 1 Move 10
If the PCs came in through the door panel: TOU 5 Health 24
AWA 1 Initiative 10
https://youtu.be/zOKPAtrzIB0
WIL 1 Spirit 10
If the PCs came in through a window: Skills: Unarmed Strike 1, Weapon Mastery 1 (eye-
beam), Unlife 3, Nightvision 2, Senses 2, Focus 2
https://youtu.be/pJcJriYjy0g
Armor Plating: ARM 4
See the stats for The Sentinel at right and the map Immunities: fire/heat, frost/cold, poison, stunning.
on pg. 14. Play now proceeds in order of Initiative. A stun attack from the baton gives it +1 PU instead.
Low Battery: The Sentinel begins with 8 PU.
TAKING COVER Fighting one round drains one PU and using the
Up to three PC’s can take cover at the locations eye-beam drains one additional PU. Once it reaches
marked X on the map. PCs who are positioned 4 PU, PCs with Fixing* roll AWA+Fixing* vs. DIF 2 to
there gain +2 to their defense rolls against the notice that it is slowing down and running low on
Sentinel’s eye-beam. power. If it runs out of power, the bot slumps to a
standstill.
SENTINEL TACTICS Eye-Beam: The Sentinel can project a deadly laser
beam from its cyclopean eye. The beam sweeps in
The Sentinel is unintelligent aside from its
a 90-degree fan in front of the Sentinel, burning
programming, which is to eliminate any intruders.
everything in its path at a 5-meter range (AOE 3).
As soon as it sees the PCs, it stops and sweeps the
Anyone caught in this area must make a defense
room with its deadly red eye. It can also bludgeon
roll against the Sentinel’s AGI+Weapon Mastery
or slam enemies with its powerful arms.
attack or suffer a DAM 3 roll. A character can try to
Should the PCs retreat, the Sentinel will continue to move behind the Sentinel with a successful Move
attack and follow them to the edge of the blast hole check. Otherwise, the Sentinel’s head swivels to
but will not venture outside (it is programmed not face the character. Keep track of which direction the
to leave the facility). head is facing and who is in the eye-beam’s range.
Kill Switch: A character with Fixing* will know that
DRAWING POWER FROM THE SENTINEL
the Sentinel has a kill switch under the back of its
If the PCs disable the Sentinel without destroying it skull, which powers off the Sentinel. Accessing the
(via the kill switch), they can transfer its remaining switch requires the head to be facing away from the
power units to other items, as explained on pg. 6. character, who must then make an AGI+Grappling
If they destroy the Sentinel by bringing its Health vs. DIF 2 roll to reach the switch. Should the PC fail,
to 0, the power is gone. The PCs have neither the they expose themselves to the Sentinel’s next
time or tools to repair or reprogram the Sentinel. attack, suffering -2 to their defense roll.

MJ Barjoc (Order #39761202)


9
The Containment Chamber
Rounding the final corner, the PCs enter the main THE RECESSED DRAINAGE CHANNEL
laboratory. There are several features of interest: It’s only shin-deep, and it’s only melt water; but the
• A recessed drainage channel running down the players don’t necessarily know that. PCs on the
middle of the chamber (see right). other side of the channel when a bio-fluid filled
• A computer terminal that PCs can use to try and tank shatters are less likely to be splashed and gain
access the facility database (see pg. 11). +2 to their dodging rolls.
• A ventilation shaft in the ceiling (see right).
THE VENTILATION SHAFT
• Control panels at the base of each tank (right).
If someone looks, there is a 1-meter wide square
• Several glass tanks (one per PC) with alien
shaft in the ceiling directly above the computer
xenomorphs inside, cloned from the original
terminal. Iron rungs inside the shaft go up 2 meters
specimen recovered from the probe. Read the
to a wheel-lock operated hatch that opens onto the
section below and show the video to the players;
roof. The shaft can be used as a possible escape
GM notes are on the next page.
route by PCs or aliens, as explained on pg. 12.
https://youtu.be/WLpxbCAndEI
THE CONTROL PANELS
Inside (number of PCs) tall, thick glass cylinders At the base of each tank is an identical control
filled with slowly bubbling fluid stand sinewy, alien panel with circuitry as strange as it is complex,
life forms. Their skin looks thick and rubbery; like a containing now out-of-date Earthly components
turkey leg left out too long in the sun. Fortunately, crudely spliced with alien technologies unknown to
the lids on their two, short vertical eye stalks on the PCs. If a PC tries to understand how the panels
either side of their tri-hinged, squid-like maws are work, have them roll AWA+Computers* vs. DIF 3.
closed, at least for now. Two long and powerful legs Critical Success: The PC figures out both how to
extend down from their apparently sexless torsos. drain the bio-fluid, and how to open any tank.
Although there are two primary arms, they possess
Regular Success: The PC figures out how to either:
additional, arm-like appendages that sprout at odd
(d6) 1-3: Drain the bio-fluid from any tank.
angles from their sides, backs, and upper torsos. Each
appendage ends in three or four fingered claws. 4-6: Open any tank.
Each creature is connected to several tubes and Regular Failure: The PC isn’t sure how the system
wires, and appears to be in some sort of suspended works. If they choose to push a lever at random, the
animation. Whether their slow movements are tank will either open or be drained (50/50).
caused by the bubbles in the tanks or by muscle Critical Failure: The PC accidentally opens the
activity, you simply cannot tell. tank, causing the bio-fluid to splash out and the
xenomorph to become Free (see next page).
What happens next is up to the players. Their
secret agendas may very well come into conflict. Operating a control panel, drawing power from a
Running back to base and hoping others do not tank, or physically tampering with a tank or the
arrive in the interim is not a viable option. In fact, a connecting tubes and wires leading to it, causes all
government strike team will arrive just as the PCs the xenomorphs to become Awake. See next page.
are trying to leave: see pg. 12.

MJ Barjoc (Order #39761202)


10
The Tanks The Facility Database
A tank can be breached with repeated blowsꟷit has As noted, there is also a computer terminal here.
ARM 3, Health 10ꟷor a strip of detonation cord. Although functional, it has no power running to it.
It must be powered up with 1 PU from another
THE BIO-FLUID powered item (pg. 6).
The tanks are filled with a highly acidic bio-fluid. Accessing the Database: The system returns only
They can be drained, but this causes all the aliens fragments of useful information and for a fleeting
to become Awake. If a tank is opened or breached amount of time. Although the hard drive can be
with the fluid still inside, the fluid spills out (and the physically removed for reconstruction and analysis
alien inside becomes Free). All within 4 meters of later, the quantity of information that can be readily
the tank must roll AGI+Athletics vs. DIF 3 to avoid retrieved in-situ is dependent upon the degree of
being splashed, or suffer a DAM 1 roll. Armor offers success of an AWA+Computers* vs. DIF 2 roll. The
protection normally, but becomes damaged by the margin of success above the DIF roll indicates how
acid and its ARM value decreases by 1. many entries from the table at right are recovered.
For example, if the AWA+ Computers* roll is 6 and
THE ALIENS the DIF roll is 4, two entries are recovered.
The aliens will be in one of three states at all times: Deleting the Database: The system can be wiped
clean. Initiating the process takes one round and
In Stasis: This is how they are when the PCs arrive.
requires a successful AWA+Computers* vs. DIF 2
Awake: In this state, the aliens are aware of their roll. Once initiated, it takes 6 rounds for the process
surroundings but still trapped in their tanks. They to complete (one round for each entry below). The
will start beating on the glass chambers, delivering process can be interrupted by anyone who’s at the
a TOU 4 damage roll each round to the glass until terminal with a single keystroke.
it shatters. The glass has ARM 3 and Health 10.
d6 FACILITY DATABASE INFORMATION
As soon as the aliens become Awake, the PCs must
all make sanity checks on 2d Spirit. Those who fail 1 A complex chemical formulation for the
become Stressed; see Appendix A (pg. 13) bio-fluid, with reference to how to mix a
large batch, roughly 800 gallons or 3,000
Free: This happens once an alien has broken free of
litres (enough for one tank).
its tank, or the PCs were stupid enough to open a
tank. If only one tank is opened or breached, that 2 There is a short, low resolution, shaky,
alien is Free and the other ones Awake. A Free alien hand-held video of a team of soldiers
attacks the PCs with terrifying speed and ferocity. accessing what appears to be a crashed
alien probe in the snow-strewn wastes that
XENOMORPH ends abruptly with the sound of screaming
and machine guns opening fire.
AGI 3 Move 15
3 There are diagrams detailing the circuitry
TOU 3 Health 15
that operates the tanks, including the
AWA 3 Initiative 15 instructions on how to use the control
WIL 2 Spirit 12 panels (i.e., no roll required) and a master
Skills: Athletics 1, Grappling 1, Multistrike 2, control to drain or open all the tanks.
Stealth 1, Unarmed Strike 2, Nightvision 1 4 There are bio-medical records and an
Exoskeleton: ARM 2 autopsy report with photographs of an
alien life form (the original xenomorph)
Combat Tactics: The aliens try to gang up on their
splayed out on an exam room table
prey in teams of two or more. One alien will try to
(report takes too long to read here).
grapple the target using its tongue-like mandibles;
see Grappling skill. While the target is restrained, 5 A complete DNA code of the xenomorphs,
the other alien will either tear it to shreds with its which allows them to be cloned or spliced
claws (using Multistrike; see skill) or devour it with with human DNA. This information could
its maw, which opens to improbable proportions. potentially give the side that has it a
decisive advantage in the war.
Terrifying: Humans must make a sanity/stress
check when the aliens become Awake, and again if 6 A self-destruct sequence for the entire
they witness a comrade being killed by the aliens. facility, 60-sec. countdown once activated.

MJ Barjoc (Order #39761202)


11
The Strike Team Fighting the Marines: The PCs have no chance
against 20+ marines, so no need to keep track of
While the PCs explore the facility, a strike team of enemy losses if the players foolishly attack. In the
20+ well-trained government special forces is cramped quarters of the facility, the marines can
closing in on foot. The marines will enter the facility only make 2d6 attacks per round against the PCs.
by blasting the door panel (unless the PCs helpfully
did it for them). Their mission is to clear and secure
the facility, using lethal force if necessary. They’ll
Getting Out
seek to capture or kill anyone standing in their way. The PCs can leave the facility in one of two ways:
the way they came in through the front (either
through the windows or the blasted door panel),
MARINE
or through the ventilation shaft in the ceiling of
AGI 1 Move 10 the containment chamber. The pre-generated PCs
TOU 1 Health 10 have smoke grenades to facilitate their escape, if
AWA 1 Initiative 10 they think of using them.
WIL 1 Spirit 10 THROUGH THE FRONT
Skills: Athletics 1, Marksmanship 1, Stealth 1, Team The marines will likely make this impossible, unless
Tactics 1, Weapon Mastery 1, Armored Combat 1, they are being engaged by the xenomorphs. In this
Locks & Traps 1, Nightvision 1 case, a PC can sneak through the bloody melee and
Combat Armor: ARM 6 make it outside to safety on a 2d Move check. If the
M65 Smartgun: Base Range 70, DAM 5. check fails, the PC is fired upon by a marine and
A more advanced version of the PCs’ gun, the must attempt the 2d Move check again the next
targeting system grants the Marksmanship skill round.
(and they have plenty of ammo).
THROUGH THE VENTILATION SHAFT
Frag Grenades x2: Base Range 10, DAM 5, AOE 6
The ventilation shaft in the ceiling is a possible
Time the appearance of the marines for maximum escape route for PCs and/or the xenomorphs. The
dramatic effect. Below are some likely scenarios, following rules apply equally to both:
based on playtesting: Reaching the lowest rungs and pulling oneself into
If the PCs try to leave the facility without tinkering the shaft requires an AGI+Athletics vs. DIF 3 roll,
with the containment chamber, the marines are just with one attempt possible each round. The roll is at
outside the facility, beginning their assault. They’ll +2 if the climber gets a boost from someone else.
definitely spot anyone who tries to leave through The space inside the shaft is only 1 meter wide and
the front. 2 meters high, so only one PC or NPC can fit. They
suffer -2 defense vs. ranged attacks from directly
If the PCs are fighting xenomorphs and winning,
below, but gain +2 defense vs. melee attacks.
the marines swarm into the loading bay and arrive
at the entrance of the containment chamber. In the There is a wheel-lock-operated hatch at the top. It
few seconds it takes them to absorb the scene and is corroded by time and the elements, and frozen
shout at everyone to stand down, the xenomorphs shut; opening it requires a TOU+Strength vs. DIF 3
try to escape through the ventilation shaft. roll, with one attempt possible each round.

If the PCs are fighting xenomorphs and losing, The hatch leads to the roof of the facility. From
having already suffered one or more casualties, the there, it is possible to slip away through the back of
marines arrive at the entrance of the containment the facility, concealed by the mechanical unit and
chamber as above. In the few seconds it takes them hence unseen by anyone at the front of the facility.
to absorb the scene and shout at everyone to stand As soon as the PCs either perish, are captured by
down, the xenomorphs will disengage the PCs and the strike team or make it out of the facility, their
hurl themselves at the marines. A furious pitched mission is over. If they make it out of the facility,
battle ensues outside the containment chamber. play out a quick debrief with their superiors, asking
The PCs must now decide what to do. The marines the players what they’d like to include (and maybe
will take a heavy toll but eventually prevail against not include?) in their report.
the xenomorphs after one minute (10 rounds). If
If any xenomorphs also happened to escape the
the PCs try to leave the chamber in the meantime,
facility, who knows what further complicationsꟷ
see the next section.
and potential sequelsꟷthis might lead to!

MJ Barjoc (Order #39761202)


12
APPENDIX A: STRESS OPTIONAL RULE
Even hardened soldiers can lose their minds when d66 PANIC TABLE
confronted with alien horrors, so we recommend
using the Sanity rules described in the ELEMENTAL 11-14 Keepin’ it together! You manage to
Complete Guide (pg. 125). What follows is an keep your nerves in check…for now.
expansion of the Sanity rules that describes more 15-22 Scared Stiff: You are Slightly
specifically how a character reacts when they fail a Impaired. Roll 2d Spirit to shake it off.
sanity check.
23-26 Drop: You drop a weapon or other
Per the Complete Guide: When you experience
important item (GM’s choice).
something shocking or horrifying, make a sanity
check on 2d Spirit or lose one point of WIL and 31-34 Stunned: You are Impaired.
corresponding Spirit. This is the long-term effect. Roll 2d Spirit to shake it off.

NEW RULE: In addition to losing WIL, you become 35-42 Scream: You completely lose it and all
Stressed as adrenaline flows through your body. allies automatically become Stressed.
Stress is the short-term effect. 43-46 Freeze: You are Paralyzed with fear
EFFECT OF STRESS: As long as the condition lasts, (no actions, -3 to defense rolls, +3 to
you gain +1 to all your rolls, but every time you fail damage suffered from melee attacks).
a roll (including attack and defense rolls in combat) Roll 2d Spirit to shake it off.
you must immediately roll on the Panic Table. 51-54 Run: You seek cover or flee to a safe
RELIEVING STRESS: You can shake off the Stressed place, starting on your next turn.
condition (but not the WIL loss) by spending a few 55-62 Psycho: Starting on your next turn,
minutes resting in a safe place. you attack the nearest creature, friend
HOW TO ROLL A d66 or foe.

Roll 2d6 as you would percentile dice, treating one 63-66 Heart Attack: Roll 2d Health or die on
die as the tens and the other die as the units. This the spot. Otherwise, you become
gives you 36 results from 11 to 66 with equal Impaired and can roll 2d Health each
probability of occurring. If we group some of the subsequent day to shake it off.
numbers together, we can generate 18, 12 or 9
results instead, using nothing but 2d6. Handy!

MJ Barjoc (Order #39761202)


13
APPENDIX B: MAPS OF THE FACILITY
1 square = 1 meter
Adjust the number of tanks to the number of players, removing tanks from the bottom.
See player-friendly map on the next page and add the correct number of tanks by hand.

MJ Barjoc (Order #39761202)


14
1 square = 1 meter

MJ Barjoc (Order #39761202)


15
APPENDIX C: PLAYER CHARACTERS
PFEIFFER – TEAM LEADER
A natural born and charismatic leader, you have been described as someone
who is a supportive enabler of others. Although you prefer to avoid conflict
when possible, you are more than capable of making the tough decisions and
seeing them through. When asked to lead this mission you did not hesitate,
even though the team assembled isn’t precisely a seasoned strike force.

JONES - CLOSE COMBAT SPECIALIST


Having trained in martial arts since you were a kid, you were a natural recruit
for several factions, government agencies and military units alike. Having
completed basic training, you learned first-hand how corrupt and unjust
organized government can be, fanning your desire to help those incapable of
defending themselves, and drawing you to The Unchained.

SABBATINI - MEDIC

For years you have poured your heart and soul into tending others' wounds.
Referred to affectionately as 'Stitch', you are the new resident medic of the
Antarctic observation post of The Unchained. You had hoped that transferring
to this remote location would provide you with a much-needed break…

MOROZOVA - FIXER
A Jill-of-all-Trades, you have learned how to fend for, and survive by, yourself.
The number of times you have been underestimated as ‘just another
mechanic’ it pales in comparison to how often you have been underestimated
with a firearm. At only 16 years old, some might feel that you are too young
for field missions; they’ll find out soon enough.

ROCHE - HEAVY WEAPON SPECIALIST


Initially recruited by the military to train as a medic, it is your proficiency with
demolitions and heavy weapons that have been most relied upon since
completing basic training and joining The Unchained. Your early military
training has never left you, although you believe most of your lauded
successes have been more a matter of being in the right place at the right
time. It never hurts to have an extra serving of luck on your side.

SCHMIDT - TECHNICIAN
As a consummate techie, your skills have always been in demand, but it
wasn't until you were recruited by The Unchained that you finally found your
true calling. You have been transferred from post to post, helping repair and
refurbish the faction's limited technological resources, spending most of your
time either in a server room or seated at a workbench, elbows deep in a
kaleidoscope of wiring.

MJ Barjoc (Order #39761202)


16
Name: Erik Pfeiffer
Title: Soldier - Team Leader
Race: EXPERIENCE POINTS
Spent Reserve Sacrificed
AGILITY 1 Move
Team Tactics 1 10 22
Weapon Mastery (handgun) 1
Weapon Mastery (assault gun) 1 CHARACTER DESCRIPTION

TOUGHNESS 1 Health
Armored Combat 1 10

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 2 Initiative M45 ASSAULT GUN 35
1 Base Range 70 meters, DAM 5
Computers 12
Ammunition: O O O O O O O
Sixth Sense 1
Nightvision (smart visor) 1 M-IV EXOSUIT + BALLISTIC HELMET (ARM 4) 12
1x FRAGMENTATION GRENADE 1
Base Range 10 meters, DAM 5, AOE 6
Check if used: O
1X SMOKE GRENADE 1
Base Range 10 meters, AOE 6

WILL 3 Spirit Obscures the area for 1d6 rounds


Check if used: O
Command 1 15
Oratory 2 M3A1 SERVICE HANDGUN 3
Base Range 25 meters, DAM 2
Ammunition: O O O O O O O O

Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
COMMAND
You know how to organize, command, inspire and deploy groups of people. When you are part of a
group action, your Command skill is added to the roll. You can only apply Command to rolls that are
made by a group and cannot assist individual efforts with this skill.
COMPUTERS
You know how to break into computer systems, operate virtual networks and decipher coded or
encrypted information. Add the skill level to attribute rolls pertaining to such activities.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
ORATORY
You have the ability to inspire groups of others through your words, exhorting them to greater efforts
towards a common goal. Before or during combat, you may roll WIL+Oratory* against the highest
opponent attribute. If successful, you choose one of the following benefits:
• Inspiration: for the duration of the fight, you and all your allies get a boost to your derived stats
(Move, Health, Initiative, Spirit) equal to the Oratory skill level.
• Courage: For the duration of the fight, you and all your allies add the Oratory skill level to rolls
against fear, losing morale and other mind-affecting effects; this is similar to the Focus skill.
• Frenzy: for the duration of the fight, you and all your allies get +1 to all TOU-based damage rolls.
But if they have the Weapon Mastery skill, they cannot allocate it to defense.
Performing Oratory takes at least one minute and only one attempt can be made on any creature or
group. The effect is canceled immediately if you are incapacitated, slain or otherwise leave the fight.
SIXTH SENSE
Due to your experience, you may ask for a clue from the GM once during the session.
TEAM TACTICS
You are more effective at fighting with allies who also have this skill. At level 1, you gain +1 to attack
rolls when fighting alongside unimpaired allies who also have the Team Tactics skill.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage
rolls. If using an automatic firearm, you may add the skill to the number of shots or bursts fired
instead.

OTHER CHARACTERS BACKGROUND AND NOTES


A natural born and charismatic leader, you
have been described as someone who is a
supportive enabler of others. Although you
prefer to avoid conflict when possible, you are
more than capable of making the tough
decisions and seeing them through. When
asked to lead this mission you did not
hesitate, even though the team assembled
isn’t precisely a seasoned strike force.

MJ Barjoc (Order #39761202)


Name: Cassidy Jones
Title: Soldier - Close Combat Specialist
Race: EXPERIENCE POINTS
Spent Reserve Sacrificed
AGILITY 2 Move
Athletics 1 12 22
Team Tactics 1
Weapon Mastery (baton) 2 CHARACTER DESCRIPTION

TOUGHNESS 3 Health
Armored Combat 1 15
Second Wind 1

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 1 Initiative M-IV EXOSUIT + BALLISTIC HELMET (ARM 4) 12
1 1x FRAGMENTATION GRENADE 1
Fixing 10
Base Range 10 meters, DAM 5, AOE 6
Senses 1
Nightvision (smart visor) 1 Check if used: O
1X SMOKE GRENADE 1
Base Range 10 meters, AOE 6
Obscures the area for 1d6 rounds
Check if used: O
STUN BATON 2

WILL 1 Spirit Damage: TOU


Target rolls TOU vs. DIF 3 or Severely Impaired
Trickery 1 10
Can try to shake off with a 2d Health check.
Holds 4 stunning charges: O O O O
2-METER POWER CABLE 1

Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ATHLETICS
Add the skill level to attribute rolls pertaining to jumping, climbing, dodging, breaking falls, and
performing various physical stunts and feats of balance. As a full-round action you may choose to
dodge, adding the skill level to defense rolls against physical attacks.
FIXING
You can repair mechanical and electronic devices, constructs or vehicles. It generally takes one hour to
fix something, after which you make an AWA+Fixing* roll to determine how many Health points the
damaged item regains. Fixing requires the proper tools. If you are out in the field with a repair toolkit,
only one Fixing roll can be made for each instance the device took damage.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
SECOND WIND
As a one-round action, you can recover a number of Health points equal to a TOU roll. You can do this a
number of times per game session equal to the skill level.
SENSES
The skill level is added to seeing, hearing, smelling and tasting rolls.
TEAM TACTICS
You are more effective at fighting with allies who also have this skill. At level 1, you gain +1 to attack
rolls when fighting alongside unimpaired allies who also have the Team Tactics skill.
TRICKERY
You use guile to gain an advantage in combat, and can perform the following maneuvers:
• Taunt: As an action, you can compel a foe to direct its next attack towards you with a successful WIL
+Trickery vs. WIL+Focus roll. If the trick is employed on a player character, the PC can choose to forego
her next attack instead.
• Distraction: As an action, you cause a foe to suffer -3 on its next defense roll (regardless of who
attacks it) with a successful WIL+Trickery vs. AWA+Observation roll. After the first distraction attempt,
the foe will be on its guard so subsequent distraction attempts by you are made at -2.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage rolls. If
using a melee weapon to defend against melee attacks, you may add the skill to your defense rolls
instead.

OTHER CHARACTERS BACKGROUND AND NOTES


Although capable with a firearm it always
seemed an inelegant and haphazard way of
resolving a conflict. Having trained in martial
arts since you were a kid, you were a natural
recruit for several factions and government
agencies / military units alike. Having
completed basic training, you learned
first-hand how corrupt and unjust organized
government can be, fanning your desire to
help those incapable of defending
themselves, and drawing you to
The Unchained.
MJ Barjoc (Order #39761202)
Name: Alfonso Sabbatini
Title: Medic
Race: EXPERIENCE POINTS
Spent Reserve Sacrificed
AGILITY 1 Move
Stealth 1 10 22
Weapon Mastery (handgun) 1
CHARACTER DESCRIPTION

TOUGHNESS 1 Health
Armored Combat 1 10

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 3 Initiative M3A1 SERVICE HANDGUN 3
2 Base Range 25 meters, DAM 2
Medicine 15
Ammunition: O O O O O 0 0
Observation 1
Psychology 1 M-IV EXOSUIT + BALLISTIC HELMET (ARM 4) 12
Surgery 1 1x FRAGMENTATION GRENADE 1
Nightvision (smart visor) 1 Base Range 10 meters, DAM 5, AOE 6
Check if used: O
1X SMOKE GRENADE 1
Base Range 10 meters, AOE 6

WILL 2 Spirit Obscures the area for 1d6 rounds


Check if used: O
Persuasion 1 12
FIRST AID KIT 2
Allows normal use of Medicine skill

Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
STEALTH
You can move silently, hide or camouflage yourself successfully and follow someone without being seen. To
remain undetected, you roll AGI +Stealth against the target’s AWA+Senses. If you initiate combat while
undetected, your first attack is resolved before your foes can react.
If they were potentially caught unprepared, they should then make a surprise check (2d Initiative) to see if they
can act on the first round.
MEDICINE
You have medical knowledge and know how to treat injuries, poison and disease (if no medical kit, roll at -2):
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine vs. DIF, where DIF is equal
to the number of minutes elapsed since the patient was last injured. Success heals 1 Health. First Aid can be
provided multiple times to the same patient, each attempt taking one minute and increasing the DIF by 1.
• Treating the wounded: You and all allies under your care add your skill level when making TOU/Health recovery
rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine vs. POT. On a success, the patient automatically succeeds on
the next Health check they make to shake off the Impaired condition.
• Saving a life: If you tend to a character at the brink of death, when they make a TOU roll to survive, they add
your skill level to their roll. You can only tend to one character at a time.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
OBSERVATION
You have the ability to notice significant little clues. Add the skill level to rolls pertaining to this activity.
PERSUASION
Add the skill level to WIL rolls you make to influence, convince, seduce, bluff, fast-talk or otherwise get agreement
from someone.
PSYCHOLOGY
You are able to sense another character’s general motivation and state of mind with a successful AWA
+Psychology vs. WIL roll.
SURGERY
You understand anatomical structures. Given the right tools, you can perform surgical operations and autopsies.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage rolls. If using an
automatic firearm, you may add the skill to the number of shots or bursts fired instead.

OTHER CHARACTERS BACKGROUND AND NOTES


For years you have poured your heart and soul
into tending others' wounds. Referred to
affectionately as 'Stitch', you are the new
resident medic of the Antarctic observation
post of The Unchained. You had hoped that
transferring to this remote location would
provide you with a much-needed break;
guess not...

MJ Barjoc (Order #39761202)


Name: Nadya Morozova
Title: Fixer
Race: EXPERIENCE POINTS
Spent Reserve Sacrificed
AGILITY 2 Move
Cover 1 12 22
Weapon Mastery (handgun) 2
CHARACTER DESCRIPTION

TOUGHNESS 1 Health
Armored Combat 1 10
Endurance 1

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 2 Initiative M3A1 SERVICE HANDGUN 3
2 Base Range 25 meters, DAM 2
Fixing 12
Ammunition: O O O O 0 0
Locks & Traps 1
Nightvision (smart visor) 1 M-IV EXOSUIT + BALLISTIC HELMET (ARM 4) 12
1x FRAGMENTATION GRENADE 1
Base Range 10 meters, DAM 5, AOE 6
Check if used: O
1X SMOKE GRENADE 1
Base Range 10 meters, AOE 6

WILL 2 Spirit Obscures the area for 1d6 rounds


Check if used: O
Luck 1 12
MECHANICS TOOL KIT 4
2-METER POWER CABLE 1

Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
COVER
You keep others out of danger and may add this skill to an ally’s AGI defense rolls. You can
grant cover to the ally from a distance if you have a ranged weapon, This is an active measure,
so you cannot attack or take other actions except defend while granting Cover (but the ally can
fight or do other things).
FIXING
You can repair mechanical and electronic devices, constructs or vehicles. It generally takes one
hour to fix something, after which you make an AWA+Fixing* roll to determine how many
Health points the damaged item regains. Fixing requires the proper tools. If you are out in the
field with a repair toolkit, only one Fixing roll can be made for each instance the device took
damage.
LOCKS & TRAPS
With the proper tools, you can attempt to pick keyed locks and crack combination locks. You
also know how to set and disable complex traps and snares of different kinds, including the
explosive variety. Add the skill level to rolls pertaining to such activities.
LUCK
Whenever you roll a break on any attribute (a natural 6 permitting a second roll), add the skill
level to the total.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
ENDURANCE
You are better able to function in the face of physical punishment. This includes:
• Maintaining strenuous physical activity for an extended period of time.
• Add the skill level to prevent being Impaired when receiving massive damage.
• Add the skill level when making the TOU roll to survive when at the brink of death.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage
rolls. If using an automatic firearm, you may add the skill to the number of shots or bursts fired
instead.

OTHER CHARACTERS BACKGROUND AND NOTES


A Jill-of-all-Trades, you have learned how to
fend for, and survive by, yourself. The number
of times you have been underestimated as
‘just another mechanic’ it pales in comparison
to how often you have been underestimated
with a firearm. At only 16 years old some
might feel that you are young for field
missions; I’ll guess they’ll find out soon
enough.

MJ Barjoc (Order #39761202)


Name: Eugene Roche
Title: Soldier - Heavy Weapons Specialist
Race: EXPERIENCE POINTS
Spent Reserve Sacrificed
AGILITY 2 Move
Team Tactics 1 12 22
Weapon Mastery (assault gun) 2
CHARACTER DESCRIPTION

TOUGHNESS 2 Health
Armored Combat 1 12

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 2 Initiative M45 ASSAULT GUN 35
1 Base Range 70 meters, DAM 5
Heavy Weapons 12
Ammunition: O O O O O O
Locks & Traps 1
Medicine 1 M-IV EXOSUIT + BALLISTIC HELMET (ARM 4) 12
Nightvision (smart visor) 1 1x FRAGMENTATION GRENADE 1
Base Range 10 meters, DAM 5, AOE 6
Check if used: O
1X SMOKE GRENADE 1
Base Range 10 meters, AOE 6

WILL 1 Spirit Obscures the area for 1d6 rounds


Check if used: O
Luck 2 10
FIRST AID KIT 2

Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
HEAVY WEAPONS
You know how to use vehicle mounted weapons and artillery guns and may add the skill level to the
attack or damage roll.
LOCKS & TRAPS
With the proper tools, you can attempt to pick keyed locks and crack combination locks. You also know
how to set and disable complex traps and snares of different kinds, including the explosive variety. Add
the skill level to rolls pertaining to such activities.
LUCK
Whenever you roll a break on any attribute (a natural 6 permitting a second roll), add the skill level to
the total.
MEDICINE
You have medical knowledge and know how to treat injuries, poison and disease (if no medical kit, roll
at -2):
• First Aid: You tend to a character’s fresh wounds for one minute. Roll AWA+Medicine vs. DIF, where
DIF is equal to the number of minutes elapsed since the patient was last injured. Success heals 1
Health. First Aid can be provided multiple times to the same patient, each attempt taking one minute
and increasing the DIF by 1.
• Treating the wounded: You and all allies under your care add your skill level when making
TOU/Health recovery rolls after long rests.
• Treating the sick/poisoned: Roll AWA+Medicine vs. POT. On a success, the patient automatically
succeeds on the next Health check they make to shake off the Impaired condition.
• Saving a life: If you tend to a character at the brink of death, when they make a TOU roll to survive,
they add your skill level to their roll. You can only tend to one character at a time.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
TEAM TACTICS
You are more effective at fighting with allies who also have this skill. At level 1, you gain +1 to attack
rolls when fighting alongside unimpaired allies who also have the Team Tactics skill.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage rolls. If
using an automatic firearm, you may add the skill to the number of shots or bursts fired instead.

OTHER CHARACTERS BACKGROUND AND NOTES


Initially recruited by the military to train as a
medic, it is your proficiency with demolitions
and heavy weaponry that, sadly, have been
most relied upon since completing basic
training and joining The Unchained. Your early
military training has never left you, although
you believe most of your lauded successes
have been more a matter of being in the right
place at the right time. All things said, it never
hurts to have an extra serving of luck on your
side.

MJ Barjoc (Order #39761202)


Name: Gunther Schmidt
Title: Technician
Race: EXPERIENCE POINTS
Spent Reserve Sacrificed
AGILITY 2 Move
Athletics 1 12 22
Driving 1
Weapon Mastery (handgun) 1 CHARACTER DESCRIPTION

TOUGHNESS 1 Health
Armored Combat 1 10

EQUIPMENT AND POSSESSIONS


Lbs.
AWARENESS 3 Initiative M3A1 SERVICE HANDGUN 3
2 Base Range 25 meters, DAM 2
Fixing 15
Ammunition: O O O O 0 0
Research 1
Computers 1 M-IV EXOSUIT + BALLISTIC HELMET (ARM 4) 12
Locks & Traps 1 1x FRAGMENTATION GRENADE 1
Nightvision (smart visor) 1 Base Range 10 meters, DAM 5, AOE 6
Check if used: O
1X SMOKE GRENADE 1
Base Range 10 meters, AOE 6

WILL 1 Spirit Obscures the area for 1d6 rounds


Check if used: O
10
VIDEO / HELMET CAM 1
TABLET / ELECTRONICS KIT 2
2-METER POWER CABLE 1

Total
MJ Barjoc (Order #39761202)
DESCRIPTION OF SKILLS, FLAWS AND POWERS
ATHLETICS
Add the skill level to attribute rolls pertaining to jumping, climbing, dodging, breaking falls, and
performing various physical stunts and feats of balance. As a full-round action you may choose to
dodge, adding the skill level to defense rolls against physical attacks.
COMPUTERS
You know how to break into computer systems, operate virtual networks and decipher coded or
encrypted information. Add the skill level to attribute rolls pertaining to such activities.
DRIVING
You are skilled at handling land vehicles. Add the skill level to attribute rolls when attempting
difficult maneuvers or avoiding attacks. Note: such rolls normally use the vehicle’s AGI (not the
driver’s).
FIXING
You can repair mechanical and electronic devices, constructs or vehicles. It generally takes one
hour to fix something, after which you make an AWA+Fixing* roll to determine how many Health
points the damaged item regains. Fixing requires the proper tools. If you are out in the field with a
repair toolkit, only one Fixing roll can be made for each instance the device took damage.
LOCKS & TRAPS
With the proper tools, you can attempt to pick keyed locks and crack combination locks. You also
know how to set and disable complex traps and snares of different kinds, including the explosive
variety. Add the skill level to rolls pertaining to such activities.
NIGHTVISION
You can see clearly in the dark up to 20 meters away.
RESEARCH
Allows you to effectively find things out through online and offline libraries and databases. Add the
skill level to attribute rolls pertaining to such activities.
WEAPON MASTERY
Prior to rolling dice each round, you may choose to add this skill level to your attack OR damage
rolls. If using an automatic firearm, you may add the skill to the number of shots or bursts fired
instead.

OTHER CHARACTERS BACKGROUND AND NOTES


As a consummate techie, your skills have
always been in demand, but it wasn't until you
were recruited by The Unchained that you
finally found your true calling. You have been
transferred from post to post, helping repair
and refurbish the faction's limited
technological resources, spending most of
your time either in a server room or seated at
a workbench, elbows deep in a kaleidoscope
of wiring.

MJ Barjoc (Order #39761202)

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