TMNT - Turtles Go Hollywood
TMNT - Turtles Go Hollywood
BY Daniel Greenberg
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megal drugs kill thousands every year. Worse, they emotionaUy, mentally and
physieaUy cripple millions!
Drugs are Dot a means to adventure. Drugs are not cool. And despite how things
may appear, everybody is not using drugs!
Drugs destroy everything: the body, the mind, even love. Don't fool yourself into
thinking otherwise.
Kevin Siembieda
Dan
Teenage Mutant Ninja Tunl« and all other ch:uacten; appearing in the TMNT c:()trIiC book are C<lfJyrixhu D and registem..l
tnldcmMb of Mirage Studio and used under license by Palladium ~
Suptr huo(s) is a regi~tered trademaJt held joinily by D,C . Cornicc\ Inc . and MllJ"Vcl Comics lnc. 1($ U~ in !.his le);1 is soley
II desl,:ripLive term and is in no way ment lu infringe upon said rr.dcman:.
11$
Copyright () 1990 by Kellin Siembieda . All righU fes.e:rved under the Univasal Copyright Conl/cDlion, No pan ormis book
may be repnx:luccd in part or whole, in any form Of" by any means, without pamasion from the publiSher, ClICCP rOt brier
qiJO(CS for U~ in reviews. All incidents. situations, institutions, JUvt:rnme:nb and people are rtCCional and any similarity,
without satiric intent, of charoctt:rs or penons living or dead is strictly coincidcnlal.
T\mles Go Hollywood i~ published by PaJliiMJiulII Books. 5926 Lonyo. Detroit. Mit:his;m 48210, and prinled in the Uniled SlItca.
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PALlADIUM BOOKS· PRESENTS ... r
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Turtles Go Hollywood For use with TIvfNT*, Ninjas &. Superspies'"' J and Heroes Unlimited ....
TABLE OF CONTENTS
Page
Using Non-Turtles Chanlcters . . . . . . . . . . . . . • . • . . . . . . . . . . . . . . . • . . . . . . . . . . . . . . . . . . . • . 4
Reel 1: Night Moves (Adventure) ...•......••••••••••.•••.•.•..••.....•••••••••••••• 5
NPC VillaIns .••• . ... ..•. • • • . • • . . . • • • • • . • • . . • • • . • . . . • • • • • • • • • • . • . . • . . . • • • . II
Clues for Going to HoUywood ..••.•.•..••••... . .•• • • • • •• . •.... •••• •• . • ... •••••• 12
Reel 2: I Lo'Vt L.A. ••....•.••..••••..•••••....••.•••••...••••••••••••••• ••••• •• 13
Adventure & Clue: SuggrSlwns ... _ ..••••••.• .... ••••••••••..••••• . . . . . . . • • • •••. 14
To the Beoac.b .t Malibi. (Ad,..en(ure) •••.••••••..••.•.•.•.• .• •••••••••• . ••••••.•••••• . 16
First Appearance of While Rabbll . • • • • • • • . . . • • • . • . . . . . • • • • • • • . . • • . • • • • . • • • • • • • . . 19
Reel 3: Monolithic Movie SlUido ••.••...•....•••••• •.. •••• . . . . . . . . . . . • •••••••• .. . • •• 20
A Vlsll to the Studio ••.••••. • •••••• . •.•••.• . . .....••••• .. •••••.•.•..... . ..• . 21
Party Animals (minl·adveDtllre) •••••••••••• • •• • • •• •• • •••••••• • ••• • ••••••••••••• . 22
Pizza (Adventure) ••.••. •••••••••••••.• . ..•••• .••••••••• . ••••••••••••••••••• 23
Lambert Bullw»rk (Encounter) •••••••...•.•.. . •. •••••••••. . •••••••••.. .. ••••••• 24
War (mJnj·adventu~) ••••••••••••• • •••.. ..••..•• ••••••••••••••. . . . . . . • •••••• 2S
A Cry for Htlp (m.i.ni·adventun) .. .. . . . • . . . . • •• ••••••••.•• • .• •••••••• •••• •• ..••• 25
Bru.in Drain's J\.tachines (Adventure) .. . . . . • •••••••• ..••••• • . . ....• •••• • • ••••••••• 25
AtlJlck on Oarkins (minJ·adventure) ........••••••.••••••..••...•.•••••.•. . •••••.• 29
Reel 4: Strategy Ses,.,ion and Search & Destroy . . . . . . . .. . .. . . .... ... . . . . . . . . . ... .. ... . . . . . 30
Answers from Bullwarit (Encounter) •• •• ••• •••• . . . . . . •••••••••••••.••••.• . . . •• . •• 32
The Drug Factory (Adventure) ..•••••••••••••••.• •••••. ..••.••••••••••..••••••• 33
Ratt I-u's Lair (G.M. Data only) ••• . .• • • • • ••.•...•••••••••...••••••.•.••••••••• 34
ReelS: Battle Beyond the Soundstage ..•• ••••• .. ••.•.•... . .••••••••••••...•.•...... •• 35
Heroes 1'riumphaot • .•. •••....••.••••••••••••• .. ••••........•••••••• .. ••••• 39
The Final Heel .•••••...•• ••••.•..•.•.•••••••• ..••• •••••.•• •. ••••••••• .. ••• •.. 40
I...oosc: Ends: Her"Oe$ l)etealed •. .. •••••• .• • . . . . . . . . .. ••••• ••.••• ••.•.• ...•.••••• 41 •
NPC Character DcscriptiOD.!li •••••••••••••••••••• ••••• ••••••••• •• ••••••• •••• ••••• • . 42
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California, Here We Are
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Story Introduction U you started playing Turtles Go HoUywood! after finishing
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This riotous adventure sends the Teenage Mutant Ninja TurtJes playing Palladium' s fine TMNT adventure , Truckio' Turtles,
(or any mutant animal or super-hero) roaring imo Hollywood, our heroes are already on the West Coast. Rather than bring
where they mix it up with everything from slarielS and surfers them back to New York for the first episode, only to haul them
to moguls and mutants in a desperate battle for mankind's des- back to California for the resl of the adventure, sel the first
tiny. The dream vacation of a lifetime turns into a nighlmare as adventure in Los Angeles.
the Turtles Go Hollywood! Change the references from New York 10 L.A. , and have the
The Story Turtles talk to Splinter by phone.
The malevolent mutant Labb Raft has concocted a scheme 10
Special Experieoce Point Awards
subvert the will of humankind. He intends to psionically implant
powerful subliminal messages in major Hollywood movies. ex- As with all Teenage Mutant Ninja Turtles 3fIventures, you
posing his twi sted , rancomu.... ideas to the wide audience of will assign standard Experience Point Awards to the playel'l
unsuspecting moviegoers out to see the fresh crop of summer based on their characters' actions .
releases . In addition 10 the "onllal awards , Turtle!il Go Hollywoodl
Our heroes hurtle to Hollywood to stop the dc."pcra1C scheme , provides somcspcciaJ EP awards forcJever think.ing and effective
and get caught in the crossfire of a two-way war between the solutions. When the players earn one, make a note or ii, and
Rotl ('uk and Shredder's F(l()t Ninja, as the two groups baule assign the accumulated awards after the play session is ovcr.
for control of the subliminaJ message technology. This inviles the playus to reflect on the ideas thai worked. and
!Juring their misadventures in the world where appe<lnmce is encourdge them tu keep making clever L;hokes. These awards
more important than reality, they run into a clutch of hi7..3rrc can al!>O !;clVe as guidclinc.'i [0 a."sist you in awardins expcrienee
characters ; wheelers and dcalers, phonics and flakes, lovers and points in future games .
losers, posers and playmates. They meet the opportunists and
the honest alike. And they get to tra."h huge , elaborate sound- Music During tbe Adventure?!
stages ,
Music can add a LOT 10 a role-playing game. For an added
So whllt IUC we wailing for? Let 's go Hollywood!
kick, you might try playing some preselected movie sounduack
music during selected episodes.
Game Master Notes For example, play the theme from tbe Teenage Mutant Ninja
Turtles movie during the opening episode, play '"J Lovc L ,A ,"
Your Own Characters Go Hollywood! by Randy Newman (Trouble in Pantdisc: album) during the Los
Angeles sequences, play the Jaws theme during the shark attack,
While this adventure is designed for use with the Teenage play the James Bond theme during the Foot Frogman anack , the
Mutant Ninja Tunles characters, you can easily use it willi any Star Wars theme during the battJe on the soundstage, etc .
urigina] mutant anima] team, Ninjas and Superspies characters,
lind even Heroes Unlimitt!d hen)!!s. SeIC-Motivatlon and Success
Adapting Turtles Go Hollywood! is simple. Just replace all
references to the Turtles with references to the players' charac- Turtles Go Hollywood! rewan.l.s self-motivated players.
ters. Special passuges in the I~Jl t will sbow you how 10 best do Rather than alway~ leading the player characters from one en-
this . counter [0 another, the adventure wiJI often let the PCs decide
what to do neJlt,
Heroes Un1imJted charncTers are generally more powerful
than their TMNT counterparts. This means Game Masters may Games where players havc control of their he~ ' de.o;tinies
wish to inl-TeaSe the powers of the villains. This can be done by ~ ofLen n~ exciting and satisfying for both the players and
lIIa1.illg the villains a level or rwo higher. increasing the number the Game Master.
or opponent" (consider making the Foot Ninja a level or two For example , in this adventure, the Throes will receive a clue
higher or give them some Ninjas & Superspie.." abilities), and/or that leads thcm to thc Monolitllic movie studio. They know the
giving them more powerful weapons. Creative GMs may even answers they want lie inside the huge film compound , bUI what
tOS5 in a couple villains of their own . they do when they get there is up La them.
Each epiS(xle has a separate section on incorporating unique They could creep around inside the srudio in a surreptitious
player characters to accommodate different heroes with different ninja-style spy mission . They could masquerdde as acLars (or
abilities. We'll cover flying charaeteB. invisible charactc~ , and special effects), or technicians , and earn cooperation from people
thnse with super-human sLrtnglh , a.'\ well a.'\ a rew special cases, who wort at Monolithic. Or they could come up with something
like heroes who don·1 have an all-wise NPC mentor like Splinter. totally original . It ' s up to them.
Slay l1t:xiblt:, and the col1Vel'Sion process will be a breeze. We' U show you, as GM. how to react to the many things
Your players will Inve yuu rnr it. your players may come up with, so cncourage them to experi-
menL If they feci it's okay 10 try anything , they may just surprise
you with some very invenlive plans.
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While most players love setting their characters loose in an fight starts in the building, the police will have no choice
exciting new setting . some just feel overwhelmed and confused . but loenterand witness the drug manufacturing in progress.
To handle those players, each encounter a150 has a default result, You silently prepare yourselves for the assault on the
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which will keep the adventure moving even if lhe players take ro~ ' penthouse. determined to meet three major objec-
no or little action . You . as GM, should never be lost, even if tives given to you by your master (Splinter, if playing the
your players feel they are. Turtles);
While the defaull results are never as good as the results from 1) To destroy the Blue Ice inside so thai it can never
self·motivated action, they do keep the slOry moving, and should reach the streets tomorrow.
encourage the players to continue trying 10 come up with (heir 2) To destroy the lab that created the drug.
own solutions.
3) To make enough commotion thai the police are
fon:cd to enler and discover the operation .
Reel 1: On your honor you swear that the night will see the end
ofSoJoCbem and lheirdangerous new creation, Blue Icc.
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Night Moves GAME MASTER
This til1it atlvenlUf'C !OCt! the scene for lhe: players. and estab-
lishes the "Hollywood movie" tone of the game. At one poii'll. INFORMATION ·
the read-aloud lUi mentions the Turtles and their weaponS. If
your players arc nor: running the Turtlc... , change that reference Nothing like starting OUI in the thic.k of the action, huh?
10 fit the charac·ters used . Give your players a moment to wurk Olll thcir strategy. and
Read t he following (0 ahe playel"5: then go ror
it.
Long shot : New York Harbor by night. Low, mournful The Turtles can stan the game with any standard Ninja equip-
sounds of tugboats echo in the millnighl gloom, as murky ITICnt, and any non-ninja equipment thai Ihey have reasonable
water gently laps against the docks . Slow pan across quiet, access to, This includes rope. grappling hooks, dimbillg spikes.
peaceful old-world building.~ . Camera pan stops abruptly shurikcn, photographic equipment, elc.
on a huge, fo~bnding high Icchfom-~ss thai looms over Non-Turtle characters will a1so have rf!a.ronabl~ access 10
the wa~rfronl like a sullen gianl. towering above the equipment and weapons .
nearby buildings.
I) Climb tbe Building
There' s a strange creaking noise. and something on the
lbc building is too tall to throw grappling hooks to the lOp
ground in front of the fortress begins to rise. A manhole
floor, but the Ninja Turtles or other ninja character,; could climb
t:uver lifts up, and four shadowy figures silently emerge
~ building with their ninja climbing spikes (requires successful
from the sewers. TIle mysterious creatures look up at me
prowl roU and climb lOU).
ponderous citadel, and slowly draw their weapons. They
hold high their Katana and Wakizashi , paired Nunchaku. 1bere are monitoring devices on the fortress . One of the
Bo staff. and paired Sai, as if tn challenge the mighl of characters must make a successful Surveillance Systems roll 10
the entire stronghold . avoid detection . lfthey arcdetected, the building80es on AI,,,,
The moonJi~ht glints off their weapnns, revealing the 1) Cllmb a Nearby Building and M .p~1 over,
grim determination un their ma.\k:cd. green f~~ . Slowly, The 20 floor SQloChcm foruus is the: tallcst building In the
they approach the fortress . an::a, The two buildings next to it are only 12 floors . and the
building behiocl it is 16 floots ,
Credits roll : TURTLES GO HOI...L YWOOD!, starring:
TIle herues could climf:l or guin access to the shorter buildings
(fill in the nillllC:S of your players here).
nearby and then rappel over to the SoloChem building with
G.M, Note: Here's a good opponunity 10 use your first cut grappling hooks .
of music, Recommended soundtr.sck : the theme from the Teenage Using a neighboring building will keep them fnllli being spot-
Mulant Ninja Tunlc:~ movie . ted. Consequently. they don', need to make a Surveillance Sys-
tems roll like they would if they had climbed the SolnChem
The fortress is the main beadqua~rs of the crime cartel
building.
SoluChem. You have traced a few ''test-market" shipments
of:m instantly addictive new designer dill, . "Blue lce,- 3) Window stuJtb
back 10 lhe labs on the lop noor of this very respectable- Once our stalwan heroes are climbing up the buildi ng, they
luuk.ing. though heavily fortified , building, Mass ship- can enter through window~ nn any of the twenty noor.l, except
menL~ of Blue Ice are due to leave the building tomorrow the top nO(lr. 'The top windows a~ covered over with insel metal
ror destination!.; amund the collntry, where they will be blast doors. (S .D.Co 250. Fur Heroes Unlimitrd characters. the
given away a.~ "free samples," t.~at.in& hordes of in!.;WoI S.D .C. is 300.) They are not made to open. Pounding 1)0 the
;tddicL~ . blast doors aUlOmaticaUy puts the building on Alert.
Bribes from SoloC'hem crime boss Fred Porcelain to Entering IhrtMJgh a window could Sl!t off an alarm . The alarm
high-ranking city ufficials have kept the police nut of the sySlI::ms here are nol a.<ii sevt"re as the ones hdnw . Add + 25 11)
citadel , bur you have nu such restrictions. And onc;e a each player'li Surveillance Sy~tems roll 10 notice iI, anc.I + 15
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to the Surveillance Systems roll to disable il. Failing the disable even the alarms. They ean tum off the automatic sprinkJer system
roD puls the SoloChem building on A1ert. and start fIleS , or employ any of a host of ereative solutions. If
Note: Other mutant anima1 heroes or super powered or spy they come up with something really good, go with it. Note:
rypes may have me ability to fly. or use a jet pack or helicopter. Successful electrical engineer or surveillance skills are lUIuired
or even teleport direct1y to the SoloChem rooftop. Thus, climbing to tap into the electrical or surveilJance systems. Just chopping
may be avoided entirely. wires in two wiU have random affect (and NOT likely the desired
resuJt). Plus, a random act may alert the crooks to the group's
On the Roof presence . Basic electronics is OQ( quite sufficient to fully under-
1f the players reach the roof, read the following: stand what's what, so there's a skill penalty of - 25%. A failed
TIle roof is empty except for a few small chimneys, a roU will cause a random floor to lose its lights and power (roll
helicopter, a two-foot wide air duct. and a bored goon a 2O-sided die).
yawning as he patrols around a rooftop door. A walkie-la!o Aller tht Turtles enter 1M ducts, read the following to the
kie bangs at his hip, and he is listening to it through a pair players:
of headphones. The narrow, twisting air ducts empty into a cramped,
The helicopter is crime boss Pora:lain's rapid escape. If the two fOOl hiBb crawlspace that stretches OUt on an sides for
• heroes sabotage it (successful Mechanical Engineer or Aircraft as far as you can sec in the dim light. The crawlspace
Mechanics roll tu do it stealthily. otherwise smashing the controls floor is made of ffimsy tiles suspended from the ceiling
or bla.sting the chopper will do the job. but bas a 1-60% chance with metal struts . The area is fflled with~c1ectri(;aI wiring,
of alerting the building), Porcelain will have a difficult time plumhing, sprinkler system machinery and ventilation
escaping at the end of the attack. Wfts.
The one guard is not paying much attentiun to his SUll'OUOO' You heat muntl\lring voicc!'! dinxtly below you, and
ings. Our beroes could sneak past him. (Prowl) or anack him thin streams of light shine up from cracks in the flimsy
and knock him 001 easily; they automatically get the initiative tiles below your fett .
and fust strike. (Su Goon srats.) If the players have an instantaneous reaction , let them do it.
If the Prowl fails , they have fllSt attack on the glxm before Otherwise, continue:
he can respond. If alened, he immediately radios for backup, You suddenly realize that you ~ in the drop ceiling
putting the building on AJert. He then turns on hidden noodl..ighlS above the labs. The crawlspace "floor" is made of light-
and draws his gun to investigate the intrusion . Six armed goons weight ceiling tiles suspended below the roof of the build-
will burst through the rooftop door in I D4 melee rounds, ready ing. 1be two fout gap between the real ceiling and the
for lrOuble. drop ceiling is just enough room for some humaruize (or
J) Rooftop Door smaller) characters to travel freely.
The rooftop door has a tricky combination lock. Opening it If the characters lift up the comer of a ceiling tile, they can
requires a Surveillance Systems roll and a Pick Lock roll . Both see into the room below without being spotted. The air duct
rolls are - 20%. Inform the players of the difficulty level before ended over the Animal ExiNri.menJaJion Chantber (I). so if they
they decide 10 open it . took down now, read thai room description to them.
The door has 250 S.D.C. Failing the Surveillance Systems The heroes can visit all the rooms on the top floor by traveling
roll or battering dnwn the door puts the building on A1en. in the DarroW crawlspace. They can pop out of the crawlspace
2) Roonop Air Duct al any point they choose, in any of !he five areas described.
1berc is a large air duct in the southwcst comer of the building . 1bey can then leap back up inlo the crawlspace and travel to
A thick screen covers it . ~ are no lIanns on the air duct . attOtber room in the penthouse without being secn . Of touIK ,
The chllfBCtCni must make a Prowl milia open the screen without if $CCn , they can be pursued or the villains can shoot blindly
alerting the guard. If he has a1n:ady been incapacitated, there is through the ceiling panels (- JO 10 strike).
no need for great stealth . To find the drug lab, they can tntvd around, peering down
into rooms, or they can follow spec;ilil ventilatiOIl pipes. The
Air Ducts to Drop Ceiling drug lab produces some heavy-duty chemical fumes which must
The top floor of the SoloChem building has drop ceilings; be routed to chimneys on the roof. 1be lab also consumes fat
ceiling panels that arc suspended two feet below the real ceiling. more power than the other areas . If the group thinks to follow
Electrical wiring, air ducts. and plumbing run through the two the main pipes and wiring in the crawlspace, they will be led
foot gap. directly to the Drug Lab.
If the group enlers the building throogh the air duct, they exit
the narrow shan into the cramped cnlwh"pace between the lCUe Moving Along the Drop Ceiling
ceiling and the drop ceiling. They can nol seen by the people Moving in the crawlspace requires a successful Prowl roll and
in the rooms below them and only loud noise will attract their Climb roll to do 50 quietly.
Ilttention . The heroes can sec into the room below by pulling Failing thl! Pmwl roll means thai the chil-'lICter made too much
back one of the ceiling tiles . noise moving, and ha..;; a 1-50% chance of alerting the people
Hiding in the drop ceiling gives the characterS a decided tac~ on the 2(){b floor. It SoloChem goon a1eru that floor's security
tical advantage, a... they have the freedom to move lhrough the team and goes to investigate in 1-3 melee rounds . Standing 00
entire penthouse virtually unseen . They can also sabotage lhe a chair , he lifL.. the ceiling tile and pok~ hi!; hewl and gun into
lighting in any room , the electricity in the entire fo~, and the crawlspace when: the noise seemed 10 come from .
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The SoloChem Penthouse
The 20th floor of the SoloChem fortress is the only part of
the building involved in criminal activity. The rest of the building
is involved in legitimate business.
The doors in the penthouse are heavy-duty security doors (200
S.D.C. , 250 S.D.C. for Heroes Unlimited charactcn) . If the
heroes jam a door shut. it will take the goons 4 melees ( I minute)
to break it down .
ALERT!
If the building goes on alert , subtract 20 from al1 Prowl rolls.
1bc security dispatcher will send teams of goons to the trouble
spots. 1bey arrive I D6 melee rounds after the intruders are
spotted in any of the five Pen~ areas. 1be dispatcher stays
in the offite ~ . If he is illCapacitated, he can no longer send
goon!; to hot spots. and the group wo~ ' t have to fight extr.i. thugs.
During the Alert. an alarm sounds . Tell t.hC players they bear
a loud alarm, and then make loud "Woop Woop" noilies to
simulate it. Do this periodically through the episode to remind
the players. and to build a generul mood of panic.
If lhe characters lie low and remain hidd!!:n for two hours, the
alen will be canceled.
If the Jab or other major property is destroyed, or if the penth-
ouse .seems to be under a major assault, the boss will tty [ 0 get
to his helicopter. He: will be: escorted by two bodygwtrds. Su
Crimi! Bon ~:Jc~ Qlt~mpt.
Heroes UnHmite:d characten who have the power of invisibil-
ity, telport, or super speed will be able to breeze through the
SoloCbem fortress . To givc them some opposition, add $Orne
motion sensors and electric eyes with silent alarms . Once thc
dispatcher has had time to realize they are under attack by invis-
ible or super opponents, he will arm his goons appropriately.
For example: the goons U'aCk an invisible character with the aid
Failing lh~ Climb rolf means the unfortunate individual has of motion sensors, and spray the room he's in with a nre extin-
not stepped on the iron strut, but has accidentally put his weight guisher. The foam will cover his body , making him visible .
on one of the flimsy ceiling riles . He crnshes rhrQugh the tile,
and falls into the room below. Note: 1bc tiles can not suppurt
more than 20 pounds and even the iron struts can only hold
about 500 pounds per six foot an:.a.
SoloChem Penthouse
A successful Acrobatics rQlt or mil with punch or fall will
allow the falling pcrwn to hold onlO the drop ceiling framework
Room Descriptions:
and not fall all lhe way to the floor. Falling to the floor does 1) ANIMAL EXPERJMENTATlON CHAMBER:
lD4 damage.
Along; the walls are racks of cages fi lled with pathetic, whim-
Note: If the players are nO( running the Tunles, cbeck to see pering animals. Many of them look horribly mutated. and some
if their characters fit in the crawlspace. Creatures Size 10-15
an: dead .
suffer II - 20 10 Prowl rolls. and creatures size 16 and above
Three technicians in lab coats bustle about, administering
can't move in the crawlspace at all, but must drop through imo
stnmge drug injections La the frightened rats , lizards, rabbits,
the Animal Experimentation Chamber (I). Or be fon:cd 10 use
calS, and guinea pigs.
the stai~, which an: guarded.
This is where l..abh Rail and his wicked crew were bred. The
Attacking from the Drop Ceiling four large cages they wcre in ~ now empty.
The heroes can altaClc from the drop ceiling hy hurling or Mutant animaJ characters may be offended enough by the
fLring from their hiding place. Or they can lean 01.11 of the ceiling horrible cxperimenlS to free the animals. If they release the
and bop the people below with long weapon!!. Swords, Nun- animals through the buildinj;. the fortress goes on Alert, but all
chaku , and Bo slaves are long enough, Sais are not. TItey can 81)1'" palJUls are halved, as half the goons ace busy rounding up
alsu quielly slide a ceiling panel away and drop to the floor . the animals.
TIlis swpris~ attack Iliways gives the heroes the initiative WId Award 50 EP for freeing the animals. and 75 EP for freeing
fin>l strike. them to create a diversion.
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2) DRUG LAB: any time, or I'll kick yer butts." If the building is on Alert, he
This chamber is a massive research and production facility. adds, "AU squads, get on the hom the second ya see 'e m, or
fully stocked with a tremendous variety of chemicals. Amidst I'll kick yer butts! I wanna know about it the second ya see .-
the cJuner are large, lhree foot long, sealed storage tanks with those ..• those THINGS!" This is the security teams' dispatcher
labels like "Sodium Nitrate," "Sulfuric Acid," and " Hydrochloric (head goon).
Acid." Dozens of strange chemical compounds bubble in glass In addition to the dispatcher, there is some incriminating evi-
beakers set over bunsen burners. dence here. 'The evidence. is in the fonn of files: account books,
Three shifty-eyed scientists cook up strange drugs under the shipping manifeslS, and financial logs which detail SoloChem's
watchful eyes of four guards. Strange ice-blue crystalline flakes illicit opcratiOfls . lbc heroes don't need the files to bust Solo-
pour out or a strange processing machine. and are sealed in Clem. bul getting them will help the police secure a conviction
(ool-Iong blue plastic bags, which an: placed on an large cart and make it stick.
and wheeled OUI of the room by two of the goons. 'The group will be tipped off about the documenu as one of
The Drug lab is one of the heroes' targets. The &rouP can the goons finishes tossing a flIe folder into a large wall safe and
attack it and sabotage UK production machine by milking a slams it shut. Slaying 10 get the evidence is risky as 204 + 1
Mechanical Engineering roll , or by doing 100 poims of S.D.C. goons will arrive within a minute . If the group stayf, they will
damage to it. draw additional a~lention and attacks . Such bravery and convic-
tion should gel them each an eAt.N! 100 cxperiem;c points (e.~pe-
The bags of Blue Ice are being whcckd into lhc: Drug SI",aR~
Room (3).
If the sc;ienlists sec the intruders, they will gasp. clean their
glasses. take another look. and uy, ..~ you one of ours?"" If
the intruders u.sk d~ltl what they mean, refer to the section on
intenugatillg the r.cientists, which follows.
If the heroes an: reaJly clever, they may steal a tank of Sulfuric
Acid to disintegrate the Dlue Ice. There's enough acid in one
tank to do the job completely.
10
.. •
,
The Dash to tbt Root
If they drop what they are doing and go to the roof im- Non-Player
mediately. they arrive just as the crime boss is reaching the
helicopter. They have 5 melee rounds 10 stop him before his Characters: Villains
helicopter leaves . or course, if they thought to sabotage the
helicopter before. they have all the time they want as the goon A Typical SoloChem Goon
pilot fumbles with the uncooperative controls . If they catch him.
they can interrogate him. .. AficDmeDI: Miscreant
lfil Points: 18 soc: 30
Staying in the Building Averace Ace: 25 Sex: Male
If the heroes don ' ( immediately go to the roof, they wiU miss Size IA:vd: )0
the Ran Pu's escape. But they will feel it as the rocket zooms Weight: J80lbs Htigbt: .5 ft, 10 inches
away . AttribukS: I.Q . 9, M.A. 6, M.E. 5, P.S. 15, P.P. )3 , P.E.
Read the following: 12, P.B. 9, Spd 12
The whole building suddenly shudders . A roaring noise ~ L..d: Second
pours from the High-Tech lab, and chunks of ceiling tile Combat Skills: Basic Hand to Hand. Two attacks per melee.
topple down. Suddenly you fed the cold night air pour Boaust:t: + 2 to ParTy and Dodge. + 2 to pull pun<:h.
inlo the room. and through a window you see a i>lnlllge WtapoD ProIIdendes: W.P. Knife, W.P. ~ Automatic Pistol ,
rocket hurtJe off into the nighl sky . W .P . ShotgunlRiflc, W .P . Sub-machinegun .
AIter the Ran Pak getaway. the beroes can try questioning SIriIIII of Note: Pilot Automobile 72%. Body Building ,
the people before the pulice arrive . Note: Unless the Ralt Pak Weapons: Automatic PislOl (406 damage per round) or Uri
b1a'its off in their rocke1 or unlc..'is there has been ;iJOC of shoot:in,. (206 damage per round. ) AU carry a ~.nife too ( 106).
the police will not be called and lhe characters will have as much Armor. None
V~hicIe: None
time as they want.
PmiOOaI ProI1k: These thugs are specially recruited by the
SoloCbem Corp as cannon fodder. They wear neatly pressed
Interrogating Frederick Porcelain,
suits and expensive jewelry. Many wear dark glasses indoors
The Crime Boss: and at night. They each carry a walkie-talkie with headphones.
They all have 1.0. badges with the SoloCbem logo. The J.D .
If the Crime Boss is caught by mutant anima1s or strange
badge will be useless to the Ninja Turtles or mUlallt animals
looking super-heroes, he freaks out , shouting, "Ob my god! I
unless they have fantastic disguise skills.
didn't create you! I swear! You're not my faull! I didn't use no
rurtles (or whatever) as lab animals! 1 swearl" Goons are paid very well , and are a gung-bo, motivated
bunch, ready to defend the fortress at all costs. (!fthey survive
If the Ran Pak has not been seen, these hysterics will tip our
five years of goon training, they are promoted to a manage-
heroes that there is more going on here than they though!. ment job, where the fatality rate is a loe lower.)
Once calmed down, Pon:elain spills everything he Icnows, He
'They are not stupid. but they aren't too clever either, and
reveals lhe existence of the Ran Pak, admits to creating them
can easily be tricked into charging off in the wrong direction.
and being in cahool~ with them. He gets more and ~ hysterical
They will fight until the police arrive, After that, they nee
as he speaks ,
to avoid arrest.
Read the foUowing t:onfessioo:
Note: No goon is aware thai It\e lab has created mutant
"I created those damn mutantS by injecting lab animals
animals , They have not seen the Ralt ¥dk. aJ\d would be
with some kind of mutatiun drugs, I wanrcd to make ani-
startled La see them.
mals mat respond to my ddigner drugs like humans do.
You would nut believe how difficult it is to Witch human
liubjects to experiment on. The Dispatcher
" Anyway, I successfully mutated a rat, a lizard •• bunny, Real Namt: Donald Tag1ione
a cat, and urn ... a guinea pig brain. 1bey mutated horribly. Alignment: Aberrant
and gained a frightening level of intelligence. Espocia1ly lfil Points: 25 SOC: 38
the guinea pig brain . Age: l6 Sex: Male
"They said they could create machines that could mind- Size l.evel: 13
(;Ontroi people, 1 gave 'em all the lab equipment they asked Wftajll: 2701bs Hftajll: 5 rt, 8 inches
for, even though it was real expensive. 1bey' re nearly Allribu"': I.Q. 12, M.A. 17, M.E. 8, P.S. 16, P.P. 10, P.E.
done with their Subliminal Message GcOCl8tor now. But 16, P.B. 7, Spd 8
I don' t lnlst 'em! J don't think they evC! intended to give Experience [.evd: Fifth .
it to me. I bet they planned on taking ovC!. CGmbat SkU.,: Expert Hand to Hand. Fourllttack$ per melee .
.., thin!.: they were ganna use that mind machine on all Bonutes: + 2 to Strike, + 3 to Parry and Dodge, + 2 to Damage.
humans! They bate humans! I'm nOl the problem! They +2La Pull Punch!RoU, Kick attack (lD6damage). includes
are! You gotta stop 'em before it 's 100 laiC! I:kfore it's all bonuses ,
too late for all of us!" Weapon Prondeaces: W.P, Knife. W. P. Automatic Pistol,
W.P, SbocgunlRine. W.P. Sub-machiDegun, W,P. Heavy.
11
Skills or Note: PilOi Automobile 72%, Body Building, Radio: mation enables him to CUI a deal with the district attorney
r
Basic, Radio: Scrambler, Surveillance, Basic Electronics, (be might even get immurury and walk away from all this a
Basic Mechanics , and Pick Locks. free man) . Frederick Porcelain is 100% sleazy.
Weapons: Automatic Pistol (406 damage per round) , and a .22
automatic concealed in an ankle holster ( I D6damage per round).
Armor: None
Vehicle: None
Personal Prorne: The Dispatcher is a huge barrel of a mati in
a grubby trench coat and crumpled fedora. 1·le carries a huge
walkie-talkie, and is constantly barking orders iDlo it .
He is in charge of security , and coordinates lhe goon squads.
Hc regulates the goon patrols during times of cairn, and dis-
patches squads to hOi spots when the penlhouse is on alert .
Note: The Dispatcher knows of the Ran Pat's existence.
Sampte dialogue:
The Dispa.tcher's favorite phms.e is "Til kick yer butt!" and
he biu-ks it into his walkie-ta1k:ie all the lime, II the mme fighters
are li!'itcning in on a walkic-wkic, lhcy' ll hear him constantly
barking things like:
"Squad Gamma-7, repon to the lobby 10 relieve squad Delta-2 .
Do it now. or 1"11 kick yer butt.. ! Squad Beta-3, report in . Wherc
are you guys? You want lIlt: La kil;k yer buttsr '
Once the building goes on Alert, hc gets more franlic :
"Squad Beta-57. get yer lazy carcasses over to the lab on lhe
double! Hurry up. or I'll kick yer lazy buns! And where' s squad
What Next?
AIpha-2? Report in or I'll kick yer buns!" If the playerS are On lheir toes, lhey'll tty to find out the Ratt
Pak's destination. and their scheme . If they are asleep at lhe
The SoloChem Boss wheel, Lhey'lIlet the whole matter drop. Either way, you can
keep the scenario moving.
Real Name: Frederick Porcelain The heroes can find 001 the following infonnation by searching
Alignment: Miscreant the High-T«:h Lab for infonnation , or by continuing to interro-
Hit Points: 37 SOC: 20 gate the Crime Boss about the Ran Pak (25 EP award).
Age: 43 Sex: Male If they do neither, they will read the foDowing information
Size Level: 8 in the tabloids the day after the raid (No EP award). Legitimate
Weight: 135lbs Height: 5 ft , 4 inches newspapers don't believe in mutant creatures, and they don't
Attributes: LQ . 15. M.A. 15, M.E. 8, P.S . 10, P.P. 10, P.E. prinl the weird ravings of Porcelain . But the cheap tabloids do.
12, P.O. 9, Spd 8 Ad-lib the newspaper stl.ll)' so lhat all lhe infunnation below is
Experience Leyel: Sixth revealed.
Combat SIdlls: Basic Hand to Hand . I-'our aHacks per melee
Note: Our heroes are likely to be mutants andlor vigilantes
mund.
and will have to nee when the police arrive . If they are seen,
Bonll~": Nonc
they may be implicated lIS part of the drug ring. Depending Oil
Weapon Proficiences: Automatic Pistol
how things go. the characters may have to avoid or fight the
Skills I)f Nute: Pilot Automobile 55% , PiIOi Helicopter (Basic).
police 10 get away. Only hcrucs knOwn LO work with the police
Chemistry , Chemistry: Analytical , Math: Advanced, Computer
may beable (0 stay for a formal police mop-up and investigation .
OperdLiuTI , and Computer Programming.
Weapons: Automatic Pistol Clues and Information,
Annor-: None I) 10e Ran Pak took a nearly completed prototype of a Sublim-
Vehicle: Helicopter (On Roof) inal Message Generator, a device capable of mind conrrolli ng
Personal Profile: The Crime Russ is a weasely man with an huge IlUInbets of people. The prototype only needs another
annoying personality and a disdainful air. He SCI up the Solo- week 's work 10 be functional .
Chcrn empire, and would sacrifice any of his men to keep it. 2) 1be Subliminal Message Generator (SMG) works onJy when
Although he creal.etl the Rat! Pak, the Crime Boss. like the subjccts Stafc at SMG encoded images for at least an
Dr. Frankenstein. is now terrified of his creatiOl1. hour. The messages Deed to be encoded into a delivery system,
When the mutant animals proposed that they would create like film. The generator is nearly finished . The Ratt Pak just
a subliminlllmes~ge gencrdtur, Me. Porcelain was pleased. has to work out a few bugs and the system will be ready.
Hut now he's afraid that the animals have gotten out of his J) The Ratt Pak needs a constant supply of the mutagenic
cnntrnl. Hc's scared of Labb Ran and his crew, and would drugs that created them to stay mutated. The drugs are rare.
gladly betray them if he thought he could do so without expensive and illegal. The only soun::c of the drugs is the
endangering himself. And especially if this impurtu.nJ infor- Mugu/di Curtel in South Amcrica.
12
- If the characters investigate the rocket launch by contacting mutants can be apprehended and brought to trial. In exchange
police. news agencies, or even the FAA (Federal Aviation Ad- fDr' his full cooperation, Mr. Porcelain will plead guilty to lesser
ministration), they learn that the rocket was tracked to Southern charges of criminal negligence . His company wilt be fined and
California. The officials lost track of il over the Hollywood Porcelain may have to serve as much as four years in prison (up
Hills. If not , the news agencies will announce unconfrrmed re- for parole in two). Althougb Frederick is getting off preny easy.
ports thai Ihis "mystery rocket" was tracked 10 California. the real danger is the Rail Pak. Our heroes can keep an eye on
The sleazy tabloids will report that a rocket-shaped UFO was him later.
seen landing in the Hollywood Hills late 11.1 night, six hours after The infonnation from the media is nothing more than what
the SoloChem raid. The tabloid articles link the crash 10 the was revealed as available data in the Reel I adventure. Likewise.
unauthorized launch at SoloChem. any police sourees will only have the same basic info as that
which the characters may already know . There just isn'l much
LOOSE ENDS known abO\.II these villains. However, the police will confirm
Ir une of the Ran Pak is acruaUy captured (which shouldn', thai they are currently in the Los Angeles area and that the
happen), allow a brief period of interrogation. and then improvise situation is super.serious. ll1ere is an all-point.; manbunt for the
an a....sault by some Brain Drain robots on the plflCC the mutant creatures ..Rumor has il thai the Feds may be involved in the
• is kept. The Ran Pak member can escape in the confusion. If manhunt too. This is good . but il is likely to make moving
the player characters actually repulse the attock. yield to the around town a little more difficult. for mut~t animal heroes,
situation. and run upcoming encuuntert with one Jess member especially tbose who are rodents and tats.
of the Ran Pak . Remember, no member of the Pale will fink on
their pals. Psionic probes may reveal the fulluwing : Picking up from Truckin' Turtles
1. A gem-ral ideit of who and what the ~her ~3ng members If players are being run througb this after Ihe adve:nlUres in
arc (no !<pccific data like hit points or exact abilities). Truckio' Turlll'5, they will already be in California. Thili bein,g
2. That they run it major drug ring ill Hollywood, Califomia . the case, the flJ'S1 adventure should take plat:c somewhere in
3. Plan on Ilsing the SMG ~n with ... a film ... or something California ~ a neighboring State. As for )X.llice connections •
... in California. the group has good 01' Dert McClusky. Bert can help gather
4. An impression of general evil, big danger, and .. . Shredder info""arion and might even join his pals to "Gil rid of drug
(?!). running vennin like these guys." Whether Bert is used as a NPC
is strictly up to the Game Master, bill we thoughl we'd mention il.
In addition to surfing, the characters can also hang out on the Narural athletes. like Ninju Turtles and super-heroes, have an
beach , and check out the locals. This particular stretch ofbcach edge and may rtnd thai they have a special affinity for Ibis water
seems unusualJy devoid ",r surfers and beach babes. perhaps spOrt.
because it is a wcckday and the wealhcrman threatenS !hat an The base skill (without any inlr;truction) is2O"ll. RoUpercentile
ocean storm is moving in . However, the sun is shining and the dice. I-~ means the individual ha.~ caught the wave and has
waves inviting. 1be few dozen people I)n !he beach all look like his board under control. Roll again ttl see if the character can
happy sun worshipers. NO( one is really suspicious looting. get to his feet and stand . A roll of 1-20 means success. Now
roll once. fUf"every melee (15 seconds) to 5lBy 5lllnding. A falled
16
roll, 21-00, means a WIPE OUT! Now aren ' l you glad you yacht floats within 900 yards/melers of the beach, the characters
The chantcters can surf at their leisure till 2:30 p.m . At this The Fight In Ibe Water
time the stann is moving in and most of the surfers have gooe . If our waterlogged champions engage the frogmen in the water,
About 2:45 p.m. a small boat appears above the waves, beading the Magaldi Car1c:1 henchmen on the yacbt are flO( even likely
for the shore. to notice the combat only yards away. Characters who don't
As lhe boat comes nearer, it can be seen to be a 40 foot yacht . know how to swim are in danger of having their life preservers
Nothing lou shuwy. but a stun.1y and fsst lootting vessel. As the cut away and drownIng, Now: The frogmen exhibit the sp:ed
17
and agiJiry of martiaJ artislS. Indeed, they are ninja assassins
sent by the Shudder. Each is armed with a knife (106 damage) •
and a spear gun (108 damage and takes one attack to reload;
four spears total). Sec Foot Frogman, wbkh rollows.
As if the appearance of tile Foot was no( enough trouble, they
have to contend with a Great White Shark!
Read the roUowing:
As you move toward the OOat, you notice a strange
motion in the water in front of you. A large fin eulS through
the water, moving right toward you. With a savage ferae·
ity, a great white shn erupts from the waves, hurtling
directly toward you!
This may seem bad, but there's actuaJly a 101: the eharacter(s)
can 00. There's only one shark , so one person ean fighi: it while
the olhers I'CScue. the ship. Also, if lhe character wants to try to
vault over the shark, he. can do so w!th a successful Surf roll.
(I';ailing a Surf roll while vaullin[l over the shark gives the shark
a +3 on his first anack.)
The shark has no loyalties to tile Foot . He's just hung.ry . He
will be glad to mum.:h corltelliedly on a Foot Frogman if he enn
gel one. If the shark is chasing one of our heroes, and the
character 7.ips behind a Foot Frogman , the shark. will atlack the
frogman . Eating will keep the shark busy for 306 minutes.
Tbe Battle on tbe Boat
Another option the playef5 may choose for their charaeters is
10 engage the frogmen on the boat rather than in the ocean. The
Canel goons are grateful to see them, but will not engage in the
fight; they simply watch. guns ready. Undoubtedly. one or two
goons will get shot by a spear gun, even with the intervention
of our heroes.
If the characters attack the goons as well as the frogmen. the
goons will angrily fight back. splitting their attacks between the
Foot and the heroes.
Desperation Run
When three ofthc six Foot arc belIlen, the one who is damaged
the least will break his aUack (allowing those fighting him a
partin8 shut. of course). and run below deck. Hc cl1ll!rges two
melees later, c1ute.hing a large waterproof bm , and runs for the
edge of the boat. If he is 1101. Stopped. he will reach the edge
and be in the water in one melee round. lie will nOl: defend
himself, but will just run, even as he is being attacked. "me boll
conUtins the Mutagenic drugs, and he will give his life to steal it .
If he makes it to the ocean, the heroes can follow him under-
water up to a depth of 100 feet . Any deeper and they'll get the
bends. They may have linle chance of catching him if he gets
this fliT. The Frogman swims at a speed of20. GM Note: Say,
is that shark still hanging around'!
18
Any goons who survived can be interrogated . The goons arc
sullen and cranky. but grateful to have been rescued from the
Foot. Here aresomeoflheiranswers to the Turtles' questions:
1) Why did tbc Foot attack you?
"I never seen those guys before. I dunno what they want wid'
Wi. Maybe they're from a rival gang."
Searching the Foot bodies (no 1-"'001 ninja will allow himself
10be Cl:Iptured alive) will yield lilLie information . However, each
body has an idcntical leller rocked inside the wet suit. It says:
"Dear Ran l~ ,
I have your prttious mutation drugs . I can and will intercept
every other shipment as easily as I obtained this one. If you
White Rabbit will make his move as soon as the heroes are
WlUlt your life-sustaining chemicals, you will deal with me .
haJfway up the beach . He'll shoot his uzi sub-macbinegun into
All t want is your Subliminal Message Generator.
the air and grab a woman hostage.
And one more thing. I do 00( take kindl y to mutanl crea-
Panting with rage, he shrieks: "Give me: the package! Now!
rures . Perhaps you should think twice: abclUt being one.
Or I'll wasle her!" While Rabbit snarls and growls . "You creeps
Shn:dder" sre ruining everythingl"
Well, thut should do the aick . Now they know Shredder is 11lc charactcn may try 10 lillk While RAbbit out of attacling,
involved . but be is berserk: with anger and won ' t listen 10 reason. He Wllnts
the box now or people are going to die . It is painfully obvious
White Rabbit's Attack that he is on the edge and should not be pushed .
If White Rabbit is givcn the box of precious chemicals, he
While Rabbit has been wall.:hing all this from the shure , and slowly backs away, still pulling the woman with him, "Don ',
is enraged, because he is unable tu swim and is deathly afrdid follow me. Don ' t even move! J'lIle! her go as soon as I'm cleM
of drowning. He is bwldled up in hot, L"tlneeaiing clothes, and of you chumps. "n.e hulking mutant wou ld love to fighl it OUI ,
anxious for combat. but undentarKls how important the drugs arc and will not take
If the goons have been intenugal.a.l. the player group knows uny stupid chances. Once he's at the road he pushes the woman
White Rabbit could be waiting for them somewhere on the beach . 10 the ground and leaps into a new, blue jeep.
If !hey are flO{ privy to this info, White Rabbit's ambush will The group wilJ hear him JChout, "Now 8rain, DOw!" Suddenly,
be II surprise. 1be only way ILl avoid his anack is 10 pilot the White Rabbit hegins glowing, and in a flash , his bodydi~ppean.
'yacht to a different location miles away. or cou~, tbis' li fl'le1Ul He is 001 invisible. But he is defrnitcly gone. Apparently, some
abandoning the vehicles and equipment they used to get to the sort of tcleportation device has whisked the villain away.
beach.
Game MasIn's Note: 'The heroes ean anempt 10 atwt:k White
Returning 10 tlle beach . the group will see only a handful of Rabbit and pull the woman to safely. The ensuing battle is likely
surfers lounging on the beach . A few more peQp_le are at the to be a deadly one a."i the evil rodent will fight to kill! If he is
concession stand. There is abo a hulking figure bundled in bulky subduai 01" kiUed . his body will be teleponed away a.~ sunn as
dolhing skulking in the shadows . Yes. this is White Rabbi,. he is a few feet away from his assail:ml"i.
19
,
The Clue! Bonuses: + J to Parry and Dodge .
The encounter does yield another clue. A business card is Weapon Protidendes: W. P. Automatic Pistol, W .P. Sub-
found near where the rabbit vanished . It reads: " Lambert machinegun.
Bullwark, Executive Producer, 10 Mortimer Mouse Blvd, Suite SkillsorNott: PiIOl AUlomobile98%. Pilot Boats: Motor65% .
50, Monolithic Movie Studios, Hollywood , California . Weapons: Uzi (206 damage per round)
(213) 555-MEGA" Armor: None
Vehicle: Mid-sized yacht (a bit old)
Personal Profile: 1bese MagaJdi Cartel Goons are a cruel and
Non-Player Characters loutish bunch. TIley are used LO a life of violence and easy
money. They will reveal important information only if pres-
Foot Frogmen sw<d .
Alignment: Miscreant
lilt I'oints: 26 SOC: 24
A vtrage Age: 25 Sex; Male Reel 3:
Size Level: 11
Weight: 160 Ihs Height : 5 fl . 9 inchc-~
AttributL'S: I.Q . 8, M.A. II , M.E. '.I, P.S. 14, P.P. 14, P.E.
Monolithic
12. P.B. 8, Spd I'
R:rperience Level: Fourth
Movie Studio
CombHt Skills: Hand In Hand: Ninjitsu. Four anad::s per melee.
Bonuses: + 4 ro strike. + 3 Iu parry and dodge. + 5 to damage. Some simple library research will provide some datil about
Monolithic Studios .
+ 3 to pull punch and mil. Includes all bonuses.
WtUPOll Pronclencits: W.P. Paired Weapons , W.P. Targeting I) Monolithic is une uf the lop si" largest movie lltudim in the
(Spear gun). Add + 1 10 strike and parry when using these country. It has a rieh tradition dating back to the lale 1920·s.
weapons. Every year they produce dozens of multi-million dollar
Skills of Note: Athletics: General. Acrobatics. Body Building, movies.
SCUBA . Swinuning: Advanced 85%, Prowl 78%. Pilot Au- 2) TIley have a huge HoUywood beadqu8netS that houses their
tomobile 90%, Pilot BoalS: MOIor SO% offices, and studios. Everybody knows when: it is located.
Weapons: Spear Gun (206 damage), Knives (106 damage) 3) Vicen! Dari:ins is the stuclio' s star din:Clor. He is famous
Armor: Wet SUiT: AR .'i , S .D.C. 10 for blockbuster action films and acknowledged as 8 genius
Vthicle: NOlie in the industry .
PersonaJ Profile : FOOl Frogmen are root Assassins who have 4) Lambe" Bullwarlc is the owner of the studio. He is known
been specially trained 10 fighl on and under the water. They to be an aggressive and ruthless businessman who always
are silent, fanatic ninja who serve Shredder with an unswerv- gets his way . He has destroyed more than II few careers,
ing loyalty . ~y also have no sense of humor. some oot of spile. He ha~ been accused uf mob connections,
but no such affiliation has ever been proven.
The Great White Shark S) TIle foUowing fil m!j ~ currtntly under prodUCTion:
Alignment: Hungry "ft Came from the Supermarket": Horror Movie aboul
Hit PoiDts: 40 SOC: 90 food additives.
Size Level: 14 "Six Aags Over Totie Fields"; Comedy .
AttribuldiorNote: Anirnall .Q ., P.S. 24, Speed underwater 26. ''Ghostwhackcrs lX~: Spooky Comedy
Combat Skilli: Chomp (4D6 damilge). Two Anacks per mclc.c
'ille Cosmoroids": SF space epic by (amW. director Vin-
mund.
cent Darkins.
Bonuses: + 1 to strike. + I:C 10 damage, + 2 to Dodge.
"A Heartbeat Away": Wacky comedy about an incompe-
Skills & Weapons: NOI applicable .
tent vice--president.
Natural Armor Rating: 7
Personltl Prom!:!: 1bt: shark is a normal creatu~ . It is not mu- ""Gunfighter Dealh Hunt"; Psycho Cowboy Western.
tated . but il is very hungry. "Misfit Patrol": World War II action thriller.
"Passions of a Lonely Hcan": Romance.
Typical Magaldi Cartel Goons
Alignment: MiscreaJU Loose Ends:
Hit Points: IR SOC: 30 Without. clue
Avenge Age: 22 St,,: Male
Size Level: 10 tfthc: business card clue is insufficient 10 get the group moving,
Weight: IRO Ihs Htlght: 5 ft , 11 inches ad-Lib an cncnunl.eT" in which the due is given more credibility .
AttributC5: I.Q. 7 . M .A . ~, M.E. 8, P.S . 15 , P.P. 10. P.E. One encounter could be the rival gang member telling our heroes
13 . P.B. 9. Spd 9 . that MOnolithic Studios is involved with the distributiun uf drugs
Experience Level : Second and/or is working with the Rail Pak "on something big."
Combat Skill.,: Ra...ic Hand LO Hand, Two anack,s per melee.
•
Or the group could be approached by a SlrOet punk who tries
r
to sell them some Blue Ice. Read the foUowing:
Descriptions & Encounters ("
"Psst, buddy . Hey , wanna see something new? It's At Monolithic Studios
called Blue Ice. It's great! I'm giving away free samples .
Try it. Whattaya got to loser GM's Note: This fust overview section is to be read to the
players once their characters have entered the compound. It will
After the pusher has been apprehended and put in a more
work just as well if they climb a nearby building or fly overhead
cooperative stale of mind, he will reveal the following:
to get a bird's-eye view of the Monolithic Studios.
"Some fat , balding guy in an expensive suit. I dunno
Read the followlnK'
his name . I mel him on the back lot of the Monolithic
Movie Studios. He paid me to give this sluff away free TIle Monolithic Studio looks like a miniature [Own, and
on the streets." covers ten city blocks. TIlere are large buildings, stores,
and new construction, all connected by a maze of roads.
This should get the group to Monolithic Srudios.
Like &0 much of Los Angeles, most of the buildings arc
low and spread OUt, with lou of shrubs, s'mall plants and
I) The Business Area: OffICe buildings, shops, and hotels . 1l1ey see some famous stars and some llOI-so-famous stars,
r
2) The Outdoor Sds: A surreal landscape of whole buildings along with a bunch of more ordinary looking people, partying r
and facades of buildings . down in a large suite of rooms . Loud music blares from giant
3) The Soundstages: Huge buildings containing indoor sets speakers. 1be people are laughing. chatting, and dancing on the
and production facilities . tables. Waiters bring around silver platters with pate, snails,
oyslc:J"s, caviar, vegetables and dips, and those tiny little
What follows are the genera1 descriptions of each area.
sandwiches. Everybody seems friendly and in a party mood.
The Business Area No one regards our heroes as unusual even if they wear strange
1l1e characters will come here when they want to talJc to/spy costumes or are mutants. If they put on some simple form of
on Bullwark. The encounters can be played in any order, depend- disguise , they can jump in and party too (a good way to get
ing on whether they go directly to Bullwark's office. or wander some basic infonnation about the studio and Bullwark). They
around first. Game Maslers should feel free to add any encounters can help themselves to the free food. boogie down on the dance
of their own to the few suggested here . floor , or hobnob with the guests .
By day: People bustle through the offices. looking very busy. Here are some mini-encounters ...
• By night: The place is quiet al night except for parties and
the OCCasiOllal lale working employee. Tbe lntlduMted Starlet
The uffi(.;e buildillgS look like office buildings in any other
industry, except there are movie posters everywhere, and a 101
A starlet comes up to them and says, "Oh, you arc the most
adorable linJe special effC(;ts. Are they making more munctWn
of people look famili'tr. People bustle alnng the sUttl'l. couriers
movies'r'
deliver packages , and cars choke the road with miniature grid-
lock . There are reslaurnnls, parties in full !\wing. and even a If one or more of our heroes talk to her. she becomes infalualed
huge movie theater. with one or them (it doesn 't tc311y matter who), IlDd fulluws
bim around throughout the party . She' s sweet and pretty, but a
bit of an air-head. She's at the party 10 meet people and make
ENCOUNTER ONE: connections . Unfortunately , she has had a few drinks 100 many
Party Animals! and has "connected" ~Ir 10 une of the guys. She is of 00
The heroes walk in on a Hollywood pllrty Iffid are cheerfully help in the infOl'Dlldion depanmem because she loves the studio,
accepted as members of the studio. loves her work, and simply loves everybody!
The Con Man "'Bullwark.? Don't cross him . He has absolute power.
A shifty guy holding two drinks says to the player charactc:r(s), He's destroyed more careers than I can count. or course,
" Hey, you guys looking for an agent? I'll be your agent for just if he likes you, you're set for life in this business."
$5,000 down." 3) If a guest is asked about mutant animals, he or she thinks
He is a loud, fast talker, covered in expensive jewelry and a moment and says, 1'bey have a lot of weird critters on
Italian clothes. Although he has little genuine info 00 share, he the Cosmoroids set . Soundstage A . You might try there ,"
does offer a few I1lOr.IC:ls. 4) Everybody has heard rumors about his affiliation with the
"'Yeah. that Bullwarl;: can be a tough cookie, babe, but his mob, but nobody knows if these rumors are true . Most
name is money in this lown; know what J mean? ... What? would not be surprised if they were.
Does he have mob connections? Lei's just say he IS a very
connected person. But no( to worry! 1bat's where an agent who ENCOUNTER TWO:
is really concerned for his client comes in. I'U insulate you from
bad scripts, bad PR, and from Bullwark himself . .. and only Pizza
for 33% ... etcetera . .. etcetera" One of the recommended places to eat is Paura' $ Pizza Piau.
The shady agent is a two-bit con artist whu preys on desperate ft 's a quaint, little restaurant that specializes in "hca1th food"
•
individual~ loomg to ~ak into the film industry. He's a creep, pizza. The only toppings available are tbings like tofu aspantgus.
but is noc link.ed to drugs, the Ran Pa.l. or Bullwark. He will gn:en salad dellght, or wheaT germ and sushlsurprlse. Despite
move on to a potential "new client" as soon as he realizes that its deviant menu, the pi7.za5 are actually very good ,
the character(s) are not inlereslCd. Note: He tan get the group While waiting for pizza. the ber0e5 will notice 3 lough looking
an interview with Bullwark, but he'll want his SSOOO per each teenager wearing drug gang colon (they may have even seen
pclSOTl first (probably no!: wonh it at alJ). him during their street investigations in the earlier adventures).
He is joined by a movie executive type in a Ihree-piece !luit, but
lnduslriMl Espiooaae Ageot the meeting la...-ts less than a minute . The dude in the suit hands
While looking for It bathroom, one of the player charactcn him a small package and leaves. The teen smiles, tucks it into
accidentally enters the panially open door of a darkened room his jackel, and leaves.
where a man is u.<t,ing a tiny flashlight to look lhroogh some Ether or both characters can be easily apprehended, searched,
flIes . As soon as the hero enters the room the man shuts off the and/or questioned (or followed) . The dnag Kana member is a
flashlight and dives for cover behind a couch. He is an industrial snotty, wisecracking 17 year old who has more guts than brains .
spy for the Twenty·srcond Crntury Movir Studio, and is at the He 'll pretend to not know what's in the package or how it got
party to read the latest scripls al Monolithic. inside his jacket. 1be packet contains a pound of Blue Ice. If
The spy will remain behind the couch , making anybody who persuaded 10 talk, the punk will revul thai his drug boss in-
wants to investigate walle over to him . He will try to run for it structed him to go to the pizza joinl 10 make a pickup of some
if somebody does come 10 where he's hiding. If he is ~ "stuff." He also knows that the drug is a new "designer" type
prebended , the people throwing the party will immediately rec· to be distributed free . The kid's gOl a record a mile long and
ognize him as ooe of the sleazy private investigators employed will be arrested if the police are called .
by the rival studio. They are very grateful , and will help our If be ~ followed, he will go fO the seedier parts of town 10
heroes in their investigation, including gelling them an appoint· distribute the "stuff."
mem with flullwllfk . The executive will insist thai this is aU a horrible mistake
Note: The spy is unanned and will offer link: ~istance. He and may evcn cry. He will claim never to have seen the: gang
has llOlhing to say without his allomcy and will ignore threats. member and knows lI(lthing about drugs. He has DO police record
If forced 10 Lalk or psionically probed, he still has no useful and is it welliolown studio executive who often ealS at the pizza
infoml3.tion. He's simply an unethit:al privitle eye who will con· place.
sider anything if the:: price is right . He knows oothing about If followed or the right methods of perSuasion employed. it
8ullwark other than rumors that he may he involved in some is discovered that he works for Mr. BuJlwark.'$ office. He does
unethical pmclicc:s lind has alleged mob connections. indttd know about the drugs and it is his job to see that the
right people are given these "samples" 50 that a new ntarket can
This is what the people at tilt party know:
be developed . He also uses and deals cocaine. Ifenough pressure
1) None of the guests are familiar with Blue Ice, Subliminal
is applied he may even confess that Mr. Bullwatk deals in cocaine
Message Generators, or the Ran Pak .
and within the last week, "Blue Icc", 1bc source of the drugs
2) When a.,ked aboul BullwarX., they offcr I wide variety of is the Magaldi Cartel. 1be Cartel's new drug enforceB il; a group
opinions. such as: calling them.r;elves the '"Ratt Pak." He a1!tO knows thai Mr.
"Hc's a greal guy w~ made a lot ofmoncy for the studio, Bullwarl:: has .some special dea1 going down with the PaJc, but
he's among the best . On yuu work fOf' him? WW he give doesn't know what it is.
me a job now?" if the police lR: involved the executive will deny everything
scum. The lowest fonn or life. lbe worst.
""HC'l!i lull1i the heroes claim be's qid . Mr. Bullwaric will be appropriately
He steals all the best ideas and scripts, uses people, and app'lled thai. une ofrus people could be involved in drug dealing
mistreats me talent . Of course, you realize I wouldn't be and will promise to "'ook infO the maner, with the assurance
saying this if I wltSn', completely inebriated, and out nfmy that we will ~ute to the full extent of the law. Monolithic
mind with mild alcohol poisoning." Studios is beyond reproach and we will keep it that way!"
23
If you ask about the Ran Pak, he denies knowing any·
r
thing about them, and asks what you know. He also plays f"
dumb about Blue Ice, Subliminal Message Generators,
and mutant animals. He is a smooth and accomplished
negotiator who can look you straight in the eye and lie
with a smile. However, the more the characters seem to
know . the more edgy he will get.
If they ask what While Rabbil was he doing with his card ,
he snarls, "Lotsa guys have my card. I'm a very well known
producer. That's no crime, is itT
During the questioning , Bullwark asks, " Hey, who are you
guys. anywayT Aquick, suong response will be the best reply.
Ouring a conversation in his office. observant characters may
notice a few Blue Ice nates 00 the coffee table. Wlien asked
aboullhe 81ue Ice on his desk, he will deny any knowledge of
it, saying that .., dunno wOat that is .. God knows wh:u son of
stuff people bring through here. I see II huodm:! people a day!
1 can' t keep track of who leaves what! Look , , can sec you boys
mean well , but you have the wmng idea about me. People say
a 101 of things about a man in my ~ition . I've gOi a 1m of
enemies, liOmt: I deserve. some I don' t, but they're out there.
Don' I let my rep fool you . I may be: many things. but I' m no
drug dealer, What the hell would 1 be doing mixed up with
mutant animal crimi nals rOf" anyway? Monolithic Studius is worth
hundreds of millions. Why would 1 jeopardize all thai? I sure
don ' I need to sell drugs. ~
Soon Bullwark brings the meeting to a close, saying. " Well,
ENCOUNTER THREE: I don't know what I ean do to convince you otherwise. Maybe
one of my people is using my studio for illicit purposes. Where
Lambert Bullwark can I contact you if I leam anythingT'
Exactly how the heroes gel in (osee Mr. Bullwarl: is somewhat
If the gmup actually gives bim the address of the place they
irrelevant. TIleY may fabricate a story to get in, bully their way
arc staying, the Ran Pak will be waiting there for them. Ad·lib
in , or sneak in . lncy could even wait for him to come out , and
an anack the next time the heroes return there .
question him out.c;ide his building. To gel an appoinlment they
hlld bcth:.r come Ull with a good story or frnd somebody with Came Master Note: The Ran Pak needs the mUl.II.gcnic drugs
connection!>, Bullwarl: is a high-powered producer, and lots of 10 retain their inlelligence and other abilities. Without It, they
people want his lime. Mentioning Labb Ran or any of the Ran will slowly revert to their animal state. If White Rabbit did get
Puk will work to gel them an appointment. but he will be on the drugs al Malibu, the: whole Ran Pak is still at maximum
his toes. Appeals to his hunor, civic-mindcdncss, or ~uesls streogth. If they did DOl reuicve the Malibu drugs. they will be
for his cooper.uinn In help l>IOP dangerous renegade.... will NOT at medium strength (the second set nr attribute stats listed) .
wurk to gel an appointment.
Certainly the Rat1 Pak laying in wait should confinn that
Jf they push past his secn:wy. three Monolilhic Security Bullwark is a I.:nxp and defwtely involved with the Ran Pak !
Gua.n1s will show up in two melees (30 seconds). They will then
have to deal with un irate Bullwark while resisting the security Spying on 8 uUwark
gmml!;. He is nlll eager 10 speak to vigilantes , but if they art If they sneak: into his office and spy on him, they'll watch
persistent , he will unswer a few basic questions. Especially if him call people and yeU at them all day. He is buUying and
they seem to MOW whuul Blue Icc or the Ran Pak (he'll want unpleasant. but says OOlhing incriminating. He demands lots of
to know exactly how much !hey really do know). shipments or new equipment and onkrs !Kript rewriles that are
If they make too much trouble. Bullwarlc calls five securiry obviously not well-received.
guards 10 have thcm escorted OUi of the compound. If uur heroes
fight , live more guards fI~ called for backup. and eventually, .Killing BuUwark
thc policc are called . All o f these guys lUe honest securiry/police H Bullwllrlc is somehow killed, the Ran Pak will make a deal
personnel. with a different producer. and the adventure will continue.
Talking to BuU wark
Usinl Psionk Powers
Once the TunIes bave I'n appuinlJlltll.t. or have cornered
Super·poweml characters with psionic; abililies can try to mind
Bul1wark, read the following :
read Bullwllrk to Bd answers from him . If they do. they find a
Bullwark leallS back, puffs deeply on his dgar. and Mind Block in plw:e. Tbey cannot tell if it is an innate puwer
says , grumy, "OK. you got my attcntion. Milke it lihort or a crealed effect. (It's been manuf3Clured by Brain Drain.)
and sweet ."
24
The Outdoor Sets: ENCOUNTER TWO:
,
Adventures A Cry for Help
The outdoor sets are a huge, confusing terrain . If the heroes As our intrepid crime fighters stroll along, they enter a bizarre
walk around the maze of sets, have them roll a 2O-sided to see world of half-built buildings and 1930's cars. It is clearly another
if they roll under their I.Q. to remember their way . A failed roll period movie sel. From the looks of things , it is for a gangster
means they become hopelessly lost in the nightmare world of movie . Suddenly, a woman cries out, "Help! Someone help me!"
Hollywood illusion . Unless they ask directions. the group will If they run to the rescue, they find themselves standing in
remain !Oliit and waste lD4 boon; going in circles . front of filming cameras on a 1930's gangster movie SCI. The
The fust two encounters are just for fun . If you like them , woman crying for help and the man menacing her are acton;. If
use them. If you want to get on with the adven~. go right to they didn 't learn anything from their previous encounter, they
Encounter 3 , Brain Drain's Machi~s _ will haye another irate director screaming at them for ruining
his film . Time to bow out gracefully.
If they looked before t:bey leaped , they will see thilt the cry
ENCOUNTER ONE: War for help is only pan of a moyie .
Read the following to the pl.llyen:
You are walking along a ~cnic. s~t thaI looks like a ENCOUNTER THREE:
quaint European city. circa 1940. Actors in picrurcsquc Brain Drain's Machines
clothes stroU the boulevards. Suddenly, you heartbe whine
of airplane engines, and a loud whistling sound . As our heroes continue their way through the tI.m y Of outdoor
'Incn !he street in front of you erupts in a fiery explosion! sets, they enter a set that looks like the Slreets of an Old WC.Oit
You can feel the heal. Thilii r.ccm5 too ~ to be a movie. fronlier town _ Ifll currently deserted . There are 00 actors or
TIle other JXX>Plc run for cover. technicians about.
Rombs erupl all around . Then a wall neJl:t to you buckles. Out of the shadows !:hey will notice a spider-like mbut emerge
and topples uver toward you . (GM Note: 111e chardCLers and scuttle along the Street. It places some sort of eleclnmic
must each roll a dodge 10 avoid nying debris. A failed device under a horse trough. and scuttles back into the shadows .
dodge roll means 306 damage from flying bricks.) Moments lale, it emerges with an identical device and places it
Suddenly, you. hear a woman shrieking! Ahead you see under a wagon.
a wall buckling. II is about to topple on a baby carriage! IfiMy continue to watch the robot, it amblc$ down the street,
placing electronic devices all around the soundstage . The charac-
There is time to leap forward and saye the baby if the heroes ters can easily wallr. ovec 10 examine one of me devices . It seems
act immediately. First, ron for initiative; all rolls above a "10" to be designed to emit a pulse of light in regular intervals, but
mean the individual is alcrt and making his move. 1ben roll to there is clearly more to il than that. If the person examining the
strike . A successful strike roll means the chacacrer(s) has gotten device triggers it 10 nash a few times, he will be unharmed but
to the baby carriage and can push it out of harm's way. TIlen feel a linle lightheaded for It momenl . Characters with psionics
roll a dodge to see if our hero(s) is able to gel oot of hann's will sense: the white flashes to have been a psionic altaCk. Only
way before the walllOpplcs on top of him! A failed roll 10 strike thorough examination or psionic object read will conclusively
mean~ that particular c:bardt.::lc:r has gOllen to the carriage but has prove this to be one of the prototype Subliminal Mrssagc
failed to remove it from harm's way (he can try to protect it (;~"uators.
with hi~ own body). Anot.tM:r hen) can try to save the carriage If the heroes attock the spider robot, they can destroy it ea)ily
with the same cnnset.lu~lIces. A failed dodge roll means the wall (S .D .C. ~, no defenses) , but Bntin Drain will appear behind
falls on lOp of the character(s), inflicting surprisingly littlc dam- them and attacle. them by surpri$e .
age; 406 damage.
If the spider robot is followed, it leads them back 10 Brain
As it turns out, this is all 0. moyie set and the~'s nn baby in Drain, who is behind one of the fake buildings tinkering with
the carriage. jusl a doll. After the devastation ends, the d~lOr some weird electronic apparatus.
and his assistanLs come running and screaming;
'The creature is a huge, menacing robot wilh a giant brain
"CUi! What do you idiolS think you're doing!! The spe- floating in a clear container. He harks in a tinny. electronically
cial effecLs c·rew wW hayc to spend days to re-create that synthesized voice, "You have yiolated It protected area! Special
scene! This if; period piece and yoo stuntmen ju...t wrecle.ed measures will be taken !" He raises his ann, and levels a crackling
it. What? Did yOO really think th~ was a baby in peril'! energy blast at you.
Geez. J hate new people. Look , I'll let it go this time,
mainly because you guys looked suOO good in action. 8 ra1n Drain anacks with all his weaporu blazing. He refuses
Dun'l 11::1 it be said that 1 can ' I recogni7:e talent. Now to answer questions, and blasts 8way with a blind fwy , Fiye
GET OUT OF MY SIGHT!!!" spider robots swarm around, flailing at heroes who are not under
the direct assault of Brain Drain . Fonunalely, they an: not de-
If the gmup is lost. somebody will gladly point them in the signed for comhat and do minimal damage (I D6 damage, IwO
right direclion . attacks per melee, + I 10 strike, parry and dodge. 50 S .D .C .
total, A.R . 10).
r
r
During the fight, Brain Drain shouts. " You cannot ddut If Brain I>rain defem the heroes, he leaves. Note that he will
Brain Drain, little humanoids! Surrel'lder!" If the group n:ally not check to see if they are still alive, so they can trick the
does surrender, he continues anacking them without mercy. They villain by feigning death. Likewise, if mey flee from Brain
have seen too much and must die! However, if his foes seem Drain, he will give up pursuit within a matter of minUles (8
too powerful and/or mince his S.D.C . by 60%, Brain Drain melees of chase) ,,00 tclepon away.
flees via teleportation.
ENCOUNTER FOUR: He says , " What's the matteT? 1be guys in make-up
backlogged again. or did you just take ta lon3 lunch? Gud,
This Vicious Cabaret these ~writes have 30t everything screwed up!"
If the Ninja Turtles or ocher muLanl oc a1ierl. characters arc
In this cncoonler. the adventurers get mixed up in the fWning
being played, the stage people will ll.'§SUITIC that they are in
of Vincent Darkins' SF movie, Cosmoroids. SUltt this encounter
cosrume and are pan of the film. If they are comparatively
while they are walking around inside the soundstage.
nonnaJ looking humans, lhe 5tagehand~ assume they are actors
Read the players the following: who arc yet Ie) dress in their costumes. If the group complies,
and put c:m the rubes, the: Stagehand will be satisfied. Continue
You find yourselves on the SCI of a science fiction film . with the next n::ad-aJoud section.
The equipment is all labeled "Cosmoroids." Lots of people
If the heroes don' t comply, they will arouse the stagehand's
in weird, alien costumes roam about. Some of the costumes suspicions. He will say, ';What's !he matter? Aren't you guys
are frighteningly rea1istic . Suddenly, a sLagehand poinu
the FurdJings1 What are you doing he~r' Security guards may
at you and says, " Hey! You guy:s! You'~ laic! Put the
be summoned, bill the super-heroes :should be able to escape
rest uf your costumes on NOW'"
them ca.~ily. However, the security guards will continue looking
He tosses some stliir'tge black hooded robes at you, and for them.
hanlb you some lightweight plastic swords and blaster
Ref~ our heroes can vacate the premises, they stumble un
pistols.
(0 the filming of the "Vicious Cabaret" scene. Here they will
see the villain Lounge Lizard play the organ and use the Sublim- "When the world is cold and boring, r
ina1 Message Generator from a spectator's view from beyond And you feel low as scum,
the set. TIley will a1so have a chance to attack him . There an: facts you try ignoring,
Read tM rollowing to the players: Such as what your life's become .
When you finish putting on your robes, the stagehand There are simpler ways to cope,
leads you down a dim corridor to a strange set. Before At the far end of your rope,
you get there, a make-up girl approaches you and says. Just surrender your control,
"Oh my, make-up let you out like that? This will never To me ..................... ..
do. Hold still." Wild. barely perceptible pulses of light flash from the
1be make-up girl says, ';You'renOl nearly green enough . complex machinery of the organ . It was so quick you
What's wrong with that make-up crewr' She paints your would have missed it, except that it sent a cold chill up
cheeks and lips and eyelids with fluorescent green make- your spine, and made your brain feel like it was momen-
up, and lets you go. saying, " Now be sure to come righl tarily invllded by a hostile a1ien presence. Psionic charac-
back if you need a touch-up.'· ters will register it as a psionic altack . .
The stagehand leads you inlo the huge. smoky sci-fi Suddenly , you feel like doing JUSf what the weird singer
cabm:t souOOSlalte filled with bizam: Ul\ltant crcarures with says. surreodcrcootml or your life to him. You feel sedatc:,
makt:.-up job~ roo good it 's h,ttd 10 tell if they arcn 'I actually melancholy, and dntined . Dut then the moment pa."ses,
authcntic. Then: are huge, ~haggy monstt:.rS . prerodactyl and you have OODlI'Ol of your thoughL" again .
creatun=.s, fish -men, plant-men , insect-men , and walrus- The str.m.ge musician turns and faces the camera. It is
creatures, and othen; tou weird to c3.Sily describe. a tall mutant lizard, and he smiles a wicked. seductive
Some are sining at the bar, some are Slouching in booths . smile at the carner", and laughs a sinister laUgh . His face
some are sining around hovering tllbles, and some are looks incredibly lifclike. Too real!
perehed in the rafters. If you look for the Kau Pat. you The lizard hits a fmal chord on the organ, and suddenly,
can't see any; no rat, cal, rabbit. Iiuud, or guinea pig the spotlight on him goes out, plunging him into darkness.
creulures. Or brain creatures, for that matter. The lights flash up again . and he i$ gone .
You don 't know where your characters are supposed to
Yep, il'sLounge lizard. one of the Rau Pak's key operator.;.
go in the bar unless you sneak a peek at the script. If you
don't lake up the ~ positions. an exaspentted Our champions will recognize the flash of light as the same
stagehand will movc you around 10 differt:nt locations in as the one secn and fclt 00 the cowboy set. They should realize
the bar. Hc puts two logether at the har, one alme floating that this must be the mysterious Subliminal M~ssage Genera/or
table, and the others in the rafters. You can all see each (SMG). Each time the lizard hits an organ key, the light flashes
and the mental message 10 submit is repeated. Those with a
other from your positions.
compuler science background and/or mechanical engineering
If they read the script further, they see Ihal during the crowd
will realize thai: the pulses of light from the organ are encoding
scene, the Furdlings (aliens) are to "look wistful and misty-eycd
Lab!> Ran's powerful subliminals onto the mm as it is being shot.
as they fondly rt:membrr the methane swamps of their home-
planet Furd, and chant loud salutations to others in the Cabaret." Give the players a chance to react. They may impuJsively
a:llaclc:, or they may cboose to keep their cool and not tip thcir
This means very little, aoo it really doesn ' t mailer what they do
in thc next scene as long as it is not disrupti ve. hand early. Psionic characters can ~t themselves with a
mind block . Those without psionie skills will feel their wills
A hush CaDs 011 Ihe sct. CamclllS start rolling. Famous dire<:tor
slipping away JS they arc overwhelmed by apathy, However,
Vinc't!nJ Darkins says, " Anc.J ... Lake it." His assistant barks ,
this brief exposurt: I() the SMQ has no lasting affect on anybody.
" Cusmuroids, Scene: 327 , Rewrite #1 : This VK;ious Cabaret.
As soon as the music ends, the overwhelming emotions of despair
Take one'"
and apathy a150 end_ If they attack, see Shoot the Piano Player,
The denizens of the bar immediately start babbling in a weird which follows .
cacophony of voices . The huge mobile camera platform moves
If they dun ' t attacJc, the scene is completed, and the actors
past the crowd, raising and lowering to film the weird assortment
are dismissed . They can leave or follow Lounge Li7.Jutl. The
of creatures.
mutant lizard can be followed to his dressing room. After it
The hertJeS Can ignore the cameras, hide rrom them. mug while there is no noise coming from his room. Entering the room
shamelessly. wavc to the folks at home. or do anything they will show it to be empty. Lounge Lizard has gotten away (tele-
plusc. As long as they don't do anything violent. ftiming wilJ ported).
go on . Rcmcmher, they are in disguise or in concealing cos-
tumes, so they will rt:lain Uleir secret idcntitic$ . Shoot the Piano Player
If the heroes decide to anack. the I.iz.artI they can. The whole
Re.ad the following : place erupts in furor. actors rush away to avoid being hurt, studio
Suddenly. a weird chord rumblc$ through the room . guards rush around the perimeter, unsure of whether they should
LighL" come up on a large, space age pipe organ. TIlen: enttt the area being filmed. and vari()U.. techs run around tIying
is a slemkr rigure hunched over it, playing slow, complex to pr1UCt their equipment.
chords. He is wearing a sequined purple tuxedo. A hush The organ is projecting the subliminals, and has an S.D.C.
falls ovcr the room as he begins to sing. (GM Note: Recite of 100. lfit is ~ttad:ed , sparks fly from it and it makes a horrible
Lounge Li2.atd ' s song with a menacing lone.) moaning sound .
,
However, it is Lounge Lizard who should be their main target . When the fight is over, read the roUowing: r
Any mutant anima1 will recognize him to be a mutant (not a The director shouts, "And . . . cut! That was fantastic ,"
costume) and they were told about the Ran PU's "li2.anI en-
His assistant yells, " Wait! That's wrong! The Furdlings
forcer" in lheir earlier investigations. 1be li2.anI will try to escape are not supposed to attack until the next scene!"
if he can, but he is not a coward and can be a fierce opponent.
The director replies, " I don't care, it was fantastic! It
He fights back with his mind traitor power to take conuol of
was much better than the useless rewrite Bullwark gave
one character's mind and making him fight the others. He then
us ."
whips out his mini-uri sub-machinegun and blasts away . He
Slays and fights until he is below to S .D.C. Then he teleports The heroes can stay and talk to the energetic director, Vinet"t
away. Of course, if the heroes act quick1y they may be able to Darkiru. He congratulates them and is enthusiastic about their
incapacitate him before he can zap to safety. performances. They may want to make up a good story about
why they attacked, but it's not necessary. If asked about the
rewrites or what it is like working f« Bullwark , Darlcins explains
that Bullwark is orten an unreasoning bully who runs his studio
If the heroes fly into action. Mr. Darkins will stare in amaze-
ment. 'The thugs are not amused and counter by pulling out
pistols to fight back . During the fight , Space Case, the mutant
cat, will try to stay out of direct combat, using her space out
powers to affect the heroes. Her power instiUs a sort of euphoria
that reduces the attackers' number of attacks per melee and their
reaction time . See Space Case's description althe ~nd 101M
bonk.
Should Space Case and her thugs defeat the player chanictt:rS
(subduing them will he satisfactory), silt: will. find that Vincent
Datk:ins ha... disappeared in!ht: commotion (he's hiding ncurby) .
"Oh , what a mess," she purrs . " Labb Ratt will not be happy
about this." She sighs and mUliers, "I wish honey-kim. would
mellow out." With a flash, they ~ gonc (tdcpOrt).
r
proceeded to lodge another protest against Mr. BuUwark's
ethics. I lold him my contract guaranteed me total artistic Reel 4:
freedom and said I would not accept any more of his
interference. Strategy Session
"BulJwark just laughed. He was absolutely euphoric. I What's next? Once again, it's up to the player characters to
think he was tanked up on Labb Ran's flakes. Then he devise a strategy to stop these villains once and for all!
started raving. Something about influencing the audience Things they should consider:
like never before seen in the history offlim. Then he began I) "They have to Pro(ect Darkins. Despite his cournge and
to rani about the power to manipulate the audience's mind conviction, be is likely to remain a target. He knows too much.
and control their thoughts. He offered me rulership of New This means the Ran Pak and Bullwark will either have to focce
York if I cooperated with him . I felt like I was in a 50's him 10 comply with their scheme or kill him.
B· movie. 2) Find and stop the manufacturing of the Blue Ice drug. It
"As he babbled on. 110ld him he was crazy and started seems likely that the drug factory is on the studio. Vincent
to leave. The rat guy blocked the door and just started al Darkins will be valuable in tracking down likely ·Iocations.
me with this maniacal grin. 'Then BuUwark. weD( off the 3) Find the Ran Pak 's headquarters. Again Mr. Darkins will
deep end. II gal real ugly. He threatened to ruin me if I have some suggestions, but shaking down BuUwack may be a
fuught his ch'iI'lges. Not only that, but he said that in bener ahemalive. .
addition to all the changes he's already onJen:d, he wants
4) Time to act quickly. If the criminals think that things arc
new mimJ-(;onUO! gadgets in every scene. He must have
falling: apart they may disappt::ac. However. the Rill! Pak and
been hallucinsting. Mind control machines'!
Bullwark should still fccl in cQntrQl , although angry with thei r
"I t('lld him I wouldn't put my name to any movie so interference.
carelessly made, and told him I would gladly Fight him in
5) Perhaps the heroes can use the Pak's anger and lust for
court. since I would win easily . I shoved the rat guy 001
revenge to lure them out.
of my way and left . As 1 stormed out. the rat <..n::ature said
6) Mr. Darkins oITers to keep his film in pn>t.Iuction if it will
that I wfluld soon be begging to do his bidc:ling. I guess
this is wltat they were talking about. help. He L'OUld even pn::tend to go along with Bullwark. if it will
lure 001 the villains!
"Man, 1 believe this . When I got back to the soundstage
those thugs were there. They anacked me ... tried to " I'll cooperate with you guys in any way necessary. and I'll
shove those damn blue crystals down my throat. I thought help you keep your existence secret from the wmld. Help ymmelf
I was a goner until you showed up. I don't know how to to anything you need from the Cosmoroids set. It's all at your
disposal. A~ral.I , if the Ran Pak wins, it won'tmaneranyway ."
thank you. Jecz, lowe you guys my life. Or at lea.c;t my
free will. What do we do now?" 7) Mr. Datkins gladly gets the heroes 1.0. passes so they can
Moment of truth time. The group must decide whether to trust move freely around the Monolithic stuc:lios. He also provides
him, or not involve him any funher (of course, he is already them master keys to open all locks in the soundstage and suppLies
involved and cenainly a target of the Ran Pale). Either way, them with maps of significant places and names and phone
Darlc:im; i,. amv.ed. He will gladly answer their questions. When numbers of people on the studio grounds.
told that the Subliminal Message Generator is real, Darkin,. !mY". 8) He also provides them with a headquarters in the 1!iubba.o;e-
''That's horrible . Well . I won't let them muck up my film with menl of the Cosmoroid set and offers them any other help he
subJilll.inals. What can we do to stop him? I'll help you in any can reasonably provide .
way' can. He can't do this to people! It's monstrous!" 9) tbe chardCters may stay near Dartins in case the Rail Pak
Things iire ~t1ly (1)lLinit oow. l..cl'" crui!iC to Reel 4 for the lries to attack him again during the night. bUl no attaCk will come.
Strategy Session. JO) Unless the ehamelers took Qne ('If the !,uhliminal me."~gc
gellerators with them. from an earlier adventure, there ace no
l..oose E nd-. SMGs to be fQl,lnd. The Qnes Qn the CQwhoy !;Ct lind the Cos-
Should the heroe~ run off after savillg the director without moroid set ace gone! Even fragments of damaged devices will
talking to him, they will miss out on gaining a valuable ally . have been removed.
Continue with the next section, modifying it to leave oot Damns'
cooperation. HQwever, he will want to find them again, and if
he ever sees them . around the swdio, he will try to talk
to lhem .
Search and
Destroy
Here are several actions that the heroes may consider over
the next few days. 1bese will result in mini-adventures that build
into the fmal banle . Game Masters, fed f~ 00 enhance, beef-up,
and develop these and other possibilities.
•
- r
r
Getting answers
out of Bullwark
The violenl approach, roughing up Bullwark, will get him If the heroes teU him that Labb Ran has far worse plans for
• to talk. bUI is nOI necessarily the best way to get answers. An humanity than controlling their movie choices, Bullwa.rk laughs
attack. on Bullwm is lili.e1y to invulve innocent Monolithic sec· at them . 1be suggestion that the Pak is.using him and thai they'd
uriI}' guards and risks scaring off the Ran Pak if the group looks Cll[ him O\1[oncc they gO' what they needed only causes Bullwad
too tougb. to snort and say, " 1 sin't no stupid kid, boyo, I can talc:c care
AJong (he !MIme lines. tbe group could capture Bullwan and of myself. Especially from a bunch oC mutant Cur balls."
hold him hostage. This will get !he Ratt Pak to come and gct
him. lbis will lead to the final confrontation. as the Ratt Pak About Blue Ice
is sick and tired of me heroes' meddling .
"It wasn't my idea to get Darkins hooked on that stuff. Labb
The nonviolent IIppruach can be just as effective in forcing Ran thought it up. He said it would make the guy easier to
handle. I was a litUe ... uh ... out of it at the time ."
events to a climax. Cornering Bullwark alone somewhere and
browbeating him with thn:ats and infunnation will get him (0 He' ll deny any invol v~ment with the manufacturing and dis-
have the Ran pa); make iMir move. tribution of Blue Ice or cocaine. " You know so much, hot shots.
prove it. Nobody's ever nailed drugs to me, and a lot bener than
For example, they could tell him that they know about Labb
you have tried!" Of course he's dealing drugs, but he'll never
Ran's Subliminal Message Generator (SMG). Knuwledge that
the SMG was being used by Lounge Lizard on the set of Cos- admit il !
moroids will convince Bullwark that the group knows too much .
Additional knowledge about the Ran Pat, the SMG , Blue Icc , About the Mutagenic Drugs needed by the Ratt Pak
or Bullwark's plans will scare him into action. (GMs should "'Yeah , they need the stuff to stay young and pretty." He
encourage the playerl to have their characten blufflspeech make laughs and clams up. However, iChe is feeling terribly pressured
like crazy!) and is considering selling them out to save his own skin, the
It may also be possible for ruUlant animal chantC~ to trick following might happen. Bu1Jwarli: will burst into tears and con-
BuDwatk into thinking that they ~ Labb RaU's rellow mutant fess that be isn 't as tougb and ruthless as people think. He's
creatures and wish to join him, This rose. may lead to a meeting gOllCn in too deep and ill tc:rrificd of the mutant animals. He'll
and confronliltion with the Ran Pale. claim to have been stupid and greedy. He'll sob some more and
If you feel the players' approach is credible, and they role-play plead forgiveness and sorrow. Finally, he'll say, "Look, you
weD, Bullwark. will talk to them. What follow s are some ques- didn' t hear this from .m e, okay'! Ya gana prontise they woo' t
tions and suggested dialogue with BuUwark . He is a gruff, cocky know I told ya!" (his act of desperateness and terror is quite
individual who will always pretend to be cool and unim~ssed, convincing) -rhey need the drugs to function right. 1bey're
even if he 's quaking in his boots. junkies I guess. TIley haven't been looking none to good either,
1l1ey've got a new shipment comin' from that MagaJdi Cartel
About the Ran Pak
midnight tomorrow night. 1be drop will happen on the Cos-
" Yeah, OK , I'm working with those weird creatures. They
moroids SpeciaJ Effects Soundstage. You nab the junk an' they' ll
came to me with this gn:.at plan, TIley got thi ......ubliminal thing.
be hUl1ing bad . Real bad . If you're looking to duke it out with
sec. They can make audiences believe ANYTHING ! Great idea,
"em, this'll be your chance."
eh1 We're gonna make our ~udiel'lces believe that all my filIru;
~ the ~atest, and to keep coming baCk , and keep watchin'
'em! TIle wont piece of trash will be a blockbuster. Ain't thai Game Master Note: This is just Lu reilenue tha.t Bullwark's
a scorcher? I'll be the most successJul producer in me world! confession is aU an act to save himself. His anitude is ''bener
We cQUld !\ell advertising, seU political candidatcs, the works,! the Ran Pa.k. goes down than me. He is a ruthless cutthroat and
II
Soon I'll have: half !.he wotld eating out of my hands. 1ne master eon-anist.
possibilities are endless. Maybe I'U even make movies that are If BuIlwad:: is arrested or just disappears without a uace, the
free to watch, jUljit t(l get people inLo the theaters to get hooked! Ran Pak will assume things have gone bad and will simply make
They'll keep coming back! I can be the greate-sl producer ~ver!
I could rule the world!" ....
a deal with another produccr. Humans arc expendable to Labb
-
32
Looking for
the Drug Factory
Careful research will indicate that an old, seldom used sound·
stage near the outdoor sets is the most likely candidate for Ixing
either the Ran Pak's headquarters or a drug factory. The building
is a large rectangu1ar building that resembles an airplane hangar.
It is off limits to all studio personnel. Mr. Damns is certain
this is il! He insists on coming along and can not be dissuaded.
It may be best to bring him along anyway. in case the thugs try
to abduct him again.
Going to investigate the suucture leads into an adventure. lbe
building looks deserted, but c:hamcten with tracking abilities
will recognize thai people have been coming and going here
often . There are signs of U~ only an hoor old .
• Inside, most of the building seems empty, with huge open
tlpan5es where selS can be buih. 1be ceiling in these areas iJli
60 feet high. Toward the rear are (he storage an:as aod dressing
rooms. The lights will nO( work in this portion of the building .
Checking the fuse oox (a.'isuming it can be found) shows mal it
ha.~ been destroyed. There are no windows. SO lhe roomli ~ all
very dark . Visibility is pOOr unless the characters have a
fla.<;hlight. special optics. or me ability to see in the: dark. Mr.
Darkins anticipated this and has a high bam flashlight U$ well
as a pen light.
These smaller adjoining rooms are offices. a cafeteria. storage
rooms. and the drug lab! "There is also a garage at the very end.
It conlalns two motorcycles. three jeeps. and a Jaguar. All the
vehicles are new .
Each of these. various rooms are being used by Bullwad: 's
criminal network of drug dealers . However , the rooms look like
they wen:: hit by a tornado. Papers are scattered everywherr:.
Furniture is overturned and broken and equipment has been
smashed . Here and there are the beaten and unconscious bodies
of the drug ring's crew. Everyone from thug guards to chemists
are unconscious or worse . It is obvious that the factory has been
ravaged in just the la.~l hour or less!
The drug labor.itory is the hardest hit, with a doze n uncon-
scious people laying on the floor and a couple others who appear
10 be dead . F.ven minor eQuip/ucnt has bct:n smashed 10 bils.
Pain(ed on the wall. in what seems to be blood, is a chilling
me.~sage:
33
- ,
They are anned with conventional martial art weapons such as Game Master Notes
swords (106 damage), kusan-gama (108), and nunchaku (108).
They fight 10 humiliate, nol kill, but they have no qualms about For Game Master Eyes O nly: The Ran Pak's lair is hidden
using lethal measures if things get rough. in a completely sea1ed underground bunker that was built in the
How many ninja are there? One for each hero plus three 1950's as a fall-out shelter. 1be shelter is accessible only from
additional waiting in the shadows. If the hero seems especially the basement of BuUwarlc.'s office building. The huge iron and
lough, the waiting ninja will double team him. lead doors are locked and barred from the inside (S .D.C. 15(0).
The only way in or out is through Brain Drain's teleport device
If the heroes arc winning, the ninja wiU retreat, disappearing
or by smashing through the doon. 1be shelter has been long
into the shadows. No amount of persuasion can force a ninja
forgonen, even by Bullwark (he doesn't know they are there),
captive to lalk . Mind probes will only conftnn that Shredder
and covered by heaps of old stage props and bo:tes. Con-
wants Ihe SMG and will go (0 any lengths 10 get onc.
sequently. the most thorough searches are not likely to uncover
The characters can call in an anonymous lip to the police it (14% chance).
regarding the drug faclory . There remains plenty of evidence to
The chamber is spacious, designed to accommodate 100
gel everybody found on the premises cbarged for operating an
people. It has its own elecuica1 generator, water tank,-and air
illegal drug operation. Of course. this may send Bullwark up
ventilation sy.stem. The space is divided intQ a large central
... the river 100. That is ultimately a good thing. but it will make
chamber, a large storage area. kitchen and food storage (now
the Riltt Pall. e:ttremely jumpy . The only thing that keeps the
used by Brain Dr.Un as his IllbordlOry). illId thrcco.smaller rooms!
Pak tied to Monolithic Studio i~ the drug drop later loniglll ,
offices (being used a... living quarters by the Ran Pilk).
After {hey get their I.;hemica1s they'll consider looking for a new
place to operate fmm. Labb Ran and friends have the large chamber turned into a
son of quainl family room, complete with big st.n:en TV, stereo
system , pool table and furniture. The large srorage area is fil led
with wires and fTIltch.iflery , This is Brain Drain's crude telepor-
tation device . Whenever one of lhe villains teleports he ends up
here. 1be telepurtation syslf:m is basically one-way. Whoever
activateS One of 8111.in Drain'$ If:leportalion retrieval devices is
instant1y (r.tnspnrted back to the shelter up to 500 miles away.
However, the device can not teleport them TnQre than 100 feel
(30 melers) away from the shelter. Wruch is only good enough
to teleport them out of the bunker into the basement or to a noor
or Iwo above them. Nobody pays much attention to odd crealures
at a movie studio.
, ( '
34
ReelS:
Battle Beyond
the Soundstage
1\..
o
•
•
•
3S
One way or another, our heroes will end up on the set of the 11:55 PM: The Cartel Arrives t
Cosmoriods at midnight for the big showdown. If they've been " I'm telling ya we're early. That's why nobody's here yet",
clever and inventive they will have learned about the drop 81- says a big, burly thug to a smaller guy carrying a large, black
ready. If not, Vincent Darkins will find out and pass the info altache case. "Shut up and keep your eyes open. You know what
along. happened back at M81ibu ." They are jumpy and look ready for
"Hey, I've got something big here. One of my people over- trouble. Two more Cartel goons, anned with shotguns, take a
heard two of Bullwark' s stooges talking. II seems thai some defensive position behind some props about 30 feet away.
Mag81di Cartel boys are going to make some kind of 'drop' If the heroes do not attack them. the Ran Pak will show up
tonight , right here, at the Cosmoriod set. Midnight. The name at midnight to make the transaction . At that moment the Foot
Labb Ran was mentioned too. Apparently the drop is for him . ninja will attack .
I'm a regular Sherlock Holmes!" If the heroes attack the goons now and uy to run off with the
The heroes may be able to surmise that the drop is another drugs, the Foot will leap out and attack both the heroes and the
mutagenic drug shipment. If that is the case, they know White Mag81di Cartel thugs. if the heroes have been silently ambushing
Rabbil or Space Case will defmitely be there . If they know that 81i twelve ninja known to them , then only Shredder I\Tld four
the Ratt Pak n~ the chemicals desperately, they have cvery additional F~ attack. Five minutes later, the Ratt Pak will
reason to anticipate the presence of the whole gang. arrive and jump into the fray .
Loose Ends:
If the chamclers missed ;til the clues and don't leal'll about 12:00 Midnight: The Ratt Pak arrives
me mutagenic drug ~hipmcnt. mcy can get involved in the fight ru stalet.l previously , lhe Ran Pak will jump into any hattie·.
when they here noise on the closed set. Remember, they're 1ncy hate the rival Foot organization and loathe our meddlesome
probably using the soundstage as their headquarters , and it is heroes. 1bey will relish revenge on both groups. Of course , any
certainly the locale fur meeting with Mr. Oarkins. surviving Canel goons will fight with the Ratt Pak . This iii a
winner takes aU battle to the finisb .
Another possibility is that Shreddcr has defcated the thugs
Game Master Data and the heroes remain hidden. This mcans he will have the
drugs. When the Rat! Pak arrives he will mock them and try to
Pre-Battle Warm.up blackmail them into giving him the Subliminal Message
This is it! The BIG confrontation! This scene includes the big Generator technology and forbid them to give the SMG device
showduwn with the Ralt PIik.. and the return ofSllredder. (Didn't to anyone else. Shredder wants a monopoly on this gizmo. "I
mink he 'd stay away long, did you?) have a new bargain for you. 1lte drugs are mine until you give
Magaldi Cartel goons are due to deliver the Ran PU's me your invention."
mutagenic drug shipment at midnight on the Cosmoroids sound- 111e Rat! Pak will answer by attacking_ The heroes can jump
stage. Shredder has learned this and intends to intercept the in at any time. The suspense has built to its heigh!. This is the
drugs. He'll then u..<;e them to blackmail the Rat! Pak into giving perfed time forthecrime fighters to make their presence known.
him the Subliminal Message Generator technology .
The Fight
11:25 PM Everyone wants the case with the drugs, especially the Ran
The Cosmoroids sound..tage is a huge. warehouse-sized, build- Pak. It is critie81 that no member of the Ratt Pak gets them,
ing filled with huge set pieces. forkJifts , monstrous props, mobiJe because as soon as they do. they will telepon to the safety of
camera platforms, and oversized starship models. The cast and their lair. If this happens the heroes will have to trRek them
crew have all gone home . The equipment sits idle . it's all very down, either to their lair Of" lure them out again f(lr a final battle.
still and quiet. Any pre-fight plans un lhI! part of our heroes Consequently, the person(s) who has the drugs will be the pri-
should be done now, before another second in game time ticks mary target of the Rat! Pak and Shredder (Shredder is likely to
by. Preparations can include checking oul the controls on the be the gl1y who has it at the moment). If the drugs are knocked
starship models, forklifts, and mobile camera platfonns. Re- loose, everybody wi ll leap for it; four Foot Ninja run to get the
memhcr, they may have been shown how to operate these item~ attache case. The Rat! Pak move to inlcTCepi them. 1be Cartel
in an earlier adventure. Presumably. the players place their goons draw their guns and start shooting. White Rabbit and
characters in strategic locations and silently wait. Note: A lot Lounge Lizard dive to grab the case first. And what about our
of noise after II :30p.m. will alert tile bad guys tolhcirpresence. heroes? Everybody wants the attache c:a.'ie, and they are willing
[0 kill for it.
11:30 PM: The Foot One safe way to make certain that the Ran Pak does not get
Qut of the comers of their eyes, the heroes see the shadows the drugs is to destroy them. Blowing up or blasting the attache
come to life as a dozen ninja silently prowl aJOllg the set. Shredder case to smithereens will get the job done (total package has an
is there, although he can not be secn yet. The Foot sneak onto S .D.C. of 25). The down side to this is that it will enrage
the Cosmoroids soundstage in pail1i and position themselves for Shredder, who now directs his attacks at the hero(s) re...pon~ible.
an ambush . If the heroes are already in position and remain and it sends the Rat! Pak: into a beserker f~n7.y .
quiet, theyean ambush the Foot as they come in . Or watch and Shredder will eventually nee if it looh like his scheme is •
see what transpires ncxt. ruined (he will seek. revenge later) . The Ratt Pak., as noted
36
•
previously, will fight to the finish, but only if they can not get r
the mutagenic drugs. If they get the drugs they will vanish . If
they lose the drugs they will fight like madmen until slain or
subdued. Why? Because they desperately need these rare and
expensive drugs to maintain their humanoid fonns and intelli-
gence. Withoul them, they are slowly changing back into ordi-
nary animals.
The degeneration process bas already begun! If the villains
did nol get the Malibu shipmen! they are hurting badly. 1bey
will be smaller and more animal-like in appearance than ever
before. Likewise, their intelligence and other human attributes
will be fading (See each villain's description; u.s~ lh~ third s~t
oj (J.ttribut~ StaU and r~dua hit points and S.D.C. by half!) If
the Rau Pak did get the Malibu Shipment. they will only be
minorly diminished (uu the S~C()nd S~I of stats and reduce hit
, poims and S.D.C. by 10%).
.
r
Loose Ends: r
Heroes Defeated
If the heroes are defeated on the set of the Cosmoroids. the The Wrap Up
Ran Pal: will return to their lair to reorganize. The Ran Pak is
After the press conference, the reporters go home. Monolithic
too crazed to stop and see if the heroes are dead, or to give
Studio is temporarily closed down pending a full investigation.
much time to characters in hiding or in retreat. Wilhout this
Mr. Bullwark will also be under investigation (if he is not already
shipment of mutagen they are doomed. 1bey make one last bid
under police custody) for charges of manufacturing and distribut-
10 the Magaldi Cartel. The Cartel is reluctant. but agrees to h'y
ing illegal substances, conspiracy, money laundering, aiding and
to get them the chemicals one last time. The price: the SMG
abetting illegal activity (including murder), and several other
technology and the loyal service of the Ratt Pa1c for five years.
charges . New infonnation about Mr. Bullwark seems to be com-
ing out hourly.
Despite the criminal investigation, di~1Or Vincent Dartins
• Our heroes bave only J2 houni 10 recover before they are is confident that the studio will be up and running again soon .
needed again. Around 11:00 a .m . the next day, they learn thai Darkins thanks the heroes for aJI thei.r efforts. Before they leave
the Ratt Pak. will participate in another drug drop aUclUj)( in JUSt HoUywood he throws a private party in their honor and offers
a few hours. The place: Bullwark's beach home 35 miles away. them tbe u.~ of his private estate to rest and recuperate. "Why
The time: 1:00 p.m . If (hey don', take more than 20 minutes 10 nor! I've got nothing to do for the next month or!>n. It will be
get ttady, fhey can he there in less than an hour. n.e information fun ." Whethe.r ttle characlCrti take Darkins up 00 his offer is up
is 100 easily attained and a trap should be SIiSpecled. However. to the players. When they leave, be bids them a fond farewell,
they have link recourse but to ocl. and invites them 10 visit him any time. If nothing else. Darkios
is 3 valuable ally and a gooc.J friend .
The Last Stand
The Ran Pal: has 1t:1 this info leak OUI to gel revenge on the Note: The Ratt Pak's lair was never found, and a few SMG
group of vigilantes. 1lle drugs are reaJly to arrive that morning devices are still there, guarded by five of Brain Droin's spider
betwt:en 10 and II . However, somelhing goes wrong and lbc robocs. With luck. the I.airwill never be rediscovered . 1bechan:.c-
drugs are late. Tht: heroes will arrive before the drugs as loog ters sbould coosklcr this a succe...", although it does leave a loose
as they arrive by I :20 p.m. 1be Rail Pale lay in wait. U they ,nd.
must lo~ their human intelligence. a fate worse than death, then
they will send those responsible to the grave!
The Ratt Pak will attack. shortly aftcr the heroes arrive. They The Return of the Rail Pak
look horrible. White Rabbit has linle intelligence or melDOf)'
left. He stands only 6 feel tall and is on a leash controlled by a
What's tlutt? You say you liked these villains and wish they
mangy looking Labb Ran. His weapons are a kusan-garna (108 could return again someday? Well, who says they can't. Here
damage) aJld a banle: axe (206 damage); he's forgotten how to are some way!! that the Pale can come back,
use a gun. Lsbb Ratt is much more rodent-like and smaller, The Magaldi Canel (as well as Sh~dckr) knOWS a Iinle some·
He is lusing his intellect but is still cunning mK! smart enough thing about these animals and the role the mutagenic drugs play
to be d;ulgerous . He is armed wilh it mini-uzi and two hand in their lives. If they didn' t know how the drug" affected them.
gn::nitdes. they a=:.nainIy can pica: the puzzle logethcr now! They speak
with crime tn..... Frederick Porcelain and track. down his scientist
SPlIce CY-SC is also pretty far gone. She moves: with the. speed
and agility of a cat. but does so 00 i'l11 four.!. liy this point, she who accidentally creaIed the mutant animals in the fiJ"$t place.
has lost her psionic powers and is limited to physical attflCks They inform the Cartel that the Ratt Pak's creation was an acci-
o nly . She uses only her claws; 106+ 2 damage. Lounge LIzard dent and has not been duplicated since. However, the mutatiOn
hisses and slithers around like a giantli7.ard . He can barely talk,
may reoccur when the drugs are injected back into the same
but still retains his mUlaIlt powers and signilicHnI inlelligeoce animal". It is a minimal cffort to secure the animals that we~
to make him deadly. Brain Drain looks preny much the same once the mutant Rall Pak. Surprise, surprise. the scientist was
right, the mutagcnic drugs do give birth to the Ran PaIc. And
hut his movements are slow and uncertain (ooly two anacks per
this time the Pak bas a grudge to settle.
lllClcc and no bonuses of any kind).
Another possibility is llIat Labb Ran still retains 50me of his
GM Note: This is absolutely the rmal hanle, Pltly it our for humanoid memories and intelligence, even in his rat fonn. He
as much drama as possible. In the eod, whether the Ran Pale is somehow able to communicate with an unscrupolou.~ scientist
has been defeated or if they arc tlOOlU to deliver the final blow and is re~tod , Together they find and re-create lhe other
to our heroes, they suddenly begin to shrink into oonnal animals . mutants of the Ran Pak .
The frightening traruitioTl hlsts lex... lhan two minutes. During A third pmibility i$ that the mutant brain that is Brain DnUn
that time they can not attack. is oat as affected by the lack of the drugs due to his robotic
Afterwards, the Mirnals can be easily collect&! and turned nature. After a few days of playing possum, hc breaks loose,
ovcr to the authorities (anonymously if necess.1IY). Or left alone ~scues hill animal buddies before they CM be deSlnlyed and
to run rret:. Slau&lllering them is a bit pointless and cruel. escapes , lie contacts the Cartel and they help rebuild the Pak.,
4t
Raft Pat at its strongest. As each phase occurs the villains'
r
abilities grow weaker. r
Non-Player PbaK Two: Medium Strength. 8y the Malibu encounter, the
Pak needs a hoosier shoe of mutagenics. They are in a some-
Character Descriptions what weakened state, but still very fonnidable. Use the second
list of slats.
PbaK T'bru:: Weakened Animal Regressive State. At this
point the villains are quickly deteriorating. They look more
The Ratt Pak like animals than humanoids. Speech and remembering are
extremely difficult and si7.t is reduced dramatically. Without
An Origin Story a booster shot of the mutagenic drugs, they will revert com-
While cooking up new designer drugs, Frederick Porcelain pletely into animal fann within 24 hours .
and the SoloChem gangsters experimented with unstable Phase Four: Complete Regression. In this state the villains
mutagenic chemicals. exposing a variery of labontory animals
have regressed bact into the animals they origina1~ were.
to the radioactive drugs. They intended to create a new drug However, -each is srill a mutation and can be re-created if
that was so addictive that it took: only one or two uses to hook
given the com:ct mutagenic drogs. Labb Ran will even n:tain
an inJividuOlI. A~ a 5Urprise bonus. they accidcnlally created a
some of his intelligence (I.Q. 6) and sparks of memory as
host of horribly mutated creatures with a keen. but wicked intel·
will Brain Drain. However, l..iibb Ratt's body is that of an
ligence . These COfTUpted animals are the Ran Pik: Labb Ran, adult, two foot long, rat . White Rabbit and the othen have
Lounge Lizard . White Rabbit. Brain Drain , and Space Case. no human-like intelligence nor memories, although they are
Led by the diabolical Lsbh Ratt. the Ran Pak assisted the all a bit ~marter than lheir IlJliTn31 kin.
narcotics cartel in developing "Blue Ice" and quicldy rose in the
ranks of SoloChem as secret operatives. Soon they were. given Labb Ratt
the (reedOilllo develop thc:ir own pmjec.:tS. This lead to an inven-
tion far worse than any drug. They created the infamous Sublim-
AJi&nme:nl: Diabolic
H;t Point., Ph"", ), >s . (36 ph..., 2). (22 phase 3), (5 phasc4)
inal Message Generator (SMG), capable of psionicaJJy addicting
irs viewers and ultimately subverting their wills.
S,D.C., Ph"" I, 125. (85 phase 2), (55 ph... 3), (2 ph... 4)
~: Has been bUm!mOid for 16 months
The Ratt Pat Goes Solo from SoIoChem So: Male
When the heroes anack the SoloChem f~Sli. the Rau Pak
doesn 't help defend lhe building. Instead they take advantage
of the diven;;on to steal their Subliminal Menage Generator and
flee . This had all been part of their plans for quite a while . The:
intervention of the super-heroes only served to inili:.te lhat plan
a little sooner lban they had coruide~ .
Hollywood
Labb Ran and company hlld already organized a nice little
drug operation in Los Angeles and Hollywood sanctioned by
the Milg.Lldi ('.and . They had a..Iso itlready c~lablishro strong
tic5 with unscrupulous Ioovic moguJ Lambc:tt BuUwarlr::, and
m,t(1e a pact to encode new movies with the powerful sUblimimti
messages.
Everything is coming along wonderfully until ShR:dder discov.
ers their plan, and tries to extort lhe Subtimimd Message
Generator technology. He has discovered the secret behind the
mutagenic drugs and makes one of his tactics keeping the Ratt
Pak fmm gelling the drugs they nced to maintain their mutant
forms . Things go froUl bad to worse when the supec-bcrocs
arrive and get involved .
43
t
Mutagenic drugs in his system give him the ability to distort Age: Has been a humanoid for 13 monw
the perceptions of others. He broadcasts waves of weird mind· Sex: Female
distOl1ing energies which twist the minds of everyone wilhin Sin Level: 8 Weight: 115 Ibs
twenty feet of him . Hdgbt: 5 ft , 5 inches
The Reality Warp causes All. people within 20 feet (6 . 1 Attributes in order 01 ngnssion
meters) of White Rabbit to become confused. They must roll I.Q. 16, M.A. 23, M.E. 20, P.S. 18, P.P. 19, P.E. 18, P. B.
a Psionic save each and every melee round . If they fail , all 20, Spd 11
attack , parry/dodge and damage bonuses are at half. Likewise, I.Q. 13, M.A. 19, M.E. 16, P.S. 15, P.P. 16, P.E. 15, P.B.
each person' s speed and skill proficiency levels are also 11, Spd 16
halved , due to the disorienting nature o f the mind attack . I.Q. 10. M.A. 15, M.E . 12. P .S . 12, P.P. 13, P.E. )2, P .B .
Victims also lose one melee attack . 15, Spd 15
An example of. Reality Warp Expe.rience Level: Equa1 to 4th level
" Suddenly, White Rabbit begins to shift and mutate. his Combat Skill: Basic Hand to Hand
face swirling off in a spira1. Then you notice it's DOt just Attadu Per Mdeo, 4 , (4), (2)
White Rabbit changing, but everything around you is moving, Bonuses: Phase One: + 4 to Strike. Parry and Dodge. + 3 to
swirling, and undulating. You smell a noxious blend of ozone Damage
and gunpowder in the air, Try as hard a.. you can. you CIlD't rttaseTwQ: + 3 ro Strlkc, Parry and Dodge, t Oto Damage
shake the disorienlation . Phase l1lree: + 2 to Strike. Parry and Dodge. +0 to DllIIlltgc
Reality Warp is a wild talent that e ngages automatically Weapon Prortde:ndes: W .P . Revo lver
whenever he is involved in combat, without White Rabbit Skills of Note: Pilot Automobile 96%. Prowl 70%. Paramedic
even thinking about it. He can ' l create an y other mind trap 62%
illusions except for the Reality WiUp. WUp0D5: Lady-like , Pearl·handled .38 Revolver, also has Te-
trdClable claW5 (animaJ power) th.al innict 206 damage!
Armor: None
Space Case Plsionic Powen: Special fonn of Bto-Manipulation: Slun (Space
Alignment: Miscrt:anl Out), Mind Block
Hit Points: Phase I: 62. (40phase2). (13 phase 3) , (5 pha.~4) Personal ProlUe: Space Case is a bubble· headed ValJcy-Girl
S.D. C.: Phllse I: 100, (80 pha.se2), (40 pha...e 3), (3 phase 4) sex bomb. She pum; .sensuoosly when she talks and looks
soft and lovable. She has a shan attention span and tends to
space out during conversatio ns. tben giggles as if blanking
out were hysterically funny . Her foolish behavior stands in
stark cootrast to bee combat abilities. She is a natural and
dcad1y pmdator who ¥talks ber Jny Silently and auacks with-
o ut warning using berretraclable claws! She uses her innocent
and helpless demeanor as a ploy to lure ber victim into a
sense of case, then lashes out for the kill .
Special Power: Space: Out
Space Case has II unique (onn of Dio..Manipulation: Stun
that allows her to attack multiple foes al the sume time.
resulting in it CumUlill.ive loss of attac!cjl. Each melee round
she can use her psionic atu,d. up to 100 fct:.1 (30.5 me ters)
away from her and CIUI Ilffet.'1 up to 20 targets as lon& as she
can sec them . Victims of the attack must save vs. Psionics
or lose ODe attack. The anack DOES NOT return in the next
round , but remains gone until the character moves out of
nmge or unti.1 she cancels her psionic influence. 1be victim
feels sluggish and dizzy; however, unlike the normal Bic-.
Manipulation: Stun, the victim does NOT have a - 4 to strike.
parI)' and dodge; instead he loses one attack per melee.
She can use bet Space Out powers 88aID nellt melee to try
10 affect those who saved the previous melee and 10 rmuce
the attacks of those already affected eVCT1 more . everybody
rolls to save vs psionies .gain . If those who losl one attack
last time fail to save ag. in , they lose another auack . This can
be repeated until the individU31 hu only ONE melee: attack.
Note: She can direct her powers at specific individuals. Space
Case's powers ate accompanied by the smell of perfume mi lied
with animal musk:.
" Like. Ollugod! I never. like. noticed what a totally cool
katana I have !"
44
r
Brain Drain <r
Alignment: Miscreant
Hit Points: Phase I: 75, (50 phase 2), {JO phase 3), (lOphase4)
Robol Body S.D. C.: 900
Age: Has been amutanl brain for Iwo years; a robot for 16 months
Sex: Unknown .. . (originaUy female)
Size Lenl: 16
Weight: 1000 Ibs Height: 6 ft, 6 inches
Attributes in order of regression
LQ. 27, M.A . 15, M.E. 22
LQ. 23 , M.A . 12. M.E. 19
I.Q. 17. M.A. 8, M.E. 16
..
TIle physical abilities. other than reaction time/attacks per
melee, do nOI change because they arc robotic .
P.S.24; +9 to damage
.r-.."
P,P. 20; +3 to strike, parry. itnd dodge
Spd. 22, about 15 mph
Other attributes not applicable.
Ellperieoce Level: Equal to a 6th level scienri!;L
Combat Skills: Roughly equivalent to Expert Hand to Hand
Attllcks Pee Mdet: 6, (~) . (3)
Bonuses: See P ,S . and p,p, above . Also +2 to parry and dodge
as a result of robot sensors. And + 1 to slrike wilh long range
weapon systems.
Skills of Note: All Communication. Computer. Elecuical.
Met:hanical , Chemical. and Math slcills at 88%.
Weapons: LEFf ARM: Built-in Sub-machinegun - 2D6 per
nlUmllbullet (200 round payload), Built-in light macruncgun
- 5D6 per round (200 round payload), Built in nan.e thrower
4D6 damage per hla.<;t (10 blast payload, 60 ftJI2 m range).
RIGHT ARM: Buih-in PlasmaEjector - 1D4 x IOdamage
(12 blast payload , needs 12 houn; to recharge; range 1(X)(1
fl1305 m)
THE CHEST: Has twin sub-machincguns but they were
dHrIUlged and have not been repaired, ~ they do nO[ presently
function.
Annor Rating: 12 (S.D.C. 900 as noted previously)
Psionic Powers: Bio-Manipulatitln: Para1ysis, Mind Block
Personal home: Bruin Drain is a mutated guioea pig hrain
with exceptional intelligence. He has built a powerful armon:d Spider Robots A.K: 10
body 10 house his bmin, and uses Ihe built-in weaponry to S.D.C.: SO
Speed: 34 or about 22 mph
anack his enemies. His bruin sec:tion t:un delal;h from his Attacks Per Melee: Two; + I 10 Strike, Parry and Dodge .
robot body ,uld fl y jlway if nccc!O(i;ary. DwnKgc: 106; not dcsigned for combat.
He is also responsible for building the Subliminal Message Notes: Simple programs for assistance, light labor, and security
Generators and teleportation devices for the Ran Pak. guards. Answer only to Brain Drain.
He's an introverted nerd, and will do anything to gain the
respect of the rest of the Ran PU . He docsn't realize Ihat
without him the Ran Pal.": is greatly diminished. He obeys Lounge Lizard
Labb Ran without question and cOnsiderS the others to be !tis
Alignment: Miscreant
dearest friends.
Hiti-oints: Phase I : 44. (32 phase 2). (25 phasc3), (6 phasc4)
S.D.C.: PIlase I: 12>. (65 phase 2), (40 phase 3), (5 phase 4)
Brain Drain's Teleporlalion Device Age: Has been a humanoid for 16 months
The transporter machine is located at the Rau Pak's lair. but Selt:: Male
each member of the Pak has a small teleport transceiver which Size Level: 10 (reduce to lOire level 7 by pha.<;e 3)
can inslllnliy teleport them back to their lair with lhe lOuch of AverMge Weigbt: 190 lbs
a button . Average Height: 6 ft , 2 inches; smaller only in phase three.
Thc hand-held device has an S .D.C. of 10. A.Uributes in order of regression:
The big tdeporter has an S .D.C. of 250. I.Q. 16. M.A. 22, M.B. 20. P.S. 18, P.P. 19, P.E. 15, P.O.
Only Brain Drain knows how the devices opcmtc. II.Spd 15
4S
I.Q. 12, M.A. 17, M.E. IS, P.S. 16, P.P. IS, P.E. 12, P.B. Bonuses: none
II.Spd 11 Weapon Profk.iencies: None, but does own a 9mm automatic
I.Q. 8, M.A. 13, M.E. II , P.S. II, P.P. 12. P.E. 10, P.B. 10, pistol.
Spd 7 Skills olNott: TV/video, Math, computer, and business related
abilities.
Experiena: Level: Equal to 5th level
Weapons: Usually carries no weapons, but does own a pistol.
Combat SkUls: Hand to Hand: Expert
Armor: none
Attacks P.. Meke: 4. (4). (2)
Personal ProIlIe: Bullwark is a pushy, aggressive, intimidating
Bonuses: Phase One: + 5 to strike, +4 to Parry and Dodge,
businessman who is used to getting what he wants by throwing
+3 Damage
his weight around. He has no qualms about destroying careers
Phase Two: + 3 10 strike. + 2 to Parry and Dodge. + I
and lives to gain more money, prestige, and power. In fact,
Damag.
he is obsessed with the acquisition of power and vast wealth.
Phase Three: +3 to strike, +2 to Parry and Dodge, +0
He has built a film empire but cnlves more . It is this hunger
Damage
for power that got him involved with the Magaldi. Cartel ,
Weapon ProfIcienctcs: W.P. Automatic Pistol , W .P. Sub-
drug manqfacturi.ng, and the Ran Pak. He see the Sublimjnal
Macrunegun , W.P. Rifle. and W .P. Knife .
Message Generator as the means to tinally achieve absolute
Sldlls of Note: Pilot Automobile 92%, Prowl 66% . Basic
power. 1bese recent delusions of power have made him a
Mech3ni c~ 60%. Sing (professional quality) 60%. Play Piano
little more carelcss and impetuouS than usu~ .
t\O%
To darif"y Me. BuUwark'! criminal actlvttle5: He has
Weapons: 30-06 Rifle, Browning OP 35
been in\olved with the Magalw Canel for almost 20 years .
Annor: None
l'his involvement includes sheltering criminalS, laundering
Psionics: Hypnotk: Suggestion, Mind Tl1lp: Mind TrailQr, Mind
money. providing information to the mob, and use of srudio
Block , See Aura
eqUipment and OlateriaJs for illega] purposes .
Personal Profile: Lounge Lizard is a cold-blooded sadist. He
is quiet and sophisticated . Behind his cool, sly, unruffled He has also enlisted !.be mob's help when dealing with
exterior is a vicious t.:ruelty. He delights in torture and inflict- ··difficuh" cljems (blackmail, theft, illegal surveillance, and
ing pain . He also likes to entertain, and plays " lounge music" physical assaults). It has only been in the last five years thllt
very well . Bullwar\ has expanded his operations to include the manufac-
Note: He speaks slowly, and hisses when he !alh. turing and disrribution of drugs, mainly cocaine and crack
SpedaJ Power: Mind Traitor cocaine.
Lounge Lizard uses a unique combination u f Mind Trap GM Note: Bullwark has many inf1uential friends and ac-
and Hypnotic Suggestion to make his enemies betray one quaintances and connections to beal most seriou." charges.
anotlIor. Fwtbermore, he is ruthless and cunning, meaning that he will
He uses the Mind Teap 10 make the victim see his friends do whatever it takes to avoid a long jail sentence. 1be drug
as his greatest enemies . At the same lime, Lounge Lizard factory on the grounds of Monolithic Studios will be hard to
uses hypll()(ic suggestion to lell the victim: "You have a chance beat. He'll be kloking at 20 years (OUl in 7) for that one. If
to crush your greatest enemy' Do so!" the SMGs and/or the Ratt Pak can be tied to bim (and Mr.
Lounge Li7..ard uses Sec Aura to target the foe with the Darkins will do his best to ensure that they arc), he will be
lowest M.E., and then hits him with !he Mind TrlIitor arrect. facing severaJ 20 IQ Life temu (out in 30 years .. . maybe).
Same as any mind trBp auack . He can use Mind Trap and Howevcr, there must be conclpsivc evidence. as weU as wit-
Hypnotic suggeslil)n !'IimulWlCOUsly, but must sacrift<:e one nesses, 10 nail him to the Pak and the SMG conspiracy.
llnack per JOt.\IKi to kccp up the illusion, and can only usc it
on one pe~n at a time. Vincent Darkins
A.IipIDeot: ScJ1ipulc)u5
Hit Points: 31
Other Villains S.D.C: 35
Age: 28
Sex: Male
Lambert Bullwark Size Level: 12
Alignment: Miscreant W"ld: m Ibs
ffit Points: 32 " . .hI: 6 ft
S.D.C.: 15 Attributes: I.Q. 19. M .A. 19, M.E. 18. P.S . II , P.P. 13, P.E.
Age: 46 10. P.B. 15. Spd 10
Se,,: Male Expnimce )evel: 8th level movie director
Size Level: 10 Combat SkIlls: none
Weight: I9S Ibs Bonuses: M.E. bonus of + 2 to save vs psionic attack, 60%
Height: S n, 8 inches ability to evoke trust, I.Q . bonus of + 6% to all skill profieien-
Attributes: LQ. 13, M.A. 14, M.E. 9. P.S. 8. P.P. 8, P.E. cics.
12. p.n. R. Spero: 6 Wupoa. Protldmcies: none
Experience I.evel: 6th level con [Jl;In and business exocuti~ . SkUIs of Now: Artist Film Director 97%. Artist: Writer 82%,
Combat Skills: none TVNidoo 98%, Radio; Basic 98%, Basie Electronics 86%.
46
Basic Mechanics 86%, Computer Operation 98%, First Aid Average Combat AbUities: Hand to Hand: Basic
r
96%, Pilot Automobile 98%, Pilot Motorcycle 96%, and Attacks Per Melee: 3 r
Photogruphy 66%. Bonuses: + 2 to parry and dodge, + 2 to roU
Weapons: None T}'pical Weapon Profkiendes: W.P. Automatic Pistol , W.P.
Annor: None Blunt
PersonaJ Profile: Darkins is an exceptionally talented director Weapons: AU carry a 45 automatic pistol and billy club/night
who has made some brilliant action movies. He is known and stick .
respected by most of the movie-going public, including lite Annor: None
heroes . Anybody who watches television or goes to the movies Veblcle: Most have access to a jeep; usually worlri: in pairs .
knows the name Vincent Darkins . He is an ~nest and com- Personal Profile: The typical security guard is jU.!i1 some guy
passionate man who cares abcxn people . His films an: so w~ is in pretty good shape and lucked out in getting a fairly
excellcnI because he truly loves what he does and always good paying job at Mo oolithic Studios. Most are fami ly men.
gives it his best. He is friend1y, caring, clcver. and resource- Aboul 25% arc ex·police or military. All have been given
ful. rudimentary training in hand to hand combat and .!i.hooting a
pistol. 'J1!t: avtr.lge age is 27 , but 20% are younger and 20%
Magaldi Cartel Thugs & Goons are over the age of 35 .
.7
shurikens, 12 caJrrops, and a 9mm automatic with a 13 shot: Average Experience Lcvd: 3rd &: 4th level
t
clip with him too. Average Combat Abilities: Hand to Hand: Ninjitsu (from
Annor: A.R. 12, S.D.C. 180; Arm blades inflict 306 damage , TMNT RPG)
Fist blades do 2D6 damage , Shoulder blades inflict 306. Attacks Per Melee: 4; include kick (106 damage)
Vehicle: Whatever he needs . Bonuses: + 5 to strike, + 4 to parry and dodge, + 3 to roll,
Personal Prortle: A psychotic criminal with a lust for power + 3 to damage, + 2 to save vs toxins.
and revenge. He is a tenacious opponent; tricky and conniving . Typleal Weapon Prorw::itndes: W.P. Automatic Pistol, W.P,
He loves to humiliate his foes before he tenninates them . Blunt, W.P. OWn, W,P, Swords, W.P. Paired Weapons.
GM Note: This adventure obviously takes place before the and two of choice.
TMNT destroyed him in the black and white comic book . Or SIdlIs of Note: Body Building, Climbing. Acrobatics, Prowl
is he destroyed? 78%, Fencing, Swimming. and general athletics.
Weapons: All carry short sword and dagger, ninja emergency
kit (see TMNT RPG, page 65 ; includes 6 shurikens and 12
The Foot Ninja caltrops), and two weapons of choice (Kawanga, .Katana ,
Sai, Vari $pear, or other Japanese weapon; see TMNT Role·
.. Alignment: Mostly Miscreant , some Diabolic, others Anarchist.
A vrntge HII Points: 38
Playing Game, pages 63-66, or Heroes Unlimited for a com·
Average S.D.C.: 34 plete list of weapons).
Average Age: 25 Anno.. : None
Averaae Sn: Male Vehicle: Most have access 10 a jeep or motorcycle: usually work.
An~llIge Size: Si7-C Level: 9
in pairs.
Average Weight: 145 Ibs Personal Pronle: These an: the members of ShreddcT's ninja
Average Uelgl'll! 5 ft, R indlCs e lile assassins. TIley obey Shredder's every order withoul
TypIc:aI Attributrs: LQ , to, M.A. 9, M.E. II. V.S. 18. P.P. question and are willing 10 die (ol'lheir Ma'i.lCr. A tough (ue.
18. P.E. 19. P.O. 9. Spd 14
48
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