Misty Mountain Hoop

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An Adventure for the ALTERNITY Science Fiction Roleplaying Game

set in the GAMMA WORLD Campaign Setting

by Mike Selinker

ALTERNITY, GAMMA WORLD, and RPGA are registered trademarks owned by Wizards of the
Coast, Inc. All Wizards characters, character names, and the distinctive likenesses thereof are
trademarks owned by Wizards of the Coast, Inc. This material is protected under the copyright
laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of Wizards of the
Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations,
places, or events is purely coincidental. ©2000 Wizards of the Coast, Inc. All rights reserved.
Made in the U.S.A.
This is a standard RPGA Network tournament. A heroic documentaries and hope for a better tomorrow.
four-hour time block has been set aside for this event. Like I said, bo-ring.
Begin by passing out the player characters; pass them out
based on class only, not revealing gender or race. Instruct But you don’t plan to be bored long, because ahead
the players to leave the character sheets face down until lies Big Rainy, the colossal mountain that still
you have read the introduction. Then, tell them to study smolders from its reign of destruction generations
their character sheets, select spells, and notify you when ago. Maybe it’ll erupt while you’re there, maybe not.
they are ready to begin the adventure. That’s what adventure’s all about.
It is a good idea to ask each player to put a name tag You’ve passed the way station of Elbow and have
in front of him or her. The tag should have the player's just forded through the thoroughly pillaged ghost
name at the bottom, and the character's name, race, and town of Ash. Ahead you see the base of the glacier on
gender at the top. This makes it easier for the players to the south side of the mountain, where you’ve been
keep track of who is playing which character. told to scout for signs of civilization. As far as you
The actual playing time will be about three hours. know, no one has tried to survive the glacier before.
Make sure you use the last 20 to 30 minutes of the event Even though the summer winds blow across the land,
time block to have the players capsulize their characters you have secured winter clothes and provisions to
for each other and vote. The standard RPGA Network brave the glacier. Hey, you may be thrill-seekers, but
voting procedures will be used. Make sure you have you don’t intend to be cold thrill-seekers.
finished voting before you collect the players' voting Anyhow, you hope to find a settlement or a ranger
sheets. This way you will not be influenced by their votes station or maybe even an evil faction of anti-mutant
and comments. supremacists. Anything to get out of Mineral for a
The players are free to use the game rules to learn while.
about equipment and weapons their characters are
carrying.
A note about the text: Some of the text in this Gamemaster’s Information
scenario is written so that you may present it as written to
the players, while other text is for your eyes only. Text The young heroes walk toward the mountain. If they
for the players will be in bold italics. It is strongly want more ordinary equipment, give it to them within
reason (snowshoes yes, laser rifle no).
recommended that you paraphrase the player text, instead
The heroes each have red Gore-Tex snow parkas
of reading it aloud, as some of the text is general and
with letters on the back. A successful Knowledge—
must be adapted to the specific situation or to actions of ancient language skill check reveals the letters as
the player characters. “REI.” An Amazing success indicates that “REI” means
“king” in a forgotten language (Portuguese), suggesting
This ALTERNITY® adventure takes place in the post- the heroes are kings. Regardless, the parkas give a –2
apocalyptic GAMMA WORLD Campaign Setting. It step bonus to Stamina skill checks involving cold.
requires a copy of GAMMA WORLD to play. Encounters 1, 2, and 3 occur as the heroes
The adventure is set near Mount Rainier, the major approach the frozen town of Longmire. Each encounter
volcanic mountain near Seattle. The mountain is occurs when the heroes reach any point in the
reputed to have erupted during the Cataclysm, and still appropriately numbered arc. Encounter 4 is the frozen
rumbles from time to time. town of Longmire, and encounter 5 is a jumping-off
point for future adventures.
Players’ Introduction Nothing happens till the heroes reach the base of
the glacier. The glacier is a flat sheet of ice that reflects
Gamma Terra! the sun with a painful glare. The heroes face a danger of
You feel your heart pound as you steel yourself snowblindness, though this may not be apparent till
for adventure among the radiation-soaked landscape. later. Every three hours on the glacier, anyone without
Mutants and androids and giant hairy creatures— sunglasses or other eye protection (or anyone with
heck, that’s you guys. And you’re flat-out normal Photosensitivity) makes an Awareness—perception
compared to what’s out there. skill check. Failure means the hero gets a cumulative
+1 penalty to all skill checks affected by vision (up to
For your first mission since being told you were +3). This penalty does not go away till the hero takes an
adventurers, you’ve set out from Mineral, the free town hour to rest or leaves the glacier.
at the base of the Rainy Mountains. Mineral’s just what In addition, every three hours on the glacier, the
it sounds like: rough, hard, and downright boring. Folks heroes should each make a Stamina—endurance skill
there do little but watch blurry videotapes of Ancient check (or, if the player desires, a Survival—arctic skill
check) modified by the parka bonuses. Failure means

Misty Mountain Hoop Page 2


that the hero suffers d4+1s from the cold. This damage
will not heal until the hero is in a warm place.
 Yexils
The second non-location-specific encounter is with two
Œ Snowbunnies yexils. This mated pair is after food, specifically
The foothills of Big Rainy are easily mounted, with the synthetic clothing. They alight from the sky on both
bright sun beating down on the heroes. However, a mist sides of the party, claiming the heroes have what they
sets in which does little to change the brightness, but want. If the heroes don’t know the yexils’ particular
does limit vision to only about 100 meters. It takes diet, the yexils point at their bodies. The yexils want the
about an hour to go one square (4 kilometers) on the parkas, and attack if they are not appeased. If the heroes
glacier. hand over all their parkas, the yexils go in peace (and
At the arc marked by 1, the heroes hear a series of the heroes go without a bonus against the cold).
quick skidding noises when they reach a point in this If the heroes fork over some synthetic clothing
arc. They soon are surrounded by quickly moving other than the parkas, the male yexil can be satisfied,
creatures called schusses, 18 in all. Schusses are small, but the female is very picky about what she eats,
inoffensive, and highly curious mutated white rabbits. accepting only designer label designs. She has learned
They have very thick fur and extended footpads that to recognize “quality” styles by scent. Her mate is not
resemble four small skis. They are omnivorous and so choosy, but is always trying to please his wife. He
hunt for food in packs. They never attack anything will eat rags so that she can get the most succulent
much larger than themselves, even in packs. They use morsel. His wife has come to expect nothing less.
their Confusion mutation as a defense, usually to cover The yexils roost in the satellite dish in encounter 4.
their escape. They know of the hoop who lives there, but generally
These snowbunnies look hungry. They dart around leave him alone. They will not say they’re afraid of the
the heroes for as long as they are interested, which will hoop, but careful heroes may discern that they are.
be until any are killed, scared off by a loud noise, or
bored after 20 minutes of game time. If any schuss is
fed, they all crowd in for food. If this occurs, several YEXIL
dart off to the site of encounter 4 at top speed. STRENGTH 15 (+3) INTELLIGENCE 6 (–1)
DEXTERITY 10 (0) WILL 6 (–1)
CONSTITUTION 12 PERSONALITY 7
SCHUSS Durability: 14/14/7/7 Action check: 12+/11/5/2
STRENGTH 2 (–2) INTELLIGENCE 3 (–2) Move: walk 4, glide 30, fly 60 # Actions: 2
DEXTERITY 17 (+4) WILL 3 (–2) Reaction score: Ordinary/2
Mutations: Environmental Adaptation (cold),
CONSTITUTION 6 PERSONALITY 8
Photogeneration
Durability: 6/6/3/3 Action check: 12+/11/5/2
Move: ski 24, run 16, walk 6 # Actions: 2
Reaction Score: Ordinary/2 Attacks
Mutations: Confusion (each opponent suffers at most one Bite 14/7/3 d4+3w/d6+3w/d4+3m LI/O
effect per round), Enhanced Senses, Environmental
Adaptation (cold), Increased Speed, Hyper Immunity Defenses
(Snowblindness only), Danger Sense, Photodependent +3 resistance modifier vs. melee attacks
–1 resistance modifier vs. encounter skills
Attacks
Bite 4/2/1 d4–2s/d4–1s/d4s LI/O Skills
Stamina [12]—endurance [13]; Knowledge [6]; Awareness
Defenses [6]; Interaction [7].
Fur: d6–4 (LI), d6–4 (HI), d6–2 (En)
+4 resistance modifier vs. ranged attacks
–2 resistance modifier vs. melee and mental attacks and
encounter skills

Skills
Athletics [2]—jump [18]; Unarmed Attack [2]—brawl [4];
Acrobatics [17]—dodge [18], fall [18]; Stealth [17]—hide
[18], sneak [18]; Movement [6]—race [18]; Awareness*
[8]—intuition [10]*, perception [10]*.
* –2 step bonus due to mutations

Misty Mountain Hoop Page 3


Ž Snow Snake  Longmire Lookout
A little bit before this crevasse, each hero gets an The ancient town of Longmire is flash frozen beneath
Awareness—perception skill check to see the white-on- the glacier. All buildings of up to three stories are
white chasm. Only a Good or Amazing success reveals completely encased in ice. However, one building
the crevasse’s existence (and don’t forget pokes out through the ice. The superglacial portion was
snowblindness penalties). The fissure in the glaciertop once the office of a sporting goods chain. Now it is
is three meters wide. Heroes that do not see the home to a hoop, the feared mutated bunny rabbit of
crevasse must roll a success on an Acrobatics—dodge Gamma Terra.
skill check to avoid falling in. Those that fail, or those As the heroes reach Longmire, they should make
that jump in after those that fail, must succeed in an Awareness—intuition skill checks. Success indicates
Acrobatics—fall skill check to avoid suffering the generally flat glacier is bumpy in spots. Clearing
Extremely Short Fall damage upon hitting the bottom 4 away the snow reveals the ghostly image of a town
meters down. (The schusses know where the crevasse beneath the ice. It would require months of chipping to
is, and leap across on their skis. The far side is a bit reach the buildings.
lower than the near one, so the snowbunnies rarely miss About this point, the heroes should encounter a
their leap.) small pack of schusses, three or four at most. The
In the fissure is a slither, a snow snake that is snowbunnies have a far shorter attention span than the
camouflaged against the ice. Slithers are large white last clutch, suggesting that they are not as hungry as
snakes that have grown fur to adapt to the cold. They those previously encountered. Indeed, the hoop fed
are rarely found in numbers outside their lairs, in which them recently, so they stay only a minute or so before
case a mated pair with children is not unknown. Snow speeding away.
snakes attack anything that moves, but retreat if The structure previously sighted should be distinct
seriously wounded. now. A brick and wood building seems to float atop the
This snake tries to get surprise, with a +2 penalty to ice, though it doesn’t take a genius to deduce that some
opponents’ Awareness—perception skill checks floors may be below. All the windows are boarded
because of the camouflage. It relishes the opportunity to over. On the roof is a large metal structure, which might
eat anything other than the rare falling snowbunny. be a sculpture.
The roof structure is a huge satellite dish that now
serves as the yexils’ nesting place. There are shreds of
polyester here and there, perhaps suggesting the
SLITHER residents might be home soon.
STRENGTH 13 (+2) INTELLIGENCE 4 (–2) Also on the roof is a door to the lower levels. The
DEXTERITY 13 (+2) WILL 10 (0)
door is made of rubber, and thus is easily pried open
CONSTITUTION 14 PERSONALITY 4
Durability: 14/14/7/7
and resealed. This door has been trapped by the hoop,
Action check: 9+/8/4/2 (–3 step bonus) as detailed below. Near the door is a small rope chain
Move: sprint 22, run 14, walk 4 # Actions: 2 connected to a set of jingle bells. The schusses pull the
Reaction score: Good/2 chain when they bring food for the hoop. If the chain is
Mutations: Chameleon Flesh (white only), Cryokinesis, pulled, the hoop cautiously pokes his head through the
Enhanced Senses, Environmental Adaptation (cold), Hyper door a minute later, rifle in hand. If he finds a schuss
Reflexes with food, he’ll pat it on the head. If he finds curious
heroes, he’ll blast them with his rifle.
Attacks Entering the building: The heroes may come in
Bite 12/6/3 d6w/d6+2w/d6+4w LI/O through one of the windows or through the roof door.
The boards can be removed with a Strength feat check.
Defenses Inside, the hoop has placed tin cans above all the
+2 resistance modifier vs. melee and ranged attacks
windows. If the boards are removed, the hoop hears it
–2 resistance modifier vs. encounter skills
and pinpoints the heroes’ location.
The roof door entrance is trapped (see below). The
Skills
Athletics [13]; Stealth [13]—hide [14], sneak [14]; Stamina
door at the bottom of the stairs is a normal swinging
[14]; Survival [14]; Awareness [10]—intuition [12], door.
perception [12]; Resolve [10]—mental [12]. The top floor: This uppermost floor contains 20
rooms. A portable generator keeps the lights working at
1/3 normal brightness, leaving deep shadows
everywhere. When the descriptions say “standard office
items,” this means an inoperative computer, a desk, a

Misty Mountain Hoop Page 4


chair, a telephone, books, and other items commonly to pry an elevator door open. Nothing is inside the
found in offices. elevators except a long drop.
1. Stairwell to roof: This area is trapped. Any hero 12. Stairwell to lower floors: The floor below is
stepping on the first step causes the pin to fall away not frozen through. The lower level is inhabited by a
from a tear gas grenade five stairs down. The grenade nasty bunch of killer schusses, whom the hoop has tried
explodes ten seconds after the first hero enters. If both to kill off without much success. About a dozen of the
doors to the stairwell are closed, the poison doesn’t 50 or so killer schusses line the stairs to the top floor.
dissipate for six minutes, but if either door is open, the They attack anything that moves. Treat these are
gas vanishes after one action round. (A tear gas normal schusses except they have Strength 6, Durability
grenade’s smoke lasts for d8+4 rounds. It provides a +2 8/8/4/4, and bite 8/4/2 for d4–1w/d4w/d4+3w.
step penalty to all attacks and Awareness skill checks, 13. Lobby: A tripwire spans the entrance to this
and requires a Constitution feat check. A Critical room. A Good or Amazing success on an Awareness—
Failure causes helplessness, Failure a +3 penalty, perception skill check spots the wire (with a +2 step
Ordinary a +2 penalty, Good a +1 penalty, and penalty to the check if the hero is running). If not
Amazing no penalty. All effects of the tear gas last for spotted and avoided, the wire drops a bag of barbells on
2d4 rounds.) the hero, causing an Acrobatics—dodge skill check.
2. Lavatories: The west is for men, the east for The barbells deliver 2d4+2w/d4+2w/d4+4s/d4–2s of LI
women. A computer, books, and other supplies have damage. Other than that, the room has an ornate desk
been moved into the east lavatory from room 4. and waiting areas, plus lots of ancient magazines. The
3. Vice president’s lavatory: Not a pretty sight. elevator doors across from the open entrance requires a
4. Vice president’s office: The hoop usually stays successful Knowledge—artifact knowledge skill check
in this room. Here he has stockpiled 20 tear gas for a hero to perceive them as anything but a wall.
grenades, 55 energy cells, 2 Bowie knives, and an open 14. Conference room: Similar to, but not as well
box of 85 clips each of 50 shots for his assault rifle. The appointed as, room 6.
hoop has moved all the office items out of the room 15. Sport rifle division: In addition to standard
except the desk, which is clearly his bed. office items, the room contains four air rifles, four cases
5. Projection room: In addition to several dozen of 12 clips each with 20 duralloy slugs for the air rifles,
fixed chairs and a screen, this room contains a portable one assault rifle (carried by the hoop), and one
cell-powered movie projector. When the hoop uses this unopened box of 100 clips each of 50 shots for the
to blind, it requires a Good or Amazing success on an assault rifle.
Awareness—intuition skill check to avoid blindness 16: Equipment division: Standard items, plus 16
entirely. An Ordinary success means the victim is baseball bats (clubs +1 damage), 15 golf clubs (clubs –
blinded for the next round, and a Failure means the 1 damage), 20 baseballs, and a tennis racket (club –2
victim is blinded for two rounds. Blinded individuals damage).
have a +3 step penalty to all actions, and give 17. Uniforms division: This room contains 12
opponents a –3 step bonus to hit them. dozen polyester and cotton garments. The hoop
6. Executive conference room: A lectern, a long commonly appeases the yexils with these.
table, a burned out overhead projector, and several 18. Accessories division: This room has, among
chairs are in here. standard items, two catcher’s masks (d4–1/0/0), six
7. Conference room adjunct: A table and four football helmets (d4/d4–3/0), over a hundred baseball
chairs are in here. caps and a spare catcher’s chest padding (d6–3/d4–
8. President’s office: Among the standard office 3/d4–2).
items, there is a stun ray pistol with 1 charge in the desk 19. Legal department: Standard office items.
drawer. An unloaded air rifle is on the desk, as well as a 20. Marketing office: Standard items, plus a case
set of golf clubs (as clubs but –1 damage), several of 60 titanium bats (clubs +1 damage).
dozen baseball hats, and a ping pong ball shooter with 4
balls loaded (d4–2s/d4s/d4+1s). By the door is a tennis
ball firing machine which the hoop has rigged to fire all
its balls in three actions. Anyone caught in the hail of
tennis balls takes 2d6s per action therein. The range of
the tennis ball machine is 20 meters.
9. President’s lavatory: Unused for many years.
10. Sales office: Just standard office items.
11. Elevators: All the doors are closed. An
Amazing success on an Athletics skill check is required

Misty Mountain Hoop Page 5


HOOP
STRENGTH 10 (0) INTELLIGENCE 9 (0)
DEXTERITY 11 (+1) WILL 11 (+1)
CONSTITUTION 10 PERSONALITY 9
Durability: 10/10/5/5 Action check: 14+/13/6/3
Move: sprint 20, run 12, walk 4 # Actions: 2
Reaction score: Ordinary/2 Last Resorts: 1
Mutations: Contact, Improved Mental Enhancement, Soften Metal, Telepathic Scan

Attacks
Hunting knife 12/6/3 d4+1w/d4+2w/d4+3 LI/O
Assault rifle 13/6/3 d4+2w/d6+3w/d4+1m HI/O
Gas grenade 12/6/3 CON feat check for +3/+2/+1/+0 step penalty on all actions

Defenses
Catcher’s vest and helmets: d6 (LI), d6–4 (HI), d6–4 (En)
+1 resistance modifier vs. ranged and mental attacks

Skills
Armor Operations [10]—combat [11]; Athletics [10]—jump [14], throw [12]; Melee Weapons [10]—blade [12];
Unarmed Attack [10]—brawl [11]; Ranged Weapons [11]—rifle [13]; Knowledge [9]; Tactics [9]—infantry [10];
Awareness [11]—perception [12]; Interaction [9]—intimidate [10], Resolve [11]—mental resolve [12], physical
resolve [12].

Gear
Catcher’s vest, catcher’s face mask, football helmet, assault rifle, three clips of 50 shots each, bandolier of eight tear
gas grenades, hunting knife.

THE HOOP’S TACTICS


The hoop has lived in the sporting goods headquarters for some time, and can prove a wily combatant therein. In
addition to what he carries, he has access to many other non-traditional weapons throughout the building.
If the heroes surprise the hoop, he is in room 4 with his assault rifle nearby. He fires one or two rounds at the
heroes and then breaks a window to the outside. He then tries to escape.
If the heroes set off the tear gas grenade, the hoop grabs his rifle and runs down the corridor to point A. When
the first hero breaks through from the stairwell, the hoops fires at him or her, causing a +2 step penalty to avoid
surprise. He then retreats into room 5, picks up the projector, and positions himself at point B. When the heroes
reach any point in his line of sight, he tries to blind them and gain another surprise attack with his rifle. He then runs
to the president’s office (8) and point C, and fires the tennis ball machine when the heroes get into his line of fire
down the corridor leading south from room 4. He then moves to point D and tries to lead heroes into the stairwell
down (12) by leaving the door open, allowing killer schusses below to attack. He then alternates between grenades
and bullets, always trying to stay far out of the heroes’ reach.
If the hoop is drawn outside by the bell chain, he fires on the heroes once and tries to retreat down the stairs,
carefully avoiding triggering the gas grenade. He will then act as above or however circumstances best dictate.
Don’t forget the hoop’s last resort point!

Misty Mountain Hoop Page 6


LUKE
Level 1 Male Pure Strain Human Combat Spec

STRENGTH 13 (+2) INTELLIGENCE 7 (0)


DEXTERITY 11 (+1) WILL 8 (0)
CONSTITUTION 13 PERSONALITY 8

Action check: 13+/12/6/3 Move: sprint 24, run 16, walk 6


# Actions: 2 Last Resorts: 1

Durability
STUN OOOOOOOOOOOOOOO FATIGUE OOOOOO
WOUND OOOOOOOOOOOOOOO MORTAL OOOOOO

Attacks
Unarmed 14/7/3 d4+2s/d4+3s/d4+4s LI/O
Parking meter 14/7/3*d4+3s/d4+3w/d4+1m LI/O
Crossbow 12/6/3 d4+2w/d6+4w/d4+1m
LI/O
* –1 step bonus (Combat Spec bonus to all melee weapon attacks)

Defenses
Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En)
+2 resistance modifier vs. melee attacks
+1 resistance modifier vs. ranged attacks
–2 step bonus to resist radiation and immune to mutation

Skills
Athletics [13]—jump [14]; Melee Weapons [13]*—bludgeon [14]*; Unarmed Attack [13]—brawl [14]; Acrobatics
[11]—daredevil [12]; Ranged Weapons [11]—crossbow [12]; Stamina [13]; Knowledge [7]; Animal Handling [8];
Awareness [8]; Interaction [8].

Gear
Red winter parka with large white letters, jeans, muscle shirt, heavy boots, parking meter, crossbow, 20 arrows in
shoulder case, sportsac with beef jerky and water bottle, comb, bullhorn.

Description: age 22, 1.9 meters tall, 85 kg, muscular frame, dark brown hair, brown eyes
Motivation: Fun First Moral Attitude: Honorable Traits: Energetic, Humorous

Biography: You’re a pure strain human, one of the few unmutated by the radiation of Gamma Terra. You live in the
town of Mineral near Big Rainy Mountain with your younger brother Bo. You and Bo are impetuous and fun-loving,
but Bo can get himself into trouble without thinking. You always look to your Uncle Jesse, a mutated raccoon, for
advice and leadership. You would stop at nothing to protect your teenage cousin Daisy, a lizard woman. Your best
friend is a mechanic named Cooter, who is at least part machine himself. Not long ago, you and Bo followed the
haunting sound of a banjo in the woods near Mineral, and brought back to town a shy but wise sasquatch who calls
himself the Balladeer. You six have formed a new adventuring party to explore the mountain, and you can’t wait to
get out there in the wide, wild world.

Misty Mountain Hoop Page 7


BO
Level 1 Male Mutant Free Agent

STRENGTH 7 (0) INTELLIGENCE 8 (0)


DEXTERITY 14 (+3)* WILL 7 (0)
CONSTITUTION 13 PERSONALITY 11

Action check: 13+/12/6/3 Move: sprint 25, run 15, walk 5


# Actions: 2 Last Resorts: 2

Durability
STUN OOOOOOOOOOOOOO FATIGUE OOOOOO
WOUND OOOOOOOOOOOOOO MORTAL OOOOOO

Mutations
Acid Touch (one round/day CON feat check for extra unarmed damage**)
Chameleon Flesh (roll ≤CON to give a +1 to +4 step penalty to see Bo while he’s stationary)
Environmental Adaptation: Cold (reduce penalties due to cold conditions by 2 steps)
Increased Speed (roll ≤CON to double Move for 5 rounds, costing 1 point of Fatigue)

Attacks
Unarmed 8/4/2 d4s/d4+1s/d4+2s** LI/O
** one round/day add acid: d4s/d4w/d4+2w/d6+2w (En/O), Critical Failure does d4w to Bo
Crossbow 16/8/4 d4+2w/d6+4w/d4+1m LI/O

Defenses
Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En)
+3 resistance modifier vs. ranged attacks (* includes bonus for being a Free Agent)

Skills
Athletics [7]; Unarmed Attack [7]—brawl [8]; Ranged Weapons [14]—crossbow [16]; Stealth [14]—
hide [15], sneak [15]; Knowledge [8]; Stamina [13]; Survival [13]; Awareness [8]; Interaction [11].

Gear
Red winter parka with large white letters, jeans, T-shirt, heavy boots, crossbow, 20 arrows in shoulder case, sportsac
with turkey jerky and water bottle, comb, squeeze tube of mousse.

Description: age 19, 2.1 meters tall, 95 kg, slender, blond hair, blue eyes
Motivation: Fun First Moral Attitude: Honorable Traits: Rash, Trusting
Biography: You’re a mutant, one of many humans altered by Gamma Terra’s environment. You and your older
brother, Luke, live in a town called Mineral near Big Rainy Mountain. You like to have a good time with Luke,
though he is always there to rein you in if you make an all-too-frequent rash decision. Luke and your Uncle Jesse, a
mutated raccoon, provide you with direction to do good deeds. Your teenage cousin Daisy is a lizard woman, and
seems to attract the wrong kind of attention at times. Your buddy Cooter fixes items of the Ancients, and might even
be one himself. You and Luke recently found a mysterious sasquatch playing a banjo in the forest, and brought him
back to Mineral. Calling himself the Balladeer, he often sings your praises. The six of you now plan to head toward
the mountain, and you can’t wait to see what awaits you out there.

Misty Mountain Hoop Page 8


UNCLE JESSE
Level 1 Male Dabber Diplomat/Free Agent

STRENGTH 5 (–1) INTELLIGENCE 15 (+3)


DEXTERITY 15 (+3) WILL 9 (0)
CONSTITUTION 8 PERSONALITY 8

Action check: 16+/15/7/3 Move: sprint 20, run 12, walk 4


# Actions: 2 Last Resorts: 1

Durability
STUN OOOOOOOO FATIGUE OOOO
WOUND OOOOOOOO MORTAL OOOO

Mutations
Empathic Scan (roll ≤INT to read emotions of opponent and –1 step bonus to encounter skills)
Photokinesis (roll ≤WIL to make an object glow in a 5-meter radius for 5 rounds)
Telekinetic Hand (roll ≤WIL to manipulate small objects at a distance)

Attacks
Unarmed 5/2/1 d4s/d4+1s/d4+2s LI/O (+1 step penalty to attack)
Slingshot 16/8/4 d4s/d4+1s/d4+2s LI/O (can also fire cocktail)
Molotov cocktail 8/4/2 d4+1s/d4+2w/d4+4w En/O (half to those within 5m)

Defenses
Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En)
–1 resistance modifier vs. melee attacks
+3 resistance modifier vs. ranged attacks and encounter skills

Skills
Athletics [5]—throw [8]; Ranged Weapons [13]—slingshot [14]; Stealth [15]—hide [16], shadow [16], sneak
[16]; Stamina [8]; Demolitions [13]—scratch-built [14]; Knowledge [13]—ancient language [14], ancient lore
[14], deduce [14], first aid [14], moonshining [14]; Law [13]—local justice: Mineral [14], moral code [14];
Awareness [9]—intuition [10], perception [10]; Deception [9]—bluff [10]; Interaction [10]; Leadership [9].

Gear
Red winter parka with large white letters, overalls, flannel shirt, heavy boots, slingshot, 20 metal bullets in pouch,
first aid kit, canteen, 6 flasks of moonshine, rags, matchbook, box of toothpicks.

Description: age 41, 1 meter tall, 40 kg, stocky, brown and black striped fur, masked green eyes
Motivation: Yearn to Learn Moral Attitude: Ethical Traits: Leader, Calm
Biography: You’re a dabber, a mutated raccoon-man. You live in a town called Mineral, where you mentor a pair
of brothers named Luke and Bo. Luke, an unmutated human, is more level-headed than the younger Bo, a mutant.
You also supervise their teenage cousin Daisy, a lizard woman, who seems innocent but still manages to get herself
in precarious situations. You have recently found a new friend named the Balladeer, a sasquatch who is as deft with
his banjo as his massive claws. And the boys have taken up with a kind android named Cooter, whose technical
knowledge is impressive. Since the younger folks keep running afoul of the corrupt government here in Mineral,
you’ve organized an expedition to the mountain to keep the lot out of trouble.

Misty Mountain Hoop Page 9


DAISY
Level 1 Female Sleeth Diplomat/Combat Spec

STRENGTH 7 (0) INTELLIGENCE 7 (0)


DEXTERITY 7 (0) WILL 15 (+3)
CONSTITUTION 9 PERSONALITY 15

Action check: 9+/8/4/2* Move: sprint 14, run 10, walk 4


# Actions: 3 Last Resorts: 4

Durability
STUN OOOOOOOOO FATIGUE OOOO
WOUND OOOOOOOOO MORTAL OOOO

Mutations
Battle Sense (* always gives –1 step bonus to Action Checks)
Contact (roll ≤PER to communicate telepathically with any willing subjects within 10 meters)
Fatigue Generation (roll ≤WIL to cause 1 fatigue to foe and 1 stun to Daisy)
Immunity to Illusions (unaffected by any illusions)
Psychic Perception (automatically detects any use of mental mutations within 100 meters)
Rejuvenation (roll Resolve—physical resolve skill check to gain 2/4/6 “rejuvenation points”; use 2 rejuvenation
points to heal 1 stun, 1 rejuvenation point to heal 1 fatigue)

Attacks
Unarmed 7/3/1 d4s/d4+1s/d4+2s LI/O (+1 step penalty to attack)
Steel bottle 9/4/2 d4+1s/d4w/d4+1w LI/O
Glass bottle 9/4/2 d4s/d4+2w/d4+4w LI/O (breaks on Good/Amazing)

Defenses
Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En)
+3 resistance modifier vs. mental attacks

Skills
Melee Weapons [7]—bludgeon [9]; Stamina [9]; Knowledge [7]; Awareness [15]—intuition [16], perception [16];
Resolve [15]—mental resolve [16], physical resolve [16]; Culture [15] —diplomacy [16], first contact [16];
Interaction [15]—bargain [16], charm [16], seduce [16].

Gear
Red winter parka with large white letters, tank top tied at chest, hot pants, leg warmers, heavy boots, steel
bottle containing water, 4 empty glass bottles, belt pouch containing hushpuppies.

Description: age 17, 1.7 meters tall, 70 kg, slender and shapely, green reptilian skin, green eyes
Attributes: Helping Others Moral Attitude: Virtuous Traits: Frivolous, Kind
Biography: You’re a sleeth, a mutated lizard person. You live with your wise uncle Jesse, a raccoon man, in the
town of Mineral. There, some local corrupt government officials have taken a shine to you—not a pretty thought.
You just know you didn’t do anything to encourage them. Thankfully, you’re backed up by your cousins Luke, a
pure strain human, and Bo, a mutated human. Your cousins introduced you to a polite android named Cooter, and a
friendly sasquatch who calls himself the Balladeer. Because of your run-ins with the government here in Mineral,
Uncle Jesse has planned a trip to the mountains till things cool down. Sounds like fun!

Misty Mountain Hoop Page 10


COOTER
Level 1 Male Android Tech Op

STRENGTH 11 (+1) INTELLIGENCE 13 (+2)


DEXTERITY 13 (+2) WILL 7 (0)
CONSTITUTION 10 PERSONALITY 7

Action check: 15+/14/7/3 Move: sprint 24, run 16, walk 4


# Actions: 2 Last Resorts: 0

Durability
STUN OOOOOOOOOO FATIGUE OOOOO
WOUND OOOOOOOOOO MORTAL OOOOO

Attacks
Unarmed 11/7/3 d4w/d4+1w/d4m LI/O (+1 step penalty to attack)
Wrench 12/6/3 d4+2s/d4+1w/d4+2w LI/O
Musket 14/7/3 d6+1w/d6+3s/d4+1m HI/O (+2 step penalty to attack)

Defenses
Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En)
+1 resistance modifier vs. melee attacks
+2 resistance modifier vs. ranged attacks and encounter skills
Immune to mutation

Skills
Melee Weapons [11]—bludgeon [12]; Manipulation [13]—lockpick [14]; Ranged Weapons [13]—musket [14];
Vehicle Operations [13]—land vehicle [14]; Stamina [10]; Demolitions [13]—disarm [14}, set explosives [14];
Knowledge [13]—ancient language [14], deduce [14]*, first aid [14]; Physical Science [13]—chemistry [14];
Technical Science [13]—artifact knowledge [14], juryrig [14], invention [14], repair [14]; Awareness [11].
* –1 step bonus to analyze artifacts (Android bonus)

Gear
Nanocomputer implant, cyberoptic eye (50x magnification) with holorecorder, red winter parka with large white
letters, musket, 20 musket balls and powder in pouch, backpack, turkey jerky and water bottle, chewing tobacco,
toolkit, heavy-duty metal wrench, box of matches, first aid kit, firecrackers (noise and flash, no damage except d4–
2w to holder), 10 meters of rope, dog whistle, joy buzzer, flashlight, road flare, handheld videogame, holorecorder
playback device.

Description: age 26, 1.6 meters tall, 80 kg, stocky, brown-grey hair, squinty brown eyes
Attributes: Helping Others Moral Attitude: Worldly Traits: Helpful, Humble
Biography: You’re an android who lives in a town called Mineral. You like it here, because the locals bring you all
sorts of strange devices with which you can tinker. This put you in contact with a wise old dabber named Uncle
Jesse, who raised three very different children: Daisy, an attractive lizard woman; her cousin Luke, a well-adjusted
normal human; and Luke’s brother Bo, an impetuous but guileless mutated human. You can be all fun and games
with the boys, though you’re always polite to Daisy. Through them, you’ve met a friendly sasquatch who calls
himself the Balladeer, and have even fixed his banjo. Uncle Jesse asked you to leave your trinket shop to come to
the Big Rainy Mountains, to give his kids a fighting chance out there in the wilderness.

Misty Mountain Hoop Page 11


THE BALLADEER
Level 1 Male Sasquatch Diplomat/Combat Spec

STRENGTH 15 (+3) INTELLIGENCE 9 (0)


DEXTERITY 5 (–1) WILL 7 (0)
CONSTITUTION 16 PERSONALITY 10

Action check: 9+/8/4/2 Move: sprint 20, run 12, walk 4


# Actions: 2 Last Resorts: 1

Durability
STUN OOOOOOOOOOOOOOOOOOOOOOOO
WOUND OOOOOOOOOOOOOOOOOOOOOOOO
FATIGUE OOOOOOOOOOOO
MORTAL OOOOOOOOOOOO

Mutations
Improved Natural Attack (claws do damage as under Attacks)
Technophobia (+2 step penalty to skill checks involving use of advanced technology (1900+))

Attacks
Claws 16/8/4 d4+3w/d4+5w/d4+3m LI/O
Rocks (thrown) 16/8/4 d4+3s/d4+4s/d4+5s LI/O (+1 step penalty to attack)

Defenses
Winter parka: d6–3 (LI)/d4–2 (HI)/d4–2 (En)
+3 resistance modifier vs. melee attacks
–1 resistance modifier vs. ranged attacks

Skills
Athletics [15]—climb [16], jump [16], throw [16]; Unarmed Attack [15]—brawl [16]; Movement [16]—race [17],
swim [17], trailblazing [17]; Stamina [16]—endurance [17]; Survival [16]—survival training: mountains [17];
Awareness [7]—intuition [8], perception [8]; Entertainment [10]—musical instrument: banjos [12], musical
instrument: harmonicas [12], sing [12]; Interaction [10]—charm [12].

Gear
Red winter parka with large white letters, 8 rocks in belt pouch, sportsac with vegetables and berries, water bottle,
comb, banjo and strap, crystal pick, harmonica, bandanna.

Description: age 27, 2.2 meters tall, 180 kg, salt-and-pepper fur, callused hands, brown eyes
Attributes: Deeper Meaning Moral Attitude: Honorable Traits: Cheerful, Talkative
Biography: You’re a sasquatch from a forest near a town named Mineral. For years you stayed from urban
dwellers, who knew you by soulful melodies you played on your banjo, but never saw you—some even said you
were a myth. But two young brothers, a human named Luke and a mutant named Bo, found you and convinced you
to try civilization. Oddly, it was delightful, as the locals thrilled to your songs. You have begun to chronicle the
exploits of Bo and Luke, as well as their delightful cousin Daisy, a lizard woman. You have struck a friendship with
their guardian, an older raccoon named Uncle Jesse. You even have learned to trust a likeable piece of technology, a
mechanized tinkerer named Cooter. And now that Jesse has asked you to attend an expedition into the wilds, you
feel certain that even more inspiration will soon grace your songs.

Misty Mountain Hoop Page 12


BIG RAINY
4
Elbow 3
Ash 2 RAINY GLACIER
1
Mineral
= 4 km NORTH
Roof

ENTRANCE

1
Interior

2 2 3 4

16

15
1

17 5 B

6
14

18 7

11

13 11

12
2 2 10

19 20 9

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